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View Full Version : JET SET RADIO [3.P Baseclass] [P.E.A.C.H]



Hanuman
2013-05-13, 06:38 PM
Work in Progress!

http://i.imgur.com/FybhRGK.jpg

Tagger ↓

{table=head]Level|BAB|Fort|Ref|Will|
Special

1st|+0|+0|+2|+0|
Skates, Groove, Tag!, Tag Tricks

2nd|+1|+0|+3|+0|
Bonus Skill Trick

3rd|+2|+1|+3|+1|
Dash

4th|+3|+1|+4|+1|
Rep

5th|+3|+1|+4|+1|
Bonus Skill Trick, Slip

6th|+4|+2|+5|+2|
Roof Walker

7th|+5|+2|+5|+2|
Recovery

8th|+6/+1|+2|+6|+2|
Cartridges

9th|+6/+1|+3|+6|+3|
Bonus Skill Trick, Dive

10th|+7/+2|+3|+7|+3|
Twin Tag, Up The Walls

11th|+8/+3|+3|+7|+3|
Dive

12th|+9/+4|+4|+8|+4|
Power!

13th|+9/+4|+4|+8|+4|
Solidarity

14th|+10/+5|+4|+9|+4|
Bonus Skill Trick, Underground

15th|+11/+6/+1|+5|+9|+5|
Funk, Groove Mastery

16th|+12/+7/+2|+5|+10|+5|
Scratch

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

18th|+13/+8/+3|+6|+11|+6|
Gravity Skates

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

20th|+15/+10/+5|+6|+12|+6|
Be The Future, Freedom

[/table]

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Fluff
♫ (https://www.youtube.com/watch?v=n3anK6yGG-E) | ♫ (https://www.youtube.com/watch?v=I5pGm4vvQto) | ♫ (https://www.youtube.com/watch?v=hfLK13n91Q8) | ♫ (http://www.youtube.com/watch?v=8gbIal1RnoY) | ♫ (http://www.youtube.com/watch?v=m_gVkCQqlq0)

"Even in all this heat, there's a bunch of young kids who 'been tearing up the streets.
I'm talking about the Rudies, set up to bury the city in graffiti."
-DJ Professor K

Taggers are a mixture of Psi-Tech, Natural Gramarist, Tome of Battle Initiator, Scout and Semi-Caster.

Themed to tag artistry the playstyle of a tagger is to be as bold and stylized as possible, using her mobility to evade danger, laying traps and utility around the battlefield, all while charging up her groove, then releasing it at clinch moments.

Abilities: Dexterity is the main attribute for a tagger, mobility is paramount and second only to Charisma which is needed to keep things in flow, constitution and strength are also important for survivability and competence, intelligence is important for the savvy of skills and skilltricks.

Role: Taggers are most suited to be scouts and skirmishers due to their high mobility, terrain utility kit and teamwork oriented combat style.

Background: Taggers are often young, it's unusual to see a middle-age or elder tagger as most transfer into less daredevil activities as they age.

Organization: Taggers have very strong sub-culture and form into gangs naturally, they may retain individualism and be separate from their group while still having fellowship.

Alignment: While it's not required to be chaotic it's pretty unusual for a tagger to be lawful.

Races: Humanoid races suit taggers the best, a more mobile and agile profile suit a tagger better so generally more humans and elves than dwarves and half-orcs.

Religion: It's not often that Taggers follow religion, when they do it's usually loose concepts or lesser deities of freedom, enlightenment and individualism.

Other Classes: Taggers get along best with psionic classes, gramarists, bards, barbarians and sorcerers. They do not see eye to eye with those who need to study or maintain discipline to control their abilities.

Adaptation: There are three main ways to adapt the tagger into a campaign:

Low Tech - Skates made of force-like energy or purely kinetic effect, use wizardy hand-gestures to create runic symbols and various effects made of color and light.
Mid Tech - Army of Darkness Evil-Dead style could work fine, old-world materials with psi-tech powers, you could create any type of style for your effect.
High Tech - Psi-tech will allow you to completely flavor your JSR character with magically summoned inline skates, gramarist flavor and tech infused with psionic powers to make tag-artist graffiti to manifest special powers all across the city.



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Alignment: Any
Hit Die: 1d6

Class Skills:
Acrobatics, Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Forgery (Int), Gather Information (Cha), Knowledge(local) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Skill Points Per Level 4

Weapon and Armor Proficiency: Taggers are not proficient with any weapons or armor except for Sprayers.

Skates (Psi):

As a swift action you may call or dismiss a pair of psionic skates. While called these skates grant an effect on you as if you had the Skate (http://www.d20srd.org/srd/psionic/powers/skate.htm) power on you (1min/level duration or until you fall unconscious).
Having called skates on disables your magic item boot slot.
These skates are made of force or ectoplasm that vaporizes when the effect ends.


Special: Tagger Performance


As a swift action you may stylize any physical action you take by making a check: (Dexterity + Charisma + Tagger Level)
You must stylize the action before attempting it, but roll for it after the action is determined.
You may use a move action in place of a swift action to gain a +4 to check.
If the stylized action failed or was intercepted in some way (an attack missed, a jump botched or being hit while attempting an acrobatics check) you make the check with a D6 instead of a D20.

You gain 1 groove point on achieving a DC20 with this check and 1 additional groove point for every 4 you exceed it by.


Groove (Psi):
Groove Pool
Your psionic focus contains special properties, your mind becomes a capacitor for ambient psionic energy, allowing you to store the realized inspiration of yourself and your allies.

When psionically focused you have a maximum groove pool equal to your class level (or 1/3rd that amount out of combat).

You may gain 1 Groove Point by mechanical means:

Succeeding a Reflex save.
The use of an Action Point or Hero Point.
Making a successful DC20 Tagger Performance Check.
By using a Skill Trick to avoid a hazard when there is risk or threat.


You may gain 1 Groove Point by contextual means:

Making a highly stylized and personally involved action-- one that visually focuses and includes you in a cinematic way.
Succeeding a gambit, a risky play, or showing exceptional teamwork.
Narrowly avoiding a scenario of extreme risk.
At any time a DM may grant 1 Groove Point as a liberal version of Action or Hero Point awarding.


Using Groove:

By expending your psionic focus as a swift action on your turn or an immediate action outside of your turn you may improve a single d20 roll similar to action points.
You gain a +1 bonus on that roll for every 1 groove point you spend.
By losing psionic focus you then reset your groove pool to 0.


Tag! (Psi):

When psionically focused as swift action you may call or change type (http://www.giantitp.com/forums/showpost.php?p=15228360&postcount=2) a single psionic sprayer.
Unless otherwise noted you may only have 1 sprayer called at a time.
As a free action you may drop a sprayer, dismissing it. A drop combined with a call is termed a "refill".
Sprayers hold 3 charges of paint.
Sprayers can be used as a 10' ray touch attack.
Sprayers can also make a cloud effect with a connecting area of two 5' squares centered on your adjacent square. This cloud effect lasts 1 round.




Psionic Sprayer
A psionic sprayer is a small storage drum with push-button sprayer nozzle, it is materialized with a mixture of paint, psychoreactive dust and other alchemical substances that is pressurized to allow the mixture to be released rather than pumped, this allows it to be released as a swift action rather than a standard. Psionic Sprayers come with 3 charges each and take 1 hand to operate, by using a charge it can either paint a 5' square as a full-round action or create a 10' cloud of paint which does not linger in the air. This psionic paint mixture is highly resistant to removal attempts for the first hour of it's application. As a free action you may change the color of the psionic paint while it's still in the sprayer.
A psionic sprayer counts as a primary hand weapon when active and allows the wielder to manifest Dazzle (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dazzle) at-will at the cost of one charge.


Tag Tricks (Psi):
Tag Tricks are similar to initiator maneuvers, except they instead use alternate maneuver types:
[Spray]: Sprays take a standard action, they use the sprayer to directly influence a creature or object using 1 sprayer charge. Sprays list a type of save and the DC is always 10 + Your highest level tag trick.
[Mark]: A mark is an instant application of your sprayer on a surface, marks take a swift action and 1 sprayer charge to apply.
[Piece]: A piece is a complicated application of your sprayer on a surface, Pieces take a full round action and 3 sprayer charges to apply.
: A boost is an effect which is conjoined with another effect such as a spray, a mark, a seal, or another action such a jump or acrobatics. Boosts require a move action and 1 sprayer charge.

When you call a sprayer you must designate it's "type", selecting from the types in the compendium (http://www.giantitp.com/forums/showpost.php?p=15228360&postcount=2) (or feel free to homebrew types and post them), and you can only use tricks equal or lower level than your maximum Tag Trick level:

{table=head]Class Level|Max Trick Level

1|
1|

3|
2|

5|
3|

7|
4|

9|
5|

11|
6|

13|
7|

15|
8|

17|
9|
[/table]

[B]Bonus Skill Trick (Ex):
You gain a bonus movement skill trick (Complete Scoundrel pg. 82), you gain a Style Bonus to one of the skills that the skill trick requires equal to your charisma modifier.

Dash (Ex):
As a swift action you may increase the speed of your psionic skates by 10' until the end of the round, during this time you gain 5% concealment per 3 levels.

Skate-Fu (Ex):
Your skill with using the skate ability becomes it's own martial style.
While you are assisted by the Skate class feature you are considered having the Improved Unarmed Strike feat and gain a bonus vs offensive combat maneuvers used against you equal to your Dexterity modifier.

Rep (Ex):
Your reputation precedes you. You gain a number of contacts (Cityscape pg. 57) equal to your charisma modifier. Your leadership positive scores are multiplied by 1.5 and your negative scores are multiplied by 2, you also gain a secondary leadership score called Fame which counts negative leadership scores as positive and is not used to calculate your leadership scaling. You receive a penalty to disguise equal to half your fame.

Slip (Ex):
Your physical ability allows you to evade detection.
You gain a +2 insight bonus to Stealth, Escape Artist and Climb checks.

Roof Walker (Ex):
You gain the Roof Walker feat (Cityscape pg. 63), this need not apply to just rooftops.

Recovery (Ex):
When you fail a jump, become grappled, tripped, ensnared or any other form of movement impairment you could apply your groove to as a free action you may opt to use your groove without expending your psionic focus, as an instantaneous action to try and prevent the failure. If you succeed you gain back half the groove you expended, this is called a "Recovery". You may only use recovery once per encounter, each additional usage costs 1 action point.

Cartridges (Ex):
You have the option of calling an empty psionic sprayer into a hand that is already holding a container of liquid, the sprayer materializes around the container and attempts to open and empty the container as if it was internally aided by an unseen servant, the liquid is then pressurized to be released like a normal sprayer (Arms and Equipment Guide pg. 25) would be able to except it only takes a swift or move action to use. If the container cannot be opened the liquid cannot be used and furthermore once a sprayer is dismissed the full or empty container drops out of it.

Blitz (Psi):
When rolling initiative you may fully expend your groove pool on Blitz as a swift action without losing your psionic focus, you and allies within 30' gain a 15' bonus to base speed and gain a bonus equal to the expended groove on opposed bull-rush checks, strength checks to break objects, to AC and to fortitude and reflex saves until the end of the round.

Twin Tag (Ex):
The maximum number of psionic sprayers you may have called increases by one, and you may hold two active at the same time and activate both separately.

Up The Walls (Ex):
Whenever your skates are active you are considered having the feat Up The Walls (http://dndtools.eu/feats/psionics-handbook-30--46/up-the-walls--3034/). Having the psionic feat Up The Walls then grants the ability to consider a ceiling-like surface as a wall for the purpose of traveling on it.

Dive (Ex):
You may activate your groove in a special way called a "dive".
When activating a dive you add your charisma modifier to your current groove pool as a swift action and you may freely use your groove 3 times as an immediate action until the end of your turn, each use draws from the same groove pool in any division you wish.
You can now do one Groove, one Recovery and one Dive.

Power! (Psi):
Your gain +10' base-speed when you are effected by the Skates power or Skates psi-like ability, even while flying. While your skates psi-like ability is active you gain a power similar to the Elocater's Scorn Earth ability, with the exception that Power! also functions over flat liquid surfaces as well, that it only brings you 6" off the ground, and that hovering effect temporarily stops functioning when you raise more than 6" off the ground and resumes once you return to that height. Because your skates now produce their own thrust, lift and torque your Skate-Fu becomes devastating, you gain a bonus to offensive combat maneuvers equal to your dexterity modifier.

Solidarity (Ex):
You gain a bonus vs inhaled or irritant gas effects (including ones interact with your physiology such as blinding effects) equal to your current groove and at any time as an immediate action you may expend 1 groove to evade 1 point of damage (if possible to evade) or heal 2 points from your nonlethal damage pool.
Due to your experience you become highly resistant to fear, discouragements and attempts to control you and thus gain a +4 bonus to saves against fear effects, mind compulsions and negative morale.

Underground (Ex):
Your physical and psionic ability allows you to travel freely.
You gain a +6 insight bonus to diplomacy with underground communities, saves and checks against detection whether it be sensory, magical, psionic, scrying, ect. If detection does not allow a save (such as the Alarm spell) you may pass through it without being detected if your maximum tag trick is at least 2 levels above the power or spell level.

Funk (Psi):
While psionically focused you may create a psionic music field centered around you with a range of 100', the field senses intentionally beneficial and hostile sound actions and works beneficial effects into the field while denying hostile ones. This simultaneously functions like the bard's Countersong bardic music with the exception that the save DC is equal to your Current Groove + Cha Modifier.
You may choose to "carry" sounds, that means that while a beneficial musical effect is effecting you that you may broadcast it with your psionic music field therefore extending it's range (now also centered on you as well as it's normal source) and granting it a bonus vs dispelling, countersong and other such measures equal to your Charisma modifier.
Finally, while broadcasting this psionic music field in combat the ease of which your groove charges is enhanced, each round that you make use of one of your class features or do something entertaining or stylize you gain one groove point, the music lasts until you wipe-out, do not gain a groove point in a round, lose psionic focus or end an encounter. You may only have Funk active once per encounter.

Groove Mastery (Psi):
When using Groove you no longer expend your Psionic Focus.
Whenever you start a round with 0 groove you automatically gain 1 groove as long as you are psionically focused.

Scratch (Psi):
While you have your psionic music field active you may expend 10 groove as an immediate action to allow an ally within 100' to re-roll her die before the outcome is determined.

Purpose (Psi):
You gain the ability to cut through both sensory and mental impairments to see the truth in-focus, when psionically focused you gain a bonus equal to half your groove to saves on effects that Blind, Confuse, Daze, Dazzle, Deafen, Fascinate or Stun.
As a swift action the tagger may use an effect similar to the spell Find The Path (http://www.d20srd.org/srd/spells/findThePath.htm)


Gravity Skates (Psi):
Whenever your skates are active you may move as if you were on a plane that had subjective gravity, furthermore you act as a native of subjective gravity planes and never need to take a check to orient yourself to it.
You and your objects retain normal gravity, but you may stand on walls, run off a cliff and not fall, and if you wish you may turn in mid-air as if you had flight with poor maneuverability.

Revolution (Ex):
You gain the feat Epic Leadership and become an influential leader to a vast network of people.
The followers gained by your Epic Leadership feat improve, you gain a number of special followers equal to your charisma score, called Crew.
Each of your crew are assigned by your DM, but otherwise they in all ways are a part of your follower pool.

Creating Crew (DM Notes)

Crew are special followers, each one is unique, has a name and is an adventurer in their own right.

Crew for the most part are similar to a Player Character in the way they are cooperative and share ideals enough to work towards common goals, but unlike PC's they are usually not in the party and can operate in the background as if a PC was separated from the group.

Unlike player characters, Crew do not necessarily all show such strong trends of diversity from their leadership, they may all be Taggers, or they might follow a trend set by the Tagger's character style.

Each of the crew promotes the cause of the Tagger whenever possible, similar to how a Cityscape Contact works except it is a passive effect instead of single use.
Cults, Guilds, Religions, Civilizations, Political Movements, and all manner of change can spring up from a few words of the Tagger.

Crew are trusted followers, they are similar to cohorts in the way that they do not have their own agenda which conflicts with or countermines the tagger in any way. They keep the Tagger's information and leadership on a need-to-know basis which allows any changes they make on a macro-scale appear not to be run by a central following. Unless the Tagger specifically wishes to be known any personal information is guarded with fanatical security.

Crew gain the following benefits over other followers:

Level is equal to [(Effective Character Level) -3]
+4 to all mental attributes
+4 to Stealth, Bluff, Diplomacy, Sense Motive, Forgery, Disguise, Disable Device and Gather Information checks.
Each Crew gains Contacts equal to their charisma modifiers.
Unusually high effectiveness at helping your cause and unusually high luck with avoiding repercussions afterwards. When helping your cause crew gain a +2 morale bonus to any rolls, checks or saves, and while they are evading capture they gain three re-rolls per day for such things as picking a lock, escaping a grapple, dodging a harpoon or shaking off a mind compulsion.


When dying, crew count as cohorts for the purpose of their leader losing leadership score or gaining fame.


Be The Future (Ex):
When you use any movement skill which has a Style bonuses granted by the Tagger class you may expend any amount of your current groove, adding +10 to the skill check for each groove spent. You may take 15 on any movement skill, even when threatened.

Freedom (Psi):
Gaining psionic focus becomes a free action, while psionically focused you are under the following effects:

Your Gravity Skates allow you to move as if you had perfect flight.
You gain an effect as if you had manifested Psionic Freedom of Movement (http://www.d20srd.org/srd/psionic/powers/freedomofMovementPsionic.htm)
You may move through matter as if you had a swim, burrow and fly speed equal to your movement speed but you do not have to physically interact with the liquid, solid or gas elements to do so, as such you never have to make a swim or fly check.
While you are ignoring gas you cannot be effected by gas effects and cannot breathe, while you are ignoring matter or liquid you are considered ethereal when interacting with outside objects.
When your skates are active and you are ignoring air you may add your movement speed to your previous turns speed to a maximum movement speed of 1000 feet per round. If you reach a speed of 744.4'/round you may slip through dimensions as a swift action, while slipping through dimensions you can glimpse through the time curtain of a dimension and see its past and future. At your DM's discretion you may enter that time curtain, but there is no strict rules temporal mechanics.

Hanuman
2013-05-13, 06:39 PM
http://i-cdn.apartmenttherapy.com/uimages/chicago/032509-paint.jpg

Tag Tricks Compendium

Sprayer Type List

Sprayer Types (Gramarie)

When calling a sprayer, assign it one of the following types.
To use a tag trick you must use a sprayer of the matching type.
Tag Trick examples are not fixed and are meant to be expanded upon.

Alchemetry
Alchemetrical Sprayers (ALCHs) are typed to matter.

Sprays: Matter Application
Marks: Physics Alteration, Matter Alteration and Application
Pieces: Matter Transformation, Alteration and Application
Boosts: Terrain Configuration, Object Alteration, Combining Effects


Arcanodynamics
Arcanodynamic Sprayers (ARCDs) are typed to magical energy.

Sprays: Energy/Effect Production, Energy Manipulation
Marks: Energy Production and Reflecting
Pieces: Energy Augmentation, Channeling and Transformation
Boosts: Energy Absorption, Combining Effects


Biollurgy
Biollurgical Sprayers (BIOs) are typed to living tissue, when used they fuse and grow small amounts of living tissue that is bonded to a surface using the paint, creating a short-lived Paint/Matter/Tissue hybrid.

Sprays: Tissue Alteration, Mutagenics, Microscopic Life
Marks: Basic components such as muscle, sinew, bone, bile and adhesives
Pieces: Complex components such as organs, systems and biostructure
Boosts: Drugs, Symbiotes, ExoBiology, Combining Effects


Eldrikinetics
Edrikinetic Sprayers (ELDKs) are typed to movement.

Sprays: Application of Kinetic Force
Marks: Moving Objects
Pieces: Creating Make-shift Engines
Boosts: All Movement, Combining Effects


Geoccultism
Geoccultist Sprayers (GEOs) are typed to natural terrain and weather.

Sprays:
Marks: Surface Weather
Pieces: Biome Alteration
Boosts: Terrain Usage, Combined Effects


Heuristicism
Heuristic Sprayers (HEURs) are typed to control systems and circuits.

Sprays: Nano Swarms
Marks: Wires, Receivers, Triggers
Pieces: Logic Nodes, Toggles
Boosts: Combined Effects


Imachination
Imachinating Sprayers (IMCHs) are typed to illusions.

Kaleidomantics
Kaleidomantic Sprayers (KALDs) are typed to spectrum light physics.

Psychonomics
Psychonomic Sprayers (PSYC) are typed to ectoplasm and the reaction between (matter/energy) and psionics.

Yggdratecture
Yggdratectural Sprayers (YGGDs) are typed to dimensional properties.


Tags: What are they?

Tag Tricks use a mixture of processed shapesand which is alchemically altered into a substance similar to Limbo Matter (See: Chaos Flask, Planar Handbook), it plays off both the psionic field of regular creatures and the advanced psionic attunement of the Tagger, which she uses to "shape" the paint into various matter, energy and thoughtforms.

This paint is generated by concentrating the Tagger's psionic field into enough of a spark to call a sprayer, which is then is filled by using a well or conduit of creative energy the tagger has access to, similar to how Undead are fueled by a vacuum of negative energy via a link to the negative energy plane-- the Tagger is fueled by a link to many facets and sources of creative energy. Groove therefore is the attunement to the flow of this energy, allowing the tagger to store creative energy within herself.

Because all of the Tagger's effects are summoned by this paint she has a large degree of control over how they appear, she may allow them to appear as runic symbols, vast networks of celtic knots, surreal graffiti, or any manner she chooses.

The immediate sensations of sight, sound, smell, taste and touch are all alterable, and can be changed for each tag. The lasting effects, or effects they have on others are not alterable. Surreal graffiti fire will leave real burns on foes and set flammable objects ablaze with real fire.

The visual effect of a tag cannot directly deceive it's reality, in the instance of graffiti fire, it may be a different color, but it cannot appear to be harmless nor can it be invisible, it must be understandably fire regardless of abstractness of the portrayal.

In the instance of summoned creatures or objects, the altered appearance can last for the duration of the summoning. Astral Constructs may be changed to a similar appearance of a real object or creature, though summoned objects or creatures always appears unique in some way, having a distinct stylization which betrays it's ability to appear mundane.


1st Level Tag Tricks

ALCHs

Patch: Mark--Make a temporary repair to an object as if Mending had been cast, this repair lasts for 5 rounds, use it to plug leaks and fix items.
Fortify: Seal--Increase object's hardness and breakDC by 1/Level as a enhancement bonus for 5 rounds.


ARCDs:

Flare: Spray--Reflex, 1D6+1/Level of one type of damage: Fire, Lightning, Cold or Acid. Alternatively 1D4+1 Sonic or Force damage.


BIOs:

Eye (https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/tumblr_m6d0bhHRJk1qix5pho1_1280.jpg): Seal--Create an eye which keeps watch over an area as if you had cast Alarm (Lasts 5rounds/level, audio alarm only), the eye opens into a mouth to sound the alarm, afterwards ending the effect. Unlike a normal alarm the Eye Tag Trick must spot intruders and has the same perception as you +5. During sealing you must speak both the password and the recorded alarm (which is amplified upon trigger).



ELDKs:

Nudge: Spray--Push object 5lbs or lighter away from you 1d6 squares across the floor.
Jet: Boost--Add +10 to your base movement for 1 round.


GEOs:

Breeze: Seal--Increase to or nullify 10MPH of wind speed in a 200' radius for 5mins/level, does not stack with other wind enhancements.


KALDs:

Glow: Mark--Creates glowing colored light, granting illumination as if it were a torch for 5 rounds, and afterwards granting light as if it were a candle for an hour.
Scent Mist: Boost--"See" smells for one round.


HEURs

Link: Mark--Apply a 5' "wire" to terrain, this wire can bridge both seals and HEUR bubbles that touch them, links last for 5 rounds per mark applied to a maximum of 100 rounds for a 5' block of wire paint.


IMCHs:

Speaker: Seal--Create sounds coming from your seal as if you had manifested Create Sound (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/c/create-sound), while sealing you can record an audio perform check with a -5 modifier, or alternatively you can use a speaker to enhance a performance check with a +2 circumstance modifier.


PSYCs:

Construct: Seal--Upon activating this seal as a free touch action it summons an astral construct, with the following modifications:
-For each available level of Tag Tricks you have available you may add one "layer" of seal, the astral construct summoned has a level equal to the amount of layers.
-Instead of commanding as a free action you must use a swift action to gain command of it for 1 turn, otherwise it acts on its own.
-This construct gains 5HP per hit die instead of using the die's variable.
-This construct's appearance is determined by Tag context (See: Tags: What are they?) and as such do not use Astral Construct's Craft Sculpting.
-Lasts for 1 round per class level. Every round each construct which is summoned loses 1 round from their summon duration for each other construct which is currently summoned.
-To change the size of a construct above medium (when your astral construct allows it stat-wise) you must connect equal tagged squares as the construct would occupy (you may choose to make it Long or Tall), this need not be on the floor, it may be on the ceiling, wall, or any other surface.
-It's possible to stack on-top or connect the square to the Chassis tag trick, changing it's type to Abberation. This does not modify any of it's numerical stats, but it does lose it's construct immunities and gains the benefits of being a Biostructure Chassis (http://www.giantitp.com/forums/showpost.php?p=13732870&postcount=5).


YGGDs:

Dot Gate: Seal--Create an effect as if you had cast Matter Agitation on a single point on terrain except you may choose Fire, Cold, Acid or Sonic as the damage type and freezing, corroding or shattering respectively. This effect lasts for 3 rounds before it destroys the gate.



2nd Level Tag Tricks


ARCDs:

Cone: Spray--Reflex, 2D6 of one type of damage: Fire, Lightning, Cold or Acid. Alternatively 1D6 Sonic or Force damage. This damage is applied in a 15' cone.
Sheath: Mark--When a creature enters this square the mark wraps around their weapon, changing it's damage type to become fire, lightning, cold, sonic, acid or nonlethal until the end of the round. This mark lasts 3 rounds.


BIOs:

Mouth (http://ih1.redbubble.net/image.11647008.5856/flat,550x550,075,f.u1.jpg): Seal--Grapple*, When a creature touches the same 5' square the seal is on the mouth opens and attempts to grab a creature with a bite attack (+1/Lvl+Cha), if the bite hits it attempts to grapple as a free action with a CMB of +1/Lvl+Cha. This seal lasts for 5 rounds, or once triggered it disappears once it's not grappling.


ELDKs:

Push: Spray--As nudge but up to 10lbs, you can use against a creature for a trip attack as if your sprayer was a reach weapon. Breaks fragile light objects.


GEOs:

Chill Out: Seal--Decrease temperature by 30° in a 200' radius for 5mins/level, does not stack with other temperature enhancements.
Heat Up: Seal--As Chill Out but increases temperature.


HEURs:

Timer: Mark--Every 1, 2, 3, 5 or 10 rounds (you may set during it's creation) this mark emits a heuristic signal in a 5' radius and triggers any Tag Tricks in range, any wires in that range carry the heuristic signal as well. This mark lasts 60 rounds.



3rd Level Tag Tricks


BIOs:

Calamari: Seal--Grapple*, When a creature touches a square within 10' of the seal a tentacle animates and attempts to hit a creature with a slam atttack (+1/Lvl+Cha), if the slam hits it attempts to grapple as a free action with a CMB of +1/Lvl+Cha. This seal lasts for 5 rounds and continues to attempt a single slam and free grab per turn.
Healing Mist: Seal--Releases a white mist (10% concealment within 5' of the seal), if the seal is within an enclosed space of up to 200sq' the concealment bonus applies to the entire area and all creatures in the are have their natural healing doubled while resting. This mist's effects do not stack with concealment or other tag tricks.


ELDKs:

Flip: Boost--You change a move action movement or affect the second-half of a Run action's movement, you may only move half your x1 movement, thus boost lasts until your turn ends. At any time during this boost you may change your direction and continue moving. If this direction leaves the ground it halves your remaining movement at that point and if you run out of movement in mid-air you gain a +5 acrobatics check to land safely.
-For 4 Groove Points you may use this as an immediate action with a different effect: You may gain a +4 bonus to your dexterity modifier to avoid an attack, you may use this after an attack is resolved but before damage is decided.
Backhand: Seal--The first creature to enter within a 5' square is slapped either in the face or on the head by a glove made of kinetic energy, this distracts the foe. In place of a save the creature must make a concentration check (using the save DC), if it fails it immediately provokes an attack of opportunity and fails any spells it has concentration on or is currently casting.


IMCHs:

Boom Box: Seal--Create and control sounds in the area, when creating the seal you may designate several options to effect a 100' area:
Enhance - Add +2 to perform checks synergy
Blare - Countersong
Mega - Record audio and use it for checks
System - Overlapping a speaker seal will add it's +2 bonus to your enhance, you may also use Wire to link multiple speakers to a central Boom Box.
Noise Canceling - All audio checks and effects suffer a -5 penalty, and while this creates white noise it grants audio stealth checks a +2 bonus.


YGGD:

Portrait: Seal--





4th Level Tag Tricks

ARCDs:

Snake: Spray--Reflex Half, 4D6+1/Level of one type of damage: Fire, Lightning, Cold or Acid. Alternatively 4D4+4 Sonic or Force damage. Your sprayer line can twist and bend, it gains equal movement speed as you (maximum 5'/level) and can bend around objects for one round, dealing damage to creatures and objects it passes through. This effect can be bent around and controlled in areas you don't have line of sight on, but does not grant awareness in those areas.


BIOs:

Clay: Seal--You create one cubic foot of "Clay", which is simply paint-based biostructure (http://www.giantitp.com/forums/showpost.php?p=13732870&postcount=5), this forms the rules and limitations of both a summoned creature AND an object, so each round it loses 1 round of it's duration for each other creature currently summoned.
-This biostructure always has a hardness of 2.
-Unlike regular Biostructure, despite it's appearance it is always made entirely out of psychoreactive paint, clay cannot be modified like regular biostructure and because it's entirely fabricated out of a limited reservoir of will and creativity it is destined to vanish.
-This biostructure functions exactly like gramarie biostructure but disappears after 1 round per class level.
-This seal may be layered over-top one BIOs tag per tag trick level known, when clay is summoned it possesses all of it's layered BIOs tags and triggers them immediately and uses the clay as it's tag terrain.

function as natural weapons until a chassis is added, in which case any tags which could be natural weapons function similar to Ozodrin Features (http://www.giantitp.com/forums/showthread.php?t=153536).


HEURs:

Uplink: Seal--Whenever you use a boost or spray effect that intersects with this square Uplink activates, granting you vision from the perspective of your tag trick, you can trigger Uplink to become aware of any tag tricks it's also connected to, Eye grants you vision, Mouth grants you taste and Calamari grants you touch. This seal lasts for 100 rounds.



5th Level Tag Tricks

BIOs:

Chassis: Seal-- You change either Clay into a Clay Chassis (http://www.giantitp.com/forums/showpost.php?p=13732870&postcount=5), or convert part of a paint-based astral construct into a Clay Chassis as it is being summoned. This seal can be stacked on the Clay or Construct seals, or placed adjacent to them for this effect to function. Stacking Chassis tag on Construct tag counts as one of Construct's seal layers.


ELDKs:

X Gate: Seal-- Once triggered this seal becomes an acceleration gate lasting 1 round, any creature who enters this square gains a 20' bonus to movement speed for 1 round. This gate stacks with itself but loses 50% of it's additive bonus for each gate passed through; example: One = 20', Two = 20'+10', Three = 20'+10'+5', ect.
-For each size category above medium you gain /2 the bonus from this seal.




6th Level Tag Tricks

ELDKs:

Launch: Seal--This seal employs ELDK Push (http://www.giantitp.com/forums/showpost.php?p=13732881&postcount=6) to launch an object or creature in a specific direction.
-The creator sets the vector of the launch by recording NSWE (or NW NE SW SE) and then sets the general or exact height/lateral push balance.
-This seal naturally has 100 Push and has a capacity of 300 push, you may add more push by adding groove at it's creation with a conversion of 100 push per groove point.
-Creatures are allowed a CMD against being pushed as if the seal had initiated a bull rush maneuver with a CMB of +1/Lvl + Cha + 2/100 Push, if they fail they are moved as if they were an object being pushed and roll a reflex save, if they fail that they are knocked down.
-Alternatively if the creature being launched opts to not resist the initial push they can make a (DC10 + 3/100Push) acrobatics check to resist being knocked down.
-Unlike an ELDK engine this generates push as an immediate effect and ends after it.



Portal Tear
YGGs
Designate a location within 100' of you as you paint an image of a ripped tear in a surface, when completed a small jagged portal forms with an exit location somewhere close to your designated area. Call a number then roll any other die onto a grid, if no grid then away from the DM is considered north, your portal appears 1d20 feet away from your designated area in the direction the number on the die was facing.

It takes a full-round action that provokes an attack of opportunity to climb safely into the portal and through the other side.

You may make an acrobatics check to "dive" into the portal as a move action, this counts as a normal acrobatics check but the DC increases by 10 for both the entrance and the landing afterwards as if it was one solid movement on both sides of the portal.



7th Level Tag Tricks

Aperture
YGGs

You create a stable portal from one location to another by painting a portal onto the entrance and exit points. These points may not touch each-other physically. Entering one causes any material or energy to exit the other.




8th Level Tag Tricks


9th Level Tag Tricks

True Portal
YGGs

Paint a frame around your tag location and the inside fills with a portal, this frame may have moving parts, the ability to close itself, to be closed, it may emulate organic matter, be camoflaged or appear to be something that it is not. This may include the appearance of being a wooden door that may open or close, or an enormous eye that's pupil is the portal that can blink shut.
You create a stable portal from one location to another by painting a portal onto the entrance and exit points. These points may not touch each-other physically. Entering one causes any material or energy to exit the other.

Hanuman
2013-05-13, 06:40 PM
Character Options & Equipment

Feats:

Humming The Baseline [Groove]
Requires: Groove Pool
-Gain +4 to Performance Checks
-When under the effects of music from an ally or yourself that grants a mechanical bonus the music also increases your maximum groove pool by 1 for every 7 levels in Tagger.

Funky Dealer [Groove]
Requires: Groove Pool
-When psionically focused and making a check, save or roll in combat you may take a -2 penalty on a roll, if you succeed the roll you gain 2 groove and may use the number the die landed on for your next check, save or roll in place of rolling the die again, and you receive a +4 luck bonus on it. If you failed your roll you instead lose psionic focus and do not gain any bonuses.
-If you roll a 20 your party gains a +1 morale bonus to checks, saves and rolls for 1 round. Woo!
-The DM may refuse the use of this feat on any action which does not have a moderate chance of failure.

Let Mom Sleep [Psionic]
Requires: Slip
-Gain +2 to Stealth Checks
-Gain +2 Initiative
You may expend your psionic focus as an immediate action to re-roll a stealth check once per day, if you succeed you regain psionic focus.

Sneakman [Psionic]
Requires: Slip
When psionically focused and attempting to hide you become blurred slightly making you more difficult to identify or spot and dampen the sound you produce granting +3 to stealth checks. Because you are blurred you also gain a +3 to disguise checks to discern your identity if you are spotted.
By expending your psionic focus you may as a full-round-action gain a +3 bonus to escape artist for 1 round, if you succeed you may gain one groove

Fly Like a Butterfly [Psionic]
Requires: Dash
Your dash allows you to clear gaps with ease, granting an extra 10' movement speed when making a jump check.
Whenever making a jump check while enhanced by the Dash class feature you consider a long jump DC as if it were 10' shorter than it actually is, and a straight jump 5' shorter than it actually is (to a minimum of 0' for either).
Falls also are considered 10' shorter when dash is active.

The Concept of Love [Groove/Psionic]
Requires: Groove Pool, Rep
You may create a groove display of awe within any act, when expending all your groove points on Groove, Dive or Recovery you may release a psionic mind-affecting pulse that charms all within 5'/Tagger-(or other psionic)-Level (called an Awe Pulse), this costs half the groove points you were wanting to expend on one of those class features and creates an effect equal to a full diplomacy check with a bonus equal to double that half.
Eg. Level 10 Tagger with 10 Groove Points uses Groove, and uses an Awe Pulse, she uses 10 points, 5 points for an action and gains a +10 Awe Pulse as a free action. The tagger then rolls a Diplomacy check with an extra +10 on every creature within 50'.

Hanuman
2013-05-13, 06:42 PM
Here are some interesting mechanics, keep in mind some of these may be intended to be used at a 10' range, or to be worked into a spray, seal, mark or boost. These effects are intended to be balanced into the Tagger ruleset and not intended to be simply spammed or exploitable versions of other classes features.




Accelerated Movement(CAdv p142) – Swift. Balance, Climb, or Move
Silently at normal speed with no penalty on skill
check.

Acid Fog(PH p196)[Sor/Wiz6 Water7] – Fog deals
acid damage. (trap)

Aerial Alacrity(RotW p174)[Sky4 Sor/Wiz4] – +30’
Fly speed, +1 AC and Reflex saves while flying,
Maneuverability improves by one category. (ace)

Affliction(BoED p89)[Clr3 Drd3 Sor/Wiz4 Wrath3]
– Infects an Evil subject with a chosen
Affliction (a disease that only affect Evil
creatures).

Aganazzar’s Scorcher(FR p66)[Sor/Wiz2] – Path of
fire deals 1d8 per 2 levels (max 5d8). (blaze)

Air Walk(PH p196)[Air4 Clr4 Drd4] – Subject
treads on air as if solid (climb at 45 degree
angle). (ramp)

Airbubble(DR314 p45)[Clr1 Sor/Wiz1] – If
underwater, the caster’s head is surrounded by
air for 1 minute per level. (helmet)

Align Weapon(PH p197)[Clr2] – Weapon becomes
good, evil, lawful, or chaotic. (sheath)

Allegro(CAdv p142)[Brd3] – You and your allies
gain +30’ speed for 1 minute per level. (acceleration gate)

Alter Self(PH p197)[Brd2 Sor/Wiz2
Transformation2] – Assume the form of a
similar creature. (airbrush)

Amanuensis(MoF p77)[Clr3 Sor/Wiz3] – Copy
nonmagical text. (stencil)

Amber Sarcophagus(BoED p90)[Sor/Wiz7] – Target
is trapped in stasis inside amber.

Amorphous Form(Und p56)[Sor/Wiz3] – Subject
becomes puddle-like and can slip through cracks
quickly.

Amplify(MoF p77)[Brd1] – Lowers Listen DC by 20.

Analyze Portal(FR p66)[Brd3 Portal2 Portal’2
Sor/Wiz3] – Detects and analyzes Portalswithin
60’.

Anger of the Noonday Sun(CDiv p150)[Drd6] –
Blinds creatures within 10’.

Animal Messenger(PH p198)[Brd2 Drd2 Rgr1] –
Sends a Tiny animal to a specific place.

Animal Shapes(PH p198)[Animal7 Drd8 Moon8
Scaleykind8] – One ally per level polymorphs
into chosen animal.

Animate City(RoD p164)[City9] – City structures
attack, slow down enemies.

Animate Fire(CArc p96)[Drd2] – Turn Small or
smaller fire into an animated object.

Animate Objects(PH p199)[Brd6 Chaos6 Clr6
Life6] – Objects attack your foes.

Arc of Lightning(CArc p97)[Drd4 Sor/Wiz5] – Line
of electricity between two creatures (1d6/level
damage).

Arcane Eye(PH p200)[Sor/Wiz4] – Invisible floating
eye moves 30’ per round

Arcane Lock(PH p200)[Sor/Wiz2] – Magically locks
a portal or chest.

[B]Arcane Mark(PH201 p201)[Sor/Wiz0] – Inscribes a
personal rune (visible or invisible).

Banishment(PH p202)[Balanc6 Clr6 Exorcism6
Portal6 Retribution6 Sor/Wiz7] – Banishes 2
HD per level of extraplanar creatures.

Battering Ram
(MoF p80)
[Sor/Wiz2] – Deals 1d6
damage plus bull rush.

Beget Bogun(CDiv p152)[Drd1] – You create a Tiny
nature servant.

Bigby’s Clenched Fist(PH p203)[Sor/Wiz8
Strength8] – Large hand provides cover, pushes,
o attacks your foes.
Bigby’s Crushing Hand(PH p203)[Force9 Sor/Wiz9
Strength9] – Large hand provides cover, pushes,
or crushes your foes.
Bigby’s Forceful Hand(PH p204)[Sor/Wiz6] – Hand
pushes creatures away.
Bigby’s Grasping Hand(PH p204)[Sor/Wiz7
Strength7 Tyrant7] – Hand provides cover,
pushes, or grapples.
Bigby’s Interposing Hand(PH p204)[Sor/Wiz5] –
Hand provides cover against one opponent.

Binding(PH p204)[Sor/Wiz8] – Utilizes an array of
techniques to imprison a creature.

Blacklight(FR p67) (D&D p216)[Darkness3 Sor/Wiz3]
– Create a 20’ radius area of darkness that even
darkvision can’t see through, but you can.

Blade Barrier(PH p205)[Clr6 Good6 Metal6 War6]
– Wall of blades deals 1d6 per level damage.

Blades of Fire(CArc p99)[Rgr2 Sor/Wiz2] – Your
melee weapons deal +1d6 Fire damage for 1
round.

Bladeweave(CAdv p144)[Brd2 Sor/Wiz2] – Swift.
Your melee attacks Daze your opponent.

Bless Weapon(PH p205)[Glory2 Pal1] – Weapon
strikes true against evil foes.

Blinding Beauty(BoED p92)[Brd4 Drd4 Fey4 Rgr4]
– You become as beautiful as a nymph, and can
blind humanoids who look at you.

Blinding Glory(BoED p92)[Sor/Wiz9] – 100’ per
level radius of light that blinds Evil creatures.

Blinding Spittle(PGF p100)[Drd2] – Ranged touch
attack makes subject blind.

Blood to Water(DR314 p45)[Clr7] – Changes some of
the blood in up to three creatures into water,
causing Constitution damage.

Blur(PH p206)[Brd2 Celerity3 Sor/Wiz2] – Attacks
miss subject 20% of the time.

Body Harmonics(DR314 p45)[Brd5] – Target
creature’s body vibrates, causing ability damage
each round.

Body of the Sun(CDiv p155)[Drd2 Sor/Wiz2] – Your
body emanates fire, dealing 1d4+1 damage.

Bottle of Smoke(CDiv p155)[Drd4 Rgr3] –
Uncorking a bottle creates a fast horse made of
smoke.

Branch to Branch(CAdv p144)[Drd2 Rgr1] – You
gain +10 Competence bonus on Climb checks in
trees and can brachiate through forest.

Break Enchantment(PH p207)[Brd4 Clr5
Liberation5 Luck5 Pal4 Sor/Wiz5 Spell5] –
Frees subject from enchantments, alterations,
curses, and petrifaction.

Briar Web(CDiv p156)[Clr3 Drd2 Rgr2] – Area
entangles creatures and thorns deal 2d6 damage.

Brilliant Aura(CDiv p157) (MoF p83)(MoFe)+[Drd7] –
Allies’ weapons become brilliant energy,
ignoring armor.

Brilliant Blade(CArc p100)[Clr8 Sor/Wiz6] –
Weapon of projectiles shed light, ignore armor.

Burrow(Und p56)[Clr3 Drd2 Rgr2 Sor/Wiz3] –
Subject grows claws and gains a Burrowing
speed of 10’.

Cacophonic Shield(CAdv p144)[Brd6 Sor/Wiz7] –
Shield 10’ from you blocks sound, deals 1d6+1
per level Sonic damage, and deafens creatures
passing through.

Call Faithful Servants(BoED p93)[Celestial6] –
Summons 1d4 Lantern Archons, Coure,
Eladrins, or Musteval Guardinals.

EdroGrimshell
2013-05-13, 10:36 PM
Interesting, I'm going to keep my eye on this one.

wayfare
2013-05-18, 11:48 PM
I love the idea, and only ever heard good things about the game! A few initial questions and comments:

Why did you choose psionics as a flavor? This seems, at first glance, to be a cool take on the Bard -- sort of a mobility based bard. Groove could just be a mechanic that grants minor bonuses (say +2 to a d20 check, save, or AC) and can be recharged when awesome happens.

I would remove the psionic skates and just add a straight speed buff and the benefits of the skate power. You can brew an item that looks like rollerblades and buffs skates even more. A pure speed/mobility bonus will make the class more appealing to folks who are more interested in the mechanics rather than the fluff.

If you stick with Psionics as a powerset, I would advise making fewer effects reliant on psionic focus. Focus is really designed to be spent, and it seems like your class would benefit from some uses of psionic focus. On that note, also add the ability to maintain two focuses at higher levels (15 looks good).

I feel like allowing light armor isnt a bad thing for the class, because that can often look like clothing of some kind. If you don't like that, why not allow the class to add CHA to AC? Either way, the class needs an AC bump in addition to all that. You can either go the monk route and grant a flat bonus, but i think the Scout option is better -- add a bonus similar to skirmish.

Jive isn't numerically significant enough or easy to trigger to really be that useful. It sounds like its intended to grant actions -- maybe the maxed out effect could grant an out-of-initiative move action that doesn't trigger aoo's.

You seem to want to create full-caster effects for this class, but it feels like a 4/9 or 6/9 caster to me. The abilities you have created seem really cool. I'd tackle summoning via Yggdratecture next, as the image of a tagger zooming by in a cloud of spraypaint, only for it to clear and a barbarian queen riding a polar bear to attack your enemies is too awesome to even describe!

Oh, also spellcraft/psycraft should be added to the skill list. I can understand not adding concentration with this particular class, but most casters have it.

Great start. If you are looking for power ideas, let me know!

Hanuman
2013-05-19, 08:45 PM
Great response, I'll try and answer as best I can!


Why did you choose psionics as a flavor? This seems, at first glance, to be a cool take on the Bard -- sort of a mobility based bard. Groove could just be a mechanic that grants minor bonuses (say +2 to a d20 check, save, or AC) and can be recharged when awesome happens.
@Psionics
There are several reasons for psionic flavor, (1) Psionic homebrew has more value as there is less homebrew on it, several polls indicate this data within the last 2 years as well as general summery questions. (2) The core fluff of the class is using Psychoreactive Paint, which if you want to get technical is macerated and psionically processed shapesand which has been mixed into an alchemical paint solution causing the class to control and store psionic energy within paint causing a variety of effects, you could make an analogy that they shape the paint ΰ la avatar but because of fuzzy-logic alchemy they can cause an insane amount of flavor changes, allowing the use of gramarie introduction and cross-flavoring into Psi-Tech.

@Groove
This is complicated as this effect is essentially Moment of Prescience (http://www.d20srd.org/srd/spells/momentOfPrescience.htm) and I needed to balance and scale it: Firstly (3) Non-Combat Groove has a flat-cap of 1/3Level meaning that you gain the ability to gain and store groove out of combat at level 3, this prevents dipping into the class as it will take 3 levels to get it's effect and you shouldn't be focused on trying to combo dangerous things while your party is making a campfire :smallwink: (4) Combat Groove is a bit trickier, the concept is that you get a flat moment of prescience effect, scaling with your class level, that you have to charge up to be effective, the "design goal" of this is to accompany and/or replace Action and Hero point systems intended effect, when you need it, when things need to happen, when you are going to die or need to make "that play (https://www.youtube.com/watch?v=ndt5MLQtLuY)" you put out a burst of being highly cinematic. After you leave the session you walk away happier :smallsmile:

That being said I am a tad concerned about it's effects and how it will be used, there's some potential for frontloading both level and encounter-wise, any critique on it's mechanical balance would be appreciated actually :durkon:



I would remove the psionic skates and just add a straight speed buff and the benefits of the skate power. You can brew an item that looks like rollerblades and buffs skates even more. A pure speed/mobility bonus will make the class more appealing to folks who are more interested in the mechanics rather than the fluff.
@Skates
Do you think the skate power is too much mobility at level 1? The mechanics of Skate are actually magical inline skates (literal perfect fit) but I'm concerned about dipping for the at-will ability for a lower level character even though at mid-level it balances out slightly due to the filled boot slot and psychoportation aura. Other than that, it would be fairly easy to ring up a flat bland concise-mechanical-spread of the stats after and then the user could have the effects powered by coal or hampsterwheels or whatever :smallwink:



If you stick with Psionics as a powerset, I would advise making fewer effects reliant on psionic focus. Focus is really designed to be spent, and it seems like your class would benefit from some uses of psionic focus. On that note, also add the ability to maintain two focuses at higher levels (15 looks good).

@Psionic Focus
What the class currently (so far) requires psionic focus for, separated into Maintained and Expending.
Maintained Psi-Focus:
-Summoning or Dismissing your Skates
-Calling, Changing, Refilling or Dismissing your Psionic Sprayer
Expending Psi-Focus:
-Using Groove (but not Recovery, Jive, or Dive)

The reason anything needs psionic focus to remain real is that if the player is KO or asleep I don't want the effect to carry over or be usable at all.

The reason why Groove expands psionic focus is to disable the user from calling, changing or refilling sprayers until they focus again (which may be really steep cost-wise, but the power of Groove charged up is equal to an 8th level spell in terms of utility and scaling.

The reason why Recovery, Jive and Dive do not require focus is that they share the same Groove pool making them not stack with uses and that Recovery cannot be used offensively and Jive isn't as useful.

I will add the ability to negate the loss of focus for Groove at level 15 as that's the same level wizards get Moment of Prescience anyway, thanks :cool:



I feel like allowing light armor isnt a bad thing for the class, because that can often look like clothing of some kind. If you don't like that, why not allow the class to add CHA to AC? Either way, the class needs an AC bump in addition to all that. You can either go the monk route and grant a flat bonus, but i think the Scout option is better -- add a bonus similar to skirmish.
@AC
That's an interesting thought, TBH because the class is based on ranged touch-attacks I didn't really think about armor as they are probably going to have 16DEX+ and usually maintain at least a 5' gap between enemies when they can help it. What do you think of this balance rework?:

AC Bonus = [Your current Groove to a maximum of your Charisma Modifier]

Or perhaps just add to their dex AC or vs attacks of opportunity?



Jive isn't numerically significant enough or easy to trigger to really be that useful. It sounds like its intended to grant actions -- maybe the maxed out effect could grant an out-of-initiative move action that doesn't trigger aoo's.
@Jive
You're correct, it's intended to be a Blitz play and to be used strategically, and it actually gets weaker at higher levels due to you needing to have higher and higher non-combat groove built and you're spending it all for the bonus effect.

-Jive changed to Blitz
-Mechanics changed to: "When rolling initiative you may fully expend your groove pool on Blitz as a swift action, you and allies within 30' gain a 15' bonus to base speed and gain a bonus equal to the expended groove on opposed bull-rush checks, strength checks to break objects, to AC and to fortitude and reflex saves until the end of the round."


You seem to want to create full-caster effects for this class, but it feels like a 4/9 or 6/9 caster to me. The abilities you have created seem really cool. I'd tackle summoning via Yggdratecture next, as the image of a tagger zooming by in a cloud of spraypaint, only for it to clear and a barbarian queen riding a polar bear to attack your enemies is too awesome to even describe!
@Relative Caster Advancement
Due to the utility, application and sustain of the class it needs to be balanced more in-line with an initiator such as swordsage and thus can't have damage nor the scaled utility of any full caster.

@YGGR
Great idea, a gate summoning would fit perfectly but it probably shouldn't be available until mid-level, for now I'll probably introduce a Paintform Creature which will be based off the Astral Construct template and rule-system which will allow much easier creation, gameplay and ruling down the road for both players and DMs.




Oh, also spellcraft/psycraft should be added to the skill list. I can understand not adding concentration with this particular class, but most casters have it.

Great start. If you are looking for power ideas, let me know!
@Spellcraft/Concentration
Spell/Psicraft is mostly for identification of spells and powers where as the Tagger doesn't have any knowledge of them, they'd be cross-class at best. Concentration is not on the list because it's a 3.P class, so it assumes pathfinder core's concentration fix.

I really appreciate all the comments and will implement the changes ASAP, further PEACH warmly welcomed.

EdroGrimshell
2013-05-19, 09:49 PM
Why not make this more like the Factotum with Inspiration instead of Psionics?

wayfare
2013-05-19, 10:53 PM
I wouldn't go so far as a gate, but maybe a few Summon Monster type effects that are painted on a surface and triggered by an effect.

@Skates
Depends on what you are expecting. If you think folks will dip for the mobility, then yes. But mobility is kind of this classes thing, and barbarian and monk both get a +10 bonus by level three.

I think it also depends on how you fall on the enhancement bonus to speed/full attack thing. If you allow enhancement bonuses to apply to 5 foot steps, then you might be biting something off (i personally allow it, as full attackers need the mobility).

Soliloquy
2013-05-23, 04:52 PM
Skates (Psi): When psionically focused as a swift action you may call or dismiss a pair of psionic skates. While called these skates grant an effect on you as if you had the Skate power on you, this effect fills your boots magic slot or replaces any effect currently in the slot for it's duration. Skates physically overlap any current boots you have similar to a psionic skin, allowing you to wear both skates and other boots.
This is fine

Groove (Psi): Your psionic focus contains special properties, absorbing and unleashing inspiration:
When psionically focused you have a maximum groove pool equal to your class level (or 1/3rd that amount out of combat), whenever you complete or are subjected to an inspirational or awesome act you gain 1 groove. You may expend your psionic focus (as a swift action as a roll or a free action as a save or defensive check) to get an equal bonus on any one check, roll or save, expending your focus causes you to reset your groove pool. You may only do this once per encounter.
Some acts that could grant Groove:
-Being effected by a use of Bardic Performance
-Completing a movement skilltrick to avoid a hazard
-Succeeding a reflex save
-Exceptional teamwork with an ally
You might want to be a bit more specific about how to get groove.


Tag! (Psi): When psionically focused as swift action you may call, change type, refill, dismiss a single psionic sprayer, you may only have one active at a time. When a psionic sprayer leaves your hand it is dismissed.

Psionic Sprayer
A psionic sprayer is a small storage drum with push-button sprayer nozzle, it is materialized with a mixture of paint, psychoreactive dust and other alchemical substances that is pressurized to allow the mixture to be released rather than pumped, this allows it to be released as a swift action rather than a standard. Psionic Sprayers come with 3 charges each and take 1 hand to operate, they create a 10' cloud of paint which does not linger in the air. This psionic paint mixture is highly resistant to removal attempts for the first hour of it's application. As a free action you may change the color of the psionic paint while it's still in the sprayer.
A psionic sprayer counts as a primary hand weapon when active and allows the wielder to manifest Dazzle (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dazzle) at-will at the cost of one charge.

Can you use it to make normally without expending a charge, or more focused than that? Dismissing takes a swift action, but you can drop it as a free action, which dismisses it. Refill gives back your charges, right? By type do you mean color? Keep in mind that you can also do these things with a longer action than swift, as you didn't put in a once per round limit. (not sure if that was intentional)

Tag Tricks (Psi): By utilizing your psionic sprayer you may perform special abilities called Tag Tricks, these are separated into categories:
[Spray]: Sprays take a standard action, they use the sprayer to directly influence a creature or object using 1 sprayer charge. Sprays list a type of save and the DC is always Tagger Level + 10 + Misc.
That save DC is too high. I recommend you do it like spells with the trick level.

[Mark]: A mark is an instant application of your sprayer on a surface, marks take a swift action and 1 sprayer charge to apply.
[Seal]: A seal is a complicated application of your sprayer on a surface, Seals take a full round action and 3 sprayer charges to apply.
: A boost is an effect which is conjoined with another effect such as a spray, a mark, a seal, or another action such a jump or acrobatics. Boosts require a move action and 1 sprayer charge.
probably changed in an update

When you call a sprayer you must designate it's "type", selecting from the types below (or feel free to homebrew types and post them), and you can only use tricks equal or lower level than your maximum Tag Trick level:
you might want to move this to where you first discuss types.

[B]Bonus Skill Trick (Ex):
You gain a bonus movement skill trick (Complete Scoundrel pg. 82), you gain a Style Bonus to one of the skills that the skill trick requires equal to your charisma modifier.
Would multiple Style Bonuses stack?

Dash (Ex):
As a swift action you may increase the speed of your psionic skates by 10' until the end of the round, during this time you gain 5% concealment per 3 levels.
Fine

Skate-Fu (Ex):
Your skill with using the skate ability becomes it's own martial style.
While you are assisted by the Skate power or Psi-Like ability you are considered having the Improved Unarmed Strike feat and gain a bonus vs offensive combat maneuvers used against you equal to your Dexterity modifier.
Power or Psi-Like ability?

Rep (Ex):
Your reputation precedes you. You gain a number of contacts (Cityscape pg. 57) equal to your charisma modifier. You take -10 on disguise checks and your leadership positive scores are multiplied by 1.5 and your negative scores are multiplied by 2.
maybe a -10 is too much.

Slip (Ex):
Your physical ability allows you to evade detection.
You gain a +2 insight bonus to Stealth, Escape Artist and Climb checks.

Roof Walker (Ex):
You gain the Roof Walker feat (Cityscape pg. 63), this need not apply to just rooftops.
Fine.

Recovery (Ex):
When you fail a jump, become grappled, tripped, ensnared or any other form of movement impairment you could apply your groove to as a free action you may opt to use your groove without expending your psionic focus, as an instantaneous action to try and prevent the failure. If you succeed you gain half your groove back, this is called a "Recovery". You can now do both one Groove and one Recovery per encounter.
I think this is what you mean.

Carts (Ex):
You have the option of calling an empty psionic sprayer into a hand that is already holding a container of liquid, the sprayer materializes around the container and attempts to open and empty the container as if it was internally aided by an unseen servant, the liquid is then pressurized to be released like a normal sprayer would be able to except it only takes a swift or move action to use. If the container cannot be opened the liquid cannot be used and furthermore once a sprayer is dismissed the full or empty container drops out of it.
Why is this called carts? Can this be used as a normal spray can? How many charges?

Blitz (Psi):
When rolling initiative you may fully expend your groove pool on Blitz as a swift action, you and allies within 30' gain a 15' bonus to base speed and gain a bonus equal to the expended groove on opposed bull-rush checks, strength checks to break objects, to AC and to fortitude and reflex saves until the end of the round.
When do you get this?

Twin Tag (Ex):
The maximum number of psionic sprayers you may have called increases by one, and you may hold two active at the same time and activate both separately.

Dive (Ex):
You may activate your groove in a special way called a "dive".
When activating a dive you add your charisma modifier to your current groove pool as a swift action and you may freely use your groove 3 times as an immediate action until the end of your turn, each use draws from the same groove pool in any division you wish.
You can now do one Groove, one Recovery and one Dive.

Power! (Psi):
You gain +10' base-speed when you are effected by the Skates power or Skates psi-like ability, even while flying. While your skates psi-like ability is active you gain a power similar to the Elocater's Scorn Earth ability, with the exception that Power! also functions over flat liquid surfaces as well, that it only brings you 6" off the ground, and that hovering effect temporarily stops functioning when you raise more than 6" off the ground and resumes once you return to that height. Because your skates now produce their own thrust, lift and torque your Skate-Fu becomes devastating, you gain a bonus to offensive combat maneuvers equal to your dexterity modifier.
Does this stack with dash?

Solidarity (Ex):
You gain a bonus vs gas effects (including your own) equal to your current groove and at any time as an immediate action you may expend 1 groove to evade 1 point of damage (if possible to evade) or heal 2 points from your nonlethal damage pool.
Due to your experience you become highly resistant to fear, discouragements and attempts to control you and thus gain a +4 bonus to saves against fear effects, mind compulsions and negative morale.
That bonus vs gas seems a little high

Underground (Ex):
Your physical and psionic ability allows you to travel freely.
You gain a +6 insight bonus to diplomacy with underground communities, saves and checks against detection whether it be sensory, magical or psionic, and you suppress all vision on you except the base 5 senses (Touch, Sight, Hearing, Smell and Taste)

Funk (Psi):
While psionically focused you may create a psionic music field centered around you with a range of 100', the field senses intentionally beneficial and hostile sound actions and works beneficial effects into the field while denying hostile ones. This simultaneously functions like the bard's Countersong bardic music with the exception that the save DC is 10 + Current Groove + Cha Modifier.
You may choose to "carry" sounds, that means that while a beneficial musical effect is effecting you that you may broadcast it with your psionic music field therefore extending it's range (now also centered on you as well as it's normal source) and granting it a bonus vs dispelling, countersong and other such measures equal to your Charisma modifier.
Finally, while broadcasting this psionic music field in combat the ease of which your groove charges is enhanced, each round that you make use of one of your class features or do something entertaining or stylize you gain one groove point, the music lasts until you wipe-out, do not gain a groove point in a round, lose psionic focus or end an encounter. You may only have Funk active once per encounter.
again, + groove seems like a lot.

Groove Mastery (Psi):
When using Groove you no longer expend your Psionic Focus.
Whenever you start a round with 0 groove you automatically gain 1 groove as long as you are psionically focused.

Scratch (Psi):
While you have your psionic music field active you may expend 10 groove as an immediate action to allow an ally within 100' to re-roll her die before the outcome is determined.

Clarity (Psi):
You gain the ability to cut through both sensory and mental impairments to see the truth in-focus, you gain a bonus equal to half your groove to saves on effects that Blind, Confuse, Daze, Dazzle, Deafen, Fascinate or Stun.
Furthermore as a swift action you may expend groove to trigger additional effect, each effect ends when it's duration expires and all effects end if you lose psionic focus.

Gain a +(X*2) bonus to Perception for (X) rounds: Cost (X) Groove
See through smoke and fog for 10 rounds: Cost 1 Groove
Gain blindsight for 5 rounds: Cost 2 Groove
Gain (X*15') Darkvision for (X*3) rounds: Cost (X) Groove
Gain See Invisibility (Sp) Effect for 5 rounds: Cost 2 Groove
Gain True Seeing (Sp) Effect for 3 rounds: Cost 5 Groove
Gain the Dread Wraith's Lifesense (Su) for 3 rounds: Cost 5 Groove
Gain Aura Sight (Psi) for 5 rounds: Cost 3 Groove
Gain the Danger Sense (Psi) for 5 rounds: Cost 5 Groove
Gain the Find the Path (Psi) for 5 rounds: Cost 2 Groove
Gain Divination (Psi) with a 10 minute range: Cost 2 Groove

2*X can be a very high bonus, might tone that down some. What range of blindsight? Blindsight is not effected by invisibility. Why would you need see invisibility?

Hope this helped some.

Hanuman
2013-05-23, 09:24 PM
Why not make this more like the Factotum with Inspiration instead of Psionics?
That's a brilliant idea, and really closes the gap towards a Dungeonjammer (http://www.giantitp.com/forums/showpost.php?p=14381511&postcount=734), I'll def. do an ACF, PRC or re-write to this effect as I think there should be more options for the tagger than just paintcans and psi if you know what I mean, it's totally do-able that a non-psionic could control psionic paint if given enough time and mastery.

If all else fails I'll just re-do the class after I'm farther in so it works both ways! :smallsmile:


I wouldn't go so far as a gate, but maybe a few Summon Monster type effects that are painted on a surface and triggered by an effect.

@Skates
Depends on what you are expecting. If you think folks will dip for the mobility, then yes. But mobility is kind of this classes thing, and barbarian and monk both get a +10 bonus by level three.

I think it also depends on how you fall on the enhancement bonus to speed/full attack thing. If you allow enhancement bonuses to apply to 5 foot steps, then you might be biting something off (i personally allow it, as full attackers need the mobility).
@Summon
I've got it, there will be 3 versions of summon, first is a template creature made of psipaint biostructure from BIO, second is a high level gate that summons a monster that helps the tagger and third is a lower level summon that does not control the monster, but overlays a low level charm seal to combine the effect of summon and control.

@Full Attack
5' steps only should go 5', not sure if I allowed a loophole somewhere...


--Snipped-- (http://www.giantitp.com/forums/showpost.php?p=15292833&postcount=10)

Hope this helped some.
@Groove
Agreed, the wording so far is to allow more dialogue between the player and the DM, but more concrete examples will provide better reference for DM's who are looking at the class initially. Thanks!

@Tag!
-One charge per usage should be where it's at, I'll fix that, thanks!
-Dismissing intentionally should be removed, I can't think of a situation where you wouldn't be able to drop it, in fact it's probably going to be dropped way more than it's dismissed due to effects like stunning.
-Refill changes charges back to maximum, I'll add a note about that.
-Type refers to Sprayer Type located in the second post, I'll add a hotlink to that phrase to the second post.
-Swift + Actions was intentional, such as placing a seal and refilling next round into a run, or changing type + move action + [Spray] maneuver.

@Save DC
What about Maximum Trick Level for the save? Basing it on it's trick may serve to further frontload how maneuvers trend in general.

@Boost
I think that reads correct.... boosts are intended to be also used with seal activations which can will be set off in a few different ways.

@Sprayer Types
Agreed, there needs to be some cleanup and hotlinks.

@Style Bonus
Nope! It encourages different requirements.

@Skate-Fu
Should it read Skate Class Feature? I wanted to make sure that if a Tagger couldn't psionically focus that they could still try to manifest skate on themselves if they wanted to, a universal item or skate boots item could do this.

@Disguise (Rep)
The direction with this huge nerf to disguise was to change the playstyle of the class, Rep is meant to signify one's exploits and doesn't take effect unless someone sees the tagger or is looking for her, so the bredth of this penalty is equal to how much fame or infamy she has (or is intended to function that way), would this be better worded as a penalty to disguise checks equal to 3x your charisma modifier?

@Recovery
Lol thanks :smallbiggrin:

@Carts
Short for Cartridges, it's meant to work exactly like a normal Sprayer, but I should add the book and page to it, thanks.

@Blitz
Oops, I still had Jive listed on the class table, changed!

@Dash Synergy
That may be a typo in terms of what you quoted, but Power! does not interfere with Dash, anything that needs a swift action however does.

@Solidarity
The bonus vs Gas is meant to be around that high, but I should change it to inhaled/irritant effects.

@Funk
Should this be more like 5+Groove+Cha then?

@Clarity
I may completely redo this class feature, but I'll still answer the questions =]
-2xGroove Perception is intentional, getting +30-40 perception at level 17 isn't that big of a deal (as highly discussed in the Ozodrin class), especially if you blow 15 hard-fought groovepoints while still in combat. (Max is +5 out of combat at level 17, so +15 for 5 rounds, which is infinitely sustainable assuming you're stuntscouting that whole time, you daredevil :smalltongue:
-Blindsight should be 15' I think, open to suggestions
-See Invisibility is able to reach much farther and used to identify in greater detail.


------------------


Changes:
+Up The Walls Class Feature
+Gravity Skates Class Feature
+Revolution Class Feature
+Freedom Class Feature

-Groove is now more contextualized.
-Tag! Has more text clarifying it's use of charges, dismissal, and refill, it also now has context on what happens when you refill a cartridge sprayer and has hotlinking to the secondary post on both Tag! and Tag Tricks.
-Changed Typos
-Put Pagesource for Normal Sprayer in Cartridges Class Feature
-Solidarity bonus contextualized.
-Changed Clarity's Blindsight to 15' for now.

wayfare
2013-05-23, 11:55 PM
@Full Attack
5' steps only should go 5', not sure if I allowed a loophole somewhere...



A near constant argument at my table is on this subject. We have people who believe that enhancement bonuses also apply to 5 foot steps -- which is a big boost to classes like the monk where mobility really is central.

I've been in games where it applied, been in games where it didnt. I am inclined to say that it SHOULDNT apply to five foot steps, but it makes the game more fun, so what the heck. Official word would be nice, if anyone has the time.

That said, do you thing a sudden move action type ability might be warranted? Lose some Groove to take an out-of-initiative move action? Celerity for non-casters?

Also, can i suggest some Alchemetry Tag Tricks that allow the caster to duplicate standard traps for a set duration (maybe dependent on how many sprayer charges you use)? You would just pick a trap out of the book to set, no magical traps allowed.

Zaq
2013-05-24, 12:09 AM
Hang on. So you get your skates if you're focused, but using Groove expends your focus? So you lose your skates by activating your Groove? I do not like the sound of that.

That said, I love the idea behind the class. JGR was phenomenal; it's the only game that makes me wish I still had easy access to my Dreamcast.

. . . I think I need to go listen to some Guitar Vader. That game had such good music in it.

Hanuman
2013-05-24, 12:14 AM
A near constant argument at my table is on this subject. We have people who believe that enhancement bonuses also apply to 5 foot steps -- which is a big boost to classes like the monk where mobility really is central.

I've been in games where it applied, been in games where it didnt. I am inclined to say that it SHOULDNT apply to five foot steps, but it makes the game more fun, so what the heck. Official word would be nice, if anyone has the time.


Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
tl;dr
Take 5-Foot Step = FRA(No Movement) -> Take 5-Foot Step [/turn]:smalltongue:




That said, do you thing a sudden move action type ability might be warranted? Lose some Groove to take an out-of-initiative move action? Celerity for non-casters?
Not necessary to be core, sudden bursts like that will be boosts in ELDKs (among others). If you want to make suggestions for Tag Tricks feel free =]




Also, can i suggest some Alchemetry Tag Tricks that allow the caster to duplicate standard traps for a set duration (maybe dependent on how many sprayer charges you use)? You would just pick a trap out of the book to set, no magical traps allowed.
Marks are swift and seals are full-round, you can link and overlay them but it's best not to change the timing or spray charge for simplicity sake.

Links can be done wired or wirelessly, you can also activate them with different means such as proximity triggers, delay, and by using swift actions for manual trigger. Links can also heuristically circuit together tag tricks in complicated ways, allowing you to set up networks.

Overlay means you can do one mark or seal then put others ontop of it without destroying it, a more complicated trap may require more time and charges so you'd just force it to be a larger area such as needing 10x10 (4 seals) or if you wanted it more complicated or powerful in a small area make it require 3 overlays to complete the effect.

(Can you tell this class is WiP? :smallwink:)

Most of these physics are based on the gramarie, and tag tricks will borrow heavily in terms of how they work, though what they can do is still way up in the air.


Changes:

-Cleaned up Clarity
-Added Timer [2nd Level HEURs Tag Trick]

Soliloquy
2013-05-24, 09:50 AM
I actually bolded seal as a typo, because it says stamp, but looking back I noticed that seals take 3 charges and a full action, and boosts requires 1 charge and a move action. Do you use the boost when you activate the seal?

As for Rep, do you mean that it is a -3*cha mod to disguise when someone's looking for you? Because I don't think you should make it so high, as most people never see graffiti artists or know who they are.

Twin Tag: is there a feat that lets you have another? because it says that it increases by one, as opposed to just becoming two.

Underground: What does "suppress all vision except for the base five senses" mean?

Max trick level should work, but as it was, a level 20 would consistently fail saves against a level 10

I think that it should be class feature or a similar effect

For funk, I think 10 + half groove might work better.

I think that you might be confusing blindsight with blindsense.

Hanuman
2013-05-24, 03:44 PM
Hang on. So you get your skates if you're focused, but using Groove expends your focus? So you lose your skates by activating your Groove? I do not like the sound of that.

That said, I love the idea behind the class. JGR was phenomenal; it's the only game that makes me wish I still had easy access to my Dreamcast.

. . . I think I need to go listen to some Guitar Vader. That game had such good music in it.
@Skates
You lose the ability to call or dismiss skates, you still have them active until you hit anything that nullifies (Psi), the breaking of focus is meant mainly to limit extended engagements with Tag Tricks after expending groove as you cannot refill or alter them until focus is achieved.

Have you read Gramarie? http://www.giantitp.com/forums/showthread.php?t=252794
Basically what this class does is use Tome of Battle maneuvers to call forth Gramarie physics.

I wanted a class to play like the music slightly more like the game, it needs to be fast-paced, risky, spontaneous and inventive. It has some notable changes from the game but it should play better because of it, with your guys PEACHing it then it def. will =]


I actually bolded seal as a typo, because it says stamp
Good catch! Fixed.



looking back I noticed that seals take 3 charges and a full action, and boosts requires 1 charge and a move action. Do you use the boost when you activate the seal?
Boost is not intended to be used in the same round as a seal, but that isn't to say their mechanics do not later interact.



As for Rep, do you mean that it is a -3*cha mod to disguise when someone's looking for you? Because I don't think you should make it so high, as most people never see graffiti artists or know who they are.
I mean the higher Cha you have the more famous or infamous you'll naturally trend due to that being your strength, so when dealing with security it might be best to avoid detection through subterfuge of vision instead of identity.
Thoughts?



Twin Tag: is there a feat that lets you have another? because it says that it increases by one, as opposed to just becoming two.

There will be features that allow this, they won't be in the core class.



Underground: What does "suppress all vision except for the base five senses" mean?
I'll add some more descriptive text to that, the intention of that is to stop magical or psionic detection but not darkvision or tremorsense and the like.



Max trick level should work, but as it was, a level 20 would consistently fail saves against a level 10
Dually noted, that's silly ;p. Changed!



I think that it should be class feature or a similar effect

I think this was in reply to Skate, changed!



For funk, I think 10 + half groove might work better.

^This is 10 + (7.5), I'm really liking how it contextually gets stronger with groove so I've made that the focus, it's not got the +10 flat but has the balance you suggested (0 + Groove + Cha) = 0-15 + Cha (Likely 3-17) and improves by 1/level.



I think that you might be confusing blindsight with blindsense.
That's probably the case, that's since been removed from Clarity as the direction of Clarity's activate was to direct the player's next goal and gather enough intel to make that happen.


CHANGES:
-Added context for Underground's anti-detection, now ignores low level spells which do not grant saves.
-Balanced Tag Trick DC
-Funk rebalanced and more highly based on maximum groove.
-Added picture for Tag Trick Compendium
+Added Glow [1st Level KALDs Mark]
+Added Nudge [1st Level ELDKs Spray]
+Added Push [2nd Level ELDKs Spray]


+Added 5 fun feats!


I'll be working on getting a balance for crafting physical psionic sprayers by spending gold (allowed by a feat, this wouldn't allow the use of more cans until twin-tag but it would allow you to grab a full can of a different type simulating both a type change and a fill). I might also put a feat in there to rapidly retrieve real cans as a free action, that way you could get a single refill and typechange for free, after that we'll see how balanced that is and allow a number of charges to facilitate what's fair. The other would be an alchemical sprayer which attempts to partially simulate it. I want the tagger to be able to store psionic paint on her person via shapesand will-field physics and also I want universalitem-esque cans that nontaggers can use that are single-use and non-tag-refill.
Shapesand's field extends only so far, but I may put a further range limitation on it in-case of inter-party-shuffling.

Soliloquy
2013-05-24, 05:53 PM
The think you need to keep in mind about save DCs is the speed at which saves themselves increase. The best saves increase +1/2 levels, and the you can't expect them to increase much more than that.

On Rep: I personally imagine that a tagger would be known by their tag name. So I would recommend sort of the opposite, an ability similar to a cover identity

EDIT: Reading the feats, one problem.

-When psionically focused and making a check, save or roll in combat you may take a -2 penalty on a roll, if you succeed the roll you gain 2 groove and may use the result with a +4 on your next in place of your next check, save or roll. If you failed your roll you instead lose psionic focus and do not gain any bonuses.
-If you roll a 20 your party gains a +1 morale bonus to checks, saves and rolls for 1 round. Woo!
-The DM may refuse the use of this feat on any action which does not have a moderate chance of failure.

If this is used for a check, does it have to be used for something in the same category or the same roll with the +4? Because if not...
George makes a 12th level character with 20 dex, full ranks in move silently, armor that gives him a +5 to move silently, and the feats stealthy and skill focus. This is a total of 15 (ranks) + 5 (Dex) + 5 (armor) + 5 (feats) = + 30.
Sneaking through a room filled with metal plates on the ground, while the owner stand by, listening for intruders, he succeeds against the odds with a 45. He uses that as his attack against the owner.
tldr; massive skill bonuses can be used on attacks or saves.

Hanuman
2013-05-24, 11:01 PM
The think you need to keep in mind about save DCs is the speed at which saves themselves increase. The best saves increase +1/2 levels, and the you can't expect them to increase much more than that.

On Rep: I personally imagine that a tagger would be known by their tag name. So I would recommend sort of the opposite, an ability similar to a cover identity

EDIT: Reading the feats, one problem.


If this is used for a check, does it have to be used for something in the same category or the same roll with the +4? Because if not...
George makes a 12th level character with 20 dex, full ranks in move silently, armor that gives him a +5 to move silently, and the feats stealthy and skill focus. This is a total of 15 (ranks) + 5 (Dex) + 5 (armor) + 5 (feats) = + 30.
Sneaking through a room filled with metal plates on the ground, while the owner stand by, listening for intruders, he succeeds against the odds with a 45. He uses that as his attack against the owner.
tldr; massive skill bonuses can be used on attacks or saves.

@Save DC
For funk I think it's fine, it won't go past expected advancement until level 20 and I don't think it's a bad thing for an epic tagger to have 1 or 2 higher DC than scale on her funk.

@Rep
Disguise check would be trying to force an alias that wasn't previously apparent. Bruce wayne's reputation and Cha doesn't increase it's effectiveness of the batman disguise, but his ranks in disguise and his charisma modifier to disguise does because it improves his "batman voice" and his costume.

@Funky Dealer
That's very true, I'll modify the wording so it's intent and mechanics are clear (nothing is tl;dr :smallsmile:).

Changes:
-Rep mechanics changed to be more balanced and scaling with reputation rather than a flat penalty or charisma.
+Added Feat: The Concept of Love
+Added Trick: [Flip 3rd Level ELDKs Boost]



I just realized Dropping + Calling a sprayer is the same thing as Refill + Change (not intended), I may have to balance that somehow? Thoughts?

It could be balanced with 1 groove loss on drop... I'll have to think about it.

Changes:
+Added Snake: [4th Level ARCDs Spray]
+Added Uplink: [4th Level HEURs Seal]

Amechra
2013-05-26, 08:44 PM
I adore your Charge system. I think I will steal it for a class I'm working on.

If that is OK with you.

Hanuman
2013-05-26, 11:26 PM
I adore your Charge system. I think I will steal it for a class I'm working on.

If that is OK with you.

Perfectly fine, it hasn't been playtested yet, but feel free to post content, data and observations here, would be nice to flesh out the tag tricks more, I only get one or two done a day and there's plenty to go.

The entire concept of groove is supposed to represent that you combo like in a video game, the more you combo the more and bigger and brighter particle effects, then you release it in big BAM type plays. It's kind of like a bard in the way you're intended to be entertaining but because you're using entertainment as fuel you're able to be, well, profoundly cinematic.

As a side note Power! and Freedom class features are back to the future references, 744.4'/round is a nice rounded number ;]

Changes:
-Tweaked Let Mom Sleep feat, mechanics changed.
+ Added Sheath [2nd level ARCDs Mark]

Soliloquy
2013-05-27, 07:07 AM
Everything looks good to me, but if you don't mind me asking, why do they stop getting skill tricks?

Hanuman
2013-05-28, 03:50 AM
Everything looks good to me, but if you don't mind me asking, why do they stop getting skill tricks?
At what point? The class is still unfinished and I'm working slowly on the tag tricks, I've love to see suggestions for more!

Changes:
+Added Trick [Healing Mist 3rd lvl BIOs]

Soliloquy
2013-05-28, 07:33 AM
They get three bonus skill tricks (2 5 9) but no more, I just don't understand why they stop getting them.
Unless it's so as to not discourage buying them.

caledscratcher
2013-05-28, 08:58 PM
Got the idea to make this when I saw that you allowed the homebrewing of new Sprayer types. :3

Portalectonics:
Portalectonic Sprayers [PORT] are typed to summoning circles and gates.

Tag Tricks:
-1st Level:

Kid Kritters: Seal--Functions as summon minor ally, except all creatures summoned appear on the area that was sprayed.
Mon Minion: Seal---Function as summon monster I, except the creature summoned appears on the area that was sprayed.
Reagency: Mark--Summon 1d2+1 spell components with a total cost equal to or less than 25gp to the area sprayed.

Hanuman
2013-05-30, 05:49 PM
They get three bonus skill tricks (2 5 9) but no more, I just don't understand why they stop getting them.
Unless it's so as to not discourage buying them.

Hmm, I'll add them back and see how the balance looks...


Got the idea to make this when I saw that you allowed the homebrewing of new Sprayer types. :3

Portalectonics:
Portalectonic Sprayers [PORT] are typed to summoning circles and gates.

Tag Tricks:
-1st Level:

Kid Kritters: Seal--Functions as summon minor ally, except all creatures summoned appear on the area that was sprayed.
Mon Minion: Seal---Function as summon monster I, except the creature summoned appears on the area that was sprayed.
Reagency: Mark--Summon 1d2+1 spell components with a total cost equal to or less than 25gp to the area sprayed.

I'm interested in what possibilities PORT opens up that HEUR and YGGD doesn't already bring, YGGD deals with planes and HEUR deals with circuits, but I don't know much about PORT yet so please share =]
Gramarie Source:
http://www.giantitp.com/forums/showthread.php?t=252794

@TagTricks
I'm still working out how to balance summoning in a way that can't be spammed or delay triggered to emulate a much more powerful effect. Bag of tricks has a hard cap of 1active/time and 10/week, this makes me think that either summoning in general should have a flat HD maximum or it might be a good idea to draw from maximum groove pool, like you spend 1 groove and lower your max pool by 1 to create the active effect and get it back when you no longer need it.
Not quite sure how to balance it, think it's probably going to have to work similar to astral construct, a centralized template that can change appearance and be made of graffiti or a painting. https://desmond.imageshack.us/Himg10/scaled.php?server=10&filename=235575.jpg&res=landing

I like Reagency but I think I'll make this a class feature for the tagger, thanks! :smallbiggrin:. Execution will be similar to the Dungeonjammer's Potential mechanic in the Tools of the Trade class feature. This ensures you are able to trade for things needed, allowing you to have more utility.
http://www.minmaxboards.com/index.php?topic=8440.0

[B]Changes:
+TagTrick
+Added Be The Future 20th level class feature.
-Added Bonus Skill Trick Class Feature to more levels.
-Added more context for Tagging in Tag Tricks Compendium
+Added a new sprayer type Psychonomics (PSYCs)
+Added Tag Trick [Construct PSYCs Level1-9 Seal]



Alright, I've got a figure worked out for summoning, tell me what you think. (Construct Seal).

Construct seal requires stacking, it will have options for alterations of it later including HEURs artificial intelligence, it'll just have that replace one of it's layers to make a programmable astral construct.

I'm still pretty wary of allowing a spammed astral construct... hmm..

Soliloquy
2013-06-01, 11:34 AM
I recommend adding construct to every level. Also make this a little clearer.

Lasts for 1/Level rounds. Each active construct past the first subtracts -1 rounds from it's own and other construct durations, per round.

Other than that, just a little more on how tags interact, especially construct. For example: Construct with calamari or backhand on it.

Hanuman
2013-06-01, 06:35 PM
I recommend adding construct to every level. Also make this a little clearer.


Other than that, just a little more on how tags interact, especially construct. For example: Construct with calamari or backhand on it.
Fixed!

Construct, Calamari and Backhand cannot stack right now (as hilarious as a tentacle pimp astral construct who backhands people would be), the reason why is that contextually calamari is actually made of paint-based biostructure and constructs are made of ectoplasm, what you'd need for that is to first fuse a biostructure chassis to the construct (totally doable) which will be available at higher tag levels.

Alright, the meat of Clay and Chassis are there, needs polish and exact mechanics but that's essentially how it's intended to function.
I think I may need to illustrate a guide to how tagging works, and create "stacking" into the core ruleset instead of exceptions, and iron out how triggering tags is supposed to work.

I've introduced gramarie Push into the seal compendium, things like the Launch seal use it as a temporary ELDK engine starting with 100 push and adding fuel by investing groove. The intent behind this is to limit spamming of Push based seals as 100 push is a single engines worth of push and Launch as a 6th level tag needed to have at least 60' of movement for another medium creature for it's balance and allowing 300 free push per tag is obscene. 100 base is pretty darn powerful for a seal and may need to be rebalanced later.

I want to later add an ACF or chain of feats which add a psionically called firearm, I think dual pistols have a lot of cinematography value with this class and I want to make that an option for players who choose to use it.

BIG IDEA
Ok, ally sprays have been a slight thing on my mind, being able to direct target allies for effect applications. While thinking this over, why not allow PSYCs to call paint psychoactive skins (https://www.wizards.com/dnd/images/xph_gallery/33553.jpg)?

Changes:
-Clarified Construct Wording
+Added Tag Trick [Clay 4th level BIOs Seal]
+Added Tag Trick [Chassis 5th level BIOs Seal]
+Added Tag Trick [X Gate 5th level ELDKs Seal]
+Added Tag Trick [Launch 6th level ELDKs Seal]
-Clarified BIOs sprayer type definitions in Sprayer Types.
-Tags: What are they? Changed to illustrate more context.
-Clarity has been removed, it has been replaced by Purpose (for now)

wayfare
2013-06-11, 09:23 AM
I want to later add an ACF or chain of feats which add a psionically called firearm, I think dual pistols have a lot of cinematography value with this class and I want to make that an option for players who choose to use it.

BIG IDEA
Ok, ally sprays have been a slight thing on my mind, being able to direct target allies for effect applications. While thinking this over, why not allow PSYCs to call paint psychoactive skins (https://www.wizards.com/dnd/images/xph_gallery/33553.jpg)?



On the subject of dual pistols, I think that's a fairly major class change. In jet set radio, are there pistol weilders who are also taggers? If so, then rock on. Otherwise, I think this constitutes more of a ACF situation, with guns replacing the sprayers. Maybe you could still maintain the art/tagging aspect by allowing the class to give their weapon a custom paint job that produces certain buffs or attack effects while wielded.

Some psychoactive skins are pretty powerful. What duration are we talking about for the effect? It makes sense that a tagger could paint himself/others with temporary skins, but some kind of limit needs to be slid in there -- the ability to switch skins on the fly basically adds artificer to the class chassis.

Hope the project is going well!

Soliloquy
2013-06-12, 05:50 AM
The "pistols" could be paint guns. They wouldn't do much damage, but would be apply paint affects.

Hanuman
2013-06-12, 06:07 AM
On the subject of dual pistols, I think that's a fairly major class change. In jet set radio, are there pistol weilders who are also taggers? If so, then rock on. Otherwise, I think this constitutes more of a ACF situation, with guns replacing the sprayers. Maybe you could still maintain the art/tagging aspect by allowing the class to give their weapon a custom paint job that produces certain buffs or attack effects while wielded.

Some psychoactive skins are pretty powerful. What duration are we talking about for the effect? It makes sense that a tagger could paint himself/others with temporary skins, but some kind of limit needs to be slid in there -- the ability to switch skins on the fly basically adds artificer to the class chassis.

Hope the project is going well!
Thanks, its 3AM here and we just got back from filming our first set.

The skins would be a very brief boost, and would likely require groove for any direct oomph to it, this would allow you to invest your groove economy directly in an ally.

On pistols (and other weapons in general), yeah it would change the class quite a bit to use them as you're going from a fairly abstract skate punk to a ballistics duelist quite fast, though I think this would be balanced as a feat, perhaps one that works similar to dungeoncrasher, inbetween a feat and an ACF?

Actually the more that I think about it, the more it would be nice to have the Tagger to just be able to have seals that call weapons temporarily, guns are nice because they are point and shoot and have finite ammunition, which allows better matching and mechanical integration.
During a weapon pickup (such as on a weapon-calling seal) you'd either be TWF or dropping your sprayer, this gives you a large penalty OR could disable your use of most of your class features.

A lot of things can be done with this, interesting things. Thoughts?

Soliloquy
2013-06-13, 01:20 PM
I would go for PrC myself.