Metahuman1
2013-07-31, 05:57 PM
Alright, this is my first attempt at designing a homebrew base class. I'm doing this, to start with at least, in response to a need/set of desires for a 3.5 game I'm applying too, and with my games Dungeon Masters cooperation. Weather I keep this going after that or not remains to be scene.
Frame of reference: the target power range of this class is from high tier 3 till low to middle tier 2. Also, the game in question is intended to give off a lot of Anime styled vibes. Calling out names of attacks, special attacks, mono logging, taking time to explain how and why all your moves and powers work, physics and practicality defying fight scenes, that kinda stuff. Yes, I know, not all Anime does this and there are plenty of things that are not Anime that do these thing, but it conjures the right mental images to say that, thus helping to get the point across.
Moving on.
I've presently got 2 versions of the class, and I need both peached. The first one is a first draft I pitched at the DM. The second one is modified version with suggestions from the DM. I need both looked at and compared to determine if one fits the desired bill better then the other, or if any other changes are needed, or if it was fine on the first pass. Input appreciated, thanks!
The Spiritualist
Fluff: May choose to walk the path of the nine swords. Many Value Martial Prowess and strength. Others prefer more esoteric arts, developing mental powers, making pacts with shadows and forgotten beings, developing inane arcane talent or calling on help form higher powers.
The Spiritualist seeks an inner enlightenment that he may achieve his goals, and to find this, develops his prowess in the Sublime Way as well as through knowledge of Pact Magic.
Alignment: Spiritualists may be of any alignment, neither vestiges nor the arts of the nine swords preclude persons of any given moral disposition form there study or there power.
Proficiency's: Spiritualists are proficient with all simple weapons, All Martial Melee Weapons, Light Armor, and shields (Except Tower Shields. ).
Variant: A Spiritualist may give up there melee weapons proficiency's and instead gain a Monks Unarmed Damage progression and the Improved Unarmed strike feat and Proficiency with there unarmed strikes and natural weapons. They also gain the monks ability to treat there bodies as manufactured for spells such a greater magic weapon.
Hit Die: D8
[spoiler]{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|Spiritualist|
+0|
+2|
+2|
+2|Chosen Schools, Soul Binding (1 Vestige), Quick to Act +1, Pact Augmentation (1 ability.)
2nd|Spiritualist|
+1|
+3|
+3|
+3|AC Boost.
3rd|Spiritualist|
+2|
+3|
+3|
+3|Suppress Sign.
4th|Spiritualist|
+3|
+4|
+4|
+4|-
5th|Spiritualist|
+3|
+4|
+4|
+4|Soul Binding (2 Vestiges.), Pact Augmentation (2 Ability's.), Quick to Act +2.
6th|Spiritualist|
+4|
+5|
+5|
+5|-
7th|Spiritualist|
+5|
+5|
+5|
+5|Sense Magic
8th|Spiritualist|
+6/+1|
+6|
+6|
+6|-
9th|Spiritualist|
+6/+1|
+6|
+6|
+6|Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.
10th|Spiritualist|
+7/+2|
+7|
+7|
+7|Soul Binding (3 Vestiges.), Pact Augmentation (3 Ability's), Quick to Act +3
11th|Spiritualist|
+8/+3|
+7|
+7|
+7|-
12th|Spiritualist|
+9/+4|
+8|
+8|
+8|-
13th|Spiritualist|
+10/+5|
+8|
+8|
+8|-
14th|Spiritualist|
+10/+5|
+9|
+9|
+9|-
15th|Spiritualist|
+11/+6/+1|
+9|
+9|
+9|Soul Binding (4 Vestiges.), Pact Augmentation (4 Ability's), Quick to Act +4
16th|Spiritualist|
+12/+7/+2|
+10|
+10|
+10|-
17th|Spiritualist|
+13/+8/+3|
+10|
+10|
+10|-
18th|Spiritualist|
+13/+8/+3|
+11|
+11|
+11|-
19th|Spiritualist|
+14/+9/+4|
+11|
+11|
+11|-
20th|Spiritualist|
+15/+10/+5|
+12|
+12|
+12|Soul Binding (5 Vestiges.), Pact Augmentation (5 Ability's), Quick to Act +5, [/table]
Skills: 6+Int Mod X4 at level 1.
Class Skills for the Spiritualist are: Balance, Bluff, Climb, Concentration, Craft, Decipher Scrip, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge: All skills taken Individually, Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble.
Initiator schools: A Spiritualist can choose maneuvers from Diamond Mind, Stone Dragon, Dessert Wind and Tiger Claw. A spiritualist uses the Swordsages recovery Mechanic, and there progression for Maneuvers Known, Readied, and for Stances Known.
See Chosen Schools class feature for remaining information.
Chosen Schools:
When the first level of the Spiritualist class is taken, the Spiritualist chooses, in addition to the listed schools, two schools from the following list to be able to learn maneuvers and stances form.
Devoted Spirit, Iron Heart, Setting Sun, Shadow Hand, White Raven.
Once Chosen, this selection can only be changed through retraining as described in the players handbook 2 or through special effects such as Psionic Reformation.
Quick to Act: As the Swordsage Class feature of the same name.
Soul Binding: A Spiritualist Binds Vestiges as a Binder of there level would, with the same limitations of Vestige level to character level, and by adding there Spiritualist level + Cha mod for there bonus to the binding check.
Pact Augmentation: As the Binder Class Feature of the Same Name, only dependent on Spiritualist levels.
AC Boost: At second Level, A Spiritualist Adds there Charisma Modifier to there Armor Class, Touch Armor Class, and Flatfooted Armor class when wearing light or no armor and fighting with a shield no heavier then a light shield. This acts in all other respects as the Swordsage class feature of the same name.
Suppress Sign: As the Binder Class Feature of the same name.
Sense Magic: As the swordsage Class Feature of the same name, only dependent on Spiritualist levels.
Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.:
When a Spiritualist uses all his Pact Augmentations to gain the same ability form the Pact Augmentation List, he may then choose another Item off that list, and receives both benefits as though he put all five augmentations into them.
For example, A 9th level Spiritualist who chooses +5 Hit Points Augmentation 2 times for a total of +10 Hit Points, could choose to also have DR 2/-. When you choose new pact augmentations for the day, you may choose two new maxed sets with this ability, or you may spread your choices out among others and forgo this class features benefit.
The above is version 1. After some discussion with the DM, the following changes were proposed, and we agreed that it would be good to post both versions here to be Peached just to see if either of them accomplished stated target goals and which one did it better, or if to do so further alterations would be prudent. As previously stated.
The blow version is the version with the changes, which I will summarize.
Hit Die: D8
[spoiler]{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|Spiritualist|
+0|
+2|
+2|
+0|Chosen Schools, Soul Binding (1 Vestige), Quick to Act +1, Pact Augmentation (1 ability.)
2nd|Spiritualist|
+1|
+3|
+3|
+0|AC Boost.
3rd|Spiritualist|
+2|
+3|
+3|
+1|Suppress Sign.
4th|Spiritualist|
+3|
+4|
+4|
+1|-
5th|Spiritualist|
+3|
+4|
+4|
+1|Soul Binding (2 Vestiges.), Pact Augmentation (2 Ability's.), Quick to Act +2.
6th|Spiritualist|
+4|
+5|
+5|
+2|-
7th|Spiritualist|
+5|
+5|
+5|
+2|Sense Magic
8th|Spiritualist|
+6/+1|
+6|
+6|
+2|Improved AC Boost.
9th|Spiritualist|
+6/+1|
+6|
+6|
+3|Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.
10th|Spiritualist|
+7/+2|
+7|
+7|
+3|Soul Binding (3 Vestiges.), Pact Augmentation (3 Ability's), Quick to Act +3
11th|Spiritualist|
+8/+3|
+7|
+7|
+3|Perfected AC Boost
12th|Spiritualist|
+9/+4|
+8|
+8|
+4|-
13th|Spiritualist|
+10/+5|
+8|
+8|
+4|-
14th|Spiritualist|
+10/+5|
+9|
+9|
+4|-
15th|Spiritualist|
+11/+6/+1|
+9|
+9|
+5|Soul Binding (4 Vestiges.), Pact Augmentation (4 Ability's), Quick to Act +4
16th|Spiritualist|
+12/+7/+2|
+10|
+10|
+5|-
17th|Spiritualist|
+13/+8/+3|
+10|
+10|
+5|-
18th|Spiritualist|
+13/+8/+3|
+11|
+11|
+6|-
19th|Spiritualist|
+14/+9/+4|
+11|
+11|
+6|-
20th|Spiritualist|
+15/+10/+5|
+12|
+12|
+6|Soul Binding (5 Vestiges.), Pact Augmentation (5 Ability's), Quick to Act +5, [/table]
Skills: 4+Int Mod X4 at level 1. Class Skills for the Spiritualist are: Balance, Bluff, Climb, Concentration, Craft, Decipher Scrip, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge: All skills taken Individually, Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble.
Initiator schools: A Spiritualist can choose maneuvers from Desert Wind, Tiger Claw, Setting Sun and Shadow Hand. A spiritualist uses the Swordsages recovery Mechanic, and there progression for Maneuvers Known, Readied, and for Stances Known.
See Chosen Schools class feature for remaining information.
Chosen Schools:
When the first level of the Spiritualist class is taken, the Spiritualist chooses, in addition to the listed schools, one school from the following list to be able to learn maneuvers and stances form.
Devoted Spirit, Iron Heart, Diamond Mind or White Raven.
Once Chosen, this selection can only be changed through retraining as described in the players handbook 2 or through special effects such as Psionic Reformation.
Quick to Act: As the Swordsage Class feature of the same name.
Soul Binding: A Spiritualist Binds Vestiges as a Binder of one level below them would, with the limitations of Vestige level to character level -1, and by adding there Spiritualist level + Wis mod for there bonus to the binding check.
For example, A Binder with a 16 Cha could make a Pact with the vestige Paimon at level 5 by adding his Binder level to his Cha mod for the check. 5+3=8 for a check of 1d20+8.
A Spiritualist with a 16 Wis could make a Pact with the same Vestige Paimon at level 6, and not before with out investment of feats found in the Pact Magic section of Tome of Magic, by adding his Spiritualist level of his Wis mod for the Check. 6+3=9 for a check of 1d20+9.
Pact Augmentation: As the Binder Class Feature of the Same Name, only dependent on Spiritualist levels.
AC Boost: At second Level, A Spiritualist Adds there Wisdom Modifier to there Armor Class, Touch Armor Class, and Flatfooted Armor class when wearing no armor or fighting with a shield. This acts in all other respects as the Swordsage class feature of the same name.
At level 8, this class feature will funtion if the Spiritualist is wearing light armor but not while fighting with a shield. If the Spiritualist wishes to forgo armor, they may still receive the benefit of this class feature.
At 11th level, this class feature will funtion if the Spiritualist fights with a shield no heavier then a light shield. The Spiritualist retains the benefit of this class feature when using any combination or lack of unarmored fighting, wearing light armor, and/or fighting with a shield no heavier then a light shield.
Suppress Sign: As the Binder Class Feature of the same name.
Sense Magic: As the swordsage Class Feature of the same name, only dependent on Spiritualist levels.
Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.:
When a Spiritualist uses all his Pact Augmentations to gain the same ability form the Pact Augmentation List, he may then choose another Item off that list, and receives both benefits as though he put all five augmentations into them.
For example, A 9th level Spiritualist who chooses +5 Hit Points Augmentation 2 times for a total of +10 Hit Points, could choose to also have DR 2/-. When you choose new pact augmentations for the day, you may choose two new maxed sets with this ability, or you may spread your choices out among others and forgo this class features benefit.
Summarized Changes:
Skills were reduced to 4+int mod a level form 6+int mod a level. This was to hybridize them between the Binder and the Swordsage.
Will Save was Nerfed to a bad progression. The reasoning was that it would still be strong enough since the class strongly encourages a high wisdom mod form maneuvers, making the Pact Magic Mechanic Wis dependent instead of Cha Dependent, making the AC boost Wis dependent instead of Cha Dependent.
A variant of this was proposed to make it have a bad Fort save and Good Reflex and Will Saves instead.
Binding Mechanic and AC Boost moved to be fueled by Wis instead of Cha. The DM suggested this would be fine since it kept it form making the class need Wis and Cha, and it would allow a Nerf to the will save to be less debilitating.
AC boost was also broken up to Scale over the progression, as the DM felt it might be a bit much in it's full form at level 2.
The Known Schools list was adjusted, adding shadow hand and setting sun as automatically coming with the class, and removing Stone Dragon and Diamond Mind. Chosen schools were reduced from 2 to 1, and Diamond Mind was added to the list to choose form while Setting Sun and Shadow Hand were removed.
Pact Making progression on the highest level Vestige A member of the class can Bind was delayed by one level, putting it one level behind a binder on the matter, in the same fashion that a sorcerer's access to spells of a given level is delayed to one level after the wizard.
One last point to consider, the DM has also said to me that he feels he was, quote: "probably a little harsh on it, but that's my job to a certain extent.". Just though it might be worth mentioning so no one feels they must hold back on suggested adjustments.
Thanks for any in put!
Frame of reference: the target power range of this class is from high tier 3 till low to middle tier 2. Also, the game in question is intended to give off a lot of Anime styled vibes. Calling out names of attacks, special attacks, mono logging, taking time to explain how and why all your moves and powers work, physics and practicality defying fight scenes, that kinda stuff. Yes, I know, not all Anime does this and there are plenty of things that are not Anime that do these thing, but it conjures the right mental images to say that, thus helping to get the point across.
Moving on.
I've presently got 2 versions of the class, and I need both peached. The first one is a first draft I pitched at the DM. The second one is modified version with suggestions from the DM. I need both looked at and compared to determine if one fits the desired bill better then the other, or if any other changes are needed, or if it was fine on the first pass. Input appreciated, thanks!
The Spiritualist
Fluff: May choose to walk the path of the nine swords. Many Value Martial Prowess and strength. Others prefer more esoteric arts, developing mental powers, making pacts with shadows and forgotten beings, developing inane arcane talent or calling on help form higher powers.
The Spiritualist seeks an inner enlightenment that he may achieve his goals, and to find this, develops his prowess in the Sublime Way as well as through knowledge of Pact Magic.
Alignment: Spiritualists may be of any alignment, neither vestiges nor the arts of the nine swords preclude persons of any given moral disposition form there study or there power.
Proficiency's: Spiritualists are proficient with all simple weapons, All Martial Melee Weapons, Light Armor, and shields (Except Tower Shields. ).
Variant: A Spiritualist may give up there melee weapons proficiency's and instead gain a Monks Unarmed Damage progression and the Improved Unarmed strike feat and Proficiency with there unarmed strikes and natural weapons. They also gain the monks ability to treat there bodies as manufactured for spells such a greater magic weapon.
Hit Die: D8
[spoiler]{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|Spiritualist|
+0|
+2|
+2|
+2|Chosen Schools, Soul Binding (1 Vestige), Quick to Act +1, Pact Augmentation (1 ability.)
2nd|Spiritualist|
+1|
+3|
+3|
+3|AC Boost.
3rd|Spiritualist|
+2|
+3|
+3|
+3|Suppress Sign.
4th|Spiritualist|
+3|
+4|
+4|
+4|-
5th|Spiritualist|
+3|
+4|
+4|
+4|Soul Binding (2 Vestiges.), Pact Augmentation (2 Ability's.), Quick to Act +2.
6th|Spiritualist|
+4|
+5|
+5|
+5|-
7th|Spiritualist|
+5|
+5|
+5|
+5|Sense Magic
8th|Spiritualist|
+6/+1|
+6|
+6|
+6|-
9th|Spiritualist|
+6/+1|
+6|
+6|
+6|Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.
10th|Spiritualist|
+7/+2|
+7|
+7|
+7|Soul Binding (3 Vestiges.), Pact Augmentation (3 Ability's), Quick to Act +3
11th|Spiritualist|
+8/+3|
+7|
+7|
+7|-
12th|Spiritualist|
+9/+4|
+8|
+8|
+8|-
13th|Spiritualist|
+10/+5|
+8|
+8|
+8|-
14th|Spiritualist|
+10/+5|
+9|
+9|
+9|-
15th|Spiritualist|
+11/+6/+1|
+9|
+9|
+9|Soul Binding (4 Vestiges.), Pact Augmentation (4 Ability's), Quick to Act +4
16th|Spiritualist|
+12/+7/+2|
+10|
+10|
+10|-
17th|Spiritualist|
+13/+8/+3|
+10|
+10|
+10|-
18th|Spiritualist|
+13/+8/+3|
+11|
+11|
+11|-
19th|Spiritualist|
+14/+9/+4|
+11|
+11|
+11|-
20th|Spiritualist|
+15/+10/+5|
+12|
+12|
+12|Soul Binding (5 Vestiges.), Pact Augmentation (5 Ability's), Quick to Act +5, [/table]
Skills: 6+Int Mod X4 at level 1.
Class Skills for the Spiritualist are: Balance, Bluff, Climb, Concentration, Craft, Decipher Scrip, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge: All skills taken Individually, Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble.
Initiator schools: A Spiritualist can choose maneuvers from Diamond Mind, Stone Dragon, Dessert Wind and Tiger Claw. A spiritualist uses the Swordsages recovery Mechanic, and there progression for Maneuvers Known, Readied, and for Stances Known.
See Chosen Schools class feature for remaining information.
Chosen Schools:
When the first level of the Spiritualist class is taken, the Spiritualist chooses, in addition to the listed schools, two schools from the following list to be able to learn maneuvers and stances form.
Devoted Spirit, Iron Heart, Setting Sun, Shadow Hand, White Raven.
Once Chosen, this selection can only be changed through retraining as described in the players handbook 2 or through special effects such as Psionic Reformation.
Quick to Act: As the Swordsage Class feature of the same name.
Soul Binding: A Spiritualist Binds Vestiges as a Binder of there level would, with the same limitations of Vestige level to character level, and by adding there Spiritualist level + Cha mod for there bonus to the binding check.
Pact Augmentation: As the Binder Class Feature of the Same Name, only dependent on Spiritualist levels.
AC Boost: At second Level, A Spiritualist Adds there Charisma Modifier to there Armor Class, Touch Armor Class, and Flatfooted Armor class when wearing light or no armor and fighting with a shield no heavier then a light shield. This acts in all other respects as the Swordsage class feature of the same name.
Suppress Sign: As the Binder Class Feature of the same name.
Sense Magic: As the swordsage Class Feature of the same name, only dependent on Spiritualist levels.
Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.:
When a Spiritualist uses all his Pact Augmentations to gain the same ability form the Pact Augmentation List, he may then choose another Item off that list, and receives both benefits as though he put all five augmentations into them.
For example, A 9th level Spiritualist who chooses +5 Hit Points Augmentation 2 times for a total of +10 Hit Points, could choose to also have DR 2/-. When you choose new pact augmentations for the day, you may choose two new maxed sets with this ability, or you may spread your choices out among others and forgo this class features benefit.
The above is version 1. After some discussion with the DM, the following changes were proposed, and we agreed that it would be good to post both versions here to be Peached just to see if either of them accomplished stated target goals and which one did it better, or if to do so further alterations would be prudent. As previously stated.
The blow version is the version with the changes, which I will summarize.
Hit Die: D8
[spoiler]{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|Spiritualist|
+0|
+2|
+2|
+0|Chosen Schools, Soul Binding (1 Vestige), Quick to Act +1, Pact Augmentation (1 ability.)
2nd|Spiritualist|
+1|
+3|
+3|
+0|AC Boost.
3rd|Spiritualist|
+2|
+3|
+3|
+1|Suppress Sign.
4th|Spiritualist|
+3|
+4|
+4|
+1|-
5th|Spiritualist|
+3|
+4|
+4|
+1|Soul Binding (2 Vestiges.), Pact Augmentation (2 Ability's.), Quick to Act +2.
6th|Spiritualist|
+4|
+5|
+5|
+2|-
7th|Spiritualist|
+5|
+5|
+5|
+2|Sense Magic
8th|Spiritualist|
+6/+1|
+6|
+6|
+2|Improved AC Boost.
9th|Spiritualist|
+6/+1|
+6|
+6|
+3|Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.
10th|Spiritualist|
+7/+2|
+7|
+7|
+3|Soul Binding (3 Vestiges.), Pact Augmentation (3 Ability's), Quick to Act +3
11th|Spiritualist|
+8/+3|
+7|
+7|
+3|Perfected AC Boost
12th|Spiritualist|
+9/+4|
+8|
+8|
+4|-
13th|Spiritualist|
+10/+5|
+8|
+8|
+4|-
14th|Spiritualist|
+10/+5|
+9|
+9|
+4|-
15th|Spiritualist|
+11/+6/+1|
+9|
+9|
+5|Soul Binding (4 Vestiges.), Pact Augmentation (4 Ability's), Quick to Act +4
16th|Spiritualist|
+12/+7/+2|
+10|
+10|
+5|-
17th|Spiritualist|
+13/+8/+3|
+10|
+10|
+5|-
18th|Spiritualist|
+13/+8/+3|
+11|
+11|
+6|-
19th|Spiritualist|
+14/+9/+4|
+11|
+11|
+6|-
20th|Spiritualist|
+15/+10/+5|
+12|
+12|
+6|Soul Binding (5 Vestiges.), Pact Augmentation (5 Ability's), Quick to Act +5, [/table]
Skills: 4+Int Mod X4 at level 1. Class Skills for the Spiritualist are: Balance, Bluff, Climb, Concentration, Craft, Decipher Scrip, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge: All skills taken Individually, Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble.
Initiator schools: A Spiritualist can choose maneuvers from Desert Wind, Tiger Claw, Setting Sun and Shadow Hand. A spiritualist uses the Swordsages recovery Mechanic, and there progression for Maneuvers Known, Readied, and for Stances Known.
See Chosen Schools class feature for remaining information.
Chosen Schools:
When the first level of the Spiritualist class is taken, the Spiritualist chooses, in addition to the listed schools, one school from the following list to be able to learn maneuvers and stances form.
Devoted Spirit, Iron Heart, Diamond Mind or White Raven.
Once Chosen, this selection can only be changed through retraining as described in the players handbook 2 or through special effects such as Psionic Reformation.
Quick to Act: As the Swordsage Class feature of the same name.
Soul Binding: A Spiritualist Binds Vestiges as a Binder of one level below them would, with the limitations of Vestige level to character level -1, and by adding there Spiritualist level + Wis mod for there bonus to the binding check.
For example, A Binder with a 16 Cha could make a Pact with the vestige Paimon at level 5 by adding his Binder level to his Cha mod for the check. 5+3=8 for a check of 1d20+8.
A Spiritualist with a 16 Wis could make a Pact with the same Vestige Paimon at level 6, and not before with out investment of feats found in the Pact Magic section of Tome of Magic, by adding his Spiritualist level of his Wis mod for the Check. 6+3=9 for a check of 1d20+9.
Pact Augmentation: As the Binder Class Feature of the Same Name, only dependent on Spiritualist levels.
AC Boost: At second Level, A Spiritualist Adds there Wisdom Modifier to there Armor Class, Touch Armor Class, and Flatfooted Armor class when wearing no armor or fighting with a shield. This acts in all other respects as the Swordsage class feature of the same name.
At level 8, this class feature will funtion if the Spiritualist is wearing light armor but not while fighting with a shield. If the Spiritualist wishes to forgo armor, they may still receive the benefit of this class feature.
At 11th level, this class feature will funtion if the Spiritualist fights with a shield no heavier then a light shield. The Spiritualist retains the benefit of this class feature when using any combination or lack of unarmored fighting, wearing light armor, and/or fighting with a shield no heavier then a light shield.
Suppress Sign: As the Binder Class Feature of the same name.
Sense Magic: As the swordsage Class Feature of the same name, only dependent on Spiritualist levels.
Pact Augmentation: Double or Nothing, No Take Backs, And All or Nothing, There is No In Between.:
When a Spiritualist uses all his Pact Augmentations to gain the same ability form the Pact Augmentation List, he may then choose another Item off that list, and receives both benefits as though he put all five augmentations into them.
For example, A 9th level Spiritualist who chooses +5 Hit Points Augmentation 2 times for a total of +10 Hit Points, could choose to also have DR 2/-. When you choose new pact augmentations for the day, you may choose two new maxed sets with this ability, or you may spread your choices out among others and forgo this class features benefit.
Summarized Changes:
Skills were reduced to 4+int mod a level form 6+int mod a level. This was to hybridize them between the Binder and the Swordsage.
Will Save was Nerfed to a bad progression. The reasoning was that it would still be strong enough since the class strongly encourages a high wisdom mod form maneuvers, making the Pact Magic Mechanic Wis dependent instead of Cha Dependent, making the AC boost Wis dependent instead of Cha Dependent.
A variant of this was proposed to make it have a bad Fort save and Good Reflex and Will Saves instead.
Binding Mechanic and AC Boost moved to be fueled by Wis instead of Cha. The DM suggested this would be fine since it kept it form making the class need Wis and Cha, and it would allow a Nerf to the will save to be less debilitating.
AC boost was also broken up to Scale over the progression, as the DM felt it might be a bit much in it's full form at level 2.
The Known Schools list was adjusted, adding shadow hand and setting sun as automatically coming with the class, and removing Stone Dragon and Diamond Mind. Chosen schools were reduced from 2 to 1, and Diamond Mind was added to the list to choose form while Setting Sun and Shadow Hand were removed.
Pact Making progression on the highest level Vestige A member of the class can Bind was delayed by one level, putting it one level behind a binder on the matter, in the same fashion that a sorcerer's access to spells of a given level is delayed to one level after the wizard.
One last point to consider, the DM has also said to me that he feels he was, quote: "probably a little harsh on it, but that's my job to a certain extent.". Just though it might be worth mentioning so no one feels they must hold back on suggested adjustments.
Thanks for any in put!