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AkazilliaDeNaro
2013-11-04, 01:56 AM
The Living Weapon

http://i1065.photobucket.com/albums/u398/AkazilliaDeNaro/souleater.jpg
"Just so we're clear Maka; this guy's turning himself into a weapon.
He's the same as me that way. 'course I look a lot cooler in my human form than he does."
—"Soul Eater" Evans, Living Weapon

Preferred Stats
The most important stats to a Living Weapon are Charisma and Wisdom, as its personality and soul are the focus of many of its abilities.

Alignment
Any.

Hit Die
d8.

Class Skills
The class skills for a Living Weapon (and the key ability for each skill) are Appraise(Int), Craft(Int), Disguise(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Search(Wis), Spot(Wis), Profession (Wis), Swim(Str).

Skill Points at 1st Level
(4+Int)x4

Skill Points at Each Additional Level
4+Int




Lvl
BAB
Fort
Ref
Will
Special


1st
1
1
1
1
Weapon Form, Transform


2nd
2
2
2
2
Self Wielding, Operator Enhancer


3rd
3
2
2
2
Soul Resonance


4th
4
3
3
3
Self Enchanting, Resonance Ability


5th
5
3
3
3
Second Form


6th
6/1
3
3
3



7th
7/2
3
3
3



8th
8/3
4
4
4



9th
9/4
4
4
4



10th
10/5
5
5
5
Third Form


11th
11/6/1
5
5
5



12th
12/7/2
6
6
6
Chain Resonance


13th
13/8/3
6
6
6



14th
14/9/4
6
6
6



15th
15/10/5
6
6
6
Fourth Form


16th
16/11/6/1
7
7
7
Soul Adaptability


17th
17/12/7/2
7
7
7



18th
18/13/8/3
8
8
8



19th
19/14/9/4
8
8
8



20th
20/15/10/5
9
9
9
Weapon of the Reaper



Class Abilities

Weapon and Armor Proficiency
A Living Weapon is proficient with all simple and martial weapons and with Light armor, but not with shields.

Chosen Form (Ex)
At First level a Living Weapon must choose a weapon to base his Weapon Form on. He may choose any weapon provided he is familiar with it(i.e has proficiency, weapon familiarity, examined for 2 hours, or been around for 24 hours.)
Depending on the type of weapon he chooses to base his Weapon Form on, it may have a special effect.

Projectile Weapon - Hail of a Thousand Arrows
If a Living Weapon chooses a Projectile Weapon (I.e. Shortbow) as his Weapon Form, then while in Weapon Form he will automatically produce ammunition, all ammunition produced this way disappears after 1 minute.
Additionally his wielder gains the feats Point Blank Shot, Rapid Shot, and Rapid Reload, while using him, even if she does not qualify for them.

One Handed Weapon - Split Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then when he would transform he may make a duplicate of his chosen form appear.
This duplicate cannot be more than 20' away from the original at all times, and is incapable of taking actions, as it is an inanimate object.
When the duplicate is more than 20' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicate, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Fighting while using him even if she does not qualify for it.

Two-Handed Weapon - Strength of Two Souls
If a Living Weapon chooses a Two-handed Weapon as his chosen form, then he may add his strength modifier to all damage rolls made with him while in this form.
Additionally his wielder gains the feat Power Attack while using him even if she does not qualify for it.


Transform (Ex)
At 1st level a Living Weapon gains the ability to, as a Standard action, transform to or from any one of his Chosen Forms.
Additionally while transformed the Living Weapon may only be wielded by those who would normally be able to use his chosen form. If someone were to attempt to use him while not being eligible they take double the normal non-proficiency penalty.
As he transforms he may designate a creature within 30’ as his target wielder and move to that creature's hands,
If the creature is incapable of wielding him at the time he may instead move to it and sheath himself, on that creature.
For a the wielder of a Living Weapon, drawing a is a free action, regardless of where it is on them.
While being used as a weapon the Living Weapon’s wielder gains a bonus to her attacks equal to 1/3 the Living Weapon’s Class Level.

Operator Enhancement (Su)
At 2nd level a Living Weapon gains the ability to enhance his wielder, either by enhancing her natural abilities or granting her new ones.
A Living Weapon Gains an Operator Enhancer from the list of Operator Enhancers at 2nd level and every 3 levels afterward (5th, 8th, 11th, 14th, 17th, 20th).

Self Wielding (Ex)
At 2nd level a Living Weapon is able to wield himself by partially transforming his body. As a standard action a Living Weapon is able to enter a state of partial transformation. While in this state he gains Natural attacks equivalent to that of his Weapon form, including his self-enhancement bonus and the enchantment he would normally gain from it.
Additionally he may not Resonate with anyone as no one is currently wielding him.

Soul Resonance (Su)
At 3rd level a Living Weapon may choose to Resonate with his wielder, enhancing them both. To do this they must be in contact and make a combined charisma check (DC 30 - the Living Weapon’s level (circumstances modify this, see below)).
If a Living Weapon successfully Resonates with his wielder then they enter a state where they both can speak to each other telepathically, and the wielder gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally. They don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the wielder gains a Resonance bonus to her Strength, Dexterity, Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to her Intelligence, Wisdom, and Charisma, Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.

If they fail the Resonance check they both take penalties according to how badly they failed.
1+: They may not resonate again for another 24 hours.
5+: The wielder takes a non-proficiency penalty while wielding the Living Weapon for 24 hours. While the Living Weapon is stunned for 1 round
10+ They both take damage equal to the other’s level + the other’s charisma modifier



Circumstance
DC Modifier


Mutual Enemies
+5


Different Alignments
+2/shift


Same Ability Modifiers
-2/instance


Friends
-5


Related
-10




Self Enchanting (Su)
At 4th level a Living Weapon, while Transformed, is treated as having an +1 enhancement bonus. This bonus increases by +1 every 4 levels after to a maximum of +5 at 20th level(+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th).
In addition, when he begins to transform, he may enchant himself with a number of magical effects, whose collective enhancement bonus must not exceed his Self Enchanting enhancement bonus.

Resonance Ability (Su)
At 4th level a Living Weapon gains a Resonance Ability from the list of Resonance Abilities, so long as he meets the requirements.
He gains an additional Resonance Ability at 7th level and every 3 levels there after(10th, 13th, 16th, and 19th)
He may activate these abilities as a standard action so long as he is resonating.

Second Form (Ex)
At 5th level a Living Weapon may choose an additional Weapon or piece of Equipment(Smoke bombs, caltrops, lanterns, musical instruments, etc.) to base its second form on.
If he chooses an Equipment for his Second Form he may get a special effect depending on the type of equipment.

Disposable -
While in an Equipment Form that is "disposable"(i.e. Smokebomb, Flashbomb, etc.) He may only be used once every 3 rounds. After each use he returns to his wielder and may transform as an immediate action.

Light Source -
While in an Equipment Form that is a Light Source the light he produces may be turned on and off at will, and may change shape between a Sphere, a Semi-Circle, a Cone, and a 5' wide Line. The size of each shape’s illumination is as follows; Sphere(x1), Semi-Circle(x2), Cone(x4), Line(x12).

Additionally his original Weapon Form may gain bonus effects depending on what type of weapon it was.
Projectile Weapon - Snipe the Moon
If a Living Weapon chooses a Ranged weapon that takes ammunition (I.e. Shortbow) as his chosen form, then his range increment is tripled, and his wielder gains the feat Precise Shot while using him, even if she does not qualify for it.

One Handed Weapon - Fracture Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then, as a swift action, when he would transform into this form, he may make as many duplicates of this form, as his Living Weapon level + his Charisma modifier.
These duplicates cannot be more than 60' away from the original at all times, and are incapable of taking actions, as they are inanimate objects.
When a duplicate is more than 60' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicates, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Defense while using him, even if she does not qualify for it.

Two Handed Weapon -


Third Form (Ex) - At 10th level a Living Weapon may choose an additional Weapon or Equipment, or an Armor to base his third form on.
While being worn as an Armor or Shield the Living Weapon's Armor Check Penalty, Arcane Spell Failure Chance, Maximum Dexterity Bonus, Movement Speed Penalty, and Weight are all changed according to this list.

Armor Check Penalty is decreased by the Living Weapon's Wisdom Modifier.
Arcane Spell Failure Chance is decreased by the Living Weapon's Wisdom Modifier x 5%.
Maximum Dexterity Bonus is increased by the Living Weapon's Wisdom Modifier.
Movement Speed Penalty is negated.
Weight is Halved.

Also While being worn as Shield the Living Weapon's wielder gains a bonus to her AC equal to the Living Weapon's Wisdom Modifier.



Chain Resonance (Su)
At 12th level a Living Weapon may choose to Resonate with multiple people increasing the effectiveness of Soul Resonance. To do this they must be within 30' of each other and be familiar with the Living Weapon. Then they must make a collective charisma check (DC 10 + 10 x the number of participants - combined Living Weapon levels of the participants(conditional modifiers still apply)).
If the resonance is successful, all the participants enter a state where they can speak to each other telepathically, and everyone other than the Living Weapon gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally they don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the every other member of the resonance gains a Resonance bonus to their Strength, Dexterity, and Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to their Intelligence, Wisdom, and Charisma Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.

Fourth Form (Ex)
At 15th level a Living Weapon may choose an additional Weapon, Equipment, or Armor to base his Fourth Form on.

Soul Adaptability (Ex)
At 16th level a Living Weapon's soul becomes more malleable, making it so that he can be used by anyone he chooses while transformed.
Additionally, when he tries to Resonate with someone he may use his Charisma modifier in place of theirs for the Charisma check.

Weapon of the Reaper



Resonance Abilities


Witch Hunter
Demon Hunter
Kishin Hunter
Speed Star
Shadow Star
Trap Star
Soul Menace
Two Palm Soul Menace
Successive Palm Soul Menace
Black Star Big Wave
Soul Thread Sutures
Soul Thread Diffusion Sutures
Death Cannon
Far Sight
Improved Far Sight

Witch Hunter
Prerequisites: Melee Weapon Form,
Benefits: While active, attacks your wielder makes with you bypass damage reduction.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d6 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d6 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Demon Hunter
Prerequisites: Melee Weapon Form, Witch Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, and deal lethal damage to creatures with regeneration.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d8 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels).
If this attack is not used on your wielder's next turn, both you and your wielder take 1d8 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Kishin Hunter
Prerequisites: Melee Weapon Form, Witch Hunter, Demon Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, deal lethal damage to creatures with regeneration, are touch attacks, and cannot be healed by magical means.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d12 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d12 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Speed Star
Prerequisites:
Benefits: All participants of the resonance have their base land speed doubled and gain the feats Run, Spring Attack, Bounding AssaultPH2, and Rapid BlitzPH2 while this is active, even if they do not meet the normal prerequisites for them.

Shadow Star
Prerequisites:
Benefits:

Trap Star
Prerequisites: Whip, Spiked Chain, or similar Weapon Form.
Benefits: Your wielder extends you to cover a 10’ radius surrounding herself, this area is considered difficult terrain for anyone who is not an ally. Any enemy that enemy that attempts to enter becomes entangled, and must take a full round action to untangle himself.
Additionally, your wielder takes a - 4 penalty on all attacks made while this effect is active.
This effect lasts until you activate another Resonance ability

Soul Menace
Prerequisites:
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Two Palm Soul Menace
Prerequisites: Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also your wielder's unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals double damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Successive Palm Soul Menace
Prerequisites: Soul Menace, Two Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals triple damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Black Star Big Wave
Prerequisites: Soul Menace, Two Palm Soul Menace, Successive Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat his unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, stuns the target for 1d4 rounds and causes all enemies within 30' to make a fortitude save DC (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be stunned and take damage from this attack as well.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.

Soul Thread Sutures
Prerequisites: Soul Menace
Benefits: Your wielder gains either; Dwarven Stability, Slow fall (any distance, as a Monk), or the ability to attach herself to any surface as a swift action.
You may switch between each bonus as a standard action.
This effect lasts until you activate another resonance ability.

Soul Thread Diffusion Sutures
Prerequisites: Soul Menace, Soul Thread Sutures
Benefits: Your wielder may make a single melee attack at an enemy, then you make a charisma check (with a +4 bonus) against the target enemies fortitude save. If successful the target is paralyzed for as long as you keep this active and are within 10'.
At the beginning of the target's turn he may make a fortitude save against your charisma check, to break free. The target may make an additional attempt as a full round action each turn.
Additionally while this is active you take a -4 to all attacks, damage rolls, skill checks, saving throws, and ability checks(excluding the one to keep this active).
If you activate another resonance ability this one automatically ends.

Death Cannon
Prerequisites: Ranged Weapon Form
Benefits: When this is activated your current Weapon Form changes to envelope the arm(s) holding it, and immediately causes your wielder to make an attack using you.
This consumes both you and your wielder's turn.
This attack covers a line equal to your range increment as a weapon, any creatures caught in the line must make a reflex save (dc 10+ 1/2 the your Living Weapon Level + your Charisma modifier) or take Force damage equal to 2d8 x the your Living Weapon Levels.
After the attack your wielder is knocked back 5' x your charisma modifier, in the opposite direction the attack was made, this resonance ability immediately ends and you may not activate it for another 3 rounds.

Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more.
Benefits: While active all members of the resonance gain Darkvision 60’, True Seeing 60’, Life Detection 60’ and X-Ray Vision as if wearing a Ring of X-Ray Vision.

Improved Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more, Far Sight
Benefits: When your wielder attacks a creature with your ranged weapon form she ignores all miss chance caused by illusion spell and effects. In addition she can apply all the detection abilities granted by your Far Sight ability to all enemies and allies within one range increment.
Operator Enhancers

Improved Land Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a bonus to her land speed equal to 10' x your Wisdom modifier.

Flight
Prerequisites: Level 10
Action To Activate: Standard
Duration: 3 + Wisdom Modifier Rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Fly speed equal to 10' x your Wisdom modifier, with good maneuverability.

Swim Speed
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom Modifier Minutes
Uses Per Day: 3 x Wisdom modifier
Benefits: Your wielder gains a Swim speed equal to 10' x your Wisdom modifier.

Burrow Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Burrow speed equal to 5' x your Wisdom modifier. Your wielder may burrow through solid stone, although it is considered difficult terrain.

Darkvision
Prerequisites:
Action To Activate: Free
Duration: Infinite
Uses Per Day: Infinite
Benefits: Your wielder gains Darkvision 60', or if she already has Darkvision it increases by 30'. Additionally Your wielder may see through Magical Darkness.

Detect Chosen Alignment
Prerequisites: Non(Chosen Alignment)
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect (Chosen Alignment), as the spell Detect Evil , at will.

Detect Living
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Living, at will. This ability functions the same as the spell Detect Undead, except it detects living creatures instead.

Detect Magic
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Magic, as the spell, at will.

Detect Undead
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Undead, as the spell, at will.

Skill Enhancement
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 3 + Wisdom Modifier
Benefits: Your Wielder gains a +3 Insight bonus to a number of her skills equal to your Wisdom modifier.

Improved Saves
Prerequisites:
Action To Activate: Swift (Immediate?)
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 1 + Wisdom modifier
Benefits: Your wielder gains an Insight bonus to one of her saves equal to your Wisdom modifier.

Bear's Endurance
Prerequisites: Natural Constitution score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Constitution Score equal to your Wisdom modifier.

Bull's Strength
Prerequisites: Natural Strength score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Strength Score equal to your Wisdom modifier.

Cat's Grace
Prerequisites: Natural Dexterity score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Dexterity Score equal to your Wisdom modifier.

Eagle's Splendor
Prerequisites: Natural Charisma score above 10.
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Charisma Score equal to your Wisdom modifier.

Fox's Cunning
Prerequisites: Natural Intelligence score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Intelligence Score equal to your Wisdom modifier.

Owl's Wisdom
Prerequisites: Natural Wisdom score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Wisdom Score equal to your Wisdom modifier.

AkazilliaDeNaro
2014-09-24, 11:40 AM
Okay, I have decided to try to finish this class but I'm having difficulty with some of the abilities.
Also, I don't know if the the resonance abilities are too powerful or not.
Little help?

dethkruzer
2014-09-25, 08:17 AM
First of, love the idea. I've been readong through Soul Eater recently, and was kinda hoping something like this would become a thing.

Now, Full BB, nice. The saves are a bit weird with the non-standard progression that lags at +3 for four levels.

The class skill list seems a bit small.

Now the Class abilities, and this is where I think the clss hits a bit of a bump., because, as is, the class really has very little in the ways of independent functionallity, on it's own not much more than a fallen paladin with half-decent saves and a weapon as a class feature. That being said, I understand te idea that a weapon needs a wielder, but what happens if the the weapons wielder falls unconcious? would the weapon have to try nd fend off the enemy alone? Maybe give the weapon a small number of solo combat oprtions, maybe martial manuevers?

but let me go through the the class features and break it down a bit.

*Chosen Form, -transform, and the addtional form-abilities.: Good, solid abilities, nothing really that I think needs adding here.

Soul Resonance: a bit problematic, as this has the potential to be really, really powerful, I'm talking Strength modifier 10+ before level ten powerful. Requiring a check to enter is cool, but you should probably list what kind of action this requires. another thing that could be worth considering is somehow limiting how much the ability can be used in any given period of time. Now the mechanics also can be really powerful, as adding the base ability scores toether quickly ets some high numbers. Maybe instead add the weapons ability modifier to the wielders respective ability score?

self enchanitng: fairly Basic, but solid, nothiing that needs bringing up

Self-wielding: gives some autonomy, but the restrctions on self enchanting seems a bit "shoot yorself in the foot"-y.

Chain Resonacne: basically the same problems as soul resonance, except potentailly even worse.


There was also a rreference to "resonance abilities", care to elaboate what those are supposed to be.


Overall, it's by no means a bad class, but gods above help if his wielder dies, they are pretty much screwed at that point.

AkazilliaDeNaro
2014-09-25, 01:56 PM
First of, love the idea. I've been readong through Soul Eater recently, and was kinda hoping something like this would become a thing.

Now, Full BB, nice. The saves are a bit weird with the non-standard progression that lags at +3 for four levels.
i got the saves from some where else, i thought they were one of the standards

The class skill list seems a bit small.

Now the Class abilities, and this is where I think the clss hits a bit of a bump., because, as is, the class really has very little in the ways of independent functionallity, on it's own not much more than a fallen paladin with half-decent saves and a weapon as a class feature. That being said, I understand te idea that a weapon needs a wielder, but what happens if the the weapons wielder falls unconcious? would the weapon have to try nd fend off the enemy alone? Maybe give the weapon a small number of solo combat oprtions, maybe martial manuevers?

but let me go through the the class features and break it down a bit.

*Chosen Form, -transform, and the addtional form-abilities.: Good, solid abilities, nothing really that I think needs adding here.
i added an effect to transform.
Soul Resonance: a bit problematic, as this has the potential to be really, really powerful, I'm talking Strength modifier 10+ before level ten powerful. Requiring a check to enter is cool, but you should probably list what kind of action this requires. another thing that could be worth considering is somehow limiting how much the ability can be used in any given period of time. Now the mechanics also can be really powerful, as adding the base ability scores toether quickly ets some high numbers. Maybe instead add the weapons ability modifier to the wielders respective ability score?
I rewrote it so it would be less powerful now.
self enchanitng: fairly Basic, but solid, nothiing that needs bringing up

Self-wielding: gives some autonomy, but the restrctions on self enchanting seems a bit "shoot yorself in the foot"-y.
changed it up a bit
Chain Resonacne: basically the same problems as soul resonance, except potentailly even worse.
again ReWrote it.

There was also a rreference to "resonance abilities", care to elaboate what those are supposed to be.
I put up what I have so far, so you can get an idea.

Overall, it's by no means a bad class, but gods above help if his wielder dies, they are pretty much screwed at that point.
My stuff is in blue.

dethkruzer
2014-09-26, 01:37 AM
yeah, base saves are interesting, as they actually follow a mathematical forumla that can be used to derive the base bonus from the class level. Unearthed Arcana has a handy table on page 73, but to give you the basics, good saves are 2&1/2 at level 1 plus an additional 1/2 for every level after the first, poor saves are+ 1/3 per level.

so the resonance abilities are the special attacsk and other unique abilities. Now personally, if I was making this class, I would make it something like "gain a new resonance ability at level x, and then every y levels after that", because I'd assume you would go Witch Hunter>Demon Hunter>Kishin Hunter in order.

Soul Resonance looks cool, like the little chart you have there.

do you think you could use a hand in making abilities or mechanics?

AkazilliaDeNaro
2014-09-26, 07:22 AM
yeah, base saves are interesting, as they actually follow a mathematical forumla that can be used to derive the base bonus from the class level. Unearthed Arcana has a handy table on page 73, but to give you the basics, good saves are 2&1/2 at level 1 plus an additional 1/2 for every level after the first, poor saves are+ 1/3 per level.

so the resonance abilities are the special attacsk and other unique abilities. Now personally, if I was making this class, I would make it something like "gain a new resonance ability at level x, and then every y levels after that", because I'd assume you would go Witch Hunter>Demon Hunter>Kishin Hunter in order.

Soul Resonance looks cool, like the little chart you have there.

do you think you could use a hand in making abilities or mechanics?
Oh yes, please help.

dethkruzer
2014-09-26, 11:16 AM
is there anything specific you would like me to focus on? bcause I think what I'll start with is by recapping some of the story on Soul Eater (I've read book 14, 15 should be coming out next month).

AkazilliaDeNaro
2014-09-26, 11:20 AM
is there anything specific you would like me to focus on? bcause I think what I'll start with is by recapping some of the story on Soul Eater (I've read book 14, 15 should be coming out next month).
I only watched the anime as I wasn't aware of the manga at the time.
But, now that I am aware of it i just don't want to spend time reading what I've already watched.
so i need some Resonance ability ideas.

Allnightmask
2014-09-26, 11:54 AM
The anime diverged from the manga around issue 10~11. Just start there if you don't want to dig through it all.

nonsi
2014-09-26, 12:28 PM
10 levels out of 20, gaining a level and going "and what do I have to show for it :smallfrown:" is really no fun.

dethkruzer
2014-09-26, 12:57 PM
The anime diverged from the manga around issue 10~11. Just start there if you don't want to dig through it all.

Good to know. Iwas mostly going through to find some reference material for the mechanical aspects of resonance abilities... Which also helped remind just how much gratuitous fanservice the manga has(I'm looking at you, Blair).


10 levels out of 20, gaining a level and going "and what do I have to show for it :smallfrown:" is really no fun.

I would have to agree. The occasional "dead level" is... acceptable, but level 7-9 and 17-19 both have no real advancement beyond self encahnting going on. A bonus feat or something like that could make good filler.

AkazilliaDeNaro
2014-09-26, 01:01 PM
I would have to agree. The occasional "dead level" is... acceptable, but level 7-9 and 17-19 both have no real advancement beyond self encahnting going on. A bonus feat or something like that could make good filler.
Well i still have to add in how many times you get resonance abilities, as well as another set of abilities called "operator enhancers".
so those combined should fix the dead levels.

dethkruzer
2014-09-26, 03:01 PM
so I just skimmed through eight books of Soul Eater and hoo boy do my eyes hurt... Anyways, from what I've been able to gather, Witch hunter would seem like... not sure, it cut an immortal werewolf, and I think in the anime it pretty much sliced a golem in half, so, maybe bypassing damage reduction? Demon hunter has appeared in a later book, but I quite frankly couldn't be asked to look it up in the same sitting.

Now Soul Menace, I'm quessing that's the thing prof. Stein and Black Star like to use? if so, I imagine that would be a suitabile pre-requisite for the Soul Thread Sutures.

This also raises a question: say the amount of resonance abilities was limited, how powerful should the individual resonance abilities be? Because, having read through the Stein vs. Medusa fight, in which the sutures appeared, it seems that the ability to use the sutures to completely immobilize Medusa was extremely demanding for Stein, and he was the best Maester around, wielding a Death Scythe no less. while comapring to the more basic use of suturing himself or medusa to a surface, which seemed like little to no effort. Now, the Stability, Slow Fall, and ability to attach to a surface, seem more like the simple sutures...

and now I'm rambling again, you can probably tell it's around 11 PM over here. anyways, my thoughts on the sutures was that you could, depeneding on how much power you want out of a resonance ability, you could have the stability, slow fal, and attaching, along with something like "reduce a targets movement speed for all modes of movement to 0 ft. for 1d4 rounds", to represent say, suturing the enemies feet to the floor. While the full body suture could, along with some additional benefits, form something like an Advanced version of the sutures ability.

EDIT: Looked up Demon Hunter. Pretty much Witch Hunter, only moreso. Kishin Hunter hasn't come up as far as I've read, but going by the assumption that it follows roughly the same pattern, the different hunter abilities could be limited by Hit Dice or something? Just throwing words as my brain farts them out at this point.

AkazilliaDeNaro
2014-09-26, 03:55 PM
so I just skimmed through eight books of Soul Eater and hoo boy do my eyes hurt... Anyways, from what I've been able to gather, Witch hunter would seem like... not sure, it cut an immortal werewolf, and I think in the anime it pretty much sliced a golem in half, so, maybe bypassing damage reduction? Demon hunter has appeared in a later book, but I quite frankly couldn't be asked to look it up in the same sitting.

Now Soul Menace, I'm quessing that's the thing prof. Stein and Black Star like to use? if so, I imagine that would be a suitabile pre-requisite for the Soul Thread Sutures.

This also raises a question: say the amount of resonance abilities was limited, how powerful should the individual resonance abilities be? Because, having read through the Stein vs. Medusa fight, in which the sutures appeared, it seems that the ability to use the sutures to completely immobilize Medusa was extremely demanding for Stein, and he was the best Maester around, wielding a Death Scythe no less. while comapring to the more basic use of suturing himself or medusa to a surface, which seemed like little to no effort. Now, the Stability, Slow Fall, and ability to attach to a surface, seem more like the simple sutures...

and now I'm rambling again, you can probably tell it's around 11 PM over here. anyways, my thoughts on the sutures was that you could, depeneding on how much power you want out of a resonance ability, you could have the stability, slow fal, and attaching, along with something like "reduce a targets movement speed for all modes of movement to 0 ft. for 1d4 rounds", to represent say, suturing the enemies feet to the floor. While the full body suture could, along with some additional benefits, form something like an Advanced version of the sutures ability.

EDIT: Looked up Demon Hunter. Pretty much Witch Hunter, only moreso. Kishin Hunter hasn't come up as far as I've read, but going by the assumption that it follows roughly the same pattern, the different hunter abilities could be limited by Hit Dice or something? Just throwing words as my brain farts them out at this point.

The Sutures ability you mentioned is actually how it seem to work according to this (http://souleater.wikia.com/wiki/Soul_Thread_Sutures).

I also recommend if you need to look something up you should use that site, instead of searching through the books page by page.

EDIT: demon hunter is apparently called Majin or Genie hunter according to this (http://souleater.wikia.com/wiki/Majin_Hunt)

dethkruzer
2014-09-27, 05:47 AM
I'm going off the finnish translated manga, as far as names go, which is why I asked about Soul Menace. Witch Hunt, Demon Hunt, and Soul Thread Sutures are pretty much direct translations, or derived from direct translations. Where as the the finnish equivalent for Soul Menace is Sielun Mahti, Sielu being the finnish word for soul, and Mahti can be translated as power or might.

I also prefer to not use wikis for something i'm in the midst of reading, because I glanced... what, thre pages, and already came across two spoilers of some magnitude.

On a completely different note, the existing resonance abilities look like they are shaping up nicely. Witch Hunt and Demon hunt are very nice. Not gonna touch on Kishin hunt, because chances are that is a pretty big part of the plot, and I'm not touching the wiki page even with a 10 ft. pole.

AkazilliaDeNaro
2014-09-28, 12:23 PM
I'm going off the finnish translated manga, as far as names go, which is why I asked about Soul Menace. Witch Hunt, Demon Hunt, and Soul Thread Sutures are pretty much direct translations, or derived from direct translations. Where as the the finnish equivalent for Soul Menace is Sielun Mahti, Sielu being the finnish word for soul, and Mahti can be translated as power or might.

I also prefer to not use wikis for something i'm in the midst of reading, because I glanced... what, thre pages, and already came across two spoilers of some magnitude.

On a completely different note, the existing resonance abilities look like they are shaping up nicely. Witch Hunt and Demon hunt are very nice. Not gonna touch on Kishin hunt, because chances are that is a pretty big part of the plot, and I'm not touching the wiki page even with a 10 ft. pole.

So what do you think of the operator enhancers i added?

dethkruzer
2014-09-28, 01:31 PM
they seem okay, I'm not too up on how equivalent different forms of movement are in terms of balance, but quite honestly chances are that a fly speed is simply better than a swim speed unless you happen to have an aquatic campaign.

also, one thing that all these a bilities got me thinking is that this class is very SAD, and gets a lot out of it, meaning a weapon with a meister worth his trouble could just pump charisma and nothing else, because this class does not want tto be out on the battlefield outside of weapon form if at all possible. I would recommend putting one subset of abilities or class features under another Ability score, just to help tone down abusability.

Silva Stormrage
2014-10-01, 05:52 AM
Okay this looks interesting, I will give a more in-depth review later today and will definitely be using this for an NPC in one of my campaigns.

Also somewhat odd question. How many Soul Resonance Abilities do you get? I can't see anything that prevents you from using Kishin hunter the first time you resonate.

Also what is the action for unleashing the blast with Witch/Demon/Kishin Hunter? Standard? Attack Action like trip/grapple?

infinitetech
2014-10-06, 02:33 AM
huh, never thought to try something like this before though its a very good concept i suppose...

Silva Stormrage
2014-10-11, 10:46 PM
Okay finally doing an in-depth review of this class so this might take a bit. Sorry for the wait

Also just as a for notice. I tend to be overly critical when I review stuff because the whole point of me reviewing classes like this is to find the flaws. I find this class to be an AMAZING concept and I love soul eater and you did an amazing job. So if I sound overly critical I apologize :smallsmile:

Weapon proficiency: Nothing wrong with it… just why are they proficient with armor? Have we ever seen a weapon use armor? Just curious on the reasoning.

Transform: The bonus to hit is massive. A +10 to hit is pretty impressive as a permanent always on buff (And that can easily add to +15 with the bonus to strength and dex from other abilities). I would suggest toning it down to 1/3 class level (Don't base it off BAB it makes it too tempting a dip class and for monsters it is a bit odd)

Operator Enhancers I will review these down below. But I believe getting a total of at least 24 enhancers is overkill. Also what levels do you get the enhancers? You say 5th and every 3rd level after but you list (9,11,14,17,20). I assume you mean 8,11,14..etc? I think it should be reduced to a flat 1 operator enhancer each time. Maybe a feat for an additional enhancer.

Soul Resonance: Like the above I will review the soul resonance abilities below. I like the idea of a combined charisma check but you might want to explicitly state what the check is (Do they both roll a d20 and add their separate charisma's and then add it together or do they roll a single d20 with their charisma both added to the single die roll). The temporary hit points plus the ability score increases is too much. You basically make a single target utterly invincible in melee combat. Yes it should make a character strong as you are effectively sacrificing the option to have two characters for a single stronger character. But the bonus is ludicrous. I can easily get +8 charisma if I focus on it by 6th level and since the weapon doesn't need any physical stats it doesn't even cause that many problems. I would reduce the ability score increases to 1/2 the charisma modifier and specify that the wielder can only benefit from the temporary hit points once every hour. (You don't see Soul and Maka use soul resonance 15 different times a fight to keep themselves healthy).

Self Enchanting This is fine. I might even suggest adding two separate pools of bonuses. One just increases standard enhancement bonus so you can have a +5 weapon regardless if you want to add flaming or shocking or the like to your weapon.

Second form Nothing wrong here

Third form Same

Self Wielding THis is also fine but probably could be given at 1st level with no problems. Doesn't seem like a good 6th level ability.

Chain Resonance Same as soul resonance. The bonuses are waaaay too high. Especially because as written if each party had a living weapon than each of their bonuses from chain resonance stack as they are untyped from different sources. I would suggest specifying that they can't stack and also give a bonus on the check if multiple living weapons are in the party.

Twinned Form I get the point of this ability but I think it is poorly worded. It kinda sounds like you get a clone of yourself that can take actions. I would specify that it just creates the item version and it can't take actions. Maybe phrase it like you gain a form of paired weapons? Also this ability might be better a bit earlier. Most people if they want to dual wield prefer to start dual wielding before 14th level.

Fourth Form Ya once again this is fine

Soul Adaptability Cool ability nothing wrong with it

Weapons of the reaper Obviously unfinished.


Resonance Abilities

Witch Hunter: This ability looks good. I would increase the range to close range as it allows the ability to have an actual range at higher levels. Maka does launch this blast a decent distance at times it doesn't HAVE to be used at melee. Maybe a bonus to damage when used at melee range though. Like + Class level damage. What action does it take to activate witch hunter. Is it your action that is needed or the wielder's? To activate the special blast is it an attack action? (IE: Can it be used in the middle of a full attack) Or is it a standard action to use?

Demon Hunter: Same as witch hunter. Except I will note that 2d6* charisma is a very significant amount of damage at 7th level. An extra (+4 Base +1 Racial +2 Item) 14d6 damage on an attack is very devastating. I would frankly suggest changing the scaling method to 1d6*class level for witch hunter, 1d8* class level for demon hunter and 1d12 per class level for Kishin Hunter.

Kishin Hunter:, see above. 5d6/Charisma modifier is absurdly high you can easily rake in 60d6 damage by this point.

Speed Star: I think you should make it so that the character gains the rapid blitz and bounding assault feat when they qualify for it. It helps make the spring attack viable. Also mention that they gain the spring attack feat despite not qualifying for it, it is just standard practice to say that. Good ability though

Trap Star: Cool ability

Soul Menace: Now this is a fluff complaint. Why is this a soul resonance ability? Blackstar and Stein don't need to be in a resonance to actually activate this?

Mechanically this is a good ability. Except for the no save daze, slap a saving through (DC 10+1/2 HD + Charisma modifier) and this would be a cool ability). Same as the witch hunter though what action does it take to activate this ability and the special attack?

Other soul menace abilities: All are pretty good

Soul Thread Sutures: Good ability. Specify that the soul fall(Any distance) is the monk ability.

Soul Thread Diffusion Sutures: This ability is a bit too weak. Most people will have a higher fort save than your charisma modifier. I would give the living weapon a +4 bonus on the check and also make the condition paralysis rather than just set movement to 0 ft.

Death Cannon: Cool ability but the math needs reworking.
1) The reflex save DC is too high to pass you might as well of made it DC 1000. At level 6 a wielder gets +6 (BAB) +3 (Dex) +1 (Enchantment Bonus) + 3 (Living Weapon base bonus) + 2 (Bonus to dex from living weapon soul resonance) so a +15 without any bonuses whatsoever from feats and other items. So thats ~31 DC at level 6. No one can pass that except on a 20. Reduce the DC or make it a simple ranged attack that still deals half damage on a miss.

2) The damage. Charisma * Base damage. I will hope you mean the damage dice of the weapon (As in 1d8 for a longbow) not whatever the user would normally deal with each hit. Now I think it would just make the ability MUCH easier to manage (And prevent the issue of super large sized weapons) if you standardized the damage. Something like 2d8 per level damage and also consumes your wielder's turn (Remember how Kid always needs to sink up with the sisters to use Death Cannon. They can't fire without him).

3) There is currently no cool down with this ability and can be spammed each round. Thats a bit much (Especially with it originally not consuming the wielders action). Give it the standard 3 round cool down.

4) Why does it knock the user back? I understand the purpose of it but it never knocks Kid back in the show and I don't think recoil is that big of an issue for him.

Farsight Cool ability. I think you should add another ability in this chain though (See directly below). It gives ranged weapon users more options

Improved Farsight (New)
Prerequisites: Farsight
Benefits:When your wielder attacks a creature with your ranged weapon form he ignores all miss chance caused by illusion spell and effects. In addition he can apply all the detection abilities granted by your Far Sight ability to all enemies and allies within one range increment.


Operator Enhancers

Improved Land Speed: [/i]Holy crap this allows you to get some fast move speed. Especially with speed star. Of course fast land speed really isn't all that viable so it is a cool ability.

[b]Flight Also good

Swim Speed Also good

Burrow Speed Usually burrow speeds are slower than fly/swim speeds. I would suggest making it 5/wisdom modifier. Also can this burrow through solid stone?

Darkvision This is good, if a bit weak. Maybe make it so that they can see through magical darkness?

All of the detects These are good but a bit weak. I would merge them all into one or two abilities to represent soul perception abilities.

Skill Enhancement …. No…. I can kinda see where you are going with this one. But the bonus is ludicrously high and they can pump all of the bonus into one or two skills and get a LUDICROUSLY high bonus as a result. Make it so that they can selected a number of skills equal to your wisdom modifier and they get a +3 insight bonus with all of those skills as a result.

Improved Saves: These are pretty cool and they give the weapon something to actually do

Improved ability scores: Same as above



Overall a very cool class but it needs some kind of actions it can take while in weapon form so it doesn't just sit there. And it needs to fill in some of those dead levels.

Something I noticed though, which won't come up much and is more of a DM thing but it is kinda important is that you can set up a "Resonance chain". Since items merge with the weapon when they transform they could hold a living weapon and undergo a resonance with it. Then transform they are still under the resonance and are wielded by another living weapon which resonances and then repeats the process etc etc. A chain with a thrall herd would be a VERY amusing fight as all of his thralls become living weapons and all resonance/wield each other. Not sure if you want to fix this or not because it is an amusing/cool visual image.

AkazilliaDeNaro
2014-10-12, 12:54 AM
Okay finally doing an in-depth review of this class so this might take a bit. Sorry for the wait

Also just as a for notice. I tend to be overly critical when I review stuff because the whole point of me reviewing classes like this is to find the flaws. I find this class to be an AMAZING concept and I love soul eater and you did an amazing job. So if I sound overly critical I apologize :smallsmile:

Weapon proficiency: Nothing wrong with it… just why are they proficient with armor? Have we ever seen a weapon use armor? Just curious on the reasoning.
They need proficiency with armor for the armor transformation, as they cannot choose an armor they are not proficient with(or did I not include that).

Transform: The bonus to hit is massive. A +10 to hit is pretty impressive as a permanent always on buff (And that can easily add to +15 with the bonus to strength and dex from other abilities). I would suggest toning it down to 1/3 class level (Don't base it off BAB it makes it too tempting a dip class and for monsters it is a bit odd)
Okay, that sounds reasonable.

Operator Enhancers I will review these down below. But I believe getting a total of at least 24 enhancers is overkill. Also what levels do you get the enhancers? You say 5th and every 3rd level after but you list (9,11,14,17,20). I assume you mean 8,11,14..etc? I think it should be reduced to a flat 1 operator enhancer each time. Maybe a feat for an additional enhancer.
I intended for a lot more enhancers when I made this ability.

Soul Resonance: Like the above I will review the soul resonance abilities below. I like the idea of a combined charisma check but you might want to explicitly state what the check is (Do they both roll a d20 and add their separate charisma's and then add it together or do they roll a single d20 with their charisma both added to the single die roll). The temporary hit points plus the ability score increases is too much. You basically make a single target utterly invincible in melee combat. Yes it should make a character strong as you are effectively sacrificing the option to have two characters for a single stronger character. But the bonus is ludicrous. I can easily get +8 charisma if I focus on it by 6th level and since the weapon doesn't need any physical stats it doesn't even cause that many problems. I would reduce the ability score increases to 1/2 the charisma modifier and specify that the wielder can only benefit from the temporary hit points once every hour. (You don't see Soul and Maka use soul resonance 15 different times a fight to keep themselves healthy).
The roll is supposed to be two separate rolls added together after bonuses are added.

Self Enchanting This is fine. I might even suggest adding two separate pools of bonuses. One just increases standard enhancement bonus so you can have a +5 weapon regardless if you want to add flaming or shocking or the like to your weapon.
That is what it is supposed to be.

Second form Nothing wrong here

Third form Same

Self Wielding THis is also fine but probably could be given at 1st level with no problems. Doesn't seem like a good 6th level ability.

Chain Resonance Same as soul resonance. The bonuses are waaaay too high. Especially because as written if each party had a living weapon than each of their bonuses from chain resonance stack as they are untyped from different sources. I would suggest specifying that they can't stack and also give a bonus on the check if multiple living weapons are in the party.

Twinned Form I get the point of this ability but I think it is poorly worded. It kinda sounds like you get a clone of yourself that can take actions. I would specify that it just creates the item version and it can't take actions. Maybe phrase it like you gain a form of paired weapons? Also this ability might be better a bit earlier. Most people if they want to dual wield prefer to start dual wielding before 14th level.

Fourth Form Ya once again this is fine

Soul Adaptability Cool ability nothing wrong with it

Weapons of the reaper Obviously unfinished.


Resonance Abilities

Witch Hunter: This ability looks good. I would increase the range to close range as it allows the ability to have an actual range at higher levels. Maka does launch this blast a decent distance at times it doesn't HAVE to be used at melee. Maybe a bonus to damage when used at melee range though. Like + Class level damage. What action does it take to activate witch hunter. Is it your action that is needed or the wielder's? To activate the special blast is it an attack action? (IE: Can it be used in the middle of a full attack) Or is it a standard action to use?
The ability's action is an attack action that takes your attack so, no, you could not do it in a full attack, but I don't know who activates it.

Demon Hunter: Same as witch hunter. Except I will note that 2d6* charisma is a very significant amount of damage at 7th level. An extra (+4 Base +1 Racial +2 Item) 14d6 damage on an attack is very devastating. I would frankly suggest changing the scaling method to 1d6*class level for witch hunter, 1d8* class level for demon hunter and 1d12 per class level for Kishin Hunter.

Kishin Hunter:, see above. 5d6/Charisma modifier is absurdly high you can easily rake in 60d6 damage by this point.

Speed Star: I think you should make it so that the character gains the rapid blitz and bounding assault feat when they qualify for it. It helps make the spring attack viable. Also mention that they gain the spring attack feat despite not qualifying for it, it is just standard practice to say that. Good ability though
I don't know what those feats are. but i will check them out.

Trap Star: Cool ability

Soul Menace: Now this is a fluff complaint. Why is this a soul resonance ability? Blackstar and Stein don't need to be in a resonance to actually activate this?

Mechanically this is a good ability. Except for the no save daze, slap a saving through (DC 10+1/2 HD + Charisma modifier) and this would be a cool ability). Same as the witch hunter though what action does it take to activate this ability and the special attack?
Same as Witch Hunter.

Other soul menace abilities: All are pretty good

Soul Thread Sutures: Good ability. Specify that the soul fall(Any distance) is the monk ability.

Soul Thread Diffusion Sutures: This ability is a bit too weak. Most people will have a higher fort save than your charisma modifier. I would give the living weapon a +4 bonus on the check and also make the condition paralysis rather than just set movement to 0 ft.

Death Cannon: Cool ability but the math needs reworking.
1) The reflex save DC is too high to pass you might as well of made it DC 1000. At level 6 a wielder gets +6 (BAB) +3 (Dex) +1 (Enchantment Bonus) + 3 (Living Weapon base bonus) + 2 (Bonus to dex from living weapon soul resonance) so a +15 without any bonuses whatsoever from feats and other items. So thats ~31 DC at level 6. No one can pass that except on a 20. Reduce the DC or make it a simple ranged attack that still deals half damage on a miss.

2) The damage. Charisma * Base damage. I will hope you mean the damage dice of the weapon (As in 1d8 for a longbow) not whatever the user would normally deal with each hit. Now I think it would just make the ability MUCH easier to manage (And prevent the issue of super large sized weapons) if you standardized the damage. Something like 2d8 per level damage and also consumes your wielder's turn (Remember how Kid always needs to sink up with the sisters to use Death Cannon. They can't fire without him).

3) There is currently no cool down with this ability and can be spammed each round. Thats a bit much (Especially with it originally not consuming the wielders action). Give it the standard 3 round cool down.
I guess I Forgot to add that.


4) Why does it knock the user back? I understand the purpose of it but it never knocks Kid back in the show and I don't think recoil is that big of an issue for him.
It does neck Kid back in the show, but its more like 2 feet and not 30.


Farsight Cool ability. I think you should add another ability in this chain though (See directly below). It gives ranged weapon users more options

Improved Farsight (New)
Prerequisites: Farsight
Benefits:When your wielder attacks a creature with your ranged weapon form he ignores all miss chance caused by illusion spell and effects. In addition he can apply all the detection abilities granted by your Far Sight ability to all enemies and allies within one range increment.
That is a good ability I will add it.


Operator Enhancers

Improved Land Speed: [/i]Holy crap this allows you to get some fast move speed. Especially with speed star. Of course fast land speed really isn't all that viable so it is a cool ability.

[b]Flight Also good

Swim Speed Also good

Burrow Speed Usually burrow speeds are slower than fly/swim speeds. I would suggest making it 5/wisdom modifier. Also can this burrow through solid stone?

Darkvision This is good, if a bit weak. Maybe make it so that they can see through magical darkness?

All of the detects These are good but a bit weak. I would merge them all into one or two abilities to represent soul perception abilities.

Skill Enhancement …. No…. I can kinda see where you are going with this one. But the bonus is ludicrously high and they can pump all of the bonus into one or two skills and get a LUDICROUSLY high bonus as a result. Make it so that they can selected a number of skills equal to your wisdom modifier and they get a +3 insight bonus with all of those skills as a result.

Improved Saves: These are pretty cool and they give the weapon something to actually do

Improved ability scores: Same as above



Overall a very cool class but it needs some kind of actions it can take while in weapon form so it doesn't just sit there. And it needs to fill in some of those dead levels.

Something I noticed though, which won't come up much and is more of a DM thing but it is kinda important is that you can set up a "Resonance chain". Since items merge with the weapon when they transform they could hold a living weapon and undergo a resonance with it. Then transform they are still under the resonance and are wielded by another living weapon which resonances and then repeats the process etc etc. A chain with a thrall herd would be a VERY amusing fight as all of his thralls become living weapons and all resonance/wield each other. Not sure if you want to fix this or not because it is an amusing/cool visual image.

My stuff is in blue.

infinitetech
2014-10-12, 01:04 AM
i have a whole build based of the chaining, dont ruin it! and i like your suggestions lol, tho... why isnt there info for the weapons partner's class? i mean, you have to be pretty special to be one...

dethkruzer
2014-10-14, 12:10 PM
i have a whole build based of the chaining, dont ruin it! and i like your suggestions lol, tho... why isnt there info for the weapons partner's class? i mean, you have to be pretty special to be one...

Well, with all the varying abilities and such displayed by various maesters, I would imagine clumping that all into a single class without making it more or less a "build your own progression" thing would probably be quite... frustrating?

But thinking about it, what other unifying qualities have maesters shown beyond being able to resonate with his partner(s), and I think the mechanics for achieving resonance quite well.