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View Full Version : The Spellguide, Nature's Mercy Unleashed! (Baseclass 3.5, Grand Cross of Four, PEACH)



WaylanderX
2013-12-08, 10:50 AM
Yo peeps of the Playground.

I've revamped an old class of mine, the Spellguide. This was supposed to be a supportive class which revolved around stacking up small buffs and them going support-nova with powerfull healing and buff spells. However, the class was hindered by bad english, uninteresting spells and the wording on its core mechanic being unclear. I've tried to fix it and so much changed that I decided to just make another thread for it. So please, if you read through the class, leave a comment below on how you think I could improve it even more or propose some balance changes.

Cheers,
Way

P.S. I'll trade PEACHes if you send me a PM ;P.


Spellguide

http://i222.photobucket.com/albums/dd188/anythingroleplay2/anime%20girls/healer.gif

Created by Anythingroleplay2

All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my allies?
Miliana Stormweave - High Guide of the Covenant

Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pilgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Ecrane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.

Characteristics: The recalling of Flows is Wisdom based, while the power of your supporting spells is determined by Intelligence. So it is up to the individual to determine if he wants more spells or more power behind her spells.

Alignment: Spellguide can be of any alignment, although they tend to be neutral due to their passiveness. They try not to actively takes sides with anyone, except when one party is clearly evil or out for destruction.
Religion:

Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerful among them also develop seer powers and the most blessed among them can even raise the dead. They all below to an organisation called the Ecrane Covenent, which tries to preserve the world in its most natural state. This does not mean that they dislike change though. If change is the natural way of things, like seasonal change, they would make sure the cycle would continue. Due to this, they are often seen as good-willed and kind. However, should an unnatural change be needed for the better of the world, a fair amount of Spellguides would oppose the change and be on the other side without too much thought.

Races: Any. The sole prerequisite for a Spellguide is the drive to preserve and guide others.

Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally and are more aligned with destruction. However, they do see the need for destruction in the cycle of renewal. This doesn’t mean they like it though.

Role: Support

Adaptation: You can adept the magic system to a divine magic system if needed, and replace the Cantrips with turn undead for example (Disclaimer: I´m not responsible for any Turn undead cheese with this class when that is allowed).

GAME RULE INFORMATION

Spellguide have the following game statistics.

Alignment: Any, mostly neutral on at least one axis

Hit Die: d8

Starting Age: Earliest Adult Age of Race

Starting Gold: 7d4x5.

Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device

Skill Points at First Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and all non-exotic shields.

CLASS NAME



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Guiding Magic, Rivulet Flows


2nd

+1

+3

+0

+3
Master Aider, Natural Specialist


3rd

+1

+3

+1

+3
Lesser Cantrips


4th

+2

+4

+1

+4
Arcane Sightings


5th

+2

+4

+1

+4
Supreme Aider


6th

+3

+5

+2

+5
River Flows, Retributive Beacons


7th

+3

+5

+2

+5
Cantrips, Healing Sage


8th

+4

+6

+2

+6
Imbued Aider


9th

+4

+6

+3

+6
Beacon Web


10th

+5

+7

+3

+7
Seeing the Beyond, Returning the Soul


11th

+5

+7

+3

+7
Rapid Flows


12th

+6

+8

+4

+8
Legendary Aider


13th

+6

+8

+4

+8
Great Cantrips


14th

+7

+9

+4

+9
Nature's Gift


15th

+7

+9

+5

+9
Seer of All


16th

+8

+10

+5

+10
Storm Flows


17th

+8

+10

+5

+10
Calling the Essence


18th

+9

+11

+6

+11
Weather Control


19th

+9

+11

+6

+11
Returning The Creature


20th

+10

+12

+6

+12
Nature's Embrace



Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter just called Beacons), they give minor benefits to allies, while setting up for a powerful spell called a Flow in the process. The strength of Flow used varies with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spell-like abilities.

At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.

In a short list, here are all the mechanics involving Beacons:

- You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no miss-chance or spell-resistance interference (If the ally is willing, or else spell-resistance still applies) and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of each other. Beacons are usable at will and are considered supernatural abilities.

- A Beacon takes a move action to place (If you effect multiple allies at once, it is still one 1 move action) and they persist for 5 rounds unless otherwise noted.

- Each ally can only receive 1 Beacon each round and only 1 type of Beacon can be active on a target at a time. If you target multiple allies, all allies recieve the same Beacon.

- The maximum amount of Beacons an ally can have is 4.

- Casting a Flow removes all Beacons on the target(s) after it takes effect.

- Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four).

- Beacons get stronger when you go up in level, as depicted below in the Beacon section.

- When casting a different kind of Beacon then the ones already present on the target, half of the original Beacons are converted to the new one (Rounded Down). This means if you cast a Nature's Wrath on a person with 4 Nature's Caress stacks, 2 of the Nature's Caress stacks will become Nature's Wrath stacks instead, making for a total of 3 Nature's Wrath stacks on the target.

See the Spoiler below for the amount of Flows known and amount of Flows per day.



Flows Known




Level
Rivulet
River
Rapid
Storm


1st
1
-
-
-



2nd
1
-
-
-



3rd
1
-
-
-



4th
2
-
-
-



5th
2
-
-
-



6th
2
1
-
-



7th
2
1
-
-



8th
2
1
-
-



9th
3
2
-
-



10th
3
2
-
-



11th
3
2
1
-



12th
3
2
1
-



13th
3
2
1
-



14th
3
3
2
-



15th
4
3
2
-



16th
4
3
2
1



17th
4
3
2
1



18th
4
3
2
1



19th
4
4
3
2



20th
4
4
3
2






Flows per Day


Level
Rivulet
River
Rapid
Storm


1st
3
-
-
-



2nd
4
-
-
-



3rd
4
-
-
-



4th
5
-
-
-



5th
5
-
-
-



6th
6
3
-
-



7th
6
4
-
-



8th
6
4
-
-



9th
6
5
-
-



10th
6
5
-
-



11th
6
6
3
-



12th
6
6
4
-



13th
6
6
4
-



14th
6
6
5
-



15th
6
6
5
-



16th
6
6
6
3



17th
6
6
6
4



18th
6
6
6
4



19th
6
6
6
5



20th
6
6
6
5




You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Flows a total of times of class level divided by 2 plus your Wisdom Modifier per day regardless of succeeding or failing the check.

Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, you only use a move action instead of a standard action.

Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Handle Animal, Heal, Knowledge Nature, Knowledge Geography and Survival checks equal to half her class level.

Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are considered spell-like abilities.

Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.

Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft

Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance

Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility

Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.

Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.

Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.

Imbued Aider (Su): At level eigth, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2 and is now considered an enhancement bonus when used with this class-feature. You can opt to use or not to use this class feature with every aid another check. This bonus increases to +4 on level 14 and +6 on level 18.

Beacon Web (Su): At level 9, once per encounter you can go into a swift burst of concentration, giving all allies within a 20 feet burst one Beacon stack of your choice. This ability has a range of 50 feet. Using this ability is a standard action.

Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.

Returning the Soul (Su):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a supernatural ability once per week. This takes 20 minutes in an elaborate ritual to ask the god of the soul to return the soul to them so it may help them once more.

Legendary Aider (Ex): At twelfth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.

Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peaceful state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strength of the flow is equal to the strength of the Flow with maximum Beacon stacks on the target. You can only use this class-feature with flows 1 step lower than the maximum you can cast.

Seer of All (Sp): At level 15, you are at your pinnacle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.

Calling the Essence (Su): When pressed, you can push your soul to its limits to quickly strengthen one ally that sorely need the help. At level 17, as a full-round action, you can bestow 4 stacks of a Beacon of your choice onto 1 ally within range. This ability is usable once per encounter.

Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds. For the rest, she cannot summon any unnatural weather phenomena.

Returning The Creature (Su): At level 19, the Spell-guide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Resurrection as a supernatural ability once per month. This involves a vast and meditation ritual that lasts 2 days in must be completed in total isolation. The Spellguide then comes in direct contact with the god of the soul and can barter for his soul. Depending on the DM, the god could want something in return for restoring life to the ally.

Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, only takes 75% damage from any physical attack and gains SR 10+ Spellguide level. Finally, the creature type of the Spellguide becomes Fey, with all benefits and drawbacks it comes with. 

WaylanderX
2013-12-08, 10:52 AM
Beacons

Beacons are the guidelines which the Flows use to take effect without burning the target to a arcane fried crisp. The guidelines for using beacons is in the Spellcasting section above. Below are the effects of each individual beacon. As the total amount of Beacon stacks somebody can have on his/her person is 4, you have to multiply the base number of each Beacon by 4 to get the total bonus after 4 rounds of continues imbuing. Only 1 type of Beacon can be active at a time on 1 target. Behind each Beacon is the total bonus if all 4 Beacons are on one target.

Note: If it says 0.5, it only takes effect when there are 2 Beacons on the target or more. So it is rounded down.


Nature's Caress:

Level 1-3: 1 fast healing/2 stacks, +1 untyped bonus to Saves/2 stacks (Total: 2-2)
Level 4-6: 1 fast healing, +1 untyped bonus to Saves/2 stacks (Total: 4-2)
Level 7-9: 1 fast healing, +1 untyped bonus to Saves/2 stacks (Total: 4-2)
Level 10-12: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 13-15: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 16-18: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 19-20: 2 fast healing, +1.5 untyped bonus to Saves (Total: 8-6)


Nature's Wrath:

Level 1-3: +1 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level/2 Stacks for the purpose of calculating damage for a spell. (Total: 4-2)
Level 4-6: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level/2 Stacks for the purpose of calculating damage for a spell. (Total: 8-2)
Level 7-9: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 8-4)
Level 10-12: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 8-4)
Level 13-15: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 12-4)
Level 16-18: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 12-4)
Level 19-20: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +2 caster level for the purpose of calculating damage for a spell. (Total: 12-8)


Nature's Palisade:

Level 1-3: DR 1/Magic or Cold Iron, +1 untyped bonus to AC/2 stacks (Total: 2-2)
Level 4-6: DR 1/Magic or Cold Iron, +1 untyped bonus to AC (Total: 4-4)
Level 7-9: DR 1/Cold Iron, +1 untyped bonus to AC (Total: 4-4)
Level 10-12: DR 2/Cold Iron, +2 untyped bonus to AC (Total: 8-8)
Level 13-15: DR 2/Cold Iron, +2 untyped bonus to AC (Total: 8-8)
Level 16-18: DR 3/Cold Iron, +3 untyped bonus to AC (Total: 12-12)
Level 19-20: DR 3/Cold Iron, +3 untyped bonus to AC (Total: 12-12)


Nature's Alacrity:

Level 1-3: +1 on attack rolls/2 stacks, +5 ft. enhancement movement speed/2 stacks (Total: 2-10)
Level 4-6: +1 on attack rolls/2 stacks, +5 ft. enhancement movement speed (Total: 2-20)
Level 7-9: +1 on attack rolls, +5 ft. enhancement movement speed (Total: 4-20)
Level 10-12: +1 on attack rolls, +5 ft. enhancement movement speed (Total: 4-20)
Level 13-15: +1 on attack rolls, +7.5 ft. enhancement movement speed (Total: 4-30)
Level 16-18: +2 on attack rolls, +7.5 ft. enhancement movement speed (Total: 8-30)
Level 19-20: +2 on attack rolls, +10 ft. enhancement movement speed (Total: 8-40)


Flows


Rivulet Flows

Expanding Beacon (Beacon)

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of any Beacon

You widen the magical matrix around your ally, letting him serve as a literal beacon of resistance for your allies. This is the most basic of the Beacon Flows.

You target one ally in range. That ally becomes the center of this effect. All allies within 20 ft. gain the effect of the Beacon present on the target for 3 rounds, after which the effect ends. The target cannot receive any Beacons while this Flow is active.

Nature's Boon

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Caress

You sent a small stream of magic towards your ally, healing him and boosting his defenses in the process.

You target one ally in range, healing him for 5 times the amount of fasthealing given by Nature’s Caress. In addition, you grant him a bonus to saves equal to 1.5 times the amount given by Nature’s Caress for 3 rounds. This does not stack with the Nature's Caress Beacon or flows that grants save bonuses.

Nature's Fury

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Wrath

You sent a small stream of magic towards your ally, strengthening his melee prowess and magic power dramaticly.

You target one ally in range, granting him a bonus on damage rolls equal to twice your Intelligence modifier. Also, you grant him a bonus to casterlevel equal to the amount given by the Nature's Wrath Beacon for 3 rounds. This does not stack with the Nature’s Wrath Beacon or flows that grants extra damage or casterlevels.

Nature's Thicket

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Palisade

You sent a small stream of magic towards your ally, fortifying him and boosting his armoring in the process.

You target one ally in range, granting him a bonus to AC equal to 1.5 times the Nature's Palisade bonus for 3 rounds. Also, all damage the target takes is reduced by 25%. These bonuses last 3 rounds. This does not stack with the Nature's Palisade Beacon or flows that grants DR or AC bonuses. The reduced damage is counted as infinite DR for this purpose.

Nature's Swiftness

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Alacrity

You sent a small stream of magic towards your ally, providing more accuracy and speed for him.

You target one ally in range, granting him a bonus to attack rolls equal twice your Intelligence modifier for 3 rounds. Also, his movement speed is doubled for 1 round. This does not stack with the Nature's Alacrity Beacon or flows that grants a bonus to attack rolls or a movement speed bonus.

Nature's Revenge

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stacks of Nature's Wrath

You invoke the spirits of the woodland undergrowth to protect your charge and lash back at any attackers.

You touch one ally, who in turn grows small vines on his body who lash back at anyone attacking him in melee. This does not require an action on the targets part. The vines can make a retributive attack a number of times equal to the number of stacks present per round. These attack deal twice the damage bonus of Nature's Wrath. The vines last for 3 rounds.  


River Flows

Nature's Empowerment

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stacks of Nature's Wrath

You sent a small stream of magic towards your ally, empowering his body to be capable of greater feats.

You touch one ally, granting him a bonus to Strength or Dexterity equal to your Intelligence modifier. Also, the target deals damage as if his weapon (natural or manufactured) was one size category larger. These bonuses last 1 min per stack of Nature's Wrath.

Nature's Fortification

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stacks of Nature's Caress

You sent a small stream of magic towards your ally, empowering his body to be capable of withstanding great blows, mentally or physically.

You touch one ally, granting him a bonus to Constitution or Wisdom equal to your Intelligence modifier. Also, the target gains a bonus to all saves equal to half your Intelligence modifier. These bonuses last 1 min per stack of Nature's Caress. The save bonuses stack with beacons or Flows.

Nature's Mentality

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stacks of Nature's Wrath

You sent a small stream of magic towards your ally, empowering his mind and personality.

You touch one ally, granting him a bonus to Intelligence or Charisma equal to your Intelligence modifier. Also, the DC’s of the targets spells are increased by 1. These bonuses last 1 min per stack of Nature's Wrath.

Healing Circle (Beacon)

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stacks of Nature's Caress

You quick jolt of healing energies to an ally, creating a circle around him that heals all your allies who are in the vicinity.

You target one ally, creating a 20 ft. radius circle around him. Every ally within range gains fast healing equal to two times the Nature’s Caress fast healing bonus as long as they remain within the radius. This circle lasts 3 rounds.


Rapid Flows

Nature's Guardian

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stacks of Nature's Carress

You call upon the might of nature to ward your ally, restoring his health when he would have otherwise fallen.

You target one ally in range, summoning a guardian spirit to watch over him. The guardian spirit restores 10% of the targets maximum health per stack of Natures Carress active on the target (Maximum 40%) upon being cast. If the subject reaches 0 hitpoints 3 rounds after this spell was cast, the guardian spirit sacrifices itself to restore 25% of the subjects health (Rounded down). This healing takes place before the damage is dealt. After the spell is triggered it dissipates harmlessly.

Healing Tides (Beacon, Pulse)

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stacks of Nature’s Caress

You strengthen the magical matrix around your ally, letting him serve as a shining beacon of healing for your allies.

You target one ally in range. That ally becomes the center of this effect. All allies within 20 ft. regain 40% of their maximum health. 3 rounds later, that heal 40% of their maximum health again. This repeats 1 more time after which the Flow wears off. The target cannot receive any Beacons while this Flow is active.

Goddess Caress (Beacon)

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stacks of Nature’s Palisade

You strengthen the magical matrix around your ally, making the souls of your allies cling to life and making them survive the impossible.

You target one ally in range. That ally becomes the center of this effect. All allies within 20 ft. gain immunity to death effects and all instant death effect, even if they are not considered death effects. In addition, they can go up to -100 hitpoints before dying. This effect lasts 6 rounds, after which every ally still below -10 hitpoints is set to -9 hitpoints and is stable.


Storm Flows

Nature's Intervention

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Palisade

You call upon the ancient gods that reside in nature to protect your charge from harm, making him unbeatable for a small period of time.

You target one ally in range, calling down the almighty protection from the gods upon him. For 1 round, that ally is immune to all kinds of damage, negative energy effects and all status effects. Also, the target is fully healed when this spell takes effect. Finally, during the round this spell is active, he acts as if he had Freedom of Movement cast upon him.

Nature's Acceleration

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Alacrity

You call upon the spirits of the swift animals that reside in the woods to make your ally faster then the eye can see.

You target one ally in range, giving him a burst of inhuman speed. The target can immediately, after this spell is cast, take 1 round worth of actions. The target’s movement speeds are multiplied by 2 in this round. Furthermore, all damage caused in this extra round is multiplied by 1.5 times.

Nature's Growth

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Wrath

You call upon the spirits of the ancient titans to increase your ally in size. Alot....An Awefull lot.

You target one ally within range, increasing his size to Colossal. He gains all the benefits of growing to Colossal naturally (+32 strenght from medium and so on), so not the bonuses gained by enlarge person for example. This buff lasts 8 rounds.

WaylanderX
2013-12-08, 10:54 AM
Archetypes

Seer (Utility): The default setting of the class

Avenger (Debuffs):


http://static3.wikia.nocookie.net/__cb20080813230946/wow/pl/images/d/d9/DarkElf_Druid.jpg
Image by SlipkNot

An Avenger Spellguide has the same skills as the normal Spellguide.

An Avenger Spellguide loses the following class features:
Level 4: Arcane Sightings
Level 6: Retributive Beacon
Level 9: Beacon Web
Level 10: Seeing the Beyond
Level 15: Seer of All
Level 18: Weather Control

And gains the following class features instead:

Avenging Initiate (Su): At first level, an Avenging Spellguide knows not only how to help allies with his magic, but also how to hinder foes with it. You gain Avenging Initiate as a bonus feat (See the Feats section).

Avenger’s Resolve (Su): At fourth level, your studies of the harmful applications of Beacon magic have allowed you to use your Beacons in a harmful way with as much efficiency as though you were supporting allies with them. The maximum amount of Beacon stacks you can have active on an enemy is now four, instead of two.

Web of Wrath (Su): At level 9, you can use the connections inherent between each soul to affect a great number of enemies at once, crippling big groups of them. Once every encounter you can go into a swift burst of concentration, giving all enemies within a 20 feet burst one Beacon stack of your choice. This ability has a range of 50 feet. Using this ability is a standard action.

Lethality of the Currents (Su): At level 10, you start to understand that a Flow can be directed to cause damage or destabilize a soul. You can now use Reverse Flows. These Flows require a separate Spell Known slot. A Reverse Flow is a normal Flow with its effects reversed. A list of possible reverse flows is found in the spoiler below. You can only learn Reverse Flows from one level lower than the maximum Flow level you can learn.


Rivulet:
Nature’s Boon: Healing becomes damage, bonus to saves become a penalty to saves.
Nature’s Fury: Bonus to damage becomes penalty to damage, bonus to casterlevel becomes penalty to casterlevel.
Nature’s Thicket: Bonus to AC becomes penalty to AC, 25% reduced damage takes becomes 25% more damage taken.
Nature’s Swiftness: Bonus to attack becomes penalty to attack, doubled movement speed becomes halved movement speed.

River:
Nature’s Empowerment, Fortification and Mentality: Bonus to relevant stat becomes penalty instead.
Healing Circle: Fast Healing given becomes damage per round. You target an enemy instead of an ally.

Rapid:
Healing Tides: 40% healing per 3 rounds becomes 20% maximum health damage per 3 rounds. You target an enemy instead of an ally.


All Flows used this way have a Will save for half the effect and are not counted as mind affecting. The safe DC’s for Reverse flows are as follows: Rivulet: 12+Wis, River: 14+Wis, Rapid: 17+Wis.
Reverse Flows count towards your Flows per day as normal.

Surging Tides (Su):At level 15, when you cast a Reverse flow onto an enemy, you can opt to let it bounce to an additional enemy within 10 feet of the primary target. The secondary target only takes 50% of the damage or debuff the primary target does. If the secondary target has any Beacons active, the Beacons will not reset on that target only.

Mighty Torrent: (Su) You know so much of the soul, that even enemies are helpless versus your mastery. When using your Call the Essence class feature, you may opt to target an enemy instead of an ally.


Wildheart (Companions and Aura Support):



http://fc05.deviantart.net/fs47/f/2009/190/b/d/Druid_by_Okha.jpg
Image by Okha

An Wildheart Spellguide has the same skills as the normal Spellguide.

An Wildheart Spellguide loses the following class features:
Level 3: Lesser Cantrips
Level 7: Cantrips
Level 13: Greater Cantrips
Level 14: Nature’s Gift

And gains the following class features instead:

Guardian Companion (Ex): At third level, through an intricate ritual she can acquire a loyal companion. The ritual takes 4 hours and must be held when midnight is exactly in the middle of the ritual duration (22:00-02:00). After the ritual has been completed successfully, the Wildheart finds herself in the middle of the ritual circle with a new companion, both sound asleep until morning, curled up against eachother.

At third level, she can choose the following companions: Dog, Badger, Eagle, Hawk, Owl, Stirge, Krenshar or Wolf.

At seventh level, she can choose from the following extra companions, but suffers a -6 on her level when determining bonuses for her companion: Fleshraker Dinosaur, Dire Badger, Dire Wolf, Brown Bear, Hippogriff, Shocker Lizard or Unicorn.

At tenth level, she can choose from the following extra companions, but suffers a -9 on her level when determining bonuses for her companion: Griffon, Megaraptor, Giant Eagle or Giant Owl.

At thirteenth level, she can choose from the following extra companions, but suffers a -12 on her level when determining bonuses for her companion: Dire Bear, Elephant, Remorhaz or Girallon.

At sixteenth level, she can choose from the following extra companions, but suffers a -15 on her level when determining bonuses for her companion: Triceratops, Dire Tiger, Yrthak, Behir or Gray Render.

When the Spellguide levels, her companion also increases in strenght, gaining the bonuses described below according to the master's Spellguide level.


{table=head]Master Class Level|Natural Armor Adj.|Bonus HD|Dex/Str Bonus|Special
1-2|
+0|
+0|
+0|
Link, Share Beacon |
3-4|
+1|
+1|
+1|
--- |
5-6|
+2|
+2|
+1|
Evasion |
7-8|
+3|
+3 |
+2|
Loyalty |
9-10|
+4|
+4 |
+2|
Uncanny Dodge |
11-12|
+6|
+5 |
+3|
Trusty Soul |
13-14|
+8|
+6 |
+3|
Mettle |
15-16|
+10|
+7 |
+4|
Eyes of the Beast |
17-18|
+12|
+8 |
+4|
Improved Evasion |
19-20|
+14|
+9 |
+5|
Unending Loyalty [/table]

Class Level
The character’s Spellguide level. The Spellguide’s class levels stack with levels of any other classes that are entitled to an guardian companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An guardian companion’s base attack bonus is the same as 75% of the Spellguide’s level. An guardian companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An guardian companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the guardian companion’s existing natural armor bonus.

Str/Dex Bonus
Add this value to the animal companion’s Strength and Dexterity scores.

Link (Ex)
A Spellguide can handle her guardian companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Also, she can make Handle Animal checks against her guardian companion even if it is an Magical Beast, but only if the Intelligence score of the companion is 3 or lower.

Share Beacon (Ex)
When casting a Beacon upon yourself, you can opt to let it affect your guardian companion as well, but only when it is within 30 feet of you.

Evasion (Ex)
If a guardian companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Loyalty (Ex)
When a guardian companion is subjected to a mind affecting effect that causes it to take hostile actions against its master or her allies, even indirectly hostile actions, the guardian companion can make an additional saving throw against the effect every three rounds, even if the effect ordinarily would not allow additional saves.

Uncanny Dodge (Ex)
a guardian companion can react to danger before it senses would normally allow it to do so. The guardian companion retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Trusty Soul (Ex)
When the guardian companion is subject to the Share Beacon ability, it gains two Beacon stacks instead of one.

Mettle (Ex)
A guardian companion can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect. An unconscious or sleeping guardian companion does not gain the benefit of mettle.

Eyes of the Beast (Su)
As long as the guardian companion is within 1 mile of the Spellguide, as a standard action, the Spellguide can make use of all the senses of the guardian companion for 5 rounds, after which she cannot use this ability for 10 minutes. You can send telepathic commands to your guardian companion but do not gain total control over it.

Improved Evasion (Ex)
Improved evasion is like evasion, except that even on a failed saving throw the guardian companion takes only half damage.

Unending Loyalty (Ex)
The guardian companion is now to in sync with its master that it gains immunity to all mind affecting effects from hostile origin.


Aura of the Bond (Su): At level 7, you and your guardian companion can include others in your link to increase group awareness and easy of communication. When you and your guardian companion are within 30 feet of each other, every other ally within 60 feet of either you or your guardian companion can opt to link to the network. Every ally doing so can communicate telepathically with every other ally in the network. Furthermore, everyone in the network gains an extra +2 bonus to attack on flanking, for a total of +4.

Companion Catalyst (Su): At level 11, the guardian companions soul act like an enhancer for any Aura flows cast upon it. Any Flow cast upon the guardian companion by the Spellguide has its radius doubled.

Aura of the Pack (Su): At level 14, your capability to form a network with your allies reaches the pinnacle of perfection. This ability works and gives the same benefits as Aura of the Bond, but also gives Evasion and Mettle to everyone affected. In addition, if one of the members of the network is not flanked, neither of them are.



Feats
Remnant Magic (General)

When casting Flows, you leave a small remnant of your Beacons on the target.
Requisites: Spellguide level 9
Benefit: When you cast a Flow when the target has 3 or more stacks, after the Flow is cast, 1 stack of the Beacon remains.

Healing Legend (General)

Your skill in healing is so great, that even the gods become jealous.
Requisites: Healing Sage class feature, Heal 15 ranks
Benefit: The restoration effects of Healing Sage are automaticly Maximized. You now heal 8 points of ability damage on level 11 and 4 ability drain on level 15.

Unnatural Companion (General)

You invoke the more weird areas of magic, giving you a range of unnatural companion to choose from.
Requisites: Wildheart Archetype
Benefit: In addition to your normal choices for a companion, you may also use the wizard familiar list and the Improved Familiar list. Your effective Spellguide level is reduced by four plus any level penalty involving an Improved Familiar. For example, a level 11 Spellguide could get an Improved Familiar equal to that of a level 7 wizard.

Unnatural Master (General)

You have complete control over strange and unusual guardian companions.
Requisites: Wildheart Archetype, Unnatural Companion, Level 6
Benefit: You no longer take a -4 penalty on your Spellguide level when having a Familiar companion. In addition, you gain the Alertness feat when your companion is within 30 feet.


Beacon Feats are feats that improve or alter your Beacons in some way, giving them other options or just plain empowering them.

Avenging Initiate (Beacon)

You can reverse flows, hindering and damaging enemies instead of helping allies.
Requisites: Spellguide level 3, Knowledge (Forbidden Lore or Arcana) 5 ranks.
Benefit: You can cast a Beacon on an enemy. When you do, the enemy gains the reverse effect of the beacon. Other then the original versions of the beacons, only 2 stacks can be active on an enemy target. The stacks present on enemy target still count towards your limit of total stacks active. Each Beacon has the following effect when reversed:

Nature's Caress: Damage Per Round, Penalty on Saves
Nature's Wrath: Penalty on Non-Spell Mellee or Ranged damage roll, Penalty on Caster level
Nature's Palisade: Increase Damage taken, Penalty on AC.
Nature's Alacrity: Penalty on attack rolls, Penalty on all movement speeds.

When using this option you can only target enemies and all enemies are affected by the same Beacon. This feat can not be used in conjuction with the Beacon Web and Calling the Essence class features.

Help from Afar (Beacon)

You can use your Beacons to grant help with a task from a distance.
Requisites: --
Benefit: When a target is affected by at least 1 Beacon of any kind and you are within 100 feet of the target, you can sacrifice one Beacon stack to give the recipient a +2 untyped bonus on his next skill check. This is an immediate action when the target rolls the skill check.

Grand Inspiration (Beacon)

You can burn additional Beacon stacks to give even more help to an ally in need.
Requisites: Help from Afar, level 9
Benefit: When using Help from Afar, you can now burn up to four Beacon stacks, for a maximum bonus of +8.

Morph Bark
2013-12-08, 03:57 PM
That's a lot of colours.

I recommend/request using a different shade of green that's not so glowing green and bright.

Saidoro
2013-12-08, 07:33 PM
Creator Unknown (Careful, big picture!)
Tineye points here (http://masterbimo.deviantart.com/art/momo-84027801). You should get the original creator's permission and use their original version instead of a stolen, cropped, zoomed and rewatermarked one.

So, spellguides are always going to walk around with 4 stacks of their favored beacon on all of their allies at all times. That isn't a problem, just letting you know. The bonuses are small and fights don't typically last more than 4 rounds, so applying them normally can be something of a losing proposition. You could probably make adding beacons a move action without overpowering anything.
Imbued Aid should be bigger and come sooner.
Can avenging initiate be used with things like Beacon Web and Calling the Essence?
When you have avenging initiate could you apply stacks to 2 allies and an enemy with the same action or are you restricted to just enemies or just allies?
EDIT: When you spend an action beaconing three allies, can you give them each a different beacon?

Overall I like this, it's a nice T4ish support class.

ThatOneGuy79
2013-12-08, 09:46 PM
Overall a very nice class. Subscribed!

I would say that the Nature Specialist feature should add the bonus to Kn: Nature, Survival, Handle Animal, and Swim. Something like a nature-y Bardic Knowledge.

WaylanderX
2013-12-10, 10:09 AM
Tineye points here (http://masterbimo.deviantart.com/art/momo-84027801). You should get the original creator's permission and use their original version instead of a stolen, cropped, zoomed and rewatermarked one.

So, spellguides are always going to walk around with 4 stacks of their favored beacon on all of their allies at all times. That isn't a problem, just letting you know. The bonuses are small and fights don't typically last more than 4 rounds, so applying them normally can be something of a losing proposition. You could probably make adding beacons a move action without overpowering anything.
Imbued Aid should be bigger and come sooner.
Can avenging initiate be used with things like Beacon Web and Calling the Essence?
When you have avenging initiate could you apply stacks to 2 allies and an enemy with the same action or are you restricted to just enemies or just allies?
EDIT: When you spend an action beaconing three allies, can you give them each a different beacon?

Overall I like this, it's a nice T4ish support class.

Thanks for the headup on the picture! I usually ask for permission but I couldnt find the owner this time. Permission is pending at the moment.

For the PEACH itself:

The semi-permanent buffs are intentional, support is not a very strong role most of the time after all. You got a point with the move action Beacons, changed it.

Looking to move Imbued Aid under tenth level and make the bonus +4 (Total aid another bonus +6).

Clearified all other questions you had in the respective abilities.

Thanks for the PEACH and I hope you enjoyed reading through it.

Way

Saidoro
2013-12-10, 10:36 AM
Thanks for the headup on the picture! I usually ask for permission but I couldnt find the owner this time. Permission is pending at the moment.
Tineye (http://www.tineye.com/) is really great for this sort of thing, for future reference.


Looking to move Imbued Aid under tenth level and make the bonus +4 (Total aid another bonus +6).
I'd put the original version in the 4-7 range, have it go up to +4 at 12, and go up to +6 near the capstone. Aid another is never going to be a huge part of what you're doing, but that'll at least keep it from being forgettable.

WaylanderX
2014-01-01, 08:44 AM
Hey guys,

after a lot of thought and trying out, I've finally put together the Archetypes. If you have time, I would really like some feedback on those, because I'm not sure on the balance. Also, I've added a bunch of feats and I've finally found pictures I can use (now with permission and credit, yey). In the course of the day, I'll probably add a couple more feats and maybe a spell or two.
Also, I've switched around Legendary Aider and Imbued Aider for balance purposes, and Imbued Aider now scales with level.
/hope on a tier 3 support!

Happy reading and PEACHing (if you're up for it ;p),

Way

P.S. HAPPY NEWYEAR EVERYONE *pops open a beer*