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View Full Version : D&D 3.x Class The Missingno (No, really, it's serious. PEACH)



Kazyan
2014-03-20, 12:58 AM
https://i.imgur.com/PifwPG4.png

At first, she thought her eyes were cursed, then her ears, then her body entirely. She saw things that were neither magic nor mundane, things that simply couldn't be explained--and she'd seen hints of the Far Realm before. This was different. She was causing simple errors, like leaving things floating in midair, changing objects' colors--which remained until you tried to figure out where the edges were--and visualizing floating...things. Little static-like, black-yet-white-yet-neither beads, or rods, or...something or other.

It took her a while to figure it out. As she lay in her tent one night, going over magical theories and such, she had the insight: they couldn't be explained because of the methods of explanation themselves. It was sort of like casting divinations (explanations) to find out about a Mind Blanked person. These things could be simply...flawednesses.

"Wanda?" One of her adventuring companions--the big brute with the off-culture fightan' magic and the smug superiority over those without it--entered her tent. "Did I ever get that potion back from you?"

Wanda sat up, looking at him through black-yet-white-yet-neither eyes, and spoke.

A world of magic works basically according to rules, and even the nonmagical elements of the universe seem to be reducible to a set of inviolable laws. But sometimes the rules just...don't work right. Some combination of the universe's hiccups causes bizarre effects--collectively referred to as glitches. Glitches are chaotic in their proliferation--sometimes they'll disappear almost immediately, or enter common decay modes, or explode into a variety of other glitches that interact in their explosions and decays, until eventually the whole system settles down. They're usually harmless, transitory, and exceedingly rare.

But on occasion, glitchiness will attach to someone, and they become a gateway for all the flaws of the universe to come crawling out of. The person can learn to control their associated glitches to affect the world around them--a perversion of magic--and rewrite their own existences. A person with this kind of ability is called a missingno.

Characters with ranks in Knowledge (The Planes) can identify glitches, similar to how Spellcraft checks can identify spells. The DC to identify an exploit is 20, +6 per grade above least. The DC to identify a state is 20 + the affected missingno's level.

Characters with ranks in Knowledge (The Planes) can research missingnos to learn more about them.

https://i.imgur.com/puqv3t4.png

Glitch abilities are neither magical nor mundane, occupying a conceptual space orthogonal to them. Shapechanging abilities that would acquire extraordinary or supernatural abilities do not automatically acquire glitch abilities, unless specifically stated otherwise. Glitch abilities do not have somatic or verbal components; they are activated in a way akin to supernatural abilities, and otherwise work like supernatural abilities unless stated otherwise.

The common thread among glitch abilities is "this doesn't work right!" When in doubt, if you're not sure whether something applies to glitch abilities, it doesn't.

Adventures: Missingnos often adventure for the same sort of reason that other practitioners of other magic do--to find out how they fit in to the world and if there are others like them. Beyond that, missingnos are prone to strange thoughts and urges, some of which cause them to go adventuring.

Characteristics: Missingnos are best compared to a hybrid of warlock and psion. Though their weakest manifestations of their glitches are at-will, as are their personal effects, they have more powerful caster-style effects with a limited power source.

Alignment: Due to the error-filled nature of glitches, most missingnos become chaotic, though neutrality is possible, and the lawfulness of rigorous glitch study is not unheard of.

Religion: Glitches are generally shunned by the gods, and missingnos shun them in return. Sometimes one will worship a god of chance or luck, but this is less common.

Background: Missingnos are self-taught, and come into their abilities much the same as those with other inborn talents--sorcerers, wilders, warlocks, etc..

Races: Adventuring missingnos are more likely to belong to long-lived races, or those that are blessed with intelligence and precision of movement (required to understand and to manipulate glitches, repsectively).

Other Classes: Missingnos do not have any close relatives, so any relationships they have are not usually on the basis of class. Classes with self-taught abilities are more likable for a missingno because they share somewhat similar experiences in development, and intellectual classes such as wizards can keep up with a missingno's usual smarts. Beyond that, relations can be distant.

GAME RULE INFORMATION
Missingnos have the following game statistics.
Abilities: Dexterity and Intelligence are necessary for manipulation and understanding of glitches. Constitution is important to improve Hit Points.
Alignment: Any.
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: 3d4×10 gp

Class Skills
The missingno's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Corrupt (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Knowledge (The Planes) (Int), Profession (Wis), Search (Int), and Sense Motive (Wis).

New Skill: Corrupt (Int; trained only)
You can use this skill to activate glitch items, resist truespeech, or if you are an exploiter, inflict nonlethal negative levels.

Activate Glitch Items
This use of the skill functions similarly to Use Magic Device. Use the glitch equivalents of magic items with Use Magic Device's DCs.

Resist Truespeech
As an immediate action, when you would be affected by an utterance, you make may a Corrupt check to draw out a glitch in your truename. This Corrupt check opposes the Truespeak check made to speak the utterance. If you succeed, you automatically succeed on the saving throw against the utterance, or if there is no saving throw, you are now entitled to a Will save against it (which you must still roll for normally).

Inflict Nonlethal Negative Levels
You may only use this function of Corrupt if you can use exploits--it represents manhandling the errors inherent to a creature's life or unlife, or even the integrity of objects. Once per round, when you succeed on an attack with a weapon, you may make a Corrupt check. You inflict a number of nonlethal negative level equal to the result of your check divided by 10, minus 1, to a maximum dependent on your highest grade of exploit, given by the following table:

https://i.imgur.com/IzJXil2.png

A nonlethal negative level functions as an ordinary negative level, except that if the target is reduced to 0 Hit Dice or would otherwise die from the nonlethal negative levels, they simply become unconscious, and they automatically make the saving throw to avoid permanent level loss--although nonlethal negative levels from this use of the Corrupt skill only last 10 minutes.

Nonlethal negative levels do affect undead and constructs, unless they have other immunities. Against objects, nonlethal negative levels simply reduce the object's hardness by 1 and its Hit Points by 5.

Nonlethal negative levels inflicted by this use of Corrupt are (Gl) effects.

You cannot combine this use of Corrupt with Iaijutsu Focus, as the two techniques require radically different methods and mindsets.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier


https://i.imgur.com/Up0vG1m.jpg

LevelBABFortRefWillSpecialExploitsStates
1st+0+0+0+2Exploits (least)122nd+1+0+0+3LIMBO (highest score)13
3rd+2+1+1+3Errorsight (1/day)23
4th+3+1+1+4Distortion (+1)33
5th+3+1+1+4LIMBO (2nd highest score)34
6th+4+2+2+5Exploits (lesser)44
7th+5+2+2+5Distortion (+2)54
8th+6/+1+2+2+6LIMBO (3rd highest score)55
9th+6/+1+3+3+6Errorsight (2/day)65
10th+7/+2+3+3+7Distortion (+3)75
11th+8/+3+3+3+7LIMBO (4th highest score)76
12th+9/+4+4+4+8Exploits (greater)86
13th+9/+4+4+4+8Distortion (+4)96
14th+10/+5+4+4+9LIMBO (5th highest score)97
15th+11/+6/+1+5+5+9Errorsight (3/day)107
16th+12/+7/+2+5+5+10Exploits (terminal), Distortion (+5)117
17th+12/+7/+2+5+5+10LIMBO (6th highest score)118
18th+13/+8/+3+6+6+11Errorsight (All-around vision)128
19th+14/+9/+4+6+6+11Distortion (+6)138
20th+15/+10/+5+6+6+12LIMBO (Hit Points)139[TR][TD]
Class Features
All of the following are class features of the missingno.

Weapon and Armor Proficiencies: Missingnos are proficient with simple weapons and light armor. They are not proficient with shields.

Glitches (Gl): Missingnos wreak glitches onto the world. They come in two varieties: exploits, which are Instantaneous effects unless stated otherwise, and states, which are continuous personal-range effects. Exploits and states can be used as much as the missingno likes, limited only by their error limits. Missingnos have an exploiter level, which is similar to a spellcaster’s caster level or a meldshaper’s meldshaper level, and is equal to their class level unless specifically modified otherwise.

All exploits have a normal effect (denoted with a 0) and an error effect (denoted with a number). The normal effect is either an always-on passive ability or an ability that can be used at will. The error effect is used by taking on the number of errors preceding the description. Many exploits also have augments—additional numbered effects. These improve the error effect in some way (they do not apply to the normal effect). An augment is used by taking on an additional number of errors above the normal cost of the error effect, as listed before its description. Augments are not paid for separately - if an exploit has multiple augments, the missingno can use any or all augments with a cost less than or equal to the amount of additional errors taken in using the Exploit. For example, if a missingno were to take on six errors in using ConspireInform, they would be able to send a verbal message silently as a swift action (base exploit, 1 error), of up to 150 words (25 words base, plus 125 words from the +1 augment five times over), to anyone within a mile (6 augment). All augments expressed as “+X” are improvements on the immediate previous augment or error effect, and can be applied multiple times.

Some exploits have the same name as a lower-grade exploit, with a single + appended. These do not have their own normal effects--they add additional augments to the lower-grade exploit with which they share a name (or the base one, in the case of chains of + exploits such as AccelerateAct). A + Exploit cannot be learned without knowing all previous Exploits (those with the same name, but fewel plusses).

States are simpler. They do not have advanced versions, and are costless by default.


Errors and Levels of Consciousness
A missingno's abilities sometimes cause them to accumulate errors--which represent how hard they're glitching at the moment. Errors usually do not go away except by resting for 8 hours, which resets the missingno's error total to 0. The more errors a missingno has, the powerful their exploits are, but they lose their grip on their own consciousness. Acquiring errors is subject to limits similar to those of psionic Power Points--they can only take on a number of errors when using a glitch equal to their exploiter level.

A missingno with errors equal to or less than 1/4 × exploiter level x (Int mod + Dex mod, minimum of 1 each) does not experience any consciousness changes, and is awake.

A missingno with errors above the awake limit, but not above 1/2 × exploiter level x (Int mod + Dex mod, minimum of 1 each), is disoriented, taking a -6 penalty on Concentration checks, Initiative checks, and all Wisdom-based checks.

A missingno with errors above the disoriented limit, but not above 1 × exploiter level x (Int mod + Dex mod, minimum of 1 each), is obtunded, which causes them to automatically receive a 0 on Initiative checks, they may only take standard actions (possibly converted into move actions) and free actions on their turn, and they cannot take immediate actions. They may still use the Start Full-Round Action option, and it is still possible for them not to be last in the Initiative order in the case of very low opposing Initiative scores. This stacks with the penalties of disorientation.

A missingno with errors above the obtunded limit is dreaming. They lose awareness of themselves, and meander about aimlessly, taking single move actions every round during combat, and doing inconsequential and unproductive things during downtime. The missingno can still be led around by the someone if they takes their hand--the missingno does not resist. The player still controls the missingno's single move action during combat, but the character in unaware of the presence of any threats whatsoever (so they automatically fail Reflex saves) and they behave as if they have an Intelligence score of 1. Finally, the missingno can no longer use any exploits or change their state until they are no longer dreaming. This stacks with the penalties for being disoriented and obtunded.

Each level of consciousness has various visual and auditory manifestations. A missingno with 0 errors does not appear any different and cannot be visually identified as a missingno unless they use their glitches. An awake missingno with more than 0 errors, if studied as a full-round action, can be identified as glitchy, requiring a Knowledge (The Planes) check of DC 30 or the missingno's Disguise check, whichever is higher. A disoriented missingno experiences very minor oddities to the player's taste, and can be identified on sight as glitchy with a Knowledge (The Planes) check, DC 20 or the missingno's Disguise check - 10, whichever is higher. An obtunded missingno is obviously glitchy with a Knowledge (The Planes) check, DC 15 or the missingno's Disguise check - 20. A dreaming missingno is obviously glitchy to anyone trained in Knowledge (The Planes), and even those untrained can tell that something's wrong instead of merely magical.

Exploits: The four grades of exploit, in order of their relative power, are least, lesser, greater, and terminal. A missingno begins with knowledge of one exploit, which must be of the lowest grade (least). As a missingno gains levels, they learn new exploits, as summarized on the class table. A list of available exploits can be found following this class description. At any level when a missingno learns a new exploit, they can also replace an exploit they already know with another exploit of the same or a lower grade. At 6th level, a missingno can replace a least exploit they know with a different least exploit (in addition to learning a new exploit, which could be either least or lesser). At 11th level, a missingno can replace a least or lesser exploit they know with another exploit of the same or a lower grade (in addition to learning a new exploit, which could be least, lesser, or greater). At 16th level, a missingno can replace a least, lesser, or greater exploit they know with another exploit of the same or a lower grade (in addition to learning a new exploit, which could be least, lesser, greater, or terminal).

All Exploits have a normal effect, denoted below with a 0, and an Error Effect, denoted with a number. The normal effect is either an always-on passive ability or an ability that can be used at will. The Error Effect is used by taking on the number of errors preceding the description. Many Exploits also have augments (denoted with a + before the number). These improve the Error Effect in some way--they do not apply to the normal effect. An augment is used by taking on an additional number of errors above the normal cost of the Error Effect, as listed before its description. Augments are not paid for separately--if an Exploit has multiple augments, the missingno can use any or all augments with a cost less than or equal to the amount of additional errors taken in using the Exploit. For example, if a missingno were to take six errors in using ConspireInform, they would be able to send a verbal message silently as a swift action (base Exploit, 1 error), of up to 150 words (25 words base, plus 125 words from the +1 augment five times over), to anyone within a mile (+5 augment).

Some Exploits have the same name as a lower-grade Exploit, with a single + appended. These do not have their own normal effects - they add additional augments to the lower-grade Exploit with which they share a name (or the base one, in the case of chains of + Exploits such as AccelerateAct). A + Exploit cannot be learned without knowing all previous Exploits (those with the same name, but fewer pluses).

The save DC against an exploit is equal to 10 + 1/2 errors taken on + Dex or Int modifier, whichever is lower. Unless stated otherwise, using an exploit is a standard action, and it does not require line of sight or effect.

States: States do not have grades, so a missingno that learns a state can take whichever one they like if they meet the prerequisites, and their potency often improves with exploiter level. The missingno can change which state they’re in by concentrating for 5 minutes. If they wish to change states faster, they must take on errors, as given by the following table.


https://i.imgur.com/gFAou5m.png

As usual, a missingno cannot take on more errors at one time than their exploiter level, so they are unable to use the faster state changes at low levels. The missingno can also change their state to no state at all, with the same method as above.

As a missingno gains levels, they learn new states, as summarized on the class table. A list of available states can be found following this class description. At any level when a missingno learns a new state, they can also replace a state they already know with another state.

LIMBO (Gl): At 2nd level, the missingno can take on an error as a swift action (or standard action) to push their highest ability score into LIMBO. When in LIMBO, the ability score cannot be affected by ability damage, drain, or penalty. When you first push a score into LIMBO, roll 1d10. If the result is even, add it to what your ability score was beforehand; if it is odd, subtract it instead. Ability scores in LIMBO revert back to normal after one minute. LIMBO cannot be ended early.

LIMBO does not affect error limits or Hit Points, and can be ignored for the purposes of calculations when leveling up.

At 5th level and beyond, a missingno can have multiple ability scores in LIMBO. When an ability score would be pushed into LIMBO, they use the lowest available ability score, as given in the class table. Further instances of LIMBO affect progressively higher ability scores. Every three levels beyond 3th, a missingno can push another ability score into LIMBO. For example, a 9th level missingno takes on an error, and their third highest ability score randomizes. If they take on two more errors, they randomize their second highest and then their highest ability scores, in that order. Further errors do not affect any more ability scores, since they’ve already affected their highest ability score.

If the order of the ability scores from largest to smallest changes, use the current order.

At 20th level, if all of the missingno’s ability scores are in LIMBO, they can take on 20 errors to put their Hit Points into LIMBO, which works differently than for ability scores. When the missingno would take damage, instead roll 1d100 + exploiter level. If the result is equal to or greater than the amount of damage, the missingno is unaffected. If it is lower than the amount of damage, the missingno becomes unconscious and helpless for 2 rounds. If they take an amount of damage that exceeds another 1d100 + exploiter level roll again while unconscious, they die. After the 2 rounds or over, they wake up again, assuming they are not dead. To refresh the 1 minute countdown for Hit Points, the missingno must take on 20 errors again.

Errorsight (Gl): At 3rd level, a missingno's very perceptions are not quite right. Once a day, they may elect to see through an object for 1 round, as a swift action. Their vision functions as if the object were not there; for example, they could see the lit room on the other side of a closed door, and the light would illuminate some of the area on the missingno's side of the door. The change in lighting doesn't actually happen as far as anyone or anything else is concerned, but the missingno sees the results anyway. Every six levels beyond 3rd, the missingno can use this ability an additional time per day. At 18th level, the missingno's vision warps so that they can see behind themselves, which means that they cannot be flanked. This defense denies a sneak attacker the ability to sneak attack by flanking them, unless the attacker has at least four more rogue levels than the target has missingno levels.

Distortion (Gl): At 4th level, a missingno can distort their form and those of others. They gain a +1 competence bonus to Disguise checks, and the time required to disguise themselves decreases to 9 minutes. At 7th level and every three levels thereafter, the bonus increases by 1, and the number of minutes required to make a Disguise check decreases by 1 (to a minimum of 1 minute).

Kazyan
2014-03-20, 01:00 AM
Exploits and States

Least Exploits
AccelerateAct

0: You target a weapon with this exploit. So long as the weapon is on your person, you can draw it as a swift action, which is a teleportation effect.
1: As a full-round action, you teleport to a location adjacent to an enemy within 10’, draw a weapon if necessary (when you reappear, you simply have the weapon drawn), and make a single melee attack.
5: As 1, but the target is treated as flat-footed against the attack.

ChangeOrient

0: As a move action, you may stand up from prone without provoking an attack of opportunity. This is a teleportation effect.
1: As a standard action, you may select a creature within 10' and make them either prone or standing. This is a teleportation effect. A Will save negates this exploit.
+1: As 1, but the range increases by 5 feet.

ConspireInform

0: As a swift action, you deliver a secret message through speaking, as per the Bluff skill, up to 25 words. The message requires a DC 30 Sense Motive check for others to decipher.
1: You speak the absence of up to 25 words, which your intended recipients perceive the meaning of.
+1: You "unspeak" an additional 25 words.
5: Your recipients can "hear" you out to a distance of 1 mile.
9: Your recipients can "hear" you out to a distance of 100 miles, and they can give a 25 word response that you perceive.

EditEquip

0: You can make cosmetic changes to a set of armor you wear, a weapon you hold, or shield you equip. This does not apply to natural weapons or unarmed strikes. The item still retains its basic shape and size, though armor can be modified in this way so as to fit you, if it is of the proper size category but simply not fitted to you. The item reverts to normal when released or unequipped.
1: You can edit a weapon into to any other weapon of the same handedness and damage type. Shields can be edited to another type of shield of the same size, and armor can be edited to another armor of the same material composition, type (light/medium/heavy), and size. The item reverts to normal when released or unequipped. The object does not visually change, even though it functions differently. The object's magical properties do not change, nor does its nonmagical construction (such as weapon templates, materials, whether or not it is masterwork, etc..)
3: As 1, but the weapon's damage type can be changed, and armor can change its type.
5: As 1, but a weapon's handedness can change, and armor's composition--metal or not metal--can change.
9: As 1, but an item's size can be edited, up to Colossal.
13: As 1, but material composition can be changed to special materials.
17: As 1, but weapon and armor templates can be applied, and nonmasterwork materials can become masterwork.

ExpressBlur

0: At a touch, you may obfuscate a source of writing so that it is unreadable. It still appears to have a pattern to the text; those who view it simply can't read it. This functions as a mind-effecting illusion, so effects such as True Seeing and Mind Blank bypass it. You can also revert obfuscated writing with a touch. Either use requires a standard action.
1: As an immediate action, you can gain a second saving throw against a language-dependent effect, with a +1 insight bonus to the reroll. You must take the result of the reroll, even if it is worse.
+2: The bonus increases by +1, and you can allow one ally within 120 feet a reroll with the bonus as well.
11: You automatically succeed on your saving throw (though your allies do not).

MeltFreeze

0: You can freeze or melt up to 1 gallon of water with a touch, which requires a standard action.
1: You can change the hardness of an unattended object touched by 1. The object behaves as a material with its new hardness, selected by you. If reduced below zero, an object becomes liquid, and behaves as your choice of nonhazardous (to typical humanoids) liquid. If a liquid's hardness is raised above zero (a liquid has hardness -1 for this purpose only), it becomes solid, and behaves as your choice of solid with its new hardness. Multiple applications of this ability in the same direction (increase/decrease) do not stack--the most extreme change, relative to the original hardness of the object, is the only one to remain. Multiple applications in opposite directions negate each other point-for-point. This is an instantaneous effect, so it does not expire.

For example, a piece of leather of Hardness 2 with hardness decreased by 3 might act as water, being liquid, safe to drink, and freezing and boiling at the same temperatures--though it would still look like leather, especially when still. If the leather's hardness was instead increased by 6, it could behave as stone, being brittle and absorbing heat well. If these two changes were made to the same piece of leather (decreased by three, then increased by six, or vice versa), it would have hardness 5, and act as wood, being flammable and slightly flexible.

Special materials cannot be emulated with this exploit.
+1: You can raise or lower hardness by an additional 1.

ReachBypass

0: As a full-round action, you teleport an item that you can see, is up to 30 feet away, and that you can hold in one hand, into your hands. If you do not have an open hand to grab it with, it appears at your feet. If the item is attended, the holder can make a Will save to negate the effect. If the holder makes their saving throw against this exploit, using this exploit again on any items attended by them has no effect.
1: As 0, but you can also target items that you can hold with up to two hands.
3: As 0, but the item can be up to 120 feet away.

RemoveExist

0: You inflict 1 point of damage against a creature or object with a successful unarmed touch attack. This bypasses up to 7 points of Hardness.
1: You inflict 1d6 points of damage against a creature or object with a successful unarmed touch attack, which bypasses Hardness and Damage Reduction. The damage is lethal instead of nonlethal against targets with Regeneration.
+3: As 1, but the damage increases by 1d6.

ReverseFall

0: As an immediate action, you duplicate the effect of feather fall on yourself only, except that you fall at 150 feet per round and take 1d6 points of falling damage when you land. This does not target you, but rather, the ground below you.
1: As an immediate action when you fall at least 10 feet, you immediately reach the surface at the bottom of the fall, rendering you prone, and you take no damage from the landing. This is a teleportation effect. If the fall is in a bottomless pit, you are in orbit, or otherwise will never hit a “bottom” normally, this has no effect.
5: As 1, but you can instead choose to appear at the top of wherever you’ve fallen from. This is a teleportation effect. If that place is occupied or no longer exists, this has no effect. These do not target you, but rather, the ground you land on.

Lesser Exploits
AccelerateAct+

6: As 1, but only a standard action is required, and the range of the teleportation increases to 100'.

AdjustMove

0: You make a 10' square within 120 feet difficult terrain. This lasts for 10 minutes.
6: As a swift action, a creature you target within 120' has the speed of one of its movement modes increased or decreased by 10'. An unwilling creature gets a Will save to negate the effect. This is an enhancement bonus (or penalty) that goes away when the creature rests for 8 hours.
+1: The move speed can be adjusted by an additional 5'.

CongealRefine

0: As a standard action, you cause a spatial distortion that subdivides a 5-foot square with 30 feet into a 10-foot square. On the battlemap, the DM simply quarters the square. Creatures can move in and out of the areas as they please, but the smaller squares count as 5-foot squares. Rules for moving still apply; you move to adjacent squares, etc., and distances that pass through the quartered square are likewise affected. This effect lasts for 3 rounds.
6: You cause a 10' cube of space to resist movement. All creatures within the space become entangled so long as they are within it, with no saving throw allowed, though they may still move while within it. Attacks that pass through any part of the cube, such as ranged attacks and attacks of creatures with long reach, take a -4 penalty to the attack roll. You are immune to the effects of your own CongealRefine. +2: You can designate one additional ally within 120' to be immune to the cube's slowing effect.

InvertCancel

0: As a standard action, you can touch a magic item or magical effect to affect it as if by dispel magic at a caster level of 0.
6: As an immediate action, you can attempt to counter any dispel effect within 120 feet as it activates. (Disjunction counts for the purposes of this exploit.) To do so, you oppose the dispel check with another dispel check, using 6 as your caster level. If you succeed, the dispel fails, and anything that would be affected is instead briefly surrounded by minor glitch-like visual effects.
+1: As 6, but your effective caster level increases by 1.

LaunchDislocate

0: You can use mage hand at-will, at a caster level equal to your exploiter level.
6: You throw force into a target within 120 feet. If you succeed on a ranged touch attack, the target takes a number of d6s of damage equal to your Intelligence or Dexterity modifier, whichever is higher, to a maximum of 6. Alternatively, they may elect to be pushed away from you by 5 feet per die, moving as they like, so long as each square of movement takes them farther away from you. They may not choose to "split up" the damage into squares moved and dice of damage; they can either move or take damage, but not a partial amount of both.
+1: As 6, but the maximum number of d6s increases by 1.

ReachBypass+

6: As 1, but the item can be up to 300 feet away.
8: As 1, but you need not be able to see the item, merely to know its location (i.e. which 5-foot square it is in).
10: As 1, but the item can be up to 10 miles away.

ReverseFall+

6: As an immediate action when you would fall prone, you can instead land on your feet. This does not target you, but rather, the ground below you. This is a teleportation effect.

ReviseRepair

0: As a full-round action, you heal yourself of a number of Hit Points equal to your exploiter level, but your Hit Points cannot exceed half of your maximum in this way.
6: You can touch a willing target as a standard action and heal 6d6 points of damage. This does not involve positive energy; you simply revise the target's body into a less-damaged state. Therefore, this works on constructs and undead.
+1: As 6, but you heal an additional 1d6 points of damage.

Greater Exploits
ChangeOrient+

12: As 1, requiring only a swift action.

CongealRefine+

Creatures that enter the CongealRefine square are no longer entangled, but slowed, as the spell. Even freedom of movement is inhibited by the inherent glitchiness of the area, and renders the target entangled instead of slowed. Attacks that pass through the square take a -6 penalty.

ConspireInform+

12: your recipients can "hear" you from any distance, so long as they are on the same plane, their responses can be of any length, and you learn their location.
17: Your recipients can "hear" you no matter their location, even if they are on other planes, and their responses cannot have deceptive intent in any way.

InvertCancel+

The caster level of InvertCancel's at-will dispel magic effect becomes equal to your exploiter level minus 8.
12: As 6, but if you succeed, the dispel effect instead takes effect on whoever or whatever initiated it.

LeechDegrade

0: You can leech energy from others. To do so, select a living target within 120 feet. That target must make a Will save or become fatigued for 10 minutes. If they fail their saving throw, you gain a number of temporary Hit Points equal to twice their Hit Dice. You gain no benefits from creatures that are immune to fatigue. If you are healed by negative energy, you can also target undead and other creatures healed by negative energy with this ability, in which case, their immunity to fatigue by virtue of creature type is bypassed.
12: All enemy creatures within a 120 ft cone have their life forces glitched, which afflicts them with two negative levels. A Fortitude save decreases this to one nonlethal negative level. Abilities such as Mettle negate the negative level on a successful saving throw. Negative levels inflicted by this ability do not stack with themselves.
+3: The number of negative levels applied on a failed saving throw (but not those applied on a successful saving throw) increases by 1.

ReachBypass++

12: The item can be anywhere on the same plane as you.
12: The item can be anywhere on any plane, including extradimensional or nondimensional spaces.
17: The item can retrieved even if it is “lost forever” due to interactions of extradimensional or nondimensional spaces, or even buried with a target affected by Imprisonment.

ReviseRepair+

12: You heal all allies within 30', and the die size increases from d6 to d8.

ShunBlaspheme

0: You can use detect evil, detect good, detect chaos, and detect law at-will, at a caster level equal to your exploiter level. You can activate all or some of these with one standard action and concentrate on more than one of them at once.
12: Tou can Turn Undead, except that you affect all creature types. Your cleric level for the purposes of turning is 12. Bonuses to saving throws against fear effects add to the subject's effective Hit Dice for the purposes of being turned, and fear immunity (such as that of actual undead) counts as +8 Hit Dice.
+1: Your turning level increases by 1.

Terminal Exploits
AccelerateAct++

16: As 1, requiring only a swift action. You teleport back to your original position immediately after making the attack, regardless of whether the attack hits, and requires no action. At your option, you can reappear with your weapon sheathed, if it was originally so.
18: You gain a +5 bonus to the attack roll.

CorruptAbstain

0: By touching a nonmagical item, you can understand its usage, composition, state of repair (if relevant) and value, akin to an identify effect for nonmagical items.
16: You can cause an effect similar to disjunction at a range of 120 feet, with a caster level of 16. However, this affects mundane items and effects, not magical ones, and which is accompanied by heavily glitched visual effects. "Disjoined" mundane items and effects behave as follows:

1. Weapons and armor no longer function as such.
2. Alchemical items fail to activate.
3. Mundane locks open.
4. Skill kits and similar items that grant bonuses to skill checks fail to do so.
5. Clockwork items, and anything similarly technologically complex, shut down immediately and permanently.
6. Extraordinary stances (see Tome of Battle) no longer confer their effects, and no extraordinary stances can be entered again for 1d4 rounds.
7. A creature's nonmagical sources of natural armor cease to function, but return after 1d4 rounds. So the natural armor from a casting of barkskin stays, but natural armor from race does not.
8. A creature's extraordinary special qualities and special abilities are revoked for 1d4 rounds. A Will save is allowed against each individual extraordinary ability or quality to be revoked; a successful save negates.

Natural abilities are unaffected. Attended mundane items are allowed a Will save against being "disjoined".
+1: As 16, but the caster level increases by 1.

DistortCreate

0: You can use fabricate at will. You must still supply the material component.
16: As an immediate action, you can cause an object within 120 feet to behave as another object of the same size category and general state of matter. You cannot grant or remove magical properties with this ability, not can the object you create be alchemically active. For example, if a sorcerer throws an orb of force at you, you can use DistortCreate to make the orb into a nonthreatening pastry. Whatever the case, the target object does not visually change, even though its shape and properties are different.

SmuggleLive

0: You gain access to a glitch-like extradimensional space. This space has no set opening and is always available to you alone; you can simply reach into a point in space and push your hand into the extradimensional area, retrieving or storing objects as you wish. Placing an object in, or removing an object from, the extradimensional space requires a move action. The extradimensional space can hold up to 2000 lb of any material. True seeing reveals a glitch-like opening near your head, but otherwise, it is invisible.
16: You touch an ally and disappear into their body. Your ally gains a second set of actions every round, which are only available for your glitch abilities. You control this second set of actions, in which you activate glitch abilities as if you were there, using your own exploiter level and mental ability scores, but your ally's physical ability scores. Your ally is not subject to decreased level of consciousness from your own error usage. If your ally is a glitch user, your error totals are separate. You use your ally's senses to perceive the world around you, and you can communicate telepathically with them.

You can exit your ally at any time as a free action, reappearing as you were beforehand, in a square adjacent to your ally. If your ally dies, you immediately exit.
18: As 16, but you can disappear into an opponent, using the same mechanics as above. They are allowed a Fortitude save to resist this ability.

ShunBlaspheme+
0: You gain one Divine feat that you qualify for when you take this exploit.
16: You use the errors used to activate this exploit in place of expending up to three Turn Undead uses for the purposes of activating a Divine feat. When you do this, that particular use of the Divine feat counts as a glitch ability instead of a supernatural ability.

TossCompress

0: You “draw” a dagger made of force out of nowhere, using whatever action it would take you to draw a weapon. The dagger appears in your hand. You can only have one dagger in existence at a time, and you can only draw one dagger per round. You can delete the dagger made in this way as a free action, from any distance.

16: You toss a set of darts made of a glitched version of force in a 120 ft cone. All enemies within the cone must make a Reflex save or be run through with some of the cones, and if they are adjacent to a solid surface (wall, ground ceiling), they are subsequently pinned to the surface. The cones deal 16d6 piercing damage. Damage Reduction applies thrice over, and if the damage is reduced to zero, the pinning does not take effect. A pinned character must succeed on a Strength check or Escape Artist check, DC 26 taken on, to break the pin. This requires a full-round action. When they break the pin, they may fall, and if they are on the ground, they do not automatically stood up from prone. Creatures pinned in this way are not helpless, but they cannot stand up or move until they break the pin.
+1: The piercing damage increases by 1d6 and the check DC increases by 1.

States
AbsentNew

You appear slightly displaced from where you actually are, gaining a 1% miss chance per exploiter level (maximum 50%). True seeing bypasses the miss chance.

AggressiveBalanced

You can wield weapons as if they were one size smaller than they actually are. When your exploiter level reaches 8, you can wield weapons as if they were up to two sizes smaller. When your exploiter level reaches 17, you can wield weapons as if they were up to three sizes smaller.

AloftFree

You gain an enhancement bonus to Jump checks equal to your exploiter level, and are always treated as having a running start. When your exploiter level reaches 12, you gain a fly speed with good maneuverability equal to your land speed. When your exploiter level reaches 19, your maneuverability increases to perfect, and your fly speed becomes double your land speed.

CarefulActive

When you roll a natural 1 on an attack roll or saving throw, reroll the d20. You must take the result of the second roll, even if it another natural 1. When your exploiter level reaches 18, if you roll a second natural 1, treat it as a 2 instead (it is not an automatic failure).

CensoredContingent

Any and all contingent effects fail to register your existence, your glitches, your states, anything you do or anything about you. No clever wording of a contingency can allow one to be activated in specific response to any action of yours while you are in this state, nor can a contingent effect respond to you changing to this state or away from it. If the contingency is generalized, and an action of yours would activate a contingency because it falls under the generalization, it fails to activate.

The DM should step in when adjudicating interactions between contingencies and CensoredContingent. In general, clever phrasing to get around the wording of CensoredContingent should not work. As a rule of thumb, the contingency does not activate.

ChangedStable

When you enter this state, you duplicate the effects of alter self, except that you become a member of your own race, even if you have a template or are of a race with more than 5 Racial Hit Dice. This allows you to freely change your height, weight, gender, etc.. The bonus to Disguise checks is equal to half of your exploiter level instead of +10.

CompetentArmed

You gain proficiency with martial weapons, medium armor, and shields (but not tower shields). When your exploiter level reaches 8, you become proficient with all forms of weapons and armor. When your exploiter level reaches 12, your Base Attack Bonus for your missingno levels becomes equal to that of a fighter of the same level.

FadedSilent

You gain an enhancement bonus to Move Silently checks equal to half your exploiter level and the benefit of the Darkstalker feat. If your exploiter level is 15 or higher, you become incorporeal, with a fly speed (perfect maneuverability) equal to half your land speed.

FusedUnstable

When you enter this state, choose two states you know, which you then gain the benefits of. However, your state of consciousness degrades by one step. (awake -> disoriented -> obtunded -> dreaming)

IncrementedImmune

You increase any energy resistances you have by 5. (If you don't have an energy resistance, it doesn't change.) If you are immune to an energy type, you instead are healed by it--every 10 points of damage you would take heals you of 1 point of damage. If you are at maximum hit points, you instead receive temporary hit points. Temporary hit points received in this way stack, but do not allow you to gain more temporary hit points than your normal Hit Point total.

RejectedAmbulatory

You cannot be bull rushed. When your exploiter level reaches 12, you cannot be moved out of your 5-foot square except by your own actions, unless you are willing or unconscious. (Note that declining to be "willing" against, say, an avalanche, may result in a large amount of damage, according to the DM's arbitration.)

RepairedSubversive

You gain Glitch Resistance equal to your exploiter level + 8. Glitch Resistance works like Spell Resistance, except against (Gl) abilities instead of spells and spell-like abilities.

RestrictedUnaware

You are under a continuous freedom of movement effect, with a caster level equal to your exploiter level.

ScaryAjar

You edit the way you are perceived, so that you are more frightening. You gain an enhancement bonus to Intimidate checks equal to half your exploiter level, as well as the Frightful Presence special quality as a glitch ability. Your Frightful Presence activates whenever you take on any errors (changing to this state or leaving it does not count). The range is 30 feet and the duration of the shaken effect is 2d4 rounds. This ability affects only opponents with fewer Hit Dice or levels than your exploiter level. An affected opponent can resist with a successful Will save. An opponent that succeeds on the saving throw is immune your frightful presence for 24 hours.

SpectralFlippant

When you move, you leave behind a wall of shimmering, broken colors through the squares you pass through, which last until the beginning of your next turn. Any creature that passes through the trail
takes 1d4 damage per exploiter level. Determine the damage type by rolling 1d6 and consulting the following table:


https://i.imgur.com/QLy25RC.jpg

TenseSilly

Your glitch abilities are excluded from the effects of Anticipate Teleport, Greater Anticipate Teleport, and any effect that would block teleportation.

ToxicFeeling

When you deal damage with a natural weapon or unarmed strike, the target is affected as if by an injury poison. The poison has a DC equal to 10 + 1/2 your exploiter level + Dex mod + Int mod, and deals 1d2 points of Dexterity damage as its initial and secondary damages.

TransparentHardy

You gain DR/magic equal to your exploiter level. When your exploiter level reaches 10 or higher, it becomes DR/bludgeoning and magic. When your exploiter level reaches 19 or higher, it becomes DR/bludgeoning and epic.

UnderneathMobile

You gain a burrow speed equal to one-quarter of your land speed. If you need to breathe, this state doesn't change that, so extended periods underground may suffocate you. When your exploiter level reaches 15, you gain Earth Glide as a glitch ability.

UnshakeableEnduring

When you would die or be reduced to 0 or lower Hit Points, your Hit Points are instead set to 1 (unless they are in LIMBO) and you do not die. This only functions once per 24 hours; the next time you would die, you actually die.

VisibleBright

You are under a continuous detect magic effect, with a caster level equal to your exploiter level. When your exploiter level reaches 10, it becomes arcane sight. When your exploiter level reaches 16, it becomes greater arcane sight.

Kazyan
2014-03-20, 01:01 AM
Glitch Feats

Corrupt Illusion [Glitch]
Prerequisite: Ability to take on errors, exploiter level 9
Benefit: As a standard action, you can touch an illusion, then make an exploiter level check, opposed by the illusion's caster level check. If you succeed, that illusion becomes a glitch ability instead of a spell (or whatever ability descriptor it fell under in the first place) and becomes visibly, obviously corrupted. All creatures automatically make their saving throws against the illusion.

Deep Error [Glitch]
When you delve deep into error, your exploits and states are stronger.
Prerequisite: Ability to take on errors, Concentration 9 ranks, Knowledge (The Planes) 9 ranks
Benefit: While you are disoriented, your exploiter level increases by 1. While you are obtunded, your exploiter level increases by 2.

Expanded Error [Glitch]
The worldly definitions that compose you are robust, allowing you to accumulate more errors.
Prerequisite: Ability to take on errors, one other [Glitch] feat
Benefit: For the purposes of determining your level of consciousness due to error accumulation, treat the sum of your Dexterity and Intelligence modifier as 1 higher than it actually is.

Exploit Focus [Glitch]
Your favorite exploits affect your targets on a deeper level.
Prerequisite: Favored Exploit
Benefit: When you use any of your favored exploits, the save DC is 10 + 1/2 errors taken on + Dex or Int mod, whichever is higher.

Extra Exploit [Glitch]
You gain an additional exploit.
Prerequisite: Ability to use lesser exploits
Benefit: You learn one additional exploit from the list available to you, choosing an exploit of a maximum grade equal to one grade lower than the highest grade you know. For example, a 6th level missingno could learn a least exploit, while a 16th-level missingno could learn any least, lesser, or greater exploit.
Special: You can gain this feat multiple times. Each time, you gain an extra exploit of any grade up to one lower than the highest grade of exploit you can currently use.

Extra State [Glitch]
You gain an additional state.
Prerequisite: Exploiter level 6, 4 states
Benefit: You learn one additional state from the list available to you.
Special You can gain this feat multiple times. Each time, you gain another extra state.

Favored Exploit [Glitch]
One of your exploits is more potent.
Prerequisite: Exploiter level 3, ability to use exploits
Benefit: Select an exploit. When you take on errors to use this exploit, it functions as if one additional two errors had been taken on, to a maximum of your exploiter level. You still have to take on a minimum of one error.
Special: You can gain this feat multiple times. Each time, you select a different exploit.

Incorrect Existence [Glitch]
There's something a little bit wrong with you on a fundamental level.
Prerequisite: DEX 13, INT 13, cannot take on errors
Benefit: You can use a least exploit. This feat doesn’t allow you to take on errors, however, so you can only use the basic effect of the exploit. This is a glitch ability (Gl), and your exploiter level is 1.
Special: You can take this feat multiple times. Each time you do, you gain another exploit. If you know a least exploit and your character level is at least 6, you can take a lesser exploit. If you already know a lesser exploit and your character level is at least 12, you can take a greater exploit. If you already know a greater exploit and your character level is at least 16, you can take a terminal exploit. You must meet the prerequisites for each exploit you take.

Mastery of LIMBO [Glitch]
Prerequisite: LIMBO (4th highest ability score), one other [Glitch] feat
Benefit: When you have an ability score in LIMBO, you can randomize it again by taking on 6 errors. This is usually done when the result of LIMBO is an odd number.

Momentary Awareness [Glitch]
You can clear your head when you really need to.
Prerequisite: Ability to take on errors
Benefit: Once per day, while you are disoriented or obtunded, you may, as a free action, behave as if you were awake for 1 round. As a special case, you may take this free action when Initiative is rolled, in which case, you are awake for the Initiative check and for the first round of combat.

Practiced ɹǝʇᴉoldxƎ
Prerequisite: Exploiter level 1, Knowledge (The Planes) 4 ranks
Benefit: Your exploiter level for the chosen exploiting class increases by 4. This benefit can't increase your exploiter level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonexploiting classes, you might be able to apply the rest of the bonus. For example, a dwarf 3th-level missingno/3rd-level sentai who selects this feat would increase their missingno exploiter level from 3th to 6th (since they have 6 Hit Dice). If they later gained a sentai level, they would gain the remainder of the bonus and their missingno exploiter level would become 7th (since they now have 7 Hit Dice). A character with two or more exploiting classes (more than one does not yet exist at the time of writing, but eventually one might) must choose which class gains the feat's effect. This feat does not affect your exploits known or states known. It increases your exploiter level only, which does increase your maximum errors taken on at a time, and your consciousness limits for a missingno.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different exploiting class.

State Tunneling [Glitch]
Changing states is easier for you.
Prerequisite: Ability to take on errors, 2 states
Benefit: Changing states requires taking on one fewer error than it otherwise would, to a minimum of 0 errors. For example, changing states as a full-round action would require taking on 3 errors instead of 4.
Special: You can take this feat multiple times. Its effects stack.

Critical Access Violation [Glitch] [Epic]
You ignore attempts to prevent you from accessing something as if they were not there in the first place.
Prerequisites: Disable Device 24 ranks, CorruptAbstain, ReachBypass++, ConspireInform, TenseSilly, FadedSilent
Benefit: You gain an additional state, TunneledOpen, which has the following effects:

You treat obstructions to openable objects, including magic ones and traps, as not existing, and they fail to register you in turn. You don’t disable the obstructions, you just get through them. For example, if faced with an arcane locked and regularly-locked door with a force barricade behind it and a trap of prismatic sphere set to activate when it opened, you could simply open the door and walk through the space otherwise occupied by the barricade, without triggering the trap. When you close the door, it functions as if locked again; the lock never actually opened.

You automatically bypass all forms of damage reduction and Regeneration if it otherwise possible to bypass it somehow.

When you move to a new, unoccupied location, such as via move action, you reach your destination. If an effect or obstruction would prevent or delay this, you ignore it, though you still take associated damage, conditions, etc. For example, if you moved through a battery of attacks of opportunity that involved a successful trip attempt, a bull rush attempt, a paralyzing attack, and enough damage to kill you, you reach your destination anyway—but you are tripped, bull rushed, paralyzed, and dead. The status effects occur on the way there; you just reach your destination anyway.

You also gain an epic exploit, DecreeBreak.
21: As an immediate action, you can do any of the following: automatically succeed on an unarmed disarm attempt, appear anywhere on any plane as if by the effect of wish, or automatically satisfy all conditions for proper use of a magic item as if with a successful series of Use Magic Device checks.

Object Class Inhibition [Glitch] [Epic]
Distinctions of shape are meaningless in your presence.
Prerequisites: Escape Artist 24 ranks, EditEquip, MeltFreeze, ReviseRepair, DistortCreate, SmuggleLive, ChangedStable, RepairedSubversive
You gain an additional state, FluidIndistinct, with the following effects:

You gain immunity to critical hits. In fact, when you would be critically hit, you instead heal a number of Hit Points equal to the damage you would otherwise take.

You can equip a magic item in a body slot it is not designed for. It functions normally. For example, you could use a Ring of Sustenance as a cloak, and you would still gain the benefits. (Somehow.)

You can treat your size category as any size between Fine and Colossal. This doesn’t change your space and reach, but it does change modifiers associated with size category, and other effects dependent on size.

You also gain an epic exploit, ModelImplode.
21: You duplicate the effect of metamorphosis upon any object you touch, but not yourself, at a caster level equal to your exploiter level. Objects transformed into creatures remain mindless, and behave as such, only taking actions necessary for survival (including self-defense). Intelligenct magic items and artifacts are entitled to a Will save to negate this exploit. Alternatively, you may duplicate the effect of disintegrate, at a caster level equal to your exploiter level.

Zalgo [Glitch] [Epic]
You are akin to a cosmic horror, where order fails.
Prerequisites: Corrupt 24 ranks, ExpressBlur, InvertCancel+, ShunBlaspheme+, CensoredContingent, FusedUnstable
Benefit: You gain an additional state, EntitledUnknown, with the following effects:

Whenever you would be subjected to a morale penalty, invert it—the penalty becomes a bonus.

You gain immunity to all effects with an alignment descriptor.

All of your supernatural abilities become glitch abilities.

All skill checks you make become governed by your Intelligence modifier.

You also gain an epic exploit, RelateDissuade.
21: As a standard action, you cease to exist, deleting yourself and your soul from the universe. Only divine intervention can determine your (non-)existence or interact with you while you are deleted. You are limited to only mental actions while deleted. At any time, as a free action, you can undo your deletion to reappear anywhere within 100 feet of where you deleted yourself.
Alternatively, as a standard action, one item you touch (with a volume of up to 1 cubic mile) ceases to exist. A magic item is entitled to a Will save to negate this exploit. Artifacts are immune to this exploit.

Kazyan
2014-03-20, 01:02 AM
Epic Missingno

https://i.imgur.com/BPdr6Ag.jpg

Hit Die: d8
Skill Points at Each Additional Level: 2 + Int modifier

Exploiter Level: The epic missingno's exploiter level continues to increase. This increases their consciousness limits as normal. The epic missingno does not gain any additional states or exploits.

Distortion (Gl): At 22nd level and every 3 levels thereafter, the epic missingno's competence bonus to Disguise checks increases by 1 and the number of minutes required to make a Disguise check decreases by 1 (to a minimum of 1 minute).

Bonus Feats: The epic missingno gains a bonus feat (selected from the list of epic missingno bonus feats) every three levels after 20th.

Epic Missingno Bonus Feat List: Blinding Speed, Energy Resistance, Extended Life Span, Fast Healing, Great Dexterity, Great Intelligence, Polyglot, Skill Focus (Corrupt), Epic Skill Focus (Corrupt), and all [Glitch] feats.

ShadowFireLance
2014-03-20, 01:05 AM
I love it.

This, is awesome, the LIMBO, and the (GI) abilities...I love it. It's something I've not seen done. The Class itself is very well balanced.

The names are seriously in line with the Teramach's or other mythos in terms of awesomeness.

Vadskye
2014-03-20, 01:08 AM
First reaction: I think I love you.

Gosh, error points are complicated. There has to be a more concise and easily understandable way to word that; after reading all that, I have no intuitive sense of how easy it is to lose consciousness from an excess of error points.

Why would I want to push an ability score into Limbo? It makes it a 10 on average, which is going to be some fairly significant amount lower than my actual stat, and the main benefit seems to be that it is immune to damage or penalties - which aren't very common. What if you added or subtracted a random amount from an ability score in Limbo?

Also, Limbo stats interact in bizarre and very bad ways with error points, since that forces constant checks against your ability modifier to determine whether you enter an error state. Even a very high level missingno can easily enter a glitch state with a relatively small number of error points if they roll a 1 on their Dexterity or Intelligence ability modifier for that round.

Feedback on Exploits when I finish reading them.

HexFellow
2014-03-20, 06:03 AM
Wow, this is awesome! I'm really digging the flavor, and the work you've put into it is pretty impressive.

I'll get a deeper look on this over the weekend, but right off the bat there's a few things that look rough to me:

1. Simple weapon and light armor proficiency is not gonna cut it for a Missingno player. They've really got no reliable way (early to mid-ish game) to put out damage other than with weapons. So they'll have rely heavily on the CompetentArmed state. Which, really isn't so hot when I could just take a level in fighter and call it done.

2. Let's go back to damage. The MissingNo is gonna be a melee of some type most likely, with its ability to alter its armor and weapons as well as dish some nasty stuff at close range. I haven't run the math on whether or not the exploits cover the MissingNo's bases for combat viability against other melee classes, but it's something to consider. I feel like it might need bonus combat feats every 3rd or 4th level.

3. LIMBO looks so iffy. It's a really cool idea but man I don't know if I'd use it. At least not without the improvement feat. There's a lot of things that can dish out a heck of a lot of damage in one full-attack or spell, and there's around a 20% chance of your HP not cutting it.

4. Knowledge (Glitch) ain't gonna fly in any campaign unless glitches are a big center-point. I'd replace it with Knowledge (Planes) to reflect how glitches are errors in the cosmology of the universe. But, considering how rare and odd glitches are, apply a penalty to DC checks made to identify or learn about exploits/glitches/MissingNo's.

Tacitus
2014-03-20, 06:15 AM
I'll come back to this class later, because while I like the concept I got a massive headache the moment I saw the class table. I don't know if its just me, but it hurts. Not asking you to change it, but if its not just me that may be an issue to note.

Moonwolf727
2014-03-20, 06:49 AM
Looks really good, though I might be biased because I like all of your classes.

I only spotted one error (heh) in particular while reading through it.
" At 16th level, a warlock can replace a least, lesser, or greater exploit they know with another exploit of the same or a lower grade".
Pretty sure that should say Missingno instead of warlock.

Kazyan
2014-03-20, 09:43 AM
I love it.

This, is awesome, the LIMBO, and the (GI) abilities...I love it. It's something I've not seen done. The Class itself is very well balanced.

The names are seriously in line with the Teramach's or other mythos in terms of awesomeness.

Not so sure about the balance yet, since I need feedback. I'm thinking of changing the chassis to be more melee-compatible, since the missingno does have some melee-type abilities.


First reaction: I think I love you.

Gosh, error points are complicated. There has to be a more concise and easily understandable way to word that; after reading all that, I have no intuitive sense of how easy it is to lose consciousness from an excess of error points.

Why would I want to push an ability score into Limbo? It makes it a 10 on average, which is going to be some fairly significant amount lower than my actual stat, and the main benefit seems to be that it is immune to damage or penalties - which aren't very common. What if you added or subtracted a random amount from an ability score in Limbo?

Also, Limbo stats interact in bizarre and very bad ways with error points, since that forces constant checks against your ability modifier to determine whether you enter an error state. Even a very high level missingno can easily enter a glitch state with a relatively small number of error points if they roll a 1 on their Dexterity or Intelligence ability modifier for that round.

Feedback on Exploits when I finish reading them.

Think of Error Points as like Power Points, except that instead of subtracting some when you use your abilities, you add some. I could change it so that it was a depleting resource, but I think the aesthetic of accumulating error is a better fluff-crunch connect...if it's that confusing, I'll change it to be a depleting resource.

Yeah, I need to do something about LIMBO. Adding or subtracting a random amount seems like a better solution: roll 1d10, add it if it's even, subtract it if it's odd. Also, interaction with Error Points is addresse by this line:
"LIMBO does not affect Error Point limits or Hit Points, and can be ignored for the purposes of calculations when leveling up."


Wow, this is awesome! I'm really digging the flavor, and the work you've put into it is pretty impressive.

I'll get a deeper look on this over the weekend, but right off the bat there's a few things that look rough to me:

1. Simple weapon and light armor proficiency is not gonna cut it for a Missingno player. They've really got no reliable way (early to mid-ish game) to put out damage other than with weapons. So they'll have rely heavily on the CompetentArmed state. Which, really isn't so hot when I could just take a level in fighter and call it done.

2. Let's go back to damage. The MissingNo is gonna be a melee of some type most likely, with its ability to alter its armor and weapons as well as dish some nasty stuff at close range. I haven't run the math on whether or not the exploits cover the MissingNo's bases for combat viability against other melee classes, but it's something to consider. I feel like it might need bonus combat feats every 3rd or 4th level.

3. LIMBO looks so iffy. It's a really cool idea but man I don't know if I'd use it. At least not without the improvement feat. There's a lot of things that can dish out a heck of a lot of damage in one full-attack or spell, and there's around a 20% chance of your HP not cutting it.

4. Knowledge (Glitch) ain't gonna fly in any campaign unless glitches are a big center-point. I'd replace it with Knowledge (Planes) to reflect how glitches are errors in the cosmology of the universe. But, considering how rare and odd glitches are, apply a penalty to DC checks made to identify or learn about exploits/glitches/MissingNo's.

Of course it's rough; I'm just one guy and you all are my editors.

Agreed on 1 and 2. I should probably increase BAB to 3/4, the Hit Die to d8, and give proficiency with a single martial weapon. I really don't like stapling half of the fighter into homebrew, so if a melee missingno does not look viable, that means I'll come up with more exploits and states instead. LIMBO definitely needs a fix; see above. Knowledge (Glitch) will be beleeted, then, and replaced with rules on identifying glitches with difficult Knowledge (The Planes) checks.


I'll come back to this class later, because while I like the concept I got a massive headache the moment I saw the class table. I don't know if its just me, but it hurts. Not asking you to change it, but if its not just me that may be an issue to note.

I'll spoiler the table and provide a plain-colors alternative.


Looks really good, though I might be biased because I like all of your classes.

I only spotted one error (heh) in particular while reading through it.
" At 16th level, a warlock can replace a least, lesser, or greater exploit they know with another exploit of the same or a lower grade".
Pretty sure that should say Missingno instead of warlock.

Undercooked copypasta; will fix.

Vadskye
2014-03-20, 11:24 AM
Think of Error Points as like Power Points, except that instead of subtracting some when you use your abilities, you add some. I could change it so that it was a depleting resource, but I think the aesthetic of accumulating error is a better fluff-crunch connect...if it's that confusing, I'll change it to be a depleting resource.
The fact that it's an accumulating resource instead of a depleting resource isn't what makes it complicated. What makes it complicated is the "glitching level × the sum of their Dexterity and Intelligence modifiers" math used to determine the effective size of the pool. That means the actual number of error points available will vary wildly depending on the character build. As a result, it's very hard to figure out how many error points you have until you are dealing with a specific character build at a particular level. It would also make it very difficult to balance error point costs. I'd recommend a mechanic that was tied much more strongly to class level, with Dex and Int having more marginal effects on error point accumulation. You can increase their influence on other aspects of the class, such as the effects of exploits and states, to retain the importance of the ability scores. (How does Dex make sense in this context, anyway?)


Yeah, I need to do something about LIMBO. Adding or subtracting a random amount seems like a better solution: roll 1d10, add it if it's even, subtract it if it's odd. Also, interaction with Error Points is addresse by this line:
"LIMBO does not affect Error Point limits or Hit Points, and can be ignored for the purposes of calculations when leveling up."
The 1d10 mechanic is much better (and has the benefit of increasing the score slightly on average, which is nice). And that line does help; I missed that in my initial read. There are other mechanics which interact poorly with randomizing the actual ability score, though. Any state-based effect relying on ability scores is going to be bad. Suppose a missingno also has levels in Wizard. When he glitches his Intelligence, a poor roll could lower his Intelligence to the point where he can't cast spells. When do you roll? Do you roll when he tries to cast, giving him a significant chance of failure? Do you instead roll at the beginning of every round, even if he doesn't plan on casting spells, just to see if he can cast spells? If you roll before you decide whether to cast a spell, that imposes a ton of extra rolling. Also, he could decide to only cast spells on rounds where his Intelligence is extraordinarily high to gain the benefits of the increased DC (which may or may not be a problem).

Also, if you have any feats with ability score prerequisites, do you have to roll every round to see if you retain the benefit of the feat? Changing raw ability scores on the fly is just a mess. There are two ways I can think of to resolve this. First, you could change it so that you only randomize for rolls based on the ability score. That would resolve the state-based effects problem, but it makes the fluff a little more iffy. Second, you could randomize the ability score once, when LIMBO is activated, and use that result for the remainder of the duration. That means that you could get unlucky and be stuck with a bad ability score for a long time - but that's easily solved. Just say "While you are in LIMBO, you can gain an error point to randomize your ability scores as a swift action." That cleanly resolves the state-based effects problem, keeps the core fluff intact, and adds an interesting decision point to the character.

(If you take this approach, I'd reduce the duration to 5 rounds and not allow the missingno to indefinitely extend the same duration by gaining error points. You don't want them walking around with +10 to ability scores indefinitely.)

Amechra
2014-03-20, 12:20 PM
LIMBO is going to be... hectic to use at the table, thanks to having to recalculate a LOT of stuff.

Ziegander
2014-03-20, 02:12 PM
I'm so sad you spoilered the stylized version. T'was one of the coolest things I've ever seen on the boards.

Vadskye
2014-03-20, 02:16 PM
I'm so sad you spoilered the stylized version. T'was one of the coolest things I've ever seen on the boards.
I agree. It's a big part of what sold me on the class. I'd put the stylized table outside the spoiler, and then have a legible table in a spoiler for people who have trouble.

Kazyan
2014-03-20, 02:25 PM
Okay, I'll put the stylized table back. Just wanted to give a non-headache option.

For LIMBO, I think I'll go with the "randomize on activation" suggestion. The original intent was not "random ability score", but "indeterminate ability score". That indeed causes a lot of rolling, though. Just, all of the rolling. Mastery of LIMBO now allows you to randomize again while you're still in LIMBO.

For Error Points, I could allow a small base number of points as your maximum, which you can increase that same way psions get bonus power points. Then express the concsiousness limits as when your Error Point pool is 1/4, 1/2, and completely full. Sound good?

HexFellow
2014-03-20, 02:46 PM
Think of Error Points as like Power Points, except that instead of subtracting some when you use your abilities, you add some. I could change it so that it was a depleting resource, but I think the aesthetic of accumulating error is a better fluff-crunch connect...if it's that confusing, I'll change it to be a depleting resource.

Yeah, it reminds me a lot of Realm of Chaos's Xenotheurgy (http://www.giantitp.com/forums/showthread.php?t=122103) system of murmurs with its building warp points. Which I really like.

If you decide to change it, you might make an alternate class feature or feat that alters the way it works. Idea: Every time a MissingNo wants to use an exploit or change states they must succeed a concentration check to achieve a special mental state. When they achieve this state their error point pool is randomized with a die size that scales with class level. The MissingNo then may spend these error points on exploits (with all of their expenditures becoming costs, and every exploit having their cost increased by 1 so that nothing is free). A MissingNo must maintain their concentration by making a check every 10 minutes out of combat and every round in combat as a free action or have their error points reset to 0. Concentration checks are unaffected by any level of consciousness other than Dreaming. If made to be Dreaming by a new error pool roll, the MissingNo remains that way for 1d12 - Wisdom modifier (or something) rounds.



Yeah, I need to do something about LIMBO. Adding or subtracting a random amount seems like a better solution: roll 1d10, add it if it's even, subtract it if it's odd. Also, interaction with Error Points is addresse by this line:
"LIMBO does not affect Error Point limits or Hit Points, and can be ignored for the purposes of calculations when leveling up."

I think I'd keep LIMBO to just one or two of a character's numerical values at a time, with a player able to change their choice with each point expenditure. Just to avoid the amount of table math people are talking about. But I'd avoid hit-point shenanigans entirely and remove the State that allows for increasing Deflection bonus, and have LIMBO roll 1d100 to determine a miss chance that can be canceled by true seeing.



Agreed on 1 and 2. I should probably increase BAB to 3/4, the Hit Die to d8, and give proficiency with a single martial weapon. I really don't like stapling half of the fighter into homebrew, so if a melee missingno does not look viable, that means I'll come up with more exploits and states instead.


The BAB and HD sound on point, I like it. I'm not sure why you'd only allow one martial weapon though; it seems arbitrary.

I agree with you on not making a fighter frankenstein. This class is very flavorful and needs to stand on its own.

Vadskye
2014-03-20, 03:10 PM
For LIMBO, I think I'll go with the "randomize on activation" suggestion. The original intent was not "random ability score", but "indeterminate ability score". That indeed causes a lot of rolling, though. Just, all of the rolling. Mastery of LIMBO now allows you to randomize again while you're still in LIMBO.
Looks good. Playtesting might show that 5 rounds is a better duration, but that's just nitpicking; it can work either way.


For Error Points, I could allow a small base number of points as your maximum, which you can increase that same way psions get bonus power points. Then express the concsiousness limits as when your Error Point pool is 1/4, 1/2, and completely full. Sound good?
I'd have to see what it looks like in practice, but that definitely seems clearer to me.

Kazyan
2014-03-22, 12:47 AM
Playtesting would do a lot for this class.

I did the math on Error Points. If the missingno's Error Point limit before dreaming is equal to error level x (Int + Dex mods), it works out that their limit is roughly equal to a psion's PP total , factoring in bonus power points and common-sense ability score optimization. So I could simply say that they become dreaming at error level x (Int + Dex modifiers), obtunded at 1/2 that, and disoriented at 1/4 that.

I'm also considering renaming error points into simply "errors".

The chassis has been edited to be 3/4 BAB and d8 Hit Dice. Since the missingno has reason to pump Intelligence, I lowered the skill points to 2 + Int per level in return.

Rakaydos
2014-03-22, 01:47 AM
As far as making error points a reopping resource, perhaps renaming it to a Stability score. The more you use glichy powers, the less stable your powers are... until you crash.

Kazyan
2014-03-31, 11:37 PM
I've done some proofreading, renamed Error Points to simply errors, and changed how they are calculated. I know there's more to fix up.

Also, added an epic feat, akin to an Epic Warlock feat.

boros_blitz
2014-04-01, 01:02 AM
This may be one of the coolest things i've ever seen on any board ever. honestly, all i could think of when i was reading this class was vanellope von schweetz from wreck it ralph. also, since this is a dex based class and also melee, perhaps give it some sort of finesse ability? or maybe the ability to use some different score for their melee attacks? they need a lot of intelligence and dex, why make them more MAD?

The Oni
2014-04-07, 12:29 AM
The best thing about this class is that introducing it into a D&D/PF game induces paranoid delusions in your players that your current fantasy world is really the Matrix.

No, wait - the best thing is that the paranoid delusions may be accurate.

Qwertystop
2014-04-07, 08:45 AM
Serms really interesting and fun. Will give a more thorough read when not on my phone. Do you read City of Angles, by any chance?

ConspireIntend (in Greater) should probably be ConspireInform+.

Edit: Also, why not remove "other" from FusedUnstable? Is the ability to have three States (but be Obtunded at best) or four (but be Dreaming) that bad? Seems like the drawbacks from stacking it would be enough. I mean, situations where you'd actually want to take that many penalties, plus the tiny cap on your error pool, are pretty limited anyway.

Hanuman
2014-04-07, 07:28 PM
I really like the concept of this class, playing a glitch would be really quite wonderful.

The concept of accumulated glitch points is a nice touch to allow plays to over-reach their potential.

I'll comb over this class with a fine comb and give you a complete PEACH at a later time.

I'll also consider writing an Ozodrin (http://www.giantitp.com/forums/showthread.php?320374-Tooth-and-Tentacle-Remix-3-P-PEACH) archetype in this flavor as a bridge between the two classes, but for right now I have to focus on fixing the class and updating it to the new forum software.

Kazyan
2014-04-07, 10:32 PM
Thank you all for the attention to this class. It's still in the rough, but I hope for it to be usable in the long term. I'm shooting for a power level of Binder or Warlock.


This may be one of the coolest things i've ever seen on any board ever. honestly, all i could think of when i was reading this class was vanellope von schweetz from wreck it ralph. also, since this is a dex based class and also melee, perhaps give it some sort of finesse ability? or maybe the ability to use some different score for their melee attacks? they need a lot of intelligence and dex, why make them more MAD?

The class is indeed melee in a Binder sort of way, but the class doesn't seem feat-starved. A tax of Weapon Finesse seems fair, partly because wedging Weapon Finesse into the chassis could be kinda weird with the flavor, unless I'm creative about it.


Serms really interesting and fun. Will give a more thorough read when not on my phone. Do you read City of Angles, by any chance?

ConspireIntend (in Greater) should probably be ConspireInform+.

Edit: Also, why not remove "other" from FusedUnstable? Is the ability to have three States (but be Obtunded at best) or four (but be Dreaming) that bad? Seems like the drawbacks from stacking it would be enough. I mean, situations where you'd actually want to take that many penalties, plus the tiny cap on your error pool, are pretty limited anyway.

I don't read City of Angles. Note to self: Google it.

Fixed the editing issue.

Having 3 states by nesting FusedUnstable never crossed my mind. It seems appropriate for the class ("Wait, your ability can reference itself?" "Yep"), so I'll edit that aspect in.

Hanuman
2014-04-07, 10:46 PM
Here's a link to city of angels: http://stefangagne.com/cityofangles/

Qwertystop
2014-04-08, 10:28 AM
Here's a link to city of angels: http://stefangagne.com/cityofangles/

Autocorrect?

Qwertystop
2014-04-08, 03:56 PM
There might be some gain in renaming "Error level" to "glitch level" or similar. As-is, I frequently read through states and get the impression that they scale on how many errors you have, before rereading it and realizing it's actually talking about your class level. Many states saying "when your error level reaches" implies this as well.

ReverseFall has a broken italics tag.

No zero-error effect for CongealRefine? Everything else is either a + or has a zero-error effect.

The Greater ConspireIntend should still be ConspireIntend+.

SmuggleLive's error effect is ally-only. I'd see some reasonable uses if it wasn't (sticking to a foe and generally messing them up). Any particular reason for the limit? Also, can you communicate with them while you're inside? Can you perceive anything?

I also feel like the Exploits should be formatted more formally, more like spells or powers, but there's enough that don't quite fit the mold that I can't quite work out how to do it consistently.

EDIT: Do augmentation costs overlap? For example, AccelerateAct+ lets you take 5 extra errors (6 total) to use it as a standard action with a range of 100'. Does this also trip the 4-extra-errors effect that makes the enemy flat-footed?

Kazyan
2014-04-10, 06:10 PM
There might be some gain in renaming "Error level" to "glitch level" or similar. As-is, I frequently read through states and get the impression that they scale on how many errors you have, before rereading it and realizing it's actually talking about your class level. Many states saying "when your error level reaches" implies this as well.

ReverseFall has a broken italics tag.

No zero-error effect for CongealRefine? Everything else is either a + or has a zero-error effect.

The Greater ConspireIntend should still be ConspireIntend+.

SmuggleLive's error effect is ally-only. I'd see some reasonable uses if it wasn't (sticking to a foe and generally messing them up). Any particular reason for the limit? Also, can you communicate with them while you're inside? Can you perceive anything?

I also feel like the Exploits should be formatted more formally, more like spells or powers, but there's enough that don't quite fit the mold that I can't quite work out how to do it consistently.

EDIT: Do augmentation costs overlap? For example, AccelerateAct+ lets you take 5 extra errors (6 total) to use it as a standard action with a range of 100'. Does this also trip the 4-extra-errors effect that makes the enemy flat-footed?

Alright, fixed some stuff.

Augmentation costs are intended to overlap. That, and your formatting issue, give me an idea: how about exploits be formatted with the zero-error ability listed after a 0:. The other parts of the exploits would be listed after another number, each in turn, signifying how many errors need to be taken on to gain the benefit of that part of the exploit. It would save some verbage. Like this:

Name of Exploit
0: The ability of the exploit that as continuously active, or can be used at-will with no errors required.
1: The ability that requires 1 errors to activate.
2: The ability that requires 2 errors to activate.
3: The ability that requires 3 errors to activate.
And so on. Only the numbers with a relevant effect are listed. In the case of upgraded exploits, new numbers may be added, or old numbers may be modified.

Does that work?

Qwertystop
2014-04-10, 07:02 PM
Alright, fixed some stuff.

Augmentation costs are intended to overlap. That, and your formatting issue, give me an idea: how about exploits be formatted with the zero-error ability listed after a 0:. The other parts of the exploits would be listed after another number, each in turn, signifying how many errors need to be taken on to gain the benefit of that part of the exploit. It would save some verbage. Like this:

Name of Exploit
0: The ability of the exploit that as continuously active, or can be used at-will with no errors required.
1: The ability that requires 1 errors to activate.
2: The ability that requires 2 errors to activate.
3: The ability that requires 3 errors to activate.
And so on. Only the numbers with a relevant effect are listed. In the case of upgraded exploits, new numbers may be added, or old numbers may be modified.

Does that work?

That would definitely work - good idea.

EDIT: I had an idea for CongealRefine's no-error effect (or for its own thing) that might fit a bit better into the "battlefield control" slot that the error-part has: Expanding a five-foot square into a ten-foot square. On a gridmap, you'd do this by subdividing the square into quarters. It seemed to fit with the whole unusual-effects theme, it's a space-distortion so it fit with the error effect, etc.

Kazyan
2014-04-10, 08:43 PM
That would definitely work - good idea.

EDIT: I had an idea for CongealRefine's no-error effect (or for its own thing) that might fit a bit better into the "battlefield control" slot that the error-part has: Expanding a five-foot square into a ten-foot square. On a gridmap, you'd do this by subdividing the square into quarters. It seemed to fit with the whole unusual-effects theme, it's a space-distortion so it fit with the error effect, etc.

That idea is much better than what I threw together; editing in now.

Qwertystop
2014-04-10, 08:53 PM
That idea is much better than what I threw together; editing in now.

A note: It's not just moving - straight-line ranges have to go through the whole thing, area-effects measured as distance-from-point (anything with length or radius) get distorted...

EDIT:
Pre-playtest info (that is, character-building): It's very MAD. I rolled very well (17, 15, 15, 14, 13, 12), but... I need two good ones in Dex and Int to be able to use Exploits, and I need Str and Con to actually deal and take damage - using a Finesse weapon means either rubbish damage or burning a feat on Weapon Proficiency: Rapier (and still having low damage), unless I want to just stay in one State forever for proficiency.

Also, the only [Glitch] feats that you can take before level 6 are Favored Exploit and Momentary Awareness. The former feels really underwhelming (though that might just be my admittedly-poor sense for how much one error matters), while the later requires that after you've put your best four stats in Str, Dex, Con, and Int, you still have a 15 left over for Wis.

Also also, there's a couple relics in the feat list, and possibly elsewhere: mentions of a "glitchiness level" and "Knowledge (Glitch)." At least one of the former was typoed as "glithiness."

Kazyan
2014-06-27, 11:41 PM
Qwertystop poked me over PM to bring this thread back up, because he has some more balance concerns and commentary. Lazily bumping now.

Qwertystop
2014-06-28, 08:41 AM
Thanks for that.

So, firstly:

I did that Exploit reformat we'd talked about. I also added a little summary to go above and explain the general mechanic. I did my best not to modify anything mechanically, but there are a couple of places where it was unclear or odd where I did my best to clear them up (for example, the duration of immunity for making a Will save against ReachBypass, and the range of the same).
Missingno writeup - new:
All Exploits have a normal effect (denoted below with a 0) and an Error Effect (denoted with a number). The normal effect is either an always-on passive ability or an ability that can be used at will. The Error Effect is used by taking on the number of errors preceding the description. Many Exploits also have augments (denoted with a + before the number). These improve the Error Effect in some way (they do not apply to the normal effect). An augment is used by taking on an additional number of errors above the normal cost of the Error Effect, as listed before its description. Augments are not paid for separately - if an Exploit has multiple augments, the Missingno can use any or all augments with a cost less than or equal to the amount of additional errors taken in using the Exploit. For example, if a Missingno were to take six errors in using ConspireInform, they would be able to send a verbal message silently as a swift action (base Exploit, 1 error), of up to 150 words (25 words base, plus 125 words from the +1 augment five times over), to anyone within a mile (+5 augment).
Some Exploits have the same name as a lower-grade Exploit, with a single + appended. These do not have their own normal effects - they add additional augments to the lower-grade Exploit with which they share a name (or the base one, in the case of chains of + Exploits such as AccelerateAct). A + Exploit cannot be learned without knowing all previous Exploits (those with the same name, but less plusses).

Least Exploits
AccelerateAct
0: Target a weapon. While it is on your person, you can draw it as a swift action as a teleportation effect.
1: Full-round action: teleport to any point adjacent to an enemy within 10' and make a single melee attack. If necessary, draw a weapon mid-teleport.
+4: Target is treated as flat-footed against that attack.

ChangeOrient
0: Move-action: Stand from prone without provoking an attack of opportunity, as a teleportation effect.
1: Make a creature within 10' either prone or standing (choose one) as a teleportation effect. Will negates.
+1 Increase the range by 5'. This augment can be added multiple times.

ConspireInform
0: Swift action: Deliver a secret message of up to 25 words within some other speech, as per the Bluff skill but without making a Bluff check. Unintended recipients can make a Sense Motive check to understand the secret message.
1: Swift action: As above, with no detectable communication required (speech, gestures, etc.). Unintended recipients thus cannot make a Sense Motive check to intercept the message. The intended recipients hear the message as though you had said it normally, but know it's not normal speech. They do not hear the message if outside of hearing range of you.
+1: Increase the maximum message length by 25 words. This augment can be added multiple times.
+5: The message can be heard by any intended recipients within one mile of you.
+9: The message can be heard by any intended recipients within 100 miles of you, and each recipient can give a 25 word response that you hear.

EditEquip
0: Can make cosmetic changes to any weapons held or armor or shields worn. This does not apply to natural weapons or armor, or unarmed strikes, leaves modified equipment in the same general shape and size (for example, a longsword character cannot be made to look like a hammer or enlarged or shrunk enough to count as a different handedness). This produces no mechanical changes, with one exception. Armor that has to be specifically fitted to a character, such as full plate, can be fitted to you by this as long as it is for a creature of your size category and general body shape (humanoid, quadruped, etc). When no longer held or worn, the weapon, armor, or shield returns to normal.
1: Can change a weapon into another weapon of the same handedness and damage type (slashing/piercing/bludgeoning), a shield into another shield for the same size creature, and armor to different armor of the same general composition (metal, leather, wood, etc.), type (light/medium/heavy), and size. This has no visible effects - changing Splint Plate into Full Plate results in Splint Plate that has the exact stats of Full Plate. The normal (no-error) effect of EditEquip can be used to make the appearance match up with the reality (or make the two even more separated). All changes still revert when the item is no longer held or worn.
+2: A weapon's damage type or an armor's type can be changed (Greatsword into Greatclub, Chain Shirt into Full Plate).
+4: A weapon's handedness or an armor's composition can be changed (Dagger into Lance, Studded Leather into Chain Shirt).
+8: An item's size can be changed, up to Colossal.
+12: An item can be made into a special material (adamantine, alchemical silver, etc.
+16: Weapon and armor templates can be applied, nonmasterwork items can becom masterwork.

ExpressBlur
0: Touched writing becomes unreadable, though still visibly text. This is a mind-effecting illusion effect. You may also revert this with another touch.
1: Immediate action: Reroll a saving throw against a language-dependent effect, with a +1 insight bonus on the reroll. You must take the new result, even if it is worse.
+2: Increase the insight bonus by 1, and you may allow one ally (not yourself) within 120' their own reroll, with the same insight bonus. This augment can be added multiple times.
+10: You automatically succed on the saving throw (your allies do not, but they still get the bonus you would get).

MeltFreeze
0: Freeze or melt up to 1 gallon of water touched.
1: Change the hardness of an unattended object touched by 1. The object behaves as a material with its new hardness (selected by you). If reduced below zero, an object becomes liquid, and behaves as your choice of nonhazardous (to typical humanoids) liquid. If a liquid's hardness is raised above zero (unmodified, a liquid has hardness -1 for this purpose only), it becomes solid, and behaves as your choice of solid with its new hardness. Multiple applications of this ability in the same direction (increase/decrease) do not stack (the most extreme change, relative to the original hardness of the object, is the only one to remain). Multiple applications in opposite directions negate each other point-for-point. This is an instantaneous effect (it does not expire).
For example, a piece of leather (hardness 2) with hardness decreased 3, it might act as water, being liquid, safe to drink, and freezing and boiling at the same points (though it would still look like leather, especially when still). If the leather's hardness was instead increased by 6, it could behave as stone, being brittle and absorbing heat well. If these two changes were made to the same piece of leather (decreased by three, then increased by six, or vice versa), it would have hardness 5, and act as wood, being flammable and slightly flexible.
+1: Change hardness by an additional 1. This augment can be added multiple times.

ReachBypass
0: Full-round action: teleport an object you can hold in one hand to you. If it is within 30', it appears in your hand, or at your feet if your hands are full (if it is not, this action fails). If it is attended, the attendor can make a Will save to negate; if they succeed, this exploit fails when used on any object attended by them for the next 24 hours.
[b]1:[b] Full-round action: Same as above, but the object can be anything you can hold in up to two hands.
+2: The object can be up to 120' away.

RemoveExist
0: As an unarmed touch attack, inflict 1 point of damage on a creature or object. For this damage, the creature or object's Damage Reduction and hardness is treated as 7 lower (minimum 0).
1: As an unarmed touch attack, inflict 1d6 points of damage against a creature or object, bypassing all Damage Reduction and hardness. The damage is also not made nonlethal by Regeneration.
+3: Increase the damage by 1d6. This augment can be taken multiple times.

ReverseFall
0: Immediate action: You can use Feather Fall on yourself only, except that your falling speed immediately becomes 150' per round and you take 1d6 falling damage when you land.
1: Immediate action: When falling at least 10 feet, instantly appear at the bottom of the fall, prone, taking no falling damage, as a teleportation effect. In situations where you would normally never hit bottom (bottomless pits, in orbit, etc.), this Exploit fails.
+4: Instead of appearing at the bottom, appear at the top, where you were before you began to fall. If this place is no longer occupiable (if it was destroyed, is now occupied by someone or something else, etc.), this fails.


Haven't gotten to the non-Least yet, I've been working on my own class.

Second:
Dexterity-based weapon-users usually have a lot of trouble getting damage to scale. Either they take three feats (or a Swordsage dip and one feat) to get Shadow Blade for Dex to damage, or they have some other class ability that gives them bonus damage (Skirmish, Sneak Attack, maneuvers, etc.). This class has no such class abilities - while Exploits and States are all either utility-granting boosts to melee fighting (closing gaps quickly, impairing enemies, safety from trip AOOs) or unrelated non-combat utility, nothing actually gives you bonus damage, which means you can't actually do much to hurt people, no matter how good you are at getting to them safely and with good gear. States are similar, giving defenses, utility, or mobility. The exceptions (RemoveExist, TossCompress, and SpectralFlippant) don't work well with any of the rest of what you do, and aren't enough on their own. RemoveExist is implausible for more than a few hits a day to get enough damage to be effective, since it's an unarmed touch attack, unless you're only a secondary Missingno and a primary something-that-works-well-with-unarmed-attacks-or-natural-weapons. TossCompress is similar - doing meaningful damage for 16th level and up at 1d4 per error takes a lot of errors, it's mostly for the utility of pinning people or for shredding large groups of not-really-a-threat. SpectralFlippant is similar - it's a reasonable chunk, but not enough unless you've got some way of forcing people to move through it, which means you're spending your turns running rings around enemies and provoking AOOs - and not doing much if you can't get behind the enemy and Bull Rush.

And if you're not being Dexterity-based, you're really MAD, because you've got to keep Strength up in addition to Dexterity, Intelligence, and Constitution.

Third:
This is a lot more minor, but I think the first half of your Epic feat (the bit that lets you ignore mundane obstructions like locks) could really just be a State, possibly attached to an AC bonus when flat-footed (what you don't know can't hurt/stop you). Perhaps limited to locks that have a DC below some scaling-with-level number - class level plus ten, perhaps, a little lower than what a Rogue with no Dexterity modifier could get taking ten. I mean, it's basically Knock at-will, except you can't actually get anyone else through so you have to stick around. Doesn't feel big enough for Epic.

Kazyan
2014-08-27, 10:59 PM
Since people seemed to like this class and I dropped the ball on giving it the attention it deserved, so I went back today and gave it a tune-up. Hopefully things should be clearer now, and the nomenclature should be finalized--"exploiter level" now replaces "error level". Some smaller things have been added, and some glaring editing mistakes are gone.