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View Full Version : D&D 3.x Class The Transmorpher [PEACH]



Magikeeper
2014-04-03, 01:00 AM
The Transmorpher

A Transmorpher (Image) (http://i.dailymail.co.uk/i/pix/2013/06/25/article-0-1A7E7AD7000005DC-45_634x422.jpg)
Sure, Why not? (Image) (http://technestreport.com/blog/wp-content/uploads/2009/08/shack.jpg)

"So, I turned my hand into a statue of the man and started beating him with it. Stop hitting yourself! Stop hitting yourself!"
- Tiberius, a transmorpher, recounting his exploits.

Transmophers are individuals who have spent vast amounts of time mastering the art of object transformation. Or rather, the art of turning themselves into objects. Many shapeshifters can become creatures, and some can indeed become objects as well, but few possess the dedication to truly be a one-stop shop of personal fabrication.

Adventures - Transmorphers make wonderful handymen, front line warriors, armored vehicles, houses, tasteful decorations, music boxes, bridges, etc.

Races: Members of any race can take up the path of the transmorpher, but creatures that already share one or more traits with the nonliving world are more likely to do so.

Game Rule Information
Hit Die: D6
Abilities: Strength and Constitution help the transmorpher fight on the front lines; constitution is particularly valuable to the low-hp high-DR warrior. Intelligence helps the transmorpher broaden its skill set and increases its (admittedly few) save DCs. Dexterity may help a transmorpher that focuses on ranged attacks, although its abilities are mostly geared towards melee combat.
Alignment: Transmorphers can be any alignment, although a fair number of them favor the neutrality of the nonliving.
Starting Gold: 5d4 x 10gp.
Starting Age: As wizard.

Class Skill List: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge [Architecture and engineering] (Int), Knowledge [Geography] (Int), Knowledge [History] (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

The Transmorpher



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+0
+0
Transmorphing, Sighted (10ft/Lvl), Mystic Speech,
Harden, Toughness



2nd
+1
+3
+0
+0
Morphic Weight, Color Change, Reinforcement


3rd
+2
+3
+1
+1
Partial Transmorphing, Magic Power


4th
+3
+4
+1
+1
Animate Self, Perfectly Weighted


5th
+3
+4
+1
+1
Self Proficiency, Superior Mixing


6th
+4
+5
+2
+2
Blitzing Transformation, Nonliving Motion


7th
+5
+5
+2
+2
Counterbalanced Strike, Balanced Form


8th
+6/+1
+6
+2
+2
Eternal Animation, Greater Reinforcement


9th
+6/+1
+6
+3
+3
Material Change, Levitation


10th
+7/+2
+7
+3
+3
Nonliving Endurance, Sighted (20ft/lvl)


11th
+8/+3
+7
+3
+3
Rapid Transmorphing (Move), Flight


12th
+9/+4
+8
+4
+4
Fusion, Superb Reinforcement


13th
+9/+4
+8
+4
+4
Rapid Transmorphing (Swift), Smashdown


14th
+10/+5
+9
+4
+4
Hostile Fusion, Endless Flight


15th
+11/+6/+1
+9
+5
+5
Rapid Transmorphing (Immediate)


16th
+12/+7/+2
+10
+5
+5
Fission,
Supreme Reinforcement


17th
+12/+7/+2
+10
+5
+5
Rapid Blitz, Speed Burst


18th
+13/+8/+3
+11
+6
+6
Improved Combinations


19th
+14/+9/+4
+11
+6
+6
Object Fusion, Morph Walk


20th
+15/+10/+5
+12
+6
+6
Epic Power, Reinforcement Mastery



The transmorpher is proficient with all simple and martial weapons, with all armor, and all shields except tower shields.

Transmorphing (Su): As a standard action, a transmorpher may take the form of an object. This object must be no larger than 3 cubic feet/level and no smaller than 1 cubic inch. This object has the same weight as the transmorpher. The transmorpher cannot move himself while in object form. Turning into a complex or masterwork object requires the appropriate craft check. The object is made of a metal-looking material with hardness 0. The transmorpher does not need to copy a previously seen object - any mundane physical design that could be built is possible. A transmorphed transmorpher is still a creature for the purposes of spells and effects. Any magic items worn by the transformer become non-functional while in object form. The transmorpher can return to his original form as a free action. The transmorpher cannot remain in object form for more than five consecutive rounds per class level (changing directly from one object form to another does not extend this time limit).

Sighted (Su): A transmorpher in any form can telepathically sense his environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a transmorpher still can’t discern invisible or ethereal beings. A Transmorpher’s sighted range is 10ft per class level. At level 10 a Transmorpher’s sighted range increases to 20ft/level. Basically the same as a psicrystal with a different range.

Mystic Speech (Su): A transmorpher can speak while in any form. This works like normal speech, except a transmorpher cannot be gagged or otherwise non-magically prevented from speaking.

Harden (Ex): Whenever a transmorpher becomes an object, he may increase the material’s hardness up to any value to a maximum of his transmorpher class level. For example, a Level 5 transmorpher could increase the material modifier up to a hardness of 5.

Toughness (Ex): At level one a transmorpher gains Toughness as a bonus feat.

Morphic Weight (Su) : A 2nd level or higher transmorpher may multiply or divide his normal weight by any positive whole number, up to his maximum, whenever he transmorphs. The transmorpher's maximum is equal to his class level for multiplication and twice his class level for division. This ability does not stack with other magical or supernatural effects that alter the transmorpher’s weight (such as enlarge person) - Use the heavier of the two values.

Color Change (Su): A 2nd level or higher transmorpher can change color while transmorphing. This allows the transmorpher to more accurately depict objects. The color(s) can be in any pattern and can even form words.

Reinforcement (Ex): A 2nd level transmoprher has learned how modify his natural body to resist damage. He gains damage reduction X/Adamantine, where X is one-half the transmorpher’s class level (rounded down). This ability does not stack with hardness (For example, a level 2 transmorpher in object form with hardness 2 would only prevent 2 points of damage from an attack, not three).

Partial Transmorphing (Su): A 3rd level transmorpher can choose to transform only a part of his body. For example, a 3rd level transmorpher could turn his arm into a sword. Any transmophed body parts can be Hardened or Material changed as normal. Note that the hardness of the body part would only apply to attacks against that part I.E. sunder attempts. The total weight and size of all transformed parts cannot exceed the transmorpher’s normal limit, and the transmoprher cannot change more than 50% of his body in this way. A transmporher can use this ability even while in another form (such as his object form). The body part remains transformed until the transmorpher either chooses it end this effect as a free action or changes his entire form (such as by turning into an object). There is no maximum time limit for partially transmorphed body parts.

Magic Power (Su): Any character wielding a transmorpher of 3rd level or higher in object form receives an enhancement bonus to attack and damage as though the transmorpher were a magic weapon with an enhancement bonus equal to ½ the transmorpher’s class level (Rounded down). This also applies to a transmorpher using his slam attack while using his Animate Self ability, any natural weapons he may have, and/or any weapon he creates via partial transmorphing. Any attack effected by this power bypasses damage reduction as though it were made by a magic weapon.

Animate Self (Su): A level 4 or higher a transmorpher may choose, once per encounter as a free action, to have his new form behave as though under the Animate Objects spell. Unlike a normal animated object the Transmopher retains his own hit points, ability scores, saves, base attack bonus, etc. He still gains the size, slam attack, special attacks, and movement modes the spell would give him. The effective caster level for determining how large a form he can animate equals his class level. A transmorpher using partial transmorphing can use this ability to have his object parts move on their own – for example, a transmopher with a high enough craft check could turn his arm into a self-winding music box. This ability lasts for 2 rounds per class level instead of the normal duration for the spell. (Note: In non-combat situations an encounter is generally treated as a 5-minute period)

Perfectly Weighted (Ex): A 4th level transmorpher learns how to distribute his mass just right for the situation at hand. Whenever the transmorpher transmorphs he may choose to have the next attack made with one of his natural attacks / a weapon that is a part of him (or is him, if he is being wielded) within one round receive +X to attack or damage, where X is equal to one-half his class level. A single attack cannot benefit from more than one instance of this ability, even if they give different bonuses.
Note: Nothing stops the transmorpher from transmorphing from one object form to an identical form.

Self Proficiency (Ex): At 5th level the transmorpher becomes the master of his own body. He is proficient with any weapon, armor, or shield that is a part of him (such as with partial transmorphing). Even improvised weapons can benefit from this ability. Furthermore, any feats that require you to designate a specific weapon/shield/armor (such as weapon focus) also apply to any weapon, armor, or shield that is both a part of the transmorpher and a valid choice for the feat. This includes unarmed strikes and natural attacks.

Superior Mixing(Ex): A 5th level transmorpher becomes more capable of combining aspects of his object and normal states. This has three effects. First, any magic items worn by the transmorpher now remain functional while in object form. Second, the transmorpher may remain in object form indefinitely. Third, a transmorpher may count "slam attacks and any weapons I form via partial transmorphing" as a single natural attack for the purpose of items and spells that effect natural attacks. Any weapon benefiting from this third benefit loses the benefit while it is wielded by a creature other than the transmorpher himself.

Blitzing Transformation (Su): A 6th level or higher transmoprher can use his transmorphing or partial transmoprhing ability once per encounter as a free action.

Nonliving Motion (Ex): A 6th level or higher transmorpher may be able to continue functioning in an antimagic field or dead magic zone, like a real construct. The transmorpher may, whenever first exposed to the antimagic and once per subsequent round as a free action, make a DC 15 fort save to maintain/continue to benefit from his continuous and/or already active supernatural transmorpher class abilities in such an area for one round per class level (at which point he must make a new save). If he fails the save he must wait a round before trying again.

Counterbalanced Strike (Ex): A 7th level transmorpher learns how to better wield his mass in combat. As a standard action he may make a single melee attack with a natural attack / any weapon that is a part of him, dealing double damage upon a successful hit. The transmorpher's weapon counts as being wielded in two hands for the purpose of this attack, even if the weapon used to make the strike cannot normally be wielded in such a fashion (such as an unarmed strike). Unlike other multipliers this ability does multiply damage from bonus damage dice.

Balanced Form (Su): A 7th level transmorpher can manipulate his mass to better his interactions with the world. A transmorpher gains the ability to traverse surfaces at least as dense as water without sinking. Furthermore, a 7th level transmorpher gains the ability to multiply or divide his original weight by any positive number, up to a maximum of his transmorpher class level, as a standard action without turning into an object or using partial transmorphing.

Eternal Animation (Su): At 8th level a transmorpher can use his (still supernatural) Animate Self ability at will. Furthermore, the transmorpher's animate self ability may now be maintained indefinitely.

Greater Reinforcement (Ex): Upon reaching 8th level a transmorpher's reinforcement ability improves; it now grants DR/Adamentine equal to his class level. Furthermore, the transmorpher gains resistance to fire, cold, and electricity equal to half his class level (rounded down).

Material Change (Su): A 9th level transmorpher can gain the non-magical properties of any material by mimicking its hardness and weight. Any given piece of the transmorpher can only mimic a single material at a time. The ability to bypass damage reduction is considered a non-magical property for the purposes of gaining it via material change.

Levitation (Su): A 9th level transmorpher possesses an even greater understanding of his mass. This ability works similarly to the Levitate spell, except the transmorpher can only use it on himself and the ability has no maximum duration. Beginning and ending the effect is a standard action.

Nonliving Endurance (Ex): A 10th level or higher transmorpher may add one-third his class level, rounded down, to saving throws against effects that do not (or could not) effect ordinary, nonliving objects. This includes poison, disease, death effects, mind effecting effects, fear effects, and any spell that cannot target objects. The transmorpher can survive thrice as long without food, water, and air as he could without this ability (if he needed to eat, drink, or breathe at all).
Note: Nonliving Motion does not benefit from this bonus - antimagic fields effect objects, after all.

Flight (Su): An 11th level transformer’s mass manipulation reaches a new height. He can now fly, with perfect maneuverability, at a speed of 60ft. A transmorpher can use this ability for 1 round per level each day, with the uses divided as he chooses.

Rapid Transmorphing (Su): At level 11 a transmorpher can choose to use his transmorphing and/or partial transmorphing abilities as a move action. At level 13 he may also choose to use these abilities as a swift action, and at level 15 he may use them as immediate actions.

Fusion (Su): A 12th level transmorpher can use Fusion anytime he could use his transmorphing ability. Unlike the psionic power, a transmorpher does not have to pay any experience points to fuse with another creature and the target willing creature can be of any creature type. The resulting creature is effected by any spell or effect that would effect any of the component creatures' types (such as a turn attempt vs a part undead fusion). Also unlike the psionic power, the transmorpher does not automatically control the actions of the fused creature. If there is a disagreement that cannot be peacefully decided an opposed charisma check is made to determine the winner. However, each disagreement applies a cumulative –2 penalty to all attacks, skills, and saves taken by the fused creature until the effect ends. The transmorpher can dismiss the effect anytime he could use his transmorphing ability without needing to make a check, even if the other creature disagrees. The transmorpher’s effective caster level for this ability is equal to his class level. A transmorpher can only be fused with a single creature at a time.

Superb Reinforcement (Ex): A 12th or higher level transmorpher may apply half his DR/adamentine to attacks that would otherwise ignore it due to being made by an an adamentine weapon (or a weapon that counts as adamentine). Furthermore, the transmopher's greater reinforcement ability improves; it now grants fire, cold, and electricity resistance equal to his class level.

Smashdown (Ex): Once per encounter a 13th or higher level transmorpher may deal triple instead of double damage while using his Counterbalanced Strike. Any opponent damaged by this enhanced attack must make a fortitude save (DC 10 + 1/2 the Transmopher's class level + int modifier) or be dazed for one round. The transmorpher can use this ability an additional time per encounter per two class levels above 13th.

Hostile Fusion (Su): A 14th level transmorpher can use his fusion ability on unwilling creatures. Unwilling creatures can make a will save to prevent the fusion from occurring (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier). If the target successfully resists the fusion they are instead sickened for one round. The transmorpher still does not control the resulting fusion, but they can choose to have any disagreement checks that an unwilling target wins confuse the fused creature for one round, as the spell, for one round in addition to the cumulative penalty. If the disagreement resulted in the dismissal of the fusion, just the unwilling target is confused instead. The confusion effects ignore mind-effecting immunities.

Endless Flight (Su): A 14th level or higher transmorpher's flight ability can now used without limit.

Fission (Su): At 16th level a transmorpher can, as a standard action, use Fission as the psionic power except the copy does not posses any negative levels. A transmorpher cannot use fission while already under the effect of fission or fusion. The transmorpher’s effective caster level for this ability is equal to his class level.

Supreme Reinforcement (Ex): A 16th level or higher transmorpher's damage reduction is no longer bypassed by adamentine; it effectively becomes DR/-. Furthermore, the transmopher's greater reinforcement ability improves even further; it now grants fire, cold, and electricity resistance equal to twice his class level.

Rapid Blitz (Su): A 17th level or higher transmorpher can use his Blitzing Transformation ability once per round instead of once per encounter.

Speed Burst (Su): At 17th level a transmorpher learns how to manipulate his mass and gravity to greatly increase his speed for short periods of time. Each consumed daily use of this ability increases his base flight and land speed by 60ft for one round. For example, a transmorpher could expend 9 uses of this ability to increase his fly speed from 60ft to 600ft for one round. The transmoprher gains one daily use per class level. If the transmorpher has other modes of movement, such as a swim speed, this bonus applies to them as well.

Improved Combinations (Su): At 18th level a transmorpher can instead be fused with up to one target per six class levels and can use fission to create up to one copy per six class levels, rounded down. Anything split two ways in a fission is instead split evenly between all of the copies. The transmorpher is still unable to use fission while already under the effects of fission or fusion.

Object Fusion (Su): A 19th or higher level transmorpher can use their Fusion class feature to fuse with any object of equal or smaller size. Non-sapient magical items always make a will save to avoid being fused with, but never oppose decisions made while fused.

Morph Walk (Su): At 19th level a transmorpher learns how to move through objects and creatures. Magical objects and creatures get a will save (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier) to resist being moved through. Ending a movement inside a solid object or creature will attempt a fusion with that object/creature if possible. If the fusion fails or is not possible, the transmorpher ends up adjacent the object/creature at the nearest opening. A transmopher can use this ability to pass through magical barriers such as a wall of force, but only if the transmorpher can make a successful level check (DC 10+ Caster level of the barrier effect, DC 30 if no caster level is given). The transmorpher may add his intelligence modifier to the check.

Epic Power (Su): At 20th level or higher any attack effected by Magic Power counts as Epic for the purpose of bypassing damage reduction.

Reinforcement Mastery (Ex): A 20th level of higher Transmorpher may apply up to half of his class-granted damage reduction against any effect that deals physical damage, even if the source of the damage specifically ignores damage reduction. This benefit does not prevent damage dealt to the transmporpher by his own abilities. Furthermore, the transmorpher may, as a move action, halve all damage that would be dealt to him for one round (halve the damage after applying DR / Resistance). This ability does not stack with itself.

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

Feats for Transmorphers

Mystic Power
You can infuse your attacks with complex magical effects.
Prerequisite: Magic Power class feature, Greater Reinforcement class feature
Benefit: Choose a single weapon special ability with a price modifier of +1 or a cost of 2,000gp or less. All attacks made by your natural weapons and/or weapons that are a part of you gain the benefit of the chosen special ability (if applicable to that type of weapon - you still can't have a keen sap). Whenever you gain a level you may change your choice.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. You may not pick the same ability for multiple instances of this feat at the same time.
Note: The feat does not benefit from Nonliving Motion (it is not a class feature). This is intentional.

Greater Mystic Power
Your attacks are ever more impressive.
Prerequisite: Mystic Power
Benefit: Choose an instance of the Mystic Power feat you posses. You may choose a single weapon special ability with a price modifier of +2 or a cost of 8000gp or less whenever you choose a weapon special ability for the purposes of that feat.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. Each time you may either choose a separate instance of Mystic Power, or may choose the same instance as a previous Greater Mystic Power (Increasing the maximum price modifier by one each time and the maximum cost to the equivalent cost of that modifier [e.g. +3 or 18,000gp or less]).

CHANGELOG:

Right before posting:
> Create the “Nonliving Endurance” ability to finally give the Transmorpher something at level 10 besides a larger sighted range.
>Change Rien to be DR/Adamantine from the start instead of starting as DR/Magic and then changing at level 5.
> Remove the damaged-based-on-weight aspect of smashdown. The bookkeeping was annoying. Just make the 3x level cap the base.
> Alter hardness to just be equal to level instead of increasing by 5 every 5.
> Alter Morphic Weight to be class level instead of 1 + ½ class level now that falling on people is the only ‘ability’ based on weight. Enlarge person is x8 and that’s available at level 1.
> Give Toughness at level one. At higher levels the transmorpher depends on DR/Hardness to supplement his crappy HP but that just isn’t happening at level 1.
> Making Blitzing Transformation 1/Encounter instead of 1/Hour. Remove Greater Blitz.
> Move all Rapid Transmorphing abilities down two levels.
> Added the Transmorpher's intelligence modifier to the morph walk level check.

--------------
> Changed Great Smash to simply double damage.

--------------
> Reworded Transmorphing to explain the intent a bit better.
> Added greater reinforcement at level 8, since you can be an object 24/7 at that level anyway.
> Changed "Rien" to "Reinforcement". It sounds less cool IMO, but it is more descriptive.
> Tweaked some other wordings.
> Split Endless Flight and Speed Burst since they felt like two different abilities.

-------------
> Added "Listen" to class skill list. That was an oversight.

------------
> Clarified what the benefits of Animate Self are (yes, you get the special attacks of your object form).
> Added "Forgery" to skill list, because turning into a false document definitely feels within the bounds of this class.

-----------
> Smashdown -> Counterbalanced Strike
> Great Smash -> Smashdown (different ability)
> Added Superb Reinforcement
> Added the third effect of superior mixing.

----------
> Removed the bit talking about transmorphers falling on people.

---------
> Added Perfectly Weighted
> Moved Endless Flight from level 17 to level 14.
> Moved Rapid Blitz from level 19 to level 17.
> Removed the combined weight/size limitation from fission.
> Changed morphic weight - division limit is now class level * 2.

----------
> Changed speed burst to be a bit clearer.

---------
> Fixed some typos
> Added a bit to the transmorphing ability noting weapon focus and such still work with the transmorpher.

--------
> Added the ability to keep moving in antimagic to eternal animation. Getting stuck would be rather unfun.
-------
> Changed Eternal Animation to be (Ex), otherwise the keep moving ability would be suppressed since it was a (Su) giving the power to a different (Su)
> Changed perfectly weighted to (Ex), since effect should carry into anti-magic fields (already weighted).

2/25/2015
> Noted that Counterbalanced Strike effects bonus damage die. Granted, noting that is kinda weird as the Transmorpher never gets bonus damage die, but I always intended for it to multiply such dice. Gives it some interesting optimization options for the more high-op minded Transmorpher.
5/2/2015
> Changed Mystic Speech to "any form". Because otherwise you can end up in some rather silly situations where you have to turn into an object to speak (or partially transmorph your mouth and convince the DM that works)?
5/14/2015
> Removed the bit about using eternal animation in anti-magic fields, added "Nonliving Motion" to level 6 and maybe eternal animation infinite duration (only matters in combination with "Nonliving Motion"). I realized that it could be argued that a transmorpher ceases to be in object form in an anti-magic field, and then I pondered it a bit more before deciding Udo was right after all.
> Fixed some other wordings, like how counterbalanced strike arguably didn't work with slam attacks. It was always intended to work with slam attacks.
> Added the Mystic Power and Greater Mystic Power feats, since not all groups will allow necklace of natural weapons. The requirements (which can't be met before level 8) were chosen with lower-op groups in mind [I imagine most high-op groups would have necklace access or have some other way to get what they need].
5/15/2015
> Tweaked wording for fusion to clarify what counting as both types means.
> Altered Hostile Fusion - on one hand it can no longer be argued that you technically can get a whole round off before the target can try to make a save. On the other hand, it now does something if your opponent passes their save.
6/8/2015
> Tweaked wording of Nonliving Motion to hopefully be a bit clearer (and less wordy as well!) I also reduced the Fort DC to 15, I think its important a non-heavily-optimize / multiclass / gestalt transmorpher be able to have a good chance of passing the save (and at very high levels they should be able to reliably make it).
> Added Supreme Reinforcement. By level 16 the Transmorpher really needs its DR to just work. I also added energy resistance to Greater Reinforcement to help shore up the class' crippling weakness to energy blasts. At least, of types that are not particularly dangerous to objects... fearing acid/sonic seems fitting.
> Added Reinforcement Mastery. By level 20 the Transmorpher really needs at least some of its DR to be... extremely reliable.
> Moved Object Fusion to level 19. No reason why it can't be at that level. It's a fun ability anyhow, giving the transmorpher more time to play with it is fine.
> Tweaked the Reinforcements. More energy resistance earlier, added activatable halving ability to the level 20 power.
6/9/2015
> Clarified Object Fusion's wording. After sleeping on it I remembered the degree to which one can optimize that ability.. but level 19 is still fine.
6/12/2015
> Minor fusion/fission wording tweaks.

History of the class:

Long ago I had a player that wanted a classless joke character for the first session of a campaign (he wouldn't be able to make the other sessions). The character just had some basic stats and a single special ability. The player didn't show up, and my brother wanted to play so I let him try the joke PC. He then proceeded to keep playing in what ended up being a long campaign. Hence, I needed to turn the joke PC into a class. So I did. I was going to post this years ago, but then I saw the Ozodrin. I felt that was better transforming class, so I helped out with it instead. It wasn't until years later that I went back and began revising the class you see today.

Random Trivia: The Ozodrin's Unearthly Power ability is, in fact, a modified version of the Transmorpher's Magic Power. This class had been mothballed for quite awhile, yep.

TerrickTerran
2014-04-03, 10:54 AM
interesting class idea. I'm not one to judge power, but it looks like fun to play.

Magikeeper
2014-04-03, 01:26 PM
The playtester did enjoy the class. Transmorphing proved to be very intuitive, as did smashdown. He wasn’t very interested in being optimal though (he didn’t even pick half his feats over the course of the campaign). I can say the optimization floor of the class appears to be roughly on par with a mildly optimized group. Great smash was weight-based and uncapped, however; I fear the recent change lowers the damage ceiling by too much. I think I’ll change it to straight up multiplying all damage from the attack by two.

Specific questions I was wondering about:

1) Is D6 too low HP-wise?
2) Should Rien be DR = level instead of ½ level?
2B) If not, should Rien become equal to level at some later point?*
3) Does smashdown deal enough damage? Should it add another instance of Str to the bonus damage?
4) Should Smashdown be acquired at an earlier level?**
5) Should Fission/Fusion take (or eventually take) less than a standard action? Or perhaps just fission. Alternately, should they still have a maximum duration (they currently last as long as the psionic powers)?
6) Should I move "Morph Walk" to level 14?***

*Decided to have it become DR = Level at level 8. That's when being an animated object 24/7 is a possibility.
**No longer relevant - this refers to a different Smashdown that no longer exists.
***Moved endless flight to level 14 instead.

Edit: I have finally fixed up the fluff!

Hanuman
2014-04-06, 07:53 AM
Shapesand is my 2nd favorite item in the game (next to haversack) so making a class where you are the shaper is great.

Smash honestly is a bit ambiguous, you might want to have it improve an existing attack or at least give it a damage type.

D6 is plenty considering how much hardness/DR it has.

I really like the utility this brings, similar to a gramarie but with an immediate acting and very sleek build.

Magikeeper
2014-04-06, 11:29 AM
Smash honestly is a bit ambiguous, you might want to have it improve an existing attack or at least give it a damage type.

Hrm.. the intent is to have it improve any melee attack similar to a martial maneuver. Not sure how to make it more clear without making it wordier.


I did consider changing it to this (Although it is more than a mere rewording):

Smashdown (Ex): A 7th level transmorpher learns how to better wield his mass in combat. As a standard action the transmorpher, in any form, can make a regular melee attack that deals an additional 3 points of damage per transmorpher class level if it hits. The transmorpher may substitute any special attack that can take the place of a regular melee attack in a full attack action (such as a disarm attempt) for the regular melee attack. Such actions deal 3 points of bludgeoning damage per class level (upon success) if they would not normally deal damage.


^I think this both makes it very clear that Smashdown is improving an attack and also opens up the ability to use a larger variety of combat actions. Granted, it makes tripping an obvious optimization path - maybe too much so. I believe the full list of special attacks that qualify are Trip/Sunder/Disarm/Grapple. Not counting monstrous special abilities.

Hanuman
2014-04-07, 04:40 PM
The special attack thing is way too much, having top of tier3 DPS is one thing, but having it on combat maneuvers and other specific attacks that intentionally deal no damage is another.

Here's some examples of how I would probably do this:

Smashdown (Ex): A 7th level transmorpher learns how to better wield his mass in combat.

In any form you may use a slam attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size).
Once per round you may empower a single melee attack to deal an additional [3*Level] bludgeoning damage.


Or for a little more balanced scaling DPS with some simple math:

Smashdown (Ex): A 7th level transmorpher learns how to better wield his mass in combat.

In any form you may use a slam attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size).
Once per round a transmorpher may empower a single melee attack to deal additional damage equal to all of her base attack bonuses combined. (Example BAB +7/+2 = 9 Damage)

Magikeeper
2014-04-07, 08:07 PM
Smashdown commentary:
The intent was to free the transmorpher the optimization effort without overpowering it if it did make that effort. Hence, a very powerful attack that - due to being a standard action - can't really be combined with most damage combos. 3/4ths bab hits power attack as well. It also removes the need for pounce, or really full attacking at all. I view that as a plus since this class eventually ends up doing a lot of moving and transforming in the middle of battle (probably).

That said, the transmorpher does suffer from having a very high skill floor. Even though smashdown is on the low end of optimized melee damage (even with great smash), it gets there with zero effort. It could run circles around a group playing a sword-and-board fighter and a healbot cleric.

On Suggestions: The first suggestion would combo with charging builds for extreme damage, and would possibly (probably?) be better for trip builds than just adding damage to a trip attempt.
The second suggestion is.. sorta like an at-will 1/round smite evil that starts off dealing less damage and eventually deals 50% more damage. Still combos very well with charging builds and such, only now it doesn't really deal enough damage to matter without optimizing it or relying on full attacks. And yet, you are probably still making low-op PCs feel bad since your at-will ability now has an obvious no-drawback comparison to a per-day ability.

On another note, keeping it a bonus to the weapon's damage instead of assigning a new type to it makes it easier to run in situations where damage type matters. Not sure the damage split is really worth the trouble.

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I'd rather keep Smashdown as a standard action usable with any melee attack. The high skill floor is an issue though.. hrm... perhaps..


Counterbalanced Strike (Ex): A 7th level transmorpher learns how to better wield his mass in combat. As a standard action he may make a single melee attack with any weapon that is a part of him, dealing double damage upon a successful hit. The transmorpher's weapon counts as being wielded in two hands for the purpose of this attack, even if the weapon used to make the strike cannot normally be wielded in such a fashion (such as an unarmed strike).

Smashdown (Ex): Once per encounter a 13th or higher level transmorpher may deal three triple instead of double damage while using his Counterbalanced Strike. Any opponent damaged by this enhanced attack must make a fortitude save (DC 10 + 1/2 the Transmopher's class level + int modifier) or be dazed for one round. The transmorpher can use this ability an additional time per encounter per two class levels above 13th.


That definitely lowers the skill floor for damage, keeps the who-needs-charging-anyway effect, supports the fight-with-whatever aspect I like about the ability, and sounds much better as far as names are concerned (IMO).

On the other hand, this change cuts the Transmorpher's 1/encounter damage by about 50% by level 13. Could probably still work in a higher-op group with the right equipment and power attack.

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On DR: I am considering giving the transmorpher an ability to apply half his DR to attacks that would otherwise ignore it. Otherwise the high/mid-op transmorpher suffers from low HP and DR that means nothing against prepared opponents (6k gp ring covers it). Which can either remove it as a class ability at higher levels, or become a "Surprise! Guess whose survival chances just... tanked?*" sort of situation depending on how often it comes up. Not sure what level to put it at ... perhaps level 12.

*I just wanted to make this joke. It would surely be fine if it only came up once in a blue moon.

Thanks for the comments!

Hanuman
2014-04-07, 10:21 PM
Smashdown has no opportunity cost or sustain cost and has no action costs for single hitting.
1dmg/level is actually totally fine, but I know you like to push the tier envelope :smallsmile:

Magikeeper
2014-04-08, 12:56 AM
Eh, 1/level works for smite evil because it is easy to stack multipliers on it and it is hitched to a class that facilitates charging. Check out one of the recent paladin brew threads, most of them talk about smite and such. Smashdown has neither of those advantages. 1/level would have a lower max DPR than full attacking - and the transmorpher's full attack routine is nothing to be envious of.

I'm going to replace it with counterbalanced strike though, since that works much better with low-op groups without falling too far behind focused melee in mid-op groups. I think I'll make that 1/2 ensured DR ability level 12 as well.

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I need to use something besides falling object rules for the falling on people damage, as the damage is just too insane if you slap the class on a giant creature. A sufficiently old gold dragon deals 6400d6/level. I suppose RC clarification makes it sound like the max falling damage (20d6) includes both distance and weight, but how many people know that/use the RC? I should probably just give it a set damage. Like, 1d6 per class level.

Yes, you could do the same by just dropping a dragon's corpse on someone (they apparently double as tactical nukes), but that's not a class ability. :P

Edit: I decided to just remove the bit talking about falling transmorphers. If the DM wants to let the transmorpher fall on people more power to them, but fixing falling damage should be its own (separate) homebrew.

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Edits relating to the Superior mixing change:

Edit:
Third, a transmorpher may count "Slam attacks and any weapon I form via partial transmorphing" as a single natural attack for the purpose of items and spells that effect natural attacks.

To the level 5 superior mixing ability. Technically saves money for TWF, but the class otherwise doesn't support TWF so that isn't really an issue - makes it potentially usable if anything. Mostly lets necklace of natural weapons buff something besides the slam attack.

EDIT 2:
Right, also added this:
This third benefit does not effect weapons wielded by other creatures, even if those weapons were formed via the transmorpher's partial transmorphing ability.

To prevent equipping the whole party with souped up weapons made out of you. If there is a better way to word this ability to achieve the intended effect I'd be happy to hear it.

EDIT 3:
Edit 2 doesn't actually solve the issue as such effects only check legality when.. bah, I'll handle this tomorrow.

EDIT 4: Right, here we go: "Any weapon benefiting from this third benefit loses the benefit while it is wielded by a creature other than the transmorpher himself."

Hanuman
2014-04-09, 02:54 AM
For fall damage attack..
Personally I'd use the mentioned slam attack and as a standard action allow the use of smash on it. The slam scales with size and the whole thing is self-balanced.

As for charging I'm not super familiar but what's to stop a transmorpher from riding a player or taking leadership and riding a cohort?

Magikeeper
2014-04-09, 10:02 AM
More on charging, smashdown, etc:


As for charging I'm not super familiar but what's to stop a transmorpher from riding a player or taking leadership and riding a cohort?

Nothing. Paladin's don't need the mount to charge, either. They have many charging build options, both on-foot and mounted. Paladins as a whole have a surprisingly large amount of support. Nothing stops the transmorpher from going shocktrooper either (Although 3/4ths BAB delays the feat to level 9).

But the main point is +1/level damage is not that amazing unless it is on a regular attack action, and making it +1/level at-will on a regular attack is going to put a bad taste in DMs' mouths as it is strictly and obviously better than smite evil.

Could we make this work? I wouldn't doubt it. But I like counterbalanced strike. It is easier to support different builds with it (old smashdown didn't mix with much of anything), and if everyone is unoptimized it doesn't overshadow the other melee PCs that badly (also a problem with old smashdown). +1/level on a standard doesn't support much, and putting it at-will on a regular attack would be overshadowing-R-us in a low-op game*.

*I think. I haven't played much low-op, mostly mid/high for me.

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Currently removed the falling damage blurb. The old rule was just an attempt to help DM's adjudicate falling damage and I've decided falling is really outside the scope of creating this class - it should be a separate homebrew fix.

I could add a 'crush' special attack (basically as you described) that hits an area (main use of falling), but I don't see a spot to put it. The current level 14 is too niche for my liking, but that seems late. Putting an actual attack like that at level one seems off - clarification was one thing, but giving them a crushing special ability at that level is iffy IMO.

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Level 14 IS very niche though. Might move endless flight to level 14 and Rapid Blitz to level 17. I've decided Morph Walk should stay at level 19.

I am also considering adding disable device to class skills. It seems flavorful even though Transmorpher will not be gaining trapfinding nor any other use for the skill.

Spoiler'd the rest as I just made some important changes:

> Added a new ability to level 4: I felt level 7 being the first real combat power (Magic Power is more of a compensation for 3/4ths bab) was to late, but I couldn't think of something small enough that was still worth it. Then I thought of this:

Perfectly Weighted (Su) - A 4th level transmorpher learns how to distribute his mass just right for the situation at hand. Whenever the transmorpher transmorphs he may choose to have the next attack made with a weapon that is a part of him (or is him, if he is being wielded) within one round receive +X to attack or damage, where X is equal to one-half his class level. A single attack cannot benefit from more than one instance of this ability, even if they give different bonuses.
Note: Nothing stops the transmorpher from transmorphing from one form to an identical form.

Also moved Eternal flight to level 14 and rapid blitz to level 17.

I also removed the extra weight/size limitation from fission. It was a much bigger deal when the transmorpher had weight-based abilities.

I also made it easier for the transmorpher to become lighter.

DerTollUdo
2014-04-17, 06:28 PM
I thoroughly enjoy this class. I was actually in the campaign where this brain child spawned. And now that it is actually written up, I may create one for something. That being said, it seems numerically balanced as far as I can see (my skills don't do well with number balance).

As for actual content, I love the opening fluff quote.

You have several typos, most are just saying 3th.

The eternal animation ability seems...wrong. Why do you have it become an at will free action? Wouldn't it be simpler to just have it remove the duration of it? Or is that an action economy thing?

I feel like the intent of Partial Transmorphing is to say that if you look like, say, a bastard sword; you function as a bastard sword for any feats/skills/abilities that only work only with bastard swords. However, unless I am missing wording somewhere, it isn't stated that you can actually become items. Looking like them is one thing, being counted as them is different...and I feel like a certain DM would find a way to abuse that against you.

I am also very amused now with the image of Tiberius turning his legs into wheels, animating them, and if I remember Animate stuff correctly, he would get a higher speed. Then using speed boost to race around.

Material Change has no limiter as to what it can be. Was this intentional or is there supposed to be some "you have to have seen the material/interacted with it at some point" caveat? Otherwise why not become plutonium? Or grenades! Fear my grenade arms!

I like the fusion restrictions and such that you added. Is there anything it the power itself that says you can't fuse with the earth? Otherwise Morph Walk kicking you out if you can't fuse seems redundant. And on that note, if you morph walk into a wall, could you fuse, then morph walk again? Or simply transmorph and reshape the wall around you letting you start again? If so I feel like it's limitation isn't a limit at all.

Smashdown has a typo: "deal three triple instead"

The saving throws for his abilities feel like they don't matter. I don't think many will be taking Int as their main stat. So by about 20 with some gear he might be about 28. So his DCs at highest are 28. It is hard to think of many that will fail his saves making his morph walk less fun/useful, and his other effects seem to become a "don't roll a 1" area of bad stuff.

Maybe give him something at 20 so his entire reason for existing (transmorphing) doesn't get shut down by a simple antimagic field. Ideas are make it EX or give it an ability similar to the Soulknife's blade.

That is all I got for now. Maybe more at some point.

Magikeeper
2014-04-17, 07:59 PM
I thoroughly enjoy this class. I was actually in the campaign where this brain child spawned. And now that it is actually written up, I may create one for something. That being said, it seems numerically balanced as far as I can see (my skills don't do well with number balance).

Whooooo!


I am also very amused now with the image of Tiberius turning his legs into wheels, animating them, and if I remember Animate stuff correctly, he would get a higher speed. Then using speed boost to race around.

That would work, yes. Now that I think about it, Tiberius never did make wheels did he? My brother spent most battles as a giant toaster if I recall correctly. :P


I think I fixed all the typos, thanks!


The eternal animation ability seems...wrong. Why do you have it become an at will free action? Wouldn't it be simpler to just have it remove the duration of it? Or is that an action economy thing?

I don't think the effect carries across forms, which means it needs to be recast every time you use transmorphing.



I feel like the intent of Partial Transmorphing is to say that if you look like, say, a bastard sword; you function as a bastard sword for any feats/skills/abilities that only work only with bastard swords....

Did you mean transmorphing? But that is a point, nowhere does this class state that you actually become an object. I had decided to leave that up in the air - since actual objects get strong benefits against a number of energy types - but you have a point for feats and such. I definitely intend for those to work with sword!transformer. Added ", although abilities that improve the use an object (such as weapon focus) likewise improve wielding/using the transmorpher." to the still-counts-as-a-creature bit in transmorphing.



Material Change has no limiter as to what it can be. Was this intentional or is there supposed to be some "you have to have seen the material/interacted with it at some point" caveat? Otherwise why not become plutonium? Or grenades! Fear my grenade arms!

I don't believe plutonium has a stated hardness, which must be mimicked to gain its properties. I might add that line though.


I like the fusion restrictions and such that you added. Is there anything it the power itself that says you can't fuse with the earth?
Object fusion only lets you fuse with objects of equal size or smaller. It isn't much of a limitation on morph walk outside of structures since even dirt has fusable stuff in it. A bit of creativity can usually get passed the limit, yes. But it mostly just covers what happens in that sort of situation.


SAVING THROWS:

On stats: Int is a tertiary stat, yes. In high-powered games they can probably manage a three-stat build (Str/Con/Int). I also need to set save DCs that don't overpower a low-op PC - 10 + 1/2 + stat is decent if the monsters are all by the book. It is also the standard for scaling saves so DMs checking this class out won't be scared off by it. I fear any scaling method that would be fine at high-op would be overpowering at the other end.

But let's look into what this class actually uses saves for:

Smashdown: Already deals triple damage, so it isn't the end of the world if the dazing doesn't happen. In high-op getting dazed is a crippling blow (if not immune) so the difficulty of making the rider effect happen is fine, I think.

Hostile Fusion: Yeah, this basically doesn't exist at high-op, and the even at low op having a high CHA mod is unlikely. I moved endless flight to this level for a reason. It does get quite a bit better at level 20.

Morph Walk: Walking through creatures is more of a "why not?" sort of a effect. Transmorphers have tumble as a class skill, speed boost, and can move through walls/floors. Magic materials get saves, but walls tend to be bad at that sort of thing. I am more concerned about the barrier passing - a major benefit - since it is so easy for spellcasters to raise CL.

..and that's it. I used to use INT for falling damage save DCs, but I removed the section mentioning falling damage in the class. Each DM might have their own modifications for falling damage - by RAW it has no save. Hostile fusion is one of the weakest class abilities, but I don't see an easy way to improve it without making it obnoxiously strong. I think the others are fine as-is though.

Might make the barrier passing DC 5 + CL though.



Maybe give him something at 20 so his entire reason for existing (transmorphing) doesn't get shut down by a simple antimagic field. Ideas are make it EX or give it an ability similar to the Soulknife's blade.

He could still use smashdown and such. A transmorpher would be much better off than an actual spellcaster... unless he's stuck in object form (animation is magical). Yeah, that could be a problem. I might rework eternal animation to include a soulknife-like effect. Not sure if I really need to add a level 20 ability improving transmorphing itself.

Hrm... his sudden inability to hit stuff in an antimagic field might be an issue as well.. might add something to epic power. I'll think about it.

DerTollUdo
2014-04-17, 08:27 PM
Whooooo!



That would work, yes. Now that I think about it, Tiberius never did make wheels did he? My brother spent most battles as a giant toaster if I recall correctly. :P


I think I fixed all the typos, thanks!

Yeah, not sure why he never did become that race car he always dreamed of. Instead he got hung up on cookies...





I don't think the effect carries across forms, which means it needs to be recast every time you use transmorphing.

Ah that makes sense then. But, the term Eternal doesn't fit then. Perhaps Infinite Animation.





Did you mean transmorphing? But that is a point, nowhere does this class state that you actually become an object. I had decided to leave that up in the air - since actual objects get strong benefits against a number of energy types - but you have a point for feats and such. I definitely intend for those to work with sword!transformer. Added ", although abilities that improve the use an object (such as weapon focus) likewise improve wielding/using the transmorpher." to the still-counts-as-a-creature bit in transmorphing.

And yes, I meant the ability as a whole. Because without that line, its definitely more of a "you just look like a sword, and hit like a sword. surely you must be a bird!" situation. And I'm positive that not having it somehow someway would get you killed someday in that DMs world.




I don't believe plutonium has a stated hardness, which must be mimicked to gain its properties. I might add that line though.

Fine. No plutonium. But you could still probably do something absurd without having to have even known of the material first. And I had only just noticed the limiter of this that you have to match the weight/hardness of the target material for each part...so I can build grenade arms of aurum! Or however that one material is spelled.



Object fusion only lets you fuse with objects of equal size or smaller. It isn't much of a limitation on morph walk outside of structures since even dirt has fusable stuff in it. A bit of creativity can usually get passed the limit, yes. But it mostly just covers what happens in that sort of situation.

Le shrug. Didn't see that part before so that works.




SAVING THROWS:

On stats: Int is a tertiary stat, yes. In high-powered games they can probably manage a three-stat build (Str/Con/Int). I also need to set save DCs that don't overpower a low-op PC - 10 + 1/2 + stat is decent if the monsters are all by the book. It is also the standard for scaling saves so DMs checking this class out won't be scared off by it. I fear any scaling method that would be fine at high-op would be overpowering at the other end.

But let's look into what this class actually uses saves for:

Smashdown: Already deals triple damage, so it isn't the end of the world if the dazing doesn't happen. In high-op getting dazed is a crippling blow (if not immune) so the difficulty of making the rider effect happen is fine, I think.

Hostile Fusion: Yeah, this basically doesn't exist at high-op, and the even at low op having a high CHA mod is unlikely. I moved endless flight to this level for a reason. It does get quite a bit better at level 20.

Morph Walk: Walking through creatures is more of a "why not?" sort of a effect. Transmorphers have tumble as a class skill, speed boost, and can move through walls/floors. Magic materials get saves, but walls tend to be bad at that sort of thing. I am more concerned about the barrier passing - a major benefit - since it is so easy for spellcasters to raise CL.

..and that's it. I used to use INT for falling damage save DCs, but I removed the section mentioning falling damage in the class. Each DM might have their own modifications for falling damage - by RAW it has no save. Hostile fusion is one of the weakest class abilities, but I don't see an easy way to improve it without making it obnoxiously strong. I think the others are fine as-is though.

Might make the barrier passing DC 5 + CL though.

I feel like if you made it 10+1/lv+stat it would at least stay relevant in mid/high op, and not break low op...but then again, like you, I have played very little low op. So maybe not everyone can roll up higher ish numbers casually. But even then, his bad stuff isn't so bad that it would even have a huge impact on low op...probably.




He could still use smashdown and such. A transmorpher would be much better off than an actual spellcaster... unless he's stuck in object form (animation is magical). Yeah, that could be a problem. I might rework eternal animation to include a soulknife-like effect. Not sure if I really need to add a level 20 ability improving transmorphing itself.

Hrm... his sudden inability to hit stuff in an antimagic field might be an issue as well.. might add something to epic power. I'll think about it.

I like that effect getting added to that ability. I hate classes that get stopped by a single spell. It's always so sad. :'(

Magikeeper
2014-04-18, 08:50 PM
@Materials - That would be true, except only non-magical properties can be copied. The self-repairing aspect of the metal is clearly magical, as are most odd material special abilities IMO. I'm not really worried about grenade arms though - if the transmorpher knows how to make them he'd be much better off creating a pile of them and just turning his arm into a launcher. Rather than, y'know, blowing up bits of himself to hurt the enemy.

@Saves - +1/level would be fine at high-op, but.. *looks at some charts (Gah, table change messed them up)* statistically, the average will save of a monstrous* CR 20 opponent is 21 (Fort 24). +1/level would make the transmorpher DCs ~38 at level 20. But that's CR 20. CR 17 averages +16 will, +19 Fort, and that would still be DC ~36 for the transmorpher.
*For SRD monsters

The bigger issue is still selling the class to new DMs. 1/level would be a much faster progression than a normal WotC class, and 10 + 1/2 level + Mod lines up with spellcasters. If these saves were vital to the class, I'd buff them and just accept them being an initial turn-off. The effects are far from save-or-dies. But they aren't really vital, and the class's name is bad enough as it is. :P

@Antimagic - Made Perfectly Weighted (Ex), since using it outside of a field and then entering one feels like it should still work. I also realized that Eternal Animation, which just buffs Animate Self, needed to be (Ex) or else you can't use its ability to use Animate Self in antimagic fields. :P

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And I'm positive that not having it somehow someway would get you killed someday in that DMs world.

Pshah, I doubt that. Cause a plan to spiral wildly out of control, perhaps.

Hanuman
2014-04-25, 02:07 AM
Sunmetal is plutonium, see: gramarie.

The thing about "better than smite evil" arguement is that paladin is a low tier class, it's not intended to be particularly good at the one thing it does well, and due to the added opportunity cost of needing the enemy to be evil or some sort of unholy you have a big limitation.

The question is do you want charge to effect your physics, and if so why? The mechanical balance for a frontliner is probably the most solid to build because you can work with flat damage ratios without overpowering it's situational effectiveness and having a flat build encourages an expected DPS.
If you take away the player's ability to modify this DPS in any way you can give them a LOT more freedom on what the name and look of whatever your doing is, and while this is sort of a 4e mentality it really doesn't step on any toes that you're limiting the mechanical options of a frontliner by drastically improving it's creativity options.

Honestly what might help homebrew in general is a dummy room, a constructed scenario or set of scenarios a playtest goes through and sees the resolve potential, how risky it is and how much of an overkill it is. But it might be a bit late in the game for creating something like that... I'd use a vague understanding.

Again, it's homebrew, you could allow some overpowered feats to break the class balance a bit, every class has those options and that's why optimization exists.

Magikeeper
2015-02-25, 02:17 PM
Very overdue response, but I know you (Hanuman) were looking at some of this class' stuff while thinking about that new thing you are working on so.. (although I think it was for 5e so maybe none of this applies) response!


The thing about "better than smite evil" arguement is that paladin is a low tier class, it's not intended to be particularly good at the one thing it does well, and due to the added opportunity cost of needing the enemy to be evil or some sort of unholy you have a big limitation.

It does matter for getting the class into the game (DMs might make the comparison) - and smite evil's damage isn't bad at all. It could easily be per encounter and less restrictive target-wise, but the effect itself isn't bad and charging multipliers and such allow it to be useful at different optimization levels.


If you take away the player's ability to modify this DPS in any way you can give them a LOT more freedom on what the name and look of whatever your doing is, and while this is sort of a 4e mentality it really doesn't step on any toes that you're limiting the mechanical options of a frontliner by drastically improving it's creativity options.

In 3.5, at least, flat damage suffers heavily from different optimization levels having wildly different 'reasonable' damage amounts. I am currently in a PbP on this forum where dealing ~35 damage at-will as a standard action at level 9 would make someone a pretty heavy hitter*. I have been in games where that would be on the low end, and still other games where the 35 damage dealer would probably feel like the team mascot.
*We are currently level 7, but I don't see the current rate of progression changing all that much.

Also, mechanical creativity is a kind a creativity as well. I think the current Counterbalanced Strike opens up weapon options (by counting everything a two-handed), is decent in a low op party, and can be optimized by acquiring other abilities that deal damage. Furthermore, being able to double extra damage dice without dealing with TWF / arrow volley is rare mechanical effect to play with. Edit: I just re-checked an noticed that this actually is NOT how the ability works, as all multipliers do not effect extra damage dice by raw. Yeah, I'm editing in an exception for counterbalanced strike

The flat damage abilities scale with optimization via multipliers - charging is a pretty easy source of them - or some way of making a ton of attacks with said flat damage ability (which is sorta like a multiplier as well). Or they pick a middling number and restrict how often the ability can be used in an encounter (ToB's method). A competitive flat-damage ability intended to be usable, at-will, at higher optimization levels on its own will create a high optimization floor.


Honestly what might help homebrew in general is a dummy room, a constructed scenario or set of scenarios a playtest goes through and sees the resolve potential, how risky it is and how much of an overkill it is. But it might be a bit late in the game for creating something like that... I'd use a vague understanding.

That sound like a great idea! I might make a thread for developing that. And late in the game is exactly the time to start making scenarios. A series of sets for different optimization levels, common game houserules (low magic and such), etc.



Again, it's homebrew, you could allow some overpowered feats to break the class balance a bit, every class has those options and that's why optimization exists.

I am not fond of having to depend on must-have feats, and I greatly dislike band-aid feats. It becomes a tax for high-op builds and overpowers low-op PCs that take them on a whim.

I don't understand the "it's homebrew" comment. If anything, homebrew should hold itself to a higher standard than WotC - it doesn't have "its official" helping it get allowed in games.