PDA

View Full Version : The Evolving Class



Devigor
2014-08-25, 08:49 PM
Okay, so here is a new class for 3.5, 4th, and 5th editions, with a very general, very basic handbook added in. Also, I will be reviewing posts and adding in any additional tips and changes that I deem helpful. This is all on my phone, and I have all sorts of life stuff going on every time I feel like getting on top of this, so it will take multiple months of free time. Be patient, please, and thanks.

If you have any ideas on exploiting this class' features or some good homebrew feats, by all means share. There is very little I won't consider, so long as you keep it PG.

ASPECT WARRIOR (3.5)

HD: d8, BAB: High, Fort: High, Ref: Low, Will: Low

Class Skills: Balance, Climb, Concentration, Craft (Any), Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Knowledge (The Planes), Listen, Move Silently, Profession (Any), Search, Sense Motive, Spellcraft, Spot, Survival, Swim
Skill Points At 1st Level: [6 + Int Mod] x4.
Skill Points At Every Other Level: 6 + Int Mod.

1st Level~
Spontaneous Divine Spellcasting
Fey Heritage
Unarmored Defense +0
Bonus Language: Druidic
Wild Empathy
Novice Archetype

2nd Level~
Woodland Stride

3rd Level~
Trackless Step

4th Level~
Track Bonus Feat

5th Level~
Unarmored Defense +1
Improved Archetype

7th Level~
Unending Soul

9th Level~
Swift Tracker

10th Level~
Unarmored Defense +2
Advanced Archetype

15th Level~
Unarmored Defense +3
Greater Archetype

20th Level~
Unarmored Defense +4
Perfect Archetype

Fey Heritage~
You Are Treated As If You Have The Fey Type For Purposes And Effects That Depend On Type (i.e., You Are Unaffected By Charm Person And Similar), But You Retain All Qualities And Properties Derived From Your Previous Type And Subtype(s).

Unarmored Defense~
You May Add Your Wisdom Bonus To Your AC While You Are Wearing No Armor And You Are Carrying No More Than A Light Load. You Gain A Bonus To Your AC Equal To 1/5 Your Class Level.

Bonus Language: Druidic~
Self-Explanatory.

Wild Empathy~
As The Druid Class Feature.

Woodland Stride~
As The Druid Class Feature.

Trackless Step~
As The Druid Class Feature.

Track Bonus Feat~
Self-Explanatory.

Unending Soul~
You No Longer Age, And Your Body Recuperates The Effects Of Years Past. You Gain Aging Bonuses (But Not Penalties) Normally. If You Already Had Aging Penalties, Those Penalties Are Removed And You Retain Your Age Bonuses.

Swift Tracker~
As The Ranger Class Feature.

Archetypes~
Novice: Activate 2 Aspects. Activated Aspects Are At Novice Tier.
Improved: Activate 2 Additional Aspects. Activated Aspects Upgrade To Improved Tier.
Advanced: Activate 2 Additional Aspects. Activated Aspects Upgrade To Advanced Tier. You May Also Choose To Deactivate One Aspect And Activate A Different Aspect Of Your Choice Immediately (This Choice Cannot Be Changed Later).
Greater: Activate 2 Additional Aspects. Activated Aspects Upgrade To Greater Tier.
Perfect: Activate 2 Additional Aspects. Activated Aspects Upgrade To Perfect Tier. You May Also Choose To Deactivate One Aspect And Activate A Different Aspect Of Your Choice Immediately (This Choice Cannot Be Changed Later).

Spontaneous Divine Spellcasting~
Caster Level = Class Level
Spell Save DC's: Wisdom Based

Spells Per Day:

0 1 2 3 4 5 6 7 8 9
1- 2 0 _ _ _ _ _ _ _ _
2- 3 1 _ _ _ _ _ _ _ _
3- 4 2 0 _ _ _ _ _ _ _
4- 4 2 1 _ _ _ _ _ _ _
5- 5 3 2 0 _ _ _ _ _ _
6- 5 3 2 1 _ _ _ _ _ _
7- 5 3 3 2 0 _ _ _ _ _
8- 5 4 3 2 1 _ _ _ _ _
9- 5 4 3 3 2 0 _ _ _ _
10- 5 4 4 3 2 1 _ _ _ _
11- 5 4 4 3 3 2 0 _ _ _
12- 5 4 4 4 3 2 1 _ _ _
13- 5 4 4 4 3 3 2 0 _ _
14- 5 4 4 4 4 3 2 1 _ _
15- 5 4 4 4 4 3 3 2 0 _
16- 5 4 4 4 4 4 3 2 1 _
17- 5 4 4 4 4 4 3 3 2 0
18- 5 4 4 4 4 4 3 3 2 1
19- 5 4 4 4 4 4 3 3 3 2
20- 5 4 4 4 4 4 3 3 3 3

Spell List:

0th- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Read Magic

1st- Calm Animals, Charm Animals, Cure Light Wounds, Detect Animals Or Plants, Detect Snares And Pits, Endure Elements, Entangle, Faerie Fire, Hide From Animals, Magic Fang, Obscuring Mist, Produce Flame, Speak With Animals, Summon Nature's Ally 1

2nd- Animal Messenger, Barkskin, Delay Poison, Fog Cloud, Gust Of Wind, Lesser Restoration, Resist Energy, Summon Nature's Ally 2

3rd- Call Lightning, Cure Moderate Wounds, Daylight, Dominate Animal, Greater Magic Fang, Neutralize Poison, Plant Growth, Poison, Protection From Energy, Remove Disease, Speak With Plants, Stone Shape, Summon Nature's Ally 3, Wind Wall

4th- Air Walk, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom Of Movement, Reincarnate, Repel Vermin, Scrying, Summon Nature's Ally 4

5th- Awaken, Call Lightning Storm, Commune With Nature, Control Winds, Cure Critical Wounds, Death Ward, Hallow, Stoneskin, Summon Nature's Ally 5, Transmute Mud To Rock, Transmute Rock To Mud, True Seeing, Wall Of Fire, Wall Of Thorns

6th- Greater Dispel Magic, Mass Cure Light Wounds, Find The Path, Fire Seeds, Ironwood, Liveoak, Move Earth, Stone Tell, Summon Nature's Ally 6, Wall Of Stone

7th- Animate Plants, Changestaff, Control Weather, Energy Immunity, Fire Storm, Greater Scrying, Heal, Mass Cure Moderate Wounds, Summon Nature's Ally 7, Sunbeam, Transmute Metal To Wood, Wind Walk

8th- Control Plants, Earthquake, Mass Cure Serious Wounds, Summon Nature's Ally 8, Sunburst, Whirlwind, Word Of Recall

9th- Elemental Swarm, Foresight, Mass Cure Critical Wounds, Regenerate, Shambler, Storm Of Vengeance, Summon Nature's Ally 9, Time Stop

Devigor
2014-08-25, 08:50 PM
D&D 3.5 Aspects

Special: You Can Utilize The Benefits Of Multiple Different Sizes At The Same Time, But You Can Only Utilize The Benefits From A Single Size That Is One Or More Categories Larger Than You And From A Single Size That Is One Or More Categories Smaller than You.

* Might~
Novice (+2 Str)
Improved (+4 Str; You Gain The Benefits Of Large Size)
Advanced (+4 Str; Benefits Of Huge Size)
Greater (+4 Str; Benefits Of Gargantuan Size)
Perfect (+4 Str; Benefits Of Colossal Size)
* No Penalties And Your Space Is Unchanged

Agility~
Novice (+2 Dex)
Improved (+4 Dex; You Gain Evasion)
Advanced (+4 Dex; You Gain Uncanny Dodge)
Greater (+4 Dex; You Gain Improved Evasion)
Perfect (+4 Dex; You Gain Improved Uncanny Dodge)

Vitality~
Novice (+2 Con; You Gain Fast Healing 1 Negated For 1 Round By Acid Or Fire Damage)
Improved (+4 Con; You Gain Damage Reduction 5/Magic)
Advanced (+4 Con; Fast Healing 3 Negated 1 Round By Fire Damage)
Greater (+4 Con; DR 10/-)
Perfect (+4 Con; Regeneration 5 Negated By Nothing, You Gain Immunity To Nonlethal Damage; Lethal Damage You Take Remains Lethal Damage To You And Does Not Change To Nonlethal Damage; You Can Reattach Any Missing Body Part As A Standard Action And Can Survive Without An Integral Body Part Such As Your Head For 1d6 +4 Rounds After It Is Removed)

Cunning~
Novice (+2 Int)
Improved (+4 Int; +1 AC)
Advanced (+4 Int; You Gain Spell Resistance 10 + HD)
Greater (+4 Int; +1 AC)
Perfect (+4 Int; Spell Resistance 20 + HD)

Insight~
Novice (+2 Wis)
Improved (+4 Wis; You Gain Immunity To Charm Effects)
Advanced (+4 Wis)
Greater (+4 Wis; You Gain Immunity To Dominate Effects)
Perfect (+4 Wis; You Gain True Seeing As A Continuous Extraordinary Ability)

Majesty~
Novice (+2 Cha)
Improved (+4 Cha; Frightful Presence 60 Feet, Will DC 10 +1/2 HD Or Shaken)
Advanced (+4 Cha)
Greater (+4 Cha; Frightful Presence 120 Feet, Will DC 10 + HD Or Panic)
Perfect (+4 Cha; You Gain Immunity To Fear Effects)

Speed~
Novice (All Movement Speeds Increase By 10 Feet As An Inherent Bonus)
Improved (Inherent Movement Bonus +10 Feet; You Gain The RapidStrike Feat With Each Of Your Applicable Pairs Of Natural Weapons)
Advanced (Inherent Movement Bonus +10 Feet)
Greater (Inherent Movement Bonus +10 Feet; You Gain Improved RapidStrike With Each Of Your Applicable Pairs Of Natural Weapons)
Perfect (Inherent Movement Bonus +20 Ft.)

Soaring~
Novice (You Gain A Fly Speed Of 10 Feet With Clumsy Maneuverability)
Improved (Fly Speed 20 Feet With Poor Maneuverability; +4 To Jump Checks)
Advanced (Fly Speed 30 Feet With Average Maneuverability; +4 To Jump Checks)
Greater (Fly Speed 40 Feet With Good Maneuverability; You Gain The Ability To Hover; +6 To Jump Checks)
Perfect (Fly Speed 60 Feet With Perfect Maneuverability; +6 To Jump Checks)

Currents~
Novice (You Gain A Swim Speed Of 10 Feet; You Can Take 5 On Swim Checks, Even In Stressful Or Abnormal Conditions; You Can Breathe Underwater As Well As In Air, Or If You Could Already Breathe Underwater But Not In Air, You Can Breathe In Air As Well As Underwater)
Improved (Swim Speed 20 Feet; +4 To Swim Checks)
Advanced (Swim Speed 30 Feet; You Can Take 10 On All Swim Checks; +4 To Swim Checks)
Greater (Swim Speed 40 Feet; +6 To Swim Checks)
Perfect (Swim Speed 60 Feet; Take 15 On All Swim Checks; +6 To Swim Checks)

Tunnels~
Novice (You Gain A Burrow Speed Of 5 Feet; You Gain TremorSense Out To 5 Feet)
Improved (TremorSense 10 Ft.)
Advanced (Burrow Speed 10 Feet; You Gain The Tunneling Extraordinary Ability)
Greater (TremorSense 20 Ft.)
Perfect (Burrow Speed 30 Feet; TremorSense 30 Feet; You Gain Immunity To Forced Movement Effects Such As Bull Rushes Or Telekinetic Thrust)

Vibrance~
Novice (You Gain Immunity To The Dazed Condition)
Improved (Immunity To Stunning)
Advanced (Immunity To Paralysis)
Greater (You Gain A Continuous Personal Death Ward Effect That Affects Only You As An Extraordinary Ability)
Perfect (Immunity To Petrification)

Wild Fangs~
Novice (You Gain A Bite Attack As A Primary Natural Weapon That Deals 1d10 Damage; You Only Add Half The Normal Bonus Granted By Your Str)
Improved (Your Bite Attack Delivers A Virulent Poison That Deals 1d6 Temporary Con Damage Primary And 1d6 Temporary Con Damage Secondary)
Advanced (You Gain Immunity To All Poisons, Even Otherworldly And Magical Poisons)
Greater (Bite Increases To 2d8; You Add The Entire Normal Bonus Granted By Your Str)
Perfect (Your Poison Deals 2d6 Temporary Con Damage Primary And Secondary Instead Of 1d6)

Feral Claws~
Novice (You Gain A Claw Attack As A Secondary Natural Weapon That Deals 1d8 Damage; You Only Add Half The Normal Bonus Granted By Your Str)
Improved (You Gain An Additional Secondary Claw Attack Identical To The First; +4 To Climb Checks)
Advanced (You Add The Entire Normal Bonus Granted By Your Str; +4 To Climb Checks)
Greater (Claws Each Increase To 2d6; +6 To Climb Checks)
Perfect (If You Hit With Two Natural Attacks Of The Same Type, Such As Two Claw Attacks, You Rend The Target For +2d6 Damage, A Single Target Can Only Take This Damage Once From Each Pair Of Natural Weapons Per Round; +6 To Climb Checks)

Ferocity~
Novice (You Gain Immunity To Fatigue; You Gain The Sprint Special Ability As An Extraordinary Ability)
Improved (You Gain The Snatch Feat As A Bonus Feat; You Gain Improved Grapple As A Bonus Feat)
Advanced (You Gain The MultiSnatch Feat As A Bonus Feat; You Gain The Improved Snatch Feat As A Bonus Feat; You Gain The Pounce Special Ability As An Extraordinary Ability)
Greater (You Gain A Rake Attack As A Secondary Natural Weapon That Deals 2d6 Damage, Usable Only Against A Creature You Have Grabbed; You Add Only Half The Normal Bonus Granted By Your Str)
Perfect (You Gain An Additional Secondary Rake Attack Identical To The First; You Add The Entire Normal Bonus Granted By Your Str)

Fey Power~
Novice (You Gain Immunity To Sleep Spells And Effects)
Improved (You Gain An Extraordinary Special Ability, Usable At Will; You May Use A Standard Action To Blind All Sight-Based Creatures Within 5 Feet Of You Per Class Level)
Advanced (You May Use Charm Monster As A Spell-Like Ability At Will, With A Caster Level Equal To Your Class Level)
Greater (As An Extraordinary Special Ability, You May Use A Swift Action To Become Invisible For A Number Of Rounds Equal To Your Class Level, As If By A Greater Invisibility Spell)
Perfect (When You Use The Special Ability Granted By The Improved Tier Of This Aspect, Each Blinded Creature Is Instead Instantly Slain Unless It Succeeds On A DC 10 +1/2 HD Fortitude Saving Throw)

Adaptability~
Novice (You Gain A Bonus Feat Of Your Choice Immediately Upon Activating This Tier Of This Aspect)
Improved (Bonus Feat)
Advanced (Bonus Feat)
Greater (You Gain 2 Bonus Feats Of Your Choice Immediately Upon Activating This Tier Of This Aspect)
Perfect (2 Bonus Feats)

Devigor
2014-08-25, 08:51 PM
ASPECT WARRIOR (4e)

Source & Role: Primal Striker
Secondary Roles: Controller/Defender
Start HP: 12 + Con Score
HP Per Level: +5
Surges Per Day: 7 + Con Mod

Proficiencies: No Armor, Light Shields, Natural Weapons

* Natural Weapons (Lvl 1)~

You Gain Proficiency With The Following Simple Melee And Simple Ranged Weapons^:
• Claw +3 Prof., 1d6, LightBlade, Hands Slot, Retractable, Melee Reach 2
• Fangs +2 Prof., 1d8, LightBlade/HeavyBlade^^, Head Slot, Retractable
• Spines +3 Prof., 1d6, Crossbow/Bow^^, Arms Slot, Retractable, Range 5/10
• Spit +2 Prof., 1d6, Sling/Blowgun, UnSlotted, Range 5/10
• Tail +3 Prof., 1d8, LightBlade/HeavyBlade/Flail/Garrote/Spear/Mace^^, UnSlotted, Melee Reach 3
• Talons +3 Prof., 1d8, HeavyBlade, Feet Slot, Retractable
• Wings +2 Prof., 1d8, LightBlade/Hammer/Mace^^, UnSlotted, Melee Reach 3

* Your Natural Weapons Cannot Be Enchanted The Same Way Other Weapons Can

^ Small-Sized Aspect Warriors Gain Proficiency With Natural Weapons, And Can Wield Them Without Penalty, But The Damage Die Of Small-Sized Aspect Warrors' Natural Weapons Decrease By 1 Size (1d6 To 1d4, 1d8 To 1d6, Etc., Minimum Die Size 1d4), And Small-Sized Aspect Warriors That Wield Natural Weapons That Grant Melee Reach Decrease The Granted Reach By 1

^^ Natural Weapons Listed As Being In Multiple Weapon Groups May Be Treated As Being In One (And Only One) Of Any Of The Listed Groups At Any Time.

Natural Armor (Lvl 1)~

You Gain Resistance To All Damage Equal To Your Con Mod.

You Do Not Gain Enhancement Bonuses To Your Defenses From Items, Though You Receive Other Types Of Bonuses From Items As Normal (Item Bonuses, Power Bonuses, Etc.). You Cannot Wear Armor, Even Armor You Gain Proficiency With; However, You Can Wear Shields You Have Proficiency With (Shields You Are Not Proficient With Are Restricted As Other Armor). You Gain A Class Bonus To Each Of Your Defenses Based On Your Level (In Addition To Your 1/2 Level Bonus And Appropriate Modifiers) As Follows:

Lvl ... AC ... Fort/Ref ... Will
1 ... +2 ... +3 ... +2
5 ... +4 ... +4 ... +3
11 ... +6 ... +5 ... +4
15 ... +8 ... +6 ... +5
21 ... +10 ... +7 ... +6
25 ... +12 ... +8 ... +7

MultiAttack (Lvl 1)~

You Gain An Enhancement Bonus To The Attack Rolls & Damage Rolls Of Attacks Made With Your Natural Weapons, Based On Your Level, As Follows:
Lvl ... Enhancement Bonus
1-4... +0
5-8... +1
9-12... +2
13-16... +3
17-20... +4
21-24... +5
25-28... +6
29-30... +7
Your Natural Weapons Deal An Additional Dice Of Damage (Of The Same Dice Size As Those Of The Natural Weapon Being Used) Per Plus Of Enhancement Bonus On A Critical Hit. This Extra Damage Is Of The Same Type The Natural Weapon Normally Deals, Or Of The Same Type As In The Attack Power Being Used. At Level 19, Your Natural Weapons Score A Critical Hit On A Result 1 Lower Than Usual In Addition To Your Normal Critical Numbers. At Level 29, Your Natural Weapons Score A Critical Hit On A Result 2 Lower Than Usual (Instead Of 1 Lower) In Addition To Your Normal Critical Numbers.

On A Hit, An At Will Power Or A Basic Attack That Has The Natural Keyword Gains An Additional Effect If A Natural Weapon Is Used For The Attack, As Shown Below. When Using A Natural Weapon With An Encounter Power Or Daily Power That Has The *Natural* Keyword, That Power Gains The Additional Effect On A Hit Or A Miss.

• Claw: The Target Takes A Penalty To Attack Rolls Equal To 1/2 Your Str Mod (Save Ends) -1 (Minimum 0).
• Fangs: The Target Takes Ongoing Poison Damage Equal To 1/2 Your Con Mod (Save Ends) -1 (Minimum 0).
• Spines: The Target Takes A Penalty To All Defenses Equal To 1/2 Your Dex Mod (Save Ends) -1 (Minimum 0).
• Spit: The Target Is Blinded (Save Ends).
• Tail: The Target Is Grabbed, And Takes A Penalty To Escape Attempts Equal To 1/2 Your Str Mod (Save Ends) -2 (Minimum 0).
• Talons: The Target Takes A Penalty To Speed Equal To 1/2 Your Dex Mod (Save Ends) +1 (Minimum 1), And You Shift 1 Square.
• Wings: Adjacent Creatures Are Pushed 1 Square, And Squares Adjacet To You Are Considered Difficult Terrain & Ranged Attack Rolls Made Against You Have A Penalty Equal To 1/2 Your Str Mod -2 (Minimum 0) Until The Start Of Your Next Turn.

Novice Archetype (Lvl 1)~

You Gain 2 Aspects. You Gain Their Associated At Will Powers And Benefits.

Advanced Archetype (Lvl 9)~

You Gain 1 Aspect. You Gain Its Associated At Will Powers And Benefits.

Greater Archetype (Lvl 19)~

You Gain 1 Aspect. You Gain Its Associated At Will Powers And Benefits.

Perfect Archetype (Lvl 29)~

You Gain 1 Aspect. You Gain Its Associated At Will Power And Benefits.

Devigor
2014-08-25, 08:52 PM
D&D 4e Aspects

* N = *Natural* Keyword

Aspect Of Speed~

Lvl 1: Your Base Speed Increases By 2. You Do Not Provoke Opportunity Attacks For The First Square You Leave For Each Move Action You Make. You Gain The "RapidStrike" At Will Power.

Lvl 5: You Add +4 To Your Base Speed When You Run (Instead Of The Normal +2). You Do Not Grant Combat Advantage Or Provoke Opportunity Attacks When Running.

Lvl 15: You Add +4 To Your Base Speed When You Charge. You Do Not Provoke Opportunity Attacks When Charging. You Lose The "RapidStrike" At Will Power & Gain The "Improved RapidStrike" At Will Power.

Lvl 25: You Add +6 To Your Speed When You Run Or Charge (Instead Of +4). You Do Not Provoke Opportunity Attacks For Leaving A Threatened Space.

RapidStrike~
Standard Action
Weapon, Melee 1
Dex +1 VS. AC
1[W] + Dex Mod
Special: On A Hit, You May Repeat This Attack Against A Different Target With A Natural Weapon You Have Not Yet Made An Attack With This Turn (You Treat A Second Claw As The Same Natural Weapon As The First For This Power).

Improved RapidStrike~
Standard Action
Weapon, Melee Reach
Dex +2 VS. AC
1[W] + Dex Mod
Special: On A Hit, You May Repeat This Attack Against A Different Target Within Reach With A Natural Weapon You Have Not Yet Made An Attack With This Turn (You Treat A Second Claw As A Different Natural Weapon From The First For This Power).
Level 21: 2[W] + Dex Mod, Same Target Or A Different Target

Aspect Of Flight~

Lvl 1: You Gain A Fly Speed Of 2 With An Altitude Limit Of 1. You Gain The "Flyby Attack" At Will Power.

Lvl 5: Your Fly Speed Increases To 6, With An Altitude Limit Of 2 (Instead Of 1).

Lvl 15: Your Fly Speed No Longer Has An Altitude Limit, And You Can Hover. You Lose The "Flyby Attack" At Will Power & Gain The "Improved Flyby Attack" At Will Power.

Lvl 25: You Ignore Forced Movement Caused By Powerful Winds (Including From Rituals, Spells, Or The Abilities Of Other Creatures).

Flyby Attack~
Standard Action, *N
Weapon, Melee 1
Str VS. AC
1[W] + Str Mod
Special: You Fly Up To A Number Of Squares Equal To 1/2 Your Fly Speed As A Part Of This Attack (This Flight May Be Before And After The Attack, As Long As The Total Distance Does Not Exceed 1/2 Your Fly Speed; You Must Fly At Least 1 Square Before And After You Make The Attack). This Flight Does Not Provoke Opportunity Attacks From The Target For Leaving Squares The Target Threatens.

Improved Flyby Attack~
Standard Action, *N
Weapon, Melee Reach
Str VS. Ref
1[W] + Str Mod
Special: You Fly Up To A Number Of Squares Equal To Your Fly Speed As A Part Of This Attack (This Flight May Be Before And After The Attack, As Long As The Total Distance Does Not Exceed Your Fly Speed; You Must Fly At Least 1 Square Before And After You Make The Attack). This Flight Does Not Provoke Opportunity Attacks For Leaving Threatened Squares.
Level 21: Move Action, 2[W] + Str Mod

Aspect Of Currents~

Lvl 1: You Gain A Swim Speed Of 2. You Gain The "Whirlpool Dash" At Will Power.

Lvl 5: You Gain The [Aquatic] Subtype And Can Breathe Air And Water. You Gain A +2 Bonus To Attack Rolls Against Creatures That Do Not Have The [Aquatic] Subtype.

Lvl 15: Your Swim Speed Increases To 6. You Lose The "Whirlpool Dash" At Will Power & Gain The "Improved Whirlpool Dash" At Will Power.

Lvl 25: You Ignore Forced Movement Caused By Powerful Tides (Including From Rituals, Spells, Or The Abilities Of Other Creatures).

Whirlpool Dash~
Standard Action
Close Burst 3
Special: Each Enemy Adjacent To Your Starting Position Must Roll A Saving Throw With A +2 Bonus. On A Failure, An Enemy Takes 1d6 +Con Mod Damage. You Teleport To A Square In The Burst. Each Enemy Adjacent To Your Destination Must Roll A Saving Throw With A +2 Bonus. On A Failure, An Enemy Takes 1d6 +Con Mod Damage.

Improved Whirlpool Dash~
Move Action
Close Burst 5
Special: Each Enemy Adjacent To Your Starting Position Must Roll A Saving Throw With A -2 Penalty. On A Failure, An Enemy Takes 1d8 +Con Mod Damage. You Teleport To A Square In The Burst. Each Enemy Adjacent To Your Destination Must Roll A Saving Throw With A -2 Penalty. On A Failure, An Enemy Takes 1d8 +Con Mod Damage. The Teleportation Granted By This Power Does Not Require Line Of Sight.
Level 21: Close Burst 10, Special: On A Failed Saving Throw, An Enemy Takes 2d8 +Con Mod Damage.

Aspect Of Tunnels~

Lvl 1: You Gain A Burrow Speed Of 2. You Gain The "Claw Bash" At Will Power.

Lvl 5: You Gain The {Tunneling} Special Ability. You Gain TremorSense 5.

Lvl 15: Your Burrow Speed Increases To 6. You Lose The "Claw Bash" At Will Power & Gain The "Improved Claw Bash" At Will Power.

Lvl 25: You Gain TremorSense 10 (Instead Of TremorSense 5). You Gain The {Improved Burrowing} Special Ability, Which Allows You To Burrow Through Previously Impassable Obstacles, Such As Walls Of Force.

Claw Bash~
Standard Action, *N
Weapon, Melee 1
Str VS. Fort
1[W] + Str Mod
Special: On A Hit, The Target Is Knocked Prone.

Improved Claw Bash~
Standard Action, *N
Weapon, Melee Reach
Str VS. Fort
1[W] + Str Mod
Special: On A Hit, The Target Is Knocked Prone. On A Miss, The Target Takes Half Damage & Is Knocked Prone.
Level 21: 2[W] + Str Mod, Special: On A Hit, The Target Is Dazed Until The Start Of Your Next Turn.

Aspect Of Wild Fangs~

Lvl 1: You Gain Resist 5 Poison. You Gain A +1 Bonus To Saving Throws Against Poison Effects. Enemies Taking Ongoing Poison Damage Grant Combat Advantage To You. You Gain The "Bloody Visage" At Will Power.

Lvl 5: You Gain Resist 10 Poison (Instead Of Resist 5 Poison). You Gain A +2 Bonus To Saving Throws Against Poison Effects (Instead Of +1). When You Attack A Bloodied Enemy That Is Taking Ongoing Poison Damage, That Enemy's Ongoing Poison Damage Is Increased By 5.

Lvl 15: You Gain Resist 15 Poison (Instead Of Resist 10 Poison). You Gain A +3 Bonus To Saving Throws Against Poison Effects (Instead Of +2). When You Have Combat Advantage Against An Enemy, You Gain A Bonus To Damage Rolls Against That Enemy Equal To 1/2 Your Con Mod. You Lose The "Bloody Visage" At Will Power & Gain The "Improved Bloody Visage" At Will Power.

Lvl 25: You Gain Resist 25 Poison (Instead Of Resist 15 Poison). You Gain A +5 Bonus To Saving Throws Against Poison Effects (Instead Of +3). You Treat Enemies That Are Immune To Poison Damage As If They Had Resist 25 Poison Instead Of Immunity, And You Ignore The First 20 Points Of Resist Poison An Enemy Has When You Hit That Enemy With An Attack That Deals Poison Damage.

Bloody Visage~
Standard Action
Close Blast 3
Con VS. Will
2 + Con Mod Psychic
Special: On A Hit, The Target Is Pushed 2 Squares. On A Miss, The Target Is Pushed 1 Square. This Power Cannot Push Creatures Into Hindering (Or Harmful) Terrain.

Improved Bloody Visage~
Minor Action
Close Blast 5
Con VS. Will
4 + Con Mod Psychic
Special: On A Hit, The Target Is Pushed 3 Squares. On A Miss, The Target Is Pushed 1 Square. This Power Can Push Creatures Into Hindering (Or Harmful) Terrain.
Level 21: Close Blast 7, 6 + Con Mod Psychic, Special: On A Hit, The Target Is Pushed 5 Squares. On A Miss, The Target Is Pushed 3 Squares. This Power Can Push Creatures Into Hindering (Or Harmful) Terrain.

Aspect Of Feral Claws~

Lvl 1: Your Resist All Is Increased By 1 For Each Enemy Adjacent To You. When You Are Hit By A Melee Attack, You Deal 1d6 Damage To The Triggering Attacker. You Gain The "Slashing Frenzy" At Will Power.

Lvl 5: Your Resist All Is Increased By 2 For Each Enemy Adjacent To You (Instead Of 1). When You Are Hit By A Melee Attack, You Deal 1d6+3 Damage To The Triggering Attacker (Instead Of 1d6).

Lvl 15: Your Resist All Is Increased By 2 For Each Enemy Within Your Melee Reach (Instead Of Each Enemy Adjacent To You). When You Are Hit By A Melee Attack, You Deal 1d6+6 Damage To The Triggering Attacker (Instead Of 1d6+3).. You Lose The "Slashing Frenzy" At Will Power & Gain The "Improved Slashing Frenzy" At Will Power.

Lvl 25: Your Resist All Is Increased By 3 For Each Enemy Within Your Melee Reach (Instead Of 2). When You Are Hit By A Melee Attack, You Deal 1d6+9 Damage To The Triggering Attacker (Instead Of 1d6+6).

Slashing Frenzy~
Standard Action
Weapon, Close Burst 1
Str VS. Ref
1[W] + Str Mod, And You Slide The Target 1 Square.

Improved Slashing Frenzy~
Standard Action
Weapon, Close Burst Melee Reach
Str VS. Ref
1[W] + Str Mod
Special: On A Hit, You Slide The Target Up To A Number Of Squares Equal To Your Str Mod.
Level 21: Minor Action, 2[W] + Str Mod, Special: If You Roll A Critical Hit While Using This Power, You Treat Each Target You Hit As If You Had Rolled A Critical Hit Against It.

Devigor
2014-08-25, 08:53 PM
Aspect Warrior Powers (4e)
Encounters, Utilities, & Dailies

If anyone has ideas to add here, please make mention and I will do my best to include any that I see.

* N = "Natural" Keyword

Level 1 Encounter Powers

Choker Hold~
Standard Action, *N
Weapon, Melee Reach
One Creature
Dex VS. Ref, Bite, Claw, Or Tail Only
1[W] +1/2 Str Mod, And Make The Secondary Attack
Secondary Minor Action, *N
Weapon, Melee Reach
Creature You Hit With The Primary Attack
Str Vs. Fort, Bite, Claw, Or Tail Only
The Target Is Unconscious Until The End Of Your Next Turn

Rending Pounce~
Standard Action, *N
Weapon, Melee Reach
One Or Two Creatures
Dex VS. AC, Up To 2 Attacks (Either 1 With Each Available Claw Or 2 With Talons), 1 Attack Per Target, Claw Or Talons Only
1[W] +2
Special: You May Use This Power In Place Of A Melee Basic Attack When Charging.

Buffeting Winds~
Standard Action, *N
Weapon, Range 5
One Target
Str VS. Fort, Wings Only
1[W], And The Target Is Immobilized Until The End Of Your Next Turn
Effect: You Push The Target Your Str Mod.

BioMorphic Barrage~
Standard Action, *N
Weapon, Close Burst Weapon Range
All Enemies In Burst
Dex +1 VS. AC (Spines) Or Con +1 VS. Ref (Spit), Spines Or Spit Only
1[W], And Make The Secondary Attack
Secondary Minor Action, *N
Weapon, Close Burst Weapon Range
Creatures You Hit With The Primary Attack In Burst
Dex +1 VS. AC (Spines) Or Con +1 VS. Ref (Spit), Spines Or Spit Only
Dex Mod (Spines) Or Con Mod (Spit) At The Start Of The Target's Next Turn

Awesome Blow~
Standard Action, *N
Weapon, Melee Reach Or Weapon Range
One Target
Str/Con/Dex VS. AC
1[W] + Str/Con/Dex Mod, And The Target Takes A Penalty To Saving Throws Equal To Your Str/Con/Dex Mod Until The End Of Your Next Turn
Special: You Use Either Your Str Mod, Con Mod, Or Dex Mod With The Attack Roll, Damage Roll, And Effects Of This Attack.

Level 2 Utility Powers

Rip And Tear~
Free Action, Daily
Personal, Stance
Effect: When You Hit The Same Creature With Two Or More Attacks With Natural Weapons On Your Turn, That Creature Takes Damage Equal To Your Str Mod At The End Of Your Turn. This Effect Can Trigger Against Multiple Targets Each Round, But Each Target Can Only Take This Extra Damage Once Per Round.

Burst Of Speed~
Minor Action, Encounter
Personal
Effect: You Take A Move Action.

Corrosion~
Minor Action, Encounter
Close Burst 10
Effect: All Creatures Within The Burst That You Have Hit With A Ranged Attack This Turn Take Ongoing 3 Acid Damage (Save Ends).

Tail Slap~
Free Action, Daily
Personal, Stance
Effect: Once Per Round, You May Make A Melee Basic Attack With Your Tail As A Minor Action. Once Before The End Of The Encounter You May Make A Melee Basic Attack With Your Tail As A Free Action. Doing So Ends The Stance.

Level 3 Encounter Powers

Serrated Shredding~
Standard Action, *N
Weapon, Melee Reach
One, Two, Or Three Targets
Str VS. Ref, Up To 3 Attacks (1 With Bite, 1 With Each Available Claw Or 1 With Talons), 1 Attack Per Target, Bite & Claw Or Talons Only
1[W]

Sweeping Tail~
Standard Action, *N
Weapon, Close Burst Melee Reach
One Target
Str VS. Ref, Tail Only
1[W]
Effect: Until The End Of Your Next Turn, Enemies Treat Spaces Within Your Melee Reach As Difficult Terrain

Devigor
2014-08-25, 08:54 PM
This will likely include more powers...

Any suggestions are appreciated.

Devigor
2014-08-25, 08:55 PM
ASPECT WARRIOR (5e)

HD: d8

Proficiencies~

Weapons: Natural Weapons, Any 2 Simple Weapons

Armor: None

Skills:

Aspect Archetype~

N. I. A. G. P.
1- 1 _ _ _ _
2- 2 _ _ _ _
3- 3 _ _ _ _
4- 4 _ _ _ _
5- 4 1 _ _ _
6- 4 2 _ _ _
7- 4 3 _ _ _
8- 4 4 _ _ _
9- 4 4 1 _ _
10- 4 4 2 _ _
11- 4 4 3 _ _
12- 4 4 4 _ _
13- 4 4 4 1 _
14- 4 4 4 2 _
15- 4 4 4 3 _
16- 4 4 4 4 _
17- 4 4 4 4 1
18- 4 4 4 4 2
19- 4 4 4 4 3
20- 4 4 4 4 4

N. = Novice
I. = Improved
A. = Advanced
G. = Greater
P. = Perfect

Overt Adaptation~

At levels 2, 6, 10, 14, and 18, you select one natural weapon of your choice from the following options. You cannot select the same option twice.

• 2 Claws (1d6 slashing)
• Bite (1d8 piercing, Minor)
• Slam (1d10 bludgeoning)
• Gore (2d6 piercing)
• Tail Slap (1d8 bludgeoning, Minor)
• 2 Talons (1d6 slashing, Minor)
• Spines (1d6 piercing, R5)
• Spit (1d4 acid, R5, Minor)
• Stinger (1d6 piercing, R2, Minor)
• 2 Wings (1d4 Bludgeoning, Minor)

When you use the attack action, a natural weapon listed as "Minor" is used as if you were wielding it in your off hand (half ability bonus to damage), except your off hand is free. Manufactured weapons (such as swords and bows) are not "Minor" weapons. A paired natural weapon (such as "2 Claws") treats the paired weapons as if they were one weapon (so you may make an attack with each of "2 Claws" as a single normal attack, or "2 Wings" as a single off hand attack).

Natural Armor~

You cannot wear armor. You can use shields if you gain proficiency with them, however. Your AC increases by 2 at level 2. Your AC increases by 1 at levels 6, 10, 14, and 18.

Devigor
2014-08-25, 08:56 PM
This is for 5e aspects as soon as I have time.

Devigor
2014-08-25, 08:57 PM
Here is where the first part of the basic handbook will be. Each part may be for an edition, or otherwise, they will be mixed together as a general guide.

Devigor
2014-08-25, 08:58 PM
Here is the second part of the handbook. Last one, too.

Devigor
2014-08-25, 10:56 PM
Credits!

gr8artist~

for gr8 advice. ;P

Hanuman~

Draken's Evolutionist
http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class

After Credits!
If you notice any grammar or spelling errors, or anything like that, or have any questions about anything relevant to this thread, I would appreciate it if you would let me know.

gr8artist
2014-08-25, 11:06 PM
Well, from what I can see it doesn't seem overpowered or anything, though it does feel a lot like a druid archetype or ACF.
Many of the editions changed mechanics, so you might want to specify what Unarmored Defense is for 3.P players.

Reserving posts is fine, but 10 seems excessive. How about reserving two. If you end up needing more than 1, make the second into an index with the various other information points linked in it.
And for heaven's sake, use a table. Looking as rough as it is now, you might deter a lot of people who (like myself) prefer to receive their information visually.

Devigor
2014-08-25, 11:20 PM
I did use a table. As I said, I am using my phone, so it is difficult to work that into this. I get grumpy about that, too.

I think it is a bit much of the druid feel. Perhaps it needs to tone down the level of "natural" and add some more outsider-y stuff, including with the spells.

The reason for the excessiveness is for the "pocket" handbook(s?) and the inclusion of each edition. I was thinking 6, but I was unsure about the length of a post. After seeing the actual lengths so far, I do think it those last few will be embarrassingly barren. I suppose one will be for credit (you get a mention!) and for witty or bitter comments worth recording, and maybe one for an example of mine (that has some homebrew beyond this). Or I could just delete the last couple.

A question I have for whoever is about the 4th edition version. The powers can kill the action economy, if used right. What I want to know is this: can we think of a way to abuse them?

Also, I think I will make a few theoretical builds. Definitely Kog'Maw.

Devigor
2014-09-14, 03:43 PM
* bump *

I don't want the thread closed before I finish, and suggestions are all welcome. Feel free to post if you stumbled on this page accidentally.

Extra Anchovies
2014-09-14, 04:02 PM
For the record, you can ignore the rule against posting in threads that have been inactive for 45 days as long as said threads are your homebrews.

Devigor
2014-09-20, 04:35 PM
I did not know that, thank you.
Does that also apply to those wanting to give me ideas? Or would they have to P.M. me?

Hanuman
2014-09-20, 06:58 PM
Obligatory mention to Draken's Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class).

Devigor
2014-09-24, 09:26 PM
An excellent resource and a great place for those that are looking for this style of thing done differently. Thanks!

So close, yet so far away. After New Year's, this will make my top 10 priorities list.

Edit: I am back! I'll be working consistently, once a week (not on any specific day of the week, just once a week), to complete these.

Edit: Okay, now back, after having just gotten my computer returned from a three month vacation. I'll be working on this much more after college starts up, but for now I am not in a position to continue working on this.