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View Full Version : D&D 3.x Class The Ley Siphon (Battlefield control synthesis)



qazzquimby
2015-04-02, 04:59 PM
The Ley Engineer (http://www.minmaxboards.com/index.php?topic=7975.0) + The Tile Master (http://www.giantitp.com/forums/showthread.php?357591-Rule-Maker-A-True-Controller(3-5-Base-Class-PEACH)) + The Geomancer (http://www.giantitp.com/forums/showthread.php?209432-Geomancy-Controlling-the-Ley-Lines-3-5-PEACH)
=
The Ley Siphon

http://fc02.deviantart.net/fs71/i/2011/188/4/3/suicide_by_caffeinedealer-d1z6b23.jpg

Concepts: Ley lines are ever-present currents of energy, crisscrossing through the world, following and shaping the contours of terrain over millenia like water shapes a river. Ley energy is often ignored, but appears to be one of the most prevalent natural forces, shaping flow of earth and energy in every plane.

A ley siphon draws their energy from the ley lines, bending or reconfiguring them to alter their surroundings. Ley siphons are rare, and generally in high demand, for their ability to quickly turn the tide of a battle, or fortify a position.

A single change a ley siphon can develop is known as a plan, which is prepared and then used, similarly to a wizard's spells. A plan can range from an area where every creature feels much more clumsy in their attacks, to carving a river through the battlefield.

Ley siphons have an unusual variety in how they let loose their abilities. Most commonly, they prepare a plan and quickly set it in action by deploying it. If they need something they did not plan for, they can flare the plan, at the cost of hurting their potential for the rest of the day. Conversely, if they have time to spare, they can reroute the ley lines, making their desired effect permanent.

A ley siphon's ability to transform ley energy is is simplified to the amount of pulse they have. Their pulse total represents the total magnitude of all effects they can sustain at a time, and usually wears out over the day as the ley siphon pushes their abilities. Flaring, and some other effects, decrease the pulse a ley siphon has to work with until it eventually regenerates, so they must use these abilities sparingly.

Adventures: A ley siphon often explores to study, mapping out terrain and ley lines for future reference. Many also seek out examples of natural geographic features, cunning traps, magnificent architecture, and historical accounts of great battles, looking for ideas for future Plans. Others work for the money, often to help a siege breach, or fortify a location.

Characteristics: A ley siphon is a master of changing the flow of combat. By controlling the terrain, fortifications, morale, and even physical laws of the battlefield, the Ley Engineer steers enemies into ambushes and choke points, or guides allies to the high ground. If no high ground is to be found, she simply creates some on the spot.

Alignment: Ley siphons are found in all alignments, some corrupted by their power to disrupt cities, others using their abilities to protect what they care about. Lawful ley siphons seem more prone to preparation and deployment, while chaotic ley siphons utilize the adaptability of flaring often.

Religion: Many ley siphons revere no deities at all -- their own intellect, perception, and ability to reshape the world can be rather a boost to the ego. Those that do offer up obeisance and praise to the divine tend to find common ground with deities of Craft and Artifice; other ley siphons might connect well with deities of the natural world, through their intuitive understanding of ley lines and geography.

Background: Becoming a ley siphon requires many years at a university or other training facility. An aspiring ley siphon must train her mind and senses to become aware of her surroundings in a more fundamental and all-encompassing way than seems possible to the uninitiated. Such training is long and arduous, and only those with great mental fortitude can hope to succeed.

In addition, the education must be available in the first place. Most sufficiently large or specialized schools are found in large cities, and are very expensive. This means that a ley siphon must find her way to the big city and finance her education somehow, whether through aristocratic birth, backbreaking labor during the night to pay for room, board, and classes, or by the subsidy of a foreign power who will lay claim to her services after her schooling is complete.

Races: Races with better perception, intelligence, and longer life spans are more successful ley siphons in most cases, though any race that is in touch with the earth, or can appreciate the value of fortifications may take up the job. Ranks of ley siphons are made up mostly of humans, dwarves, gnomes, elves and half-elves, with lesser groups of warforged, kobolds, planetouched and killoren.

Other Classes: Though ley siphons may be egotistical and demanding of others, most other classes appreciate the benefits they can bring to any endeavor. Ley siphons tend to engage in mutual dislike of wizards, archivists, and artificers, mostly due to academic rivalries between the departments which were ingrained during training, but work well with almost every other class. Any ley siphon too pigheaded to recognize the value even of their rivals in difficult situations is unlikely to live very long.

Role: A ley siphon is a capable battlefield controller, and can amplify her allies' abilities both tactically, and directly with some of her plans. Though mostly trained for large-scale conflicts, the principles she learns can be applied to skirmishes, dungeon crawls, and other situations quite easily. In addition, due to the requisite broad and thorough education, a ley siphon can also act as a party's repository of knowledge.

Adaptation: In some campaigns, ley siphons may take the role of shamans, scholars in a more primitive society with strong oral traditions, who shape the world around them to protect and aid the tribes they lead. In another, one might be a semi-divine being who wields the power of the creators of the multiverse, molding reality in her own image. If the setting has a much higher science and technology level than traditional high-magic fantasy, a ley siphon might not draw upon the power of ley lines, but instead use nanobots, transporters, and gravity generators to terraform planets.

Class Skills
The Ley Siphon’s class skills (and the key ability for each skill) are as follows: Appraise (Int), Concentration (Con), Craft (Int)*, Disable Device (Int), Knowledge (all skills, taken individually), Listen (Wis), Open Lock (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int
Hit Die: d6

The Ley Siphon


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Draw Ley, Plans, Deploy


2nd
+1
+0
+0
+3
Ley Siphon Feat


3rd
+1
+1
+1
+3
Ley Siphon Feat


4th
+2
+1
+1
+4
Ley Siphon Feat


5th
+2
+1
+1
+4
Ley Siphon Feat


6th
+3
+2
+2
+5
Ley Siphon Feat


7th
+3
+2
+2
+5
Ley Siphon Feat


8th
+4
+2
+2
+6
Ley Siphon Feat


9th
+4
+3
+3
+6
Ley Siphon Feat


10th
+5
+3
+3
+7
Ley Siphon Feat


11th
+5
+3
+3
+7
Ley Siphon Feat


12th
+6/+1
+4
+4
+8
Ley Siphon Feat


13th
+6/+1
+4
+4
+8
Ley Siphon Feat


14th
+7/+2
+4
+4
+9
Ley Siphon Feat


15th
+7/+2
+5
+5
+9
Ley Siphon Feat


16th
+8/+3
+5
+5
+10
Ley Siphon Feat


17th
+8/+3
+5
+5
+10
Ley Siphon Feat


18th
+9/+4
+6
+6
+11
Ley Siphon Feat


19th
+9/+4
+6
+6
+11
Ley Siphon Feat


20th
+10/+5
+6
+6
+12
Ley Siphon Feat



Class Features

Draw Ley (Su): A ley siphon draws energy from the web of ley lines below the world's surface, currents of energy . By drawing from the ever-present ley lines, a ley siphon can redirect their energy to directly control the physical and supernatural effects the terrain generates. The energy a ley siphon is channeling is known as pulse.

At any given time, a ley siphon has a base amount of pulse equal to their class level plus their Wisdom mod, though this can be modified. Pulse is usually invested, rather than spent, and in such cases is immediately regained when it is no longer being used.

Some effects will refer to burning pulse. This causes the pulse to be lost, rather than invested. Burned pulse returns at a rate of 1 pulse every 10 minutes, and all pulse returns after 8 hours rest.

Plans (Su): Merely exerting force on the channeled ley energy is rarely useful. Instead, a ley siphon imposes their will through many small pre-planned changes, preparing their plans similarly to a wizard's preparation of spells, though the process is much simpler.

Plans can take a variety of forms, but are usually a desired effect spread among a given area called a field, or a physical change to the battlefield terrain.

A ley siphon knows all plans on her class list, given below. A ley siphon can only use a plan they currently have prepared and preparing a plan requires 10 minutes or relative inactivity, such as walking or sitting. At any given time, a ley siphon may have a number of plans prepared equal to 1 + her Intelligence mod.

Deploy (Su): As a standard action, a ley siphon can deploy one of her prepared plans. For plans, she targets a space within her channel range (15ft until modified) as the center of the effect. She then determines the size of the field.

The larger the field, the more pulse will need to be invested to maintain the same effect. Most plans benefit from having greater force, which is effectively the total pulse invested into the effect, divided by the area of the effect. The ley siphon then invests as much of their pulse as they like, which is converted to force depending on the size of the field.


Radius of Field
Cost of 1 Force


One tile
1 pulse


10ft radius
2 pulse


20ft radius
4 pulse


30ft radius
6 pulse


40ft radius
8 pulse


50ft radius
10 pulse


60ft radius
12 pulse


70ft radius
14 pulse


80ft radius
16 pulse


After being deployed, the effect lasts until the ley siphon ends it, as a free action. Upon ending the effect, the ley siphon gains back all invested pulse.

Fields are easy to see, with a DC 10 spot check to identify an area being a field (or an unusual area, if they do not know of fields) and to see its borders. While a creature is in contact with, or within 30ft above a field, they are considered to be in that field, are are subject to its effects as listed in the field description.

If the plan is not , it may follow different rules, as listed with the relevant plans.

[B]Ley Siphon Feat (Ex): Where indicated in the class table, you gain an additional feat from the Ley Siphon Feats listed below.


Coming soon:Commands, Flare Command

[B]Flare Plan
When your plans fail, you learn to exert your will through intuition and brute force.
Prerequisites: Plans, Deploy, Cha 13
Benefit: As a swift action, you may "flare" any plan that you know, without having to have prepared it beforehand. Doing this requires significantly more energy and all pulse used is burned in the process. At level 5 and every 5 levels thereafter, you may flare an additional plan in a single swift action.

Flare Discount
Prerequisites: Flare Plan or Flare Command, Cha 19
Benefit: When you flare a plan or command, one quarter of the pulse is not burned. This feat can be taken up to two times.

Rapid Recovery
Prerequisites: Plans, Wisdom 17
Benefit: Burned Pulse recovers 1 per minute.
Normal: Burned Pulse recovers 1 per 10 minutes.

Speeding Recovery
Prerequisites: Rapid Recovery, Wisdom 21
Benefit: Burned Pulse recovers 1 per round.

Realize Plans
You can shift the very earth, making your plans permanent.
Prerequisites: Plans, Deploy, Int 15
Benefit: Rather than deploying a plan, you may realize it, permanently rerouting the ley lines to project the plan onto the landscape. By investing pulse as if you were deploying a plan for one hour per pulse used, and spending one standard action per round until the duration is complete, the plan is realized. It returns the invested pulse, and thereafter does not require pulse to remain active.

Rapid Realization
Prerequisites: Realize Plans, Int 17
Benefit: While realizing a plan, the duration of the realization is reduced to 30 minutes per invested pulse, and the action required each round is a move action.

Speeding Realization
Prerequisites: Rapid Realization, Int 19
Benefit: While realizing a plan, the duration of the realization is reduced to 10 minutes per invested pulse, and the action required each round is a swift action.

Portfolio
Prerequisites: Plans, Int 13
Benefit: You may choose a number of plans equal to half your Intelligence Modifier (unmodified by items, spells, drain, etc.). These plans are boiled down to a quick heuristic, and are always considered to be prepared, but burn one quarter the pulse used. The chosen plans can be changed any time you gain a level.

Improved Portfolio
Prerequisites: Portfolio, Int 17
Benefit: Your portoflio grows to a number of plans equal to your Intelligence Modifier.

Greater Portfolio
Prerequisites: Portfolio, Int 21
Benefit: Your portoflio grows to a number of plans equal to twice your Intelligence Modifier.

Channel Ley
Prerequisites: Draw Ley, Wis 15
Benefit: Once per day, you may activate this ability as a swift action. On the round it is activated, your maximum and current pulse are increased by one, and this effect repeats every round until you have gained a bonus equal to your wisdom modifier. After reaching this maximum, your total and current pulse are decreased by one until everything gained from this ability is lost. This feat may be taken any number of times. Each time you gain an additional use per day.



Level
Swift
Move
Standard
Full


1st
0
0
0
1


2nd
0
0
1
2


3rd
0
1
2
3


4th
0
1
2
4


5th
0
1
3
5


6th
0
1
3
6


7th
0
2
4
7


8th
0
2
4
8


9th
0
2
5
9


10th
1
3
6
10


11th
1
3
6
11


12th
1
3
7
12


13th
1
3
7
13


14th
1
4
8
14


15th
1
4
9
15


16th
1
4
9
16


17th
1
5
10
17


18th
1
5
10
18


19th
1
5
11
19


20th
2
6
12
20




[B]Coalesce Ley Web
You have learned to bend the ley lines in the area toward you, granting a temporary surge of pulse.
Prerequisites: Draw Ley, Wis 17
Benefit: Once per day, you may activate this ability as a swift action. On the round it is activated, your maximum and current pulse are increased by one, and this effect repeats every round until you have gained a bonus equal to your wisdom modifier. After reaching this maximum, your total and current pulse are decreased by one until everything gained from this ability is lost. This feat may be taken any number of times. Each time you gain an additional use per day.

Blood to Batteries
Using convoluted and not entirely ethical procedures, you can use the power of blood to fuel your plans.
Prerequisites: Plans, Cha 15
Benefit: You gain one pulse and one maximum pulse for every 25 liters of collected blood exposed to air + every 5 bleeding bodies within 60ft. One body can be drained for 5 liters of blood. used blood bubbles and dissipates, disappearing after 5 rounds.

Rapid Preparation
Your mind works faster as you formulate your plans.
Prerequisites: Plans, Int 15
Benefit: By taking consecutive full round actions for 5 minutes, you may prepare a plan. You may still prepare plans normally.
Normal: Plans require 10 minutes of relative inactivity to prepare.

Channel Range Increase
Prerequisites: Plans, Deploy, Cha 13
Benefit: When using a plan, command, or other ability that refers to your Channel Range, the range is increased by 15ft. This feat may be taken any number of times.
Normal: Channel Range begins at 15ft.

Manual Field Shape [MetaField]
You gain precise control in the manifestations of your power.
Prerequisites: Plans, Deploy, Int 15
Benefit: When creating a field, rather than making a perfect circle of the given radius, you may distribute the effect through a number of tiles based upon the radius of the field. The number of tiles given is equal to the radius of the field in feet, so a 30ft radius field grants 30 tiles. One of the tiles must be in the targeted space where the center would normally be, and all tiles must be adjacent to another tile from that field. When it would make sense, the level of detail can be made less than a single 5ft square, such as shaping the field into a staircase for use with gate to stone. The cost of an affected plan is unchanged.

Ley Immunity [MetaField]
The raw energy in the land parts for you.
Prerequisites: Plans, Deploy, Int 15
Benefit: When creating a field, you may choose to have it not effect you in any way. At your choice, either the cost of force is increased by 1 for this field, or you must burn 1 pulse per force.

Lasting Touch [MetaField]
The pull of the earth clings to them as they try to escape.
Prerequisites: Plans, Deploy, Int 15
Benefit:
When creating a field, you may choose to give it the following effect. After a creature leaves an affected field, they are still considered to be within the field for 1 + your Charisma mod rounds. At your choice, either the cost of force is increased by 1 for this field, or you must burn 1 pulse per force.

Hidden Field [MetaField]
You disguise your more supernatural effects to catch the unwary.
Prerequisites: Plans, Deploy, Int 15
Benefit:
When creating a field, you may choose to make its appearance non-obvious. These fields requires a spot check of 10 + 1/2 class level + your Charisma mod to notice and recognize the borders. At your choice, either the cost of force is increased by 1 for this field, or you must burn 1 pulse per force.

qazzquimby
2015-04-02, 05:00 PM
Plans
[Energy] plans apply some sort of energy to the field, which is usually obvious to see. These fields can indirectly alter the physical environment, by starting fires or freezing water, for example.
[Construct] plans cause obvious physical changes to the environment, such as altering terrain or summoning objects.
[No Field] plans don't use field areas or force, and instead have a deal directly with pulse and work in a set area.

Scaling Effect fields grow stronger the more FORCE is spent on them.
Amplification/Nullification fields apply a simple stat change throughout the field. This is a subset of scaling effect fields.
Flat Effect fields have a required FORCE cost, such as (1/2/4/6...), which indicates the cost of forming a field of that type of size (one square / 10ft radius / 20ft radius / 30ft radius ...)

Absence Zone
All creatures within this field posses a FORCE * 5% miss chance, that does not stack with miss chances from other sources. Maximum of 50% miss chance.

Acidic Terrain [Energy]
This field is acidic, and deals 3*FORCE acid damage to all creatures within it. Additionally, any creature dealt damage by this must make a reflex save (DC 10 + 1/2 level + 1/2 the initial damage dealt) or be blinded for FORCE rounds (This effect is not cumulative).

Burning Terrain [Energy]
This field is lit with magical fire that deals 3*FORCE fire damage to all creatures within it. Additionally, any creature dealt damage by this must make a reflex save (DC 10 + 1/2 level + 1/2 the initial damage dealt) or be set on fire and take 1d4 fire damage per round for FORCE rounds (This effect is not cumulative). Flammable materials within the field catch fire if damaged this way, and the fire spreads and burns out normally.

Condensed Terrain
The area within the field counts as 5 + FORCE*5ft for all purposes. For example, moving through the tile takes additional ft of movement, and all area effects initiated after it is made are shortened as they pass through the tile.

Freezing Terrain [Energy]
This field extremely cold, and deals 3*FORCE cold damage to all creatures within it. Additionally, any creature dealt damage by this must make a reflex save (DC 10 + 1/2 level + 1/2 the initial damage dealt) or have their speed halved for FORCE rounds (This effect is not cumulative). Most liquids gradually freeze over 1d4 rounds.

Involuntary Leap
As soon as a creature enters the field and at the beginning of each their turns within it, they are flung FORCE*5ft through the air in any direction, and on collision are knocked prone and take 1d6 damage per 10ft traveled. The direction must be determined during the field's creation.

Minefield [Construct]
Any number of spaces within this field contain a mine that deals 6*FORCE damage to the first creature who enters the square, reflex save (DC10 + 1/2 level + Cha) for half damage. Mine containing spaces are chosen upon field creation.

Noisy Terrain [Energy]
This field very loud, and deals 3*FORCE sonic damage to all creatures within it. Additionally, any creature dealt damage by this must make a reflex save (DC 10 + 1/2 level + 1/2 the initial damage dealt) or be deafened for FORCE rounds (This effect is not cumulative). Glass objects within the field break immediately.

Shocking Terrain [Energy]
This field is charged with electricity, and deals 3*FORCE electric damage to all creatures within it. Additionally, any creature dealt damage by this must make a reflex save (DC 10 + 1/2 level + 1/2 the initial damage dealt) or drop whatever they are holding and become flat-footed (This effect is not cumulative). Ungrounded conductors (such as water and metal objects) that are in contact with the field, deal the field's damage to anything in contact with them.

Slick Earth [Construct]
All creatures attempting to change direction while moving or end a movement within this field must make a balance check (DC 10+FORCE*2), or fall prone and slide the rest of their move speed in a straight line.Accuracy Amplification/Nullification
All attacks made within this field take a +/- FORCE to the attack roll, all chosen at the field's creation.

Attack of Opportunity Amplification/Nullification
All creatures within this field gain/lose FORCE attacks of opportunity each round, all chosen at the field's creation. A creature cannot have less than 0 attacks of opportunity each round.

Damage Amplification/Nullification
All damage taken within this field is increased/decreased by FORCE per damage die, chosen at the field's creation. Each die deals a minimum of one damage each.

Damage Resistance Amplification/Nullifcation
All creatures within this field gain/lose FORCE DR. If they have more than one kind of DR, you choose which is lost first. DR cannot be reduced below 0.

Hardness Amplification/Nullification
All objects within this field gain/lose 3*FORCE hardness, all chosen at the field's creation.

Save Amplification/Nullification
All creatures within this field take +/-FORCE to a certain save, all chosen at the field's creation.

Speed Amplification/Nullification
All creatures within this feild take +/- FORCE*5ft move speed, all chosen at the field's creation. A creature cannot have less than 5ft move speed this way.

Spell or Power Resistance Amplification/Nullificaiton
All creatures within this field take +/- 2*FORCE to spell or power resistance, all chosen at the field's creation.Antipodean Enclosure
Requires 5 FORCE (5/10/20/30...).
The area within the field functions as an anti magic/psionic/supernatural ability field, chosen on field creation.

Broken Ground [Construct]
Requires 1 FORCE (1/2/4/6...).
The ground within this field is cracked and piled with rubble. All squares within the field are difficult terrain.

Configurable Wall
Requires 5 FORCE (5/10/20/30...).
At field creation, choose a type, or an alignment, or "all." This field is treated as a magic circle against evil with a CL equal to your ley siphon level, with any mention of evil replaced with the chosen alignment, type, or all creatures.

Control Weather [Energy]
Requires 3 FORCE (3/6/12/18...).
The weather within the field changes, all choices set upon field creation. Depending on the season, different weather effects may be available to choose from. You may not choose specific outcomes of the weather, such as where lightning strikes.


Season
Possible Weather


Spring
Tornado, thunderstorm, sleet storm, or hot weather


Summer
Torrential rain, heat wave, or hailstorm


Autumn
Hot or cold weather, fog, or sleet


Winter
Frigid cold, blizzard, or thaw


Late Winter
Hurricane-force winds or early spring (coastal area)



Exhausting Space
Requires 5 FORCE (4/8/16/24...).
All creatures within this field are incapable of taking full round actions of any kind, including full-attack actions.

Extra-Spatial Field
Requires 7 FORCE (7/14/28/42...).
Every creature, object, and terrain feature within this field is considered to exist in every tile within the field, though no two things can be considered to exist in the same space at the same time. For example, a creature in the field can exit through any space along its border by moving 5ft, and every creature and object within the field are considered adjacent to all other creatures and objects. Ask your DM if this is too cool and mind boggling to use.

Gate to Air [Construct]
Requires 3 FORCE (3/6/12/18...).
All terrain and open space within this field (ground, walls, etc. but not objects or creatures) are replaced with air for the duration of the field. Creatures, or objects caught within solids are shunted out, taking damage as they would if they teleported into a solid material.

Gate to Stone [Construct]
Requires 4 FORCE (4/8/16/24...).
All terrain and open space within this field (ground, walls, etc. but not objects or creatures) are replaced with stone for the duration of the field. Creatures, or objects caught within solids are shunted out, taking damage as they would if they teleported into a solid material.

Gate to Water [Construct]
Requires 4 FORCE (4/8/16/24...).
All terrain and open space within this field (ground, walls, etc. but not objects or creatures) are replaced with water for the duration of the field. This water remains suspended in the air, and gravitates back to its original location if splashed away. Creatures, or objects caught within solids are shunted out, taking damage as they would if they teleported into a solid material.

Gate to Wood [Construct]
Requires 3 FORCE (3/6/12/18...).
All terrain and open space within this field (ground, walls, etc. but not objects or creatures) are replaced with wood for the duration of the field. Creatures, or objects caught within solids are shunted out, taking damage as they would if they teleported into a solid material.

Illusory Wall
Requires 3 FORCE (3/6/12/18...).
The border of this field appears to be a wall of design chosen during field creation, though no wall actually forms. A search check DC (10 + 1/2 ley siphon level + cha) reveals that the wall is unusual.

Jarring Passage
Requires 1 FORCE, and minimum size of 10ft radius (-/2/4/6…).
On field creation, mark two tiles within the field. Anything that moves into one tile is immediately teleported to the other, maintaining all momentum. If another creature is in the space, they are immediately moved to one of the closest available spaces of their choice.

Obscuring Mist
Requires 1 FORCE (1/2/4/8...).
The area within the field functions as if subject to the Obscuring Mist spell, CL of your ley siphon level.

Pike Field [Physical]
Requires 2 FORCE (2/4/8/12...).
Creatures who take fall damage within this field, in addition to normal fall damage, take double that damage as piercing damage.

Quicksand [Physical]
Requires 2 FORCE (2/4/8/12...).
Ground in the area functions as quicksand, described here (Requires 2 FORCE (2/4/8/12...).
Creatures who take fall damage within this field, in addition to normal fall damage, take double that damage as piercing damage.).

Siege Engine [No Field]
You swiftly construct a siege engine in a target area within your channel range (15ft until modified). Along with the siege engine comes enough mundane ammo of your choice to fire the siege engine 5 times, if applicable, though it starts unloaded. Creatures, or objects caught within solids are shunted out, taking damage as they would if they teleported into a solid material. Details on siege engines can be found in Heroes of Battle, page 67. Permanent realized siege engines cannot be sold.



Siege-Engine
Pulse Cost


Light Ballista
5


Light Mangonel
5


Heavy Mangonel
6


Heavy Ballista
7


Battering Ram
7


Scorpion
8


Light Trebuchet
9


Siege Tower
11


Heavy Trebuchet
15



Sow Traps
You can quickly form a trap in a target area within your channel range (15ft until modified). The trap can have a CR no higher than the pulse invested. Permanent realized traps cannot be sold.

Smooth Passage
Requires 1 FORCE, and minimum size of 10ft radius (-/2/4/6…).
On field creation, mark two tiles within the field. These tiles are considered adjacent for all purposes.

Terrestrial Light
Requires 1 FORCE (1/2/4/8...).
The area within the field is lit as bright as full daylight, which is considered sunlight for all purposes.

Terrestrial Not Light
Requires 2 FORCE (2/4/8/16...).
The area within this field has its brightness reduced to darkness, which is magical darkness and thus blocks darkvision.

Verboden Aviation
The effect is chosen at field creation.
Requires 2 FORCE (2/4/8/12...).
All flying creatures within this field immediately fall, and any attempt to fly or jump immediately fails. Objects are unaffected.
~or~
Requires 4 FORCE (4/8/16/24...).
As above, and any object that would be suspended in the air immediately falls, nullifying projectile attacks.

Visual Regression
Requires 3 FORCE (3/6/12/18...).
Everything inside this field appears visually identical to how it was at field creation. Creatures moving inside are invisible, and any visual changes inside cannot be seen. True seeing or similar effects counter this.

World Anchor
Requires 3 FORCE (3/6/12/18...).
The area within the field functions as if subject to the Dimension Lock spell, CL of your ley siphon level.

Hanuman
2015-04-04, 02:32 AM
PEACH:
I feel like a lot of the fluff in class abilities was intended to be covered in the intro.

You explain that you gain a pool, but then you immediately say it can be invested or burned, but the reader doesn't know those concepts.

The fluff is a pretty clear interp of drawing your pool from the material realm, I'd add a class feature at 6 or 8 to explain what happens on other planes to avoid bad RAI from DM interp.

Plans class feature does not describe what you're actually doing with the plans, and does not contain a link to the list of plans below. All I know is that I am preparing "plans" which feels to me like a huddle-up moment TBH, which would make for some cool RP. Get the party around a big parchment as big as an encounter mat IRL, explain to them what the plan is, get everybody on board.

Deploy class feature, still doesn't describe Plans, new concept "channel range" which I look up and down and figure that it's the range to the center of a "field" I am laying down (also a new concept that is not explained), but for now I'm thinking it's an abstract area of effect.
Now we are using our pulse pool and calling it "force" to "invest" in an area of effect. The obtuse plot thickens!

The perception check for the field reveals the image of a field somwhat, so I imagine a dome with a force-field like perimeter by the wording "area within field" instead of "field within area", but then it says "30' above" which then breaks that image and replaces it with what is essentially a cyllinder... but it's a domeeee-like cyllinder if it's 30' above the radius-dome-image in my head.. if you want it's total height at all points to be 30' call it a cyllinder with X radius.

What happens if subjective gravity? Where is "up" then? Can it be placed on walls? (*Legend of korra narrator voice*)

Feats listed before plans, I open up the spoiler and get confused because even after all the class abilities are listed I still don't understand the actuality of any of the concepts.

You should list feats in order of of their straightforwardness, so people can get a feel for what their intended use is, then expand on uses as they keep reading. Simple/Useful -> Abstract/Obtuse

Down to plans now, and really it's here where I start to piece together what the class actually is, which is an area of effect buffer/debuffer. Somewhere between a caster, an invoker and a trapper, all battle-field controlly.

Feel free to pop question responses and I'll keep peaching.