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EdroGrimshell
2015-07-17, 03:20 PM
I've finally gotten around to consolidating the PrCs into this post, so my old post is spoilered as its original meaning is kinda not needed anymore. I'm going to be going into a playtest phase for these soon. I'll link to the recruitment thread here when I start it up for those interested.

I'll be working on additional PrCs as I go still, so expect more to show up in the next few weeks.

Acolyte

Entry Requirements
Skills: Knowledge (Religion) 6 Ranks
Feats: True Believer and Any Domain Feat

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Devotion

2nd
+1
+0
+0
+3
Devoted Believer

3rd
+1
+1
+1
+3
True Devotion
Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Profession, Sense Motive. 2 + Int Modifier Skill Points

Wpn/Arm Prof: An acolyte gains proficiency with their deity's Favored Weapon.

Devotion (Su): At first level, the acolyte selects one Domain feat they possess that falls under the domains of their deity. At 1st and 3rd level they gain an additional use of the chosen Domain feat. At 2nd level they gain two additional uses of the chosen Domain feat.

Devoted Believer (Su): Starting at 2nd level, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer. At 3rd level they gain the ability to use True Believe twice per encounter without expeding its daily use.

True Devotion (Su): At 3rd level, the acolyte gains a number of charges equal to their class level x their Cha or Wis modifier (whichever is higher). These charges may be used in place of turn/rebuke attempts for Divine and Domain feats. Charges are recovered at a rate of 1 per hour of rest (whenever the character would heal nonlethal damage naturally).
Anima Priest

Entry Requirements
Skills: Knowledge (Religion) 12 Ranks
Feats: Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will
Class Features: 2 Persistent Blessings (Stigmatist), Vigor (Unyielding Soul)

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Divine Resilience
1

2nd
+1
+3
+0
+3
Unyielding Blessing
2

3rd
+2
+3
+1
+3
Penance's Gift
3

4th
+3
+4
+1
+4
Anointed Soul
4

5th
+3
+4
+1
+4
Ardent Conviction
5
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Anima Priest does not gain any new weapon or armor proficiencies.

Divine Resilience (Su): When a Anima Priest invests essentia into the Azure Toughness feat, they gain a pool of points equal to the invested essentia multiplied by twice their class level. As a move action that does not provoke attacks of opportunity, the Anima Priest can spend any number of these points to gain a number of temporary hit points equal to the spent points.

Additionally, while damaged by Penance, the Anima Priest may use Vigor (Unyielding Soul) to gain Temporary Hit Points as a Full-Round Action.

Unyielding Blessing (Su): The first time the Anima Priest meditates to use the Vigor ability, they may select a number of Blessings equal to their class level. The Anima Priest gains the benefits of these blessings so long as they possess Temporary Hit Points. Additionally, the Anima Priest adds the following blessings to the list of blessings they may obtain:
Holy/Unholy Dodge: This blessing grants the Anima Priest the benefits of the Uncanny Dodge ability, as a Barbarian, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Uncanny Dodge ability.

Holy/Unholy Evasion: This blessing grants the Anima Priest the benefits of the Evasion ability, as a Monk, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Evasion ability.

Holy/Unholy Mettle: This blessing grants the Anima Priest the benefits of the Mettle ability, as a Hexblade, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Mettle ability.

Seraphic Barrier: While the Anima Priest possesses this blessing, if an attack only damages temporary hit points, any secondary effects the attack may have had do not affect them. This blessing may only be selected once.

Soul Growth: This blessing allows the Anima Priest to increase the essentia capacity of any one essentia receptacle by 1. When the Anima Priest uses a swift action to reinvest their essentia, they can choose to change what essentia receptacle benefits from this blessing. The effects of this blessing stack.
Penance's Gift (Su): At 3rd level, the Anima Priest gains the ability to share their blessings and resilience with their allies. As a standard action, the Anima Priest may take nonlethal damage up to the amount of temporary hit points they possess to grant all allies within 30ft an equal number of Temporary Hit Points. While both the Anima Priest and any ally possesses Temporary Hit Points while within 60ft of the Anima Priest, they gain the blessings the Anima Priest selected for Unyielding Blessing (see above) as well as their Persistent Blessings.

Additionally, if the Anima Priest possesses the Vitality or Hardened ability (Unyielding Soul), the Anima Priest's allies temporarily gain the benefits of these abilities when the Anima Priest grants them Temporary Hit Points so long as they possess Temporary Hit Points. Once they no longer have temporary hit points, they lose these benefits until they benefit from this class feature again.

Anointed Soul (Su): At 4th level, when the Anima Priest uses Penance to gain a Blessing, they add the damage taken from the use of Penance to the pool of points granted by Divine Resilience. Additionally, in place of taking damage when using Penance, the Anima Priest may take one point of essentia damage that lasts until the Anima Priest recovers their hit points lost to Penance.

Ardent Conviction (Su): At 5th level, the Anima Priest gains greater depths of spiritual strength born from their own resilience. As long as the Anima Priest possesses Temporary Hit Points, they gain Temporary Essentia equal to the essentia invested in the Azure Toughness feat. Additionally, the Anima Priest may invest their essentia into others, as if they were an essentia receptacle, with a touch, granting them two blessing for each point of essentia invested. If the essentia invested was Temporary Essentia, then the blessing is lost when the Anima Priest would otherwise lose the essentia. Essentia used in this way is automatically uninvested after 24 hours, but may be uninvested as a swift action if the Anima Priest is touching the individual.
Bane-Blooded

Entry Requirements
Skills: Autohypnosis 6 Ranks
Feats: Poison Healer

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+0
Tainted Health

2nd
+1
+3
+0
+0
Bleakblood

3rd
+2
+3
+1
+1
Blighted Health
Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.

Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.

Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.

Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.

Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.

Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.
Capacitor

Entry Requirements
Skills: Psicraft 6 Ranks
Feats: Psionic Body
Special: Must Possess a Power Point Pool.

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP
Manifesting


1st
+0
+0
+0
+2
Psychic Reserve
1
---

2nd
+1
+0
+0
+3
Psychic Body
3
+1 Manifester Level

3rd
+1
+1
+1
+3
Psychic Capacitor
6
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 4 + Int Modifier Skill Points

Wpn/Arm Prof: A capacitor gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the capacitor increases their manifester level by one. The capacitor does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the capacitor does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Psychic Reserve (Ex): At 1st level, the capacitor gains the ability to store power points internally, gaining a Psychic Reserve that can store a number of power points equal to the capacitor's ranks in Psicraft - 3. To use power points stored in their Psychic Reserve, the capacitor must expend their psionic focus. Unlike a cognizance crystal, a capacitor can spend power points from their Psychic Reserve at the same time they spend power points from another source.

Psychic Body (Su): At 2nd level, the capacitor heals one additional hit point from natural healing for every power point stored in their Psychic Reserve. The capacitor gains a +1 bonus on Autohypnosis and Concentration checks for every two power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Ability Checks for every three power points stored in their Psychic Reserve. The capacitor heals one additional point of Ability Damage or Ability Burn from natural healing for every five power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Fort and Ref saves for every six power points stored in their Psychic Reserve.

Psychic Capacitor (Ex): Starting at 3rd level, the capacitor no longer needs to expend their psionic focus to use the power points from their Psychic Reserve. Additionally, so long as the capacitor possesses power points in their Psychic Reserve, they heal as if through natural healing every hour.
Cenobite

Entry Requirements
Skills: Concentration 6 Ranks
Feats: Psychic Meditation, Deep Psychic Meditation

Hit Die: d4


Level

BAB
Fort
Ref
Will
Special
Manifesting

1st
+0
+0
+0
+2
Charged Meditation
---

2nd
+1
+0
+0
+3
Deep Psychic Meditation
+1 Manifester Level

3rd
+2
+1
+1
+3
Focused Meditation
+1 Manifester Level

4th
+3
+1
+1
+4
Deep Psychic Meditation
+1 Manifester Level

5th
+3
+1
+1
+4
Focused Discharge
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.

Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minutes per manifester level (minimum 1 minute), rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.

Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.

Focused Meditation (Ex): Starting at 3rd level, the cenobite may spend a psychic charge as a move or standard action. Spending it as a move action activates a single energy center. Spending it as a standard action activates two energy centers.

Additionally, the cenobite only needs half an hour of meditation to gain a psychic charge.

Focused Discharge (Ex): Starting at 5th level, the cenobite may spend a psychic charge as a swift, move, or standard action. Spending it as a swift action activates a single energy center. Spending it as a move action activates two energy centers. Spending it as a standard action activates three energy centers.

Additionally, the cenobite only needs fifteen minutes of meditation to gain a psychic charge.

This ability supersedes the Focused Meditation ability.

I may make an alternate that uses Mantra Feats (http://dsp-d20-srd.wikidot.com/mantra-feats) in the near future.
Cursed*

Entry Requirements
Base Attack Bonus: +2
Skills: Intimidate 6 Ranks
Feats: Daunting Presence

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Feed the Fear

2nd
+1
+0
+0
+3
Ominous Presence

3rd
+2
+1
+1
+3
Feed on Fear
Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.

Feed the Fear (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the penalty for the Shaken, Frightened, or Panicked condition increases by 1, to a maximum increase of the Cursed's class level + 1 for every 3 ranks in Intimidate they possess. Using this ability resets the duration of Daunting Presence.

Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

Ominous Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets.

Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft).

Feed on Fear (Ex): At 3rd level, whenever the Cursed uses Daunting Presence successfully on a target, the target takes 1d6 points of nonlethal damage for every four ranks in Intimidate the Cursed possesses. If a target is knocked unconscious by this effect, the Cursed gains temporary hit points equal to the damage dealt and gains a +1 bonus to attack and damage rolls, saving throws, and armor class for on minute or increases the bonus by one and resets the time on this effect (to a maximum of +5).

Additionally, non-mindless creatures that are immune to fear effects or mind-affecting effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.

*Still looking for a better name.
Dauntless

Entry Requirements
Skills: Craft (Armorsmithing) 4 Ranks
Feats: Toughness, Improved Toughness
Proficiencies: Must be proficient with at least one type of armor.

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+0
Armor Dampening, Tough

2nd
+1
+3
+0
+0
Ablative Armor

3rd
+2
+3
+1
+1
Hardened Armor
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).

Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.

Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).

Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.

Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.

Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.

Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the hardness of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.

Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.
Dreamer

Entry Requirements
Skills: Concentration 6 Ranks, Lucid Dreaming or Autohypnosis 3 Ranks
Feats: Mind Over Body
Special: Must possess the ability to dream OR possess the Dream Scion feat (Secrets of Sarlona).

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP

1st
+0
+0
+0
+2
Dream Trance, Dream Points
1

2nd
+1
+0
+0
+3
Dreamtouched
3

3rd
+1
+1
+1
+3
Dreamtouched
6
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Lucid Dreaming, Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A dreamer gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the dreamer increases their manifester level by one. The dreamer does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the dreamer does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Dream Trance (Su): As a standard action, a dreamer may spend one power point and expend their psionic focus to enter a Dream Trance. While in a Dream Trance the dreamer gains 1 dream point at the end of every round (see below). A Dream Trance lasts 2 + the dreamer's class level rounds. When a Dream Trance would end the dreamer may spend one power point (they cannot use a dream point in place of a power point for this ability) as a swift action to refresh the duration of the Dream Trance.

This ability counts as the Dream Scion for meeting prerequisites. A Dream Trance counts as a Dreamtouched State for the purposes of Dreamtouched feats (such feats do not extend the duration of the Dream Trance).

Dream Points: At the end of every round in which the dreamer maintains their Dream Trance, they gain 1 Dream Point, up to a maximum of the number of ranks in Lucid Dreaming the dreamer possesses. A dreamer in a Dream Trance may expend Dream Points in place of power points for any effect. However, they are not power points and thus she may not transfer them to others (ex: by the bestow power power) or store them in items (such as cognizance crystals).

Dream Points are not lost when a Dream Trance ends, but cannot be spent unless the dreamer is in a Dream Trance.

At 1st level, a dreamer may only spend one dream point at a time. At 2nd and 3rd level, the number of dream points they may spend at once increases by 2.

Dreamtouched: At 2nd and 3rd level, the dreamer gains a bonus Dreamtouched feat (Secrets of Sarlona). Additionally, if a Dreamtouched feat requires the dreamer to sacrifice a use of their Dreamtouched State, they may instead spend three power points.

Each time a dreamer gains a Dreamtouched Feat, they gain a single 1st or 2nd level psionic power that can only be used while the dreamer is in a Dream Trance.
Dreamtouched Adept

Entry Requirements
Skills: Knowledge (Arcana, The Planes, or Psionics) 8 Ranks and one of Lucid Dreaming, Autohypnosis, or Concentration 4 Ranks
Feats: Dream Scion and One Other Dreamtouched Feat

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Shallows Immersion

2nd
+1
+0
+0
+3
Dreamtouched Feat

3rd
+2
+1
+1
+3
Dream Immersion

4th
+3
+1
+1
+4
Dreamtouched Feat

5th
+3
+1
+1
+4
Nightmare Immersion
Class Skills: Autohypnosis, Concentration, Intimidate, Knowledge (Arcana/Psionics/The Planes), Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: A dreamtouched adept gains no new weapon or armor proficiencies.

Shallows Immersion (Ex): At 1st level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: This feat may be used without expending a use of your dreamtouched state.

Dream of Insight: This feat may be used without expending a use of your dreamtouched state.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept gains Superior Low-Light Vision, Darkvision out to 120ft, and Blindsense out to 60ft. These overwrite the Low-Light Vision, Darkvision, and Blindsense granted by Dream of Perception.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.
Dreamtouched Feats: At 2nd and 4th level, the dreamtouched adept gains a bonus Dreamtouched feat. They must still meet any prerequisites for the feat.

Dream Immersion (Ex): At 3rd level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: The dreamtouched adept gains Telepathy out to 60ft while in a dreamtouched state.

Dream of Insight: The bonus to Knowledge checks is increased to +15 and the dreamtouched adept may make one additional Knowledge check when using this ability.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept gains blindsight out to 30ft while in a dreamtouched state.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.
Nightmare Immersion (Ex): At 5th level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: The dreamtouched adept may extend the benefits of the following feats to their allies within range of the dreamtouched adept's telepathy: Dream of Instinct, Dream of Perception, Dream of Strength, and Dream of the Moment. Allies do not gain the benefits of Shallows Immersion, Dream Immersion, or Nightmare Immersion for those feats.

Dream of Insight: The bonus to Knowledge checks is increased to +20 and the dreamtouched adept may make one additional Knowledge check when using this ability.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept may use the Augury effect without ending their dreamtouched state. The dreamtouched adept may still only use Augury once per dreamtouched state.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.
Echoed Mind

Entry Requirements
Skills: Concentration 9 Ranks
Feats: Subconscious Containment (http://dsp-d20-srd.wikidot.com/subconscious-containment), Psionic Meditation

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
PP
Manifesting


1st
+0
+0
+0
+2
Echoed Focus
2
---

2nd
+1
+0
+0
+3
Focused Mind
6
+1 Manifester Level

3rd
+1
+1
+1
+3
Psychic Echo
12
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: An echoed mind gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the echoed mind increases their manifester level by one. The echoed mind does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the echoed mind does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their class level. These additional foci are gained as if with Subconscious Containment except the DC is increased by 5 for each additional Foci gained (20 for Subconscious, 25 for first Echoed Focus, 30 for second Echoed Focus, and 35 for their third Echoed Focus).

Focused Mind (Ex): Starting at 2nd level, the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.

Psychic Echo (Ex): The echoed mind gains the benefits of psionic feats that require maintaining psionic focus a number of times equal to the number of psionic foci they are currently maintaining (so Speed of thought would grant +20ft to move speed if the echoed mind had two psionic foci and +50ft if they had five psionic foci).

If a feat has a conditional bonus that is only active under certain conditions, such as the Duck and Weave (http://dsp-d20-srd.wikidot.com/duck-and-weave) feat, you must meet those conditions for each instance of the bonus (Ex: with Duck and Weave you'd need to move 20ft for a +4 bonus, 30ft for a +6 bonus, etc.).

NOTE: Yes, it is possible to expend multiple psionic foci on the same psionic feat to boost its effect, but the burst effect for that requires expending all five psionic foci, which you can gain a maximum of three of in a turn with this class (unless you break action economy in which case you have worse things to worry about) and even then would take a full round action and some decent rolling. I think it balances, personally.
Feral

Entry Requirements
Skills: Survival 6 Ranks
Special: One of the following conditions must be met;
Survived in the wild on their own for at least a year
Trained with a Mutator class or Druid that has experienced Drift (Complete Divine)
Been chosen by a deity or spirit of nature (includes several types of fey and magical beasts).

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+0
Dire Form, Survivor

2nd
+1
+0
+0
+0
Adaptation

3rd
+1
+1
+1
+1
Wild Child

4th
+2
+1
+1
+1
Mythic Form

5th
+2
+1
+1
+1
Feral Ascendancy
Class Skills: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

Wpn/Arm Prof: The Feral gains no new weapon or armor proficiencies.

Dire Form (Ex): At first level, the Feral gains a mutator level equal to their class level as well as two mutations. At 2nd and 4th level, the Feral gains one additional mutation. At 3rd and 5th level, the Feral gains two additional mutations. The Feral may only select Basic, Innate, and Extraordinaire Mutations for this ability.

Survivor (Ex): The Feral gains Track as a bonus feat and gains a bonus on Survival checks equal to their class level.

Additionally, the Feral gains a +1 bonus to all Feral class skills (except Survival). This bonus increases by 1 at 3rd and 5th level. This does not apply to skills added to the class skills list by Mutations.

Adaptation (Ex): Starting at 2nd level, the Feral may, over the course of a week, replace one mutation with another. On making the decision to do so, the Feral loses access to the chosen mutation until the week is over when it is replaced by the new mutation.

Additionally, the Feral gains a bonus Mutator feat.

Wild Child (Ex): Starting at 3rd level, the Feral may substitute half their ranks in Survival for their ranks in any other Feral class skill and adds their Wisdom bonus (if any) to any checks made in this way.

Mythic Form (Ex): At 4th level, the Feral gains a single Teratomorph as the Evolutionist class feature. They may only choose a Teratomorph from the Teratomorph I list.

Additionally, the Feral gains a bonus Mutator feat.

Feral Ascendancy (Ex): When it would be beneficial, the Feral is treated as both an animal and their original type. Additionally, the Feral adds half of the non-mutator class levels they possess to their mutator level.

Troacctid
2015-07-17, 07:12 PM
I can't see a character wanting to take Infusionist. Psionic characters don't want it, since it doesn't progress psionics. Meldshapers don't want it, since it doesn't help with meldshaping. Casters certainly don't want it, since it doesn't progress casting and they probably don't have a psionic focus anyway. Skill monkeys don't want it because it tanks your skills. Fighters don't want it because it tanks your stats. So who's supposed to be taking it? It doesn't seem to have any niche.

Soulfused has a similar problem. I'm not sure what kind of character is supposed to take it. The most logical would be Soulborn, since they're the class that gets the bonus Incarnum feats, but the half-BAB isn't very friendly for them. And Incarnates and Totemists don't seem like they'd be interested in losing their meldshaper progression for it--and even if they were, they wouldn't want all 5 levels.

Also, regarding the names, Infusionists don't use infusions and Soulfused are apparently unrelated to the Soulfused template...so that's a little awkward.

EdroGrimshell
2015-07-17, 09:24 PM
Infusionist

Entry Requirements
Skills: Concentration 6
Feats: Psycarnum Infusion
Special: Must possess an essentia pool.

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
PP
Essentia
Manifesting

1st
+0
+0
+0
+2
Extended Infusion
1
1
---

2nd
+1
+0
+0
+3
Expanded Infusion
3
2
+1 Manifester Level

3rd
+1
+1
+1
+3
Invested Infusion
6
3
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession. Psicraft, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The infusionist does not gain any new weapon or armor proficiencies.

Manifesting: At 1st and 3rd level, the infusionist increases their manifester level by one. The infusionist does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the infusionist does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Int score).

Extended Infusion (Ex): At 1st level, the duration of the infusionist's Psycarnum Infusion feat extends by a number of rounds equal to the infusionist's class level. At 2nd level, the infusionist increases the number of rounds by an additional one.

When the infusionist uses the Psycarnum Infusion feat, he may spend one or more power points (up to 5 or half the infusionist's manifester level, whichever is higher) to increase the duration by an equal number of rounds.

Expanded Infusion (Ex): At 2nd level, the infusionist can select two incarnum receptacles when they use the Psycarnum Infusion feat. At 3rd level, the infusionist can select three incarnum receptacles.

Alternatively, the infusionist may reduce the number of essentia receptacles affected from Psycarnum Infusion by 1 to increase the capacity of the essentia receptacles affected from Psycarnum Infusion by 1. At 3rd level they may reduce the number of affected essentia receptacles by 2 and increase the capacity of the affected essentia receptacles by 2.

Invested Infusion (Ex): When Infusionist uses the Psycarnum Infusion feat, they may spend three power points to retain their psionic focus.

Additionally, as an immediate action, the Infusionist may spend six power points to use Psycarnum Infusion as part of the same action. Using Psycarnum Infusion in this way does not benefit from Expanded Infusion or Extended Infusion.
Instructor

Entry Requirements
Skills: Martial Lore 6 Ranks, Associated Skill of the Discipline selected for Martial Study 6 Ranks
Feats: Martial Study, Martial Stance

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
MK
MR
SK

1st
+1
+2
+0
+2
Training, Discipline
1
1
0

2nd
+2
+3
+0
+3
Stance Correction
0
0
0

3rd
+3
+3
+1
+3
Simplified Instruction
1
0
1

4th
+4
+4
+1
+4
Self Instruction
0
1
0

5th
+5
+4
+1
+4
Teacher's Pride, Trained Strike
1
0
0
Class Skills: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (History), Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The instructor is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

Training (Ex): An instructor does not fight alone, but cannot always expect to fight with those as skilled as themselves, as such, they learn how to train those they work with to fight alongside them. Over the course of an hour, the instructor may train a number of individuals up to their Int score - 10 and multiplied by their class level (Ex: A level 3 instructor with Int 13 would be able to train 9 individuals). Those trained by the instructor in this way gain an Instruction Point. This Instruction Point lasts for one day per class level the instructor possesses.

The maximum number of Instruction Points a creature may benefit from is equal to the Instructor's class level. A creature may not possess more than 5 Instruction Points. Instruction Points can only be granted to intelligent creatures.

Additionally, the instructor may take Martial Stance and Martial Study as many times as they wish. If the instructor has ranks in a discipline's associated skill of 9 or higher, they may take maneuvers from that discipline as well when taking Martial Study or Martial Stance.

Discipline (Ex): Anyone that possesses an Instruction Point gains Advantage on their attack and damage rolls, rolling twice for any attack or damage rolls and taking the better result. Additionally, once per encounter per Instruction Point they possess, they may take a swift action to gain a +1 circumstance bonus to their Attack Rolls and Armor Class and a +2 circumstance bonus to their damage rolls until the start of their next round. These benefits may be doubled by spending an instruction point.

Additionally, the Instructor may choose a number of weapons equal to their class level + their Intelligence bonus, any penalty for not being proficient with the chosen weapons is reduced by one for each instruction point the target creature possesses.

Stance Correction (Ex): Instructors know that a good foundation enhances the ability to fight. Starting at second level, the Instructor may designate a stance they know when using Training, whenever anyone benefiting from an Instruction Point the instructor granted them takes a swift action to use Discipline, they gain the benefits of the chosen Stance for one round. The instructor may designate a different stance every time they use Training and those benefiting from the Instruction Points may choose which stance to gain the benefits of when using Discipline, they may only gain the benefits of one stance at a time. They don't actually know the stance, simply gaining the benefits of it.

Additionally, a creature with at least two instruction points may spend a swift action to gain the benefits of a stance without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the stances they may gain the benefits of with this ability.

Simplified Instruction (Ex): An instructor can give their students a chance to use some of their own techniques by simplifying the technique for them to use. At 3rd level, the instructor gains the ability to impart a small amount of their skill when training others. When using Training, the instructor may choose one of their feats to impart to those they use Training on. Whenever a creature benefiting from Instruction Points spends a swift action to use Discipline, they gain the benefits of the chosen feat until the start of their next turn. The instructor may designate a different feat every time they use Training and those benefiting from the Instruction Points may choose which feat to gain the benefits of when using Discipline, they may only gain the benefits of one feat at a time. They don't actually have the feat, simply gaining the benefits of it.

Additionally, a creature with at least three instruction points may spend a swift action to gain the benefits of a feat without using Discipline. A creature with at least three instruction points gains an additional swift action each round that may only be used for abilities granted by Instruction Points.

When a creature loses an Instruction Point, for any reason, they remove one of the feats they may gain the benefits of with this ability.

Self Instruction (Ex): When an instructor of 4th level or higher uses Training to grant Instruction Points, the Instructor may gain an Instruction Point themselves. The Instructor may choose a single Boost when using Training. Any creature benefiting from Instruction points may use the chosen Boost when spending a swift action to use Discipline. The instructor may designate a different boost every time they use Training and those benefiting from the Instruction Points may choose which Boost to gain the benefits of when using Discipline, they may only gain the benefits of one Boost at a time. They don't actually know the Boost, simply gaining the benefits of it.

Additionally, a creature with at least four instruction points may gain the benefits of the chosen Boost once per encounter as a swift action without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the Boosts they may gain the benefits of with this ability.

Trained Strike (Ex): A 5th level Instructor may choose a single Strike when using Training. Any creature benefiting from Instruction points may use the chosen Strike in place of their next attack after spending a swift action to use Discipline. The instructor may designate a different Strike every time they use Training and those benefiting from the Instruction Points may choose which Strike to gain the benefits of when using Discipline, they may only gain the benefits of one Strike at a time. They don't actually know the Boost, simply gaining the benefits of it.

Additionally, a creature with at least five instruction points may use the chosen Strike once per encounter as if they knew it without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the Strikes they may gain the benefits of with this ability.

Teacher's Pride (Ex): An instructor's pride is to pass on their knowledge to their students so they may pass it on to their own students. Any individual trained consistently by the instructor for a month that never has less than one Instruction Point gains Martial Weapon Proficiency, Exotic Weapon Proficiency, Martial Study, or Martial Stance as a bonus feat, but may only select a weapon, maneuver, or stance that the instructor is able to use.

Additionally, the instructor may spend a month learning a new weapon proficiency, maneuver, or stance, gaining the appropriate feat to gain the selected option. The instructor must spend at least an hour a day, possess a means of studying what they wish to gain, and must possess an Instruction Point the entire time to gain the feat. If any of these requirements is skipped at any time, the instructor must restart from the beginning once more.


*Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.
Militiaman

Entry Requirements
Skills: Martial Lore 6
Feats: Martial Study, Martial Stance

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
MK
MR
SK

1st
+1
+2
+0
+0
Limit Reserve
1
1
0

2nd
+2
+3
+0
+0
Martial Clarity
0
0
0

3rd
+3
+3
+1
+1
Fighting Spirit
1
0
1
Class Skills: Climb, Craft, Intimidate, Jump, Martial Lore, Profession, Ride, Swim.* 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The militiaman is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

Limit Reserve (Ex): At first level, the militiaman gains a Limit Reserve, represented by a d10. At the start of an encounter, the militiaman sets their Limit Reserve to 1 + 3 per class level they possess. The militiaman may reduce their Limit Reserve by any amount to recover maneuvers they possess from the Martial Study feat or gained from this class with a total level equal to the amount the Limit Reserve was reduced. This is a free action.

At the end of an encounter, the militiaman's Limit Reserve is set to 1.

Should the militiaman's Limit Reserve ever reach 0, the militiaman is fatigued for one minute and cannot increase their Limit Reserve until they spend five minutes in light exercise (at which point the Limit Reserve is set to 1 as if an encounter had ended).

Additionally, the militiaman may take the Martial Study feat any number of times.

Martial Clarity (Ex): Starting at second level, the militiaman increases their Limit Reserve by 1 at the start of each round and may, once per encounter, add an additional 1d4 to this increase. At third level, this may be used an additional time per encounter.

Additionally, whenever the militiaman uses a Counter or Boost Maneuver, they may decrease their Limit Reserve by one to not use up an action. This can only be used on maneuvers the militiaman knows from Martial Study or this class.

Fighting Spirit (Ex): Starting at 3rd level, the militiaman may, once per encounter, set their Limit Reserve to 10.

Additionally, the militiaman may decrease their Limit Reserve by one to replace one attack during a full attack action with a readied Strike Maneuver that has an initiation time of one standard action or less. This can only be used on maneuvers the militiaman knows from Martial Study or this class.


*Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.
Scholar

Entry Requirements
Skills: 18 Ranks Split Between at Least Three Knowledge Skills.
Feats: Knowledge Devotion, Master of Knowledge (Heroes of Horror)

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Knowledge Correlation

2nd
+1
+0
+0
+3
Scholastic Study

3rd
+1
+1
+1
+3
Scholastic Advantage
Class Skills: Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Forgery, Gather Information, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Search, Spellcraft, Use Magic Device, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A scholar gains no new weapon or armor proficiencies.

Knowledge Correlation (Ex): For every 6 ranks the scholar possesses in Knowledge skills, they gain a +1 Synergy Bonus to all Knowledge checks and may use all Knowledge skills as if they had a number of skill ranks equal to the Synergy Bonus. These virtual ranks do not count towards increasing the synergy bonus.

Sage Lore (Ex): At each class level, the scholar gains 6 additional skill points that can only be spent on Knowledge skills.

Scholastic Study (Ex): By spending an hour studying or otherwise gathering information, a Scholar of at least 2nd level may gain a bonus as if he had rolled a 10 on the appropriate Knowledge check against that specific creature for the next 24 hours or until they rest for eight hours, whichever comes first.

Scholastic Advantage (Ex): Starting at 3rd level, the Scholar may impart some of his knowledge to his allies. Whenever the Scholar uses Knowledge Devotion, they may spend a move action to grant all allies within 30ft the same bonus for two rounds.

Additionally, the scholar may gain greater bonuses from the Knowledge Devotion feat, gaining an additional +1 bonus for every five they exceed 36 (+6 at 41, +7 at 46, +8 at 51, etc. to a maximum of +10 at 61 or higher).
Soulfused

Entry Requirements
Skills: Knowledge (The Planes) 3 Ranks, Any other Skill 6
Special: Must possess an Essentia Pool

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Incarnum Ability
+1

2nd
+1
+3
+0
+3
Heightened Capacity (+1)
+0

3rd
+2
+3
+1
+3
Incarnum Aura
+1

4th
+3
+4
+1
+4
Heightened Capacity (+2)
+0

5th
+3
+4
+1
+4
Incarnum Ability
+1
Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Spot. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: Soulfused are proficient with all simple weapons and with light armor, but not with shields.

Incarnum Ability: The soulfused gains a bonus Incarnum Feat at 1st and 5th level.

Incarnum Development: The soulfused gains a point of essentia at 1st, 3rd, and 5th level.

Heightened Capacity: The essentia capacity of the soulfused's incarnum feats increases by 1 at 2nd and 4th level.

Incarnum Aura: A soulfused of 3rd level has an aura of incarnum around them. As a standard action, the soulfused may compress this aura into a single soulmeld of the soulfused's choice. This shaped soulmeld lasts for one minute per class level before unshaping, at which time it becomes an aura once more. The soulfused may choose to unshape this soulmeld at any time.

On shaping this soulmeld, the soulfused may bind it to a chakra it has open, if any.

While the Aura is active, the soulfused gains two Aura Points. Aura points may be invested into an essentia receptacle as if they were essentia. An essentia receptacle with aura points invested in it has its essentia capacity increased by the number of aura points invested in it. At 5th level, the soulfused gains one additional aura point while the Aura is active.

NOTE: Aura points invested into an ability where they can't be uninvested locks them in place. They can still be remove to shape a soulmeld but don't count towards the number of points in the ability until it unshapes.
Soul Seeker

Entry Requirements
Skills: Concentration 6 Ranks, Listen 6 Ranks, Spot 6 Ranks
Feats: Soulsight

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+0
+2
+2
Improved Soulsight
1

2nd
+1
+0
+3
+3
Extended Soulsight
2

3rd
+1
+1
+3
+3
Superior Soulsight
3
Class Skills: Concentration, Craft, Listen, Profession, Search, Sense Motive, Spot. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: A soul seeker gains no new weapon or armor proficiencies.

Improved Soulsight (Ex): The soul seeker may activate Soulsight as a swift action instead of a move action. Additionally, the soul seeker gains a bonus on Search, Spot, and Listen checks equal to twice the essentia invested in the Soulsight feat.

Extended Soulsight (Ex): The soul seeker's Soulsight reaches farther and more accurately than it otherwise would, the blindsense going out to 10ft per point of essentia invested into the feat instead of 5ft. The soul seeker may spend a move action to double the range of their blindsense from soulsight for one round.

Additionally, the soul seeker gains a constant Deathwatch effect on all living creatures within their blindsense granted by Soulsight. This only functions while the blindsense from Soulsight is active.

At 3rd level, the soul seeker gains the effects of the Status spell in addition to Deathwatch when their blindsense from Soulsight is active and may apply the effect to both living and nonliving creatures.

Superior Soulsight (Ex): When the soul seeker uses Soulsight, he gains blindsight out to half of the range of his blindsense. Additionally, the soul seeker gains an insight bonus to their AC equal to the essentia invested in the Soulsight feat against creatures he can sense with the Soulsight feat.

Additionally, the soul seeker gains the ability to detect both living and nonliving creatures as if they could bind a soulmeld to their Brow chakra.
Spirit Healer

Entry Requirements
Skills: Heal 6 Ranks
Feats: Healing Soul

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Incarnum Healing
1

2nd
+1
+3
+0
+3
Incarnum Chirurgeon
2

3rd
+1
+3
+1
+3
Incarnum Vitality
3
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: A spirit healer gains no new weapon or armor proficiencies.

Incarnum Healing (Su): When the spirit healer invests essentia into the Healing Soul feat, they gain a pool of healing that acts much like the paladin's lay on hands ability equal to their class level x their Con mod x the amount of essentia invested in the Healing Soul feat. The healing from this class feature is not positive energy and can be used to heal living, undead, and construct creatures equally.

Additionally, the healing provided by Healing Soul is doubled and may be expended to add to the pool of healing provided by the Incarnum Healing class feature or to heal a touched target.

This class feature can be affected by the Azure Touch feat.

Incarnum Chirurgeon (Su): The spirit healer may spend points of healing to convert a number of points of lethal damage into nonlethal damage equal to twice the number of spent points, this increases to three times the number of spent points at 3rd level.

The spirit healer can expend five points of healing to cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. The spirit healer can expend ten points of healing to remove the exhausted, nauseated, poisoned, or stunned condition from one individual. The spirit healer can spend fifteen points of healing to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. The spirit healer can expend twenty points of healing to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

The spirit healer can remove one or more conditions and heal damage with the same touch, so long as they expend the required number of points.

Additionally, each point of essentia invested in Healing Soul provides two uses per day instead of one.

Incarnum Vitality (Su): The spirit healer can spend healing from Incarnum Healing on an uninjured target. Should the target take damage afterwards, they begin to heal at a rate of 1 hit point per round until they've healed a number of hit points to bring them to their maximum or until they heal a number of hit points equal to the spent healing. This can apply to conditions that can be removed with Incarnum Chirurgeon, healing at a rate of one condition per round starting with the highest cost condition and continuing from there.

Healing spent to this effect lasts until the spirit healer's essentia is uninvested from the Healing Soul feat.

Additionally, the spirit healer may more easily heal others. The number of points spent to remove conditions with Incarnum Chirurgeon is reduced to 4, 8, 12, and 16 instead of 5, 10, 15, and 20 respectively.
Stigmatist

Entry Requirements
Alignment: Cannot be True Neutral
Skills: Knowledge (Religion) 6 Ranks
Feats: True Believer

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+2
Penance, Blessings

2nd
+1
+3
+0
+3
Persistent Blessing

3rd
+1
+3
+1
+3
Persistent Blessing

4th
+2
+4
+1
+4
Persistent Blessing

5th
+2
+4
+1
+4
Persistent Blessing
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Knowledge (Religion/The Planes), Profession, Sense Motive. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The stigmatist does not gain any new weapon or armor proficiencies.

Penance (Ex): In a minute long ritual, the stigmatist takes 3 points of damage and gains a Blessing (see below). For every blessing the stigmatist has, the damage taken from this ritual increases by 3. Damage inflicted by this ability bypasses temporary hit points and cannot be healed except by natural healing. The next time the stigmatist heals lethal damage through natural healing, they heal all the damage taken from Penance.

Blessings (Su): When using the Penance ability (see above), the stigmatist gains a blessing from the list below. A blessing lasts as long as the stigmatist possesses damage from the Penance ability. This ability counts as the ability to turn/rebuke undead and cast spells of 1/4 their character level for the purposes of qualifying for feats.

Blessed Armor: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their Armor Class. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

Blessed Body: This blessing grants the stigmatist the benefits of the Endure Elements spell as long as they possess the blessing. This blessing can be selected more than once, each time the stigmatist selects one type of energy damage (fire, electricity, acid, cold, or sonic) granting energy resistance 5 against the chosen energy or increasing the resistance chosen by 5. If a type of energy resistance would exceed 30 through this blessing, the stigmatist instead gains immunity to that energy type.

Blessed Skin: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the stigmatist damage reduction 2/the chosen alignment. This blessing can be selected more than once, increasing the damage reduction by 2 for each additional selection, to a maximum of 10.

Ceremonial Blessing: On selecting this blessing, the stigmatist selects one Ceremony feat they possess. They may grant the benefits of that Ceremony by paying the cost as a Penance instead of the normal costs. Using a Ceremony feat in this way causes the benefits to last until the Penance damage is healed rather than their normal duration. This blessing may only be chosen as a Persistent Blessing.

Detect Opposition: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the appropriate Detect spell for the chosen alignment (Detect Evil, Detect Good, Detect Law, Detect Chaos).

Divine Blessing: This blessing grants the stigmatist two Divine Charges. Divine Charges can be used in place of Turn/Rebuke Undead attempts for Divine feats and Domain feats. This blessing can be selected more than once, increasing the number of Divine Charges gained by 2.

Divine Insight: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Wis score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Divine Mind: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Int score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Divine Presence: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Cha score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Healing Hands: This blessing grants the stigmatist a pool of points equal to the hit points lost from the Penance ability. These points can be spent to heal an equal number of hit points of a touched target (including themselves). The stigmatist can choose to divide this healing among multiple recipients, and they don't have to use it all at once. Using this blessing is a standard action. Taking this blessing a second time allows the stigmatist to spend five points from this pool to heal one point of ability damage or remove one of the following conditions from a touched target: dazed, fatigued, or sickened. Taking this blessing a third time allows the stigmatist to spend ten points from this pool to remove one of the following conditions from a touched target: exhausted, nauseated, poisoned, or stunned. Taking this blessing a fourth time allows the stigmatist to spend fifteen points from this pool to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. Taking this blessing a fifth time allows the stigmatist to spend twenty points from this pool to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

Minor Miracle: On selecting this blessing, the stigmatist selects one 1st level or lower cleric or druid spell, the level of spell that can be selected increases by 1 at 3rd and 5th level. The stigmatist gains the selected spell as a spell-like ability that can be used once while they possess this blessing with a caster level of half their character level. The stigmatist may choose to expend this use to use the spell Augury instead of the selected spell. These spells may be used to fuel Reserve Feats. This blessing can be selected more than once, selecting a new spell or increasing the number of times they may use a previously selected spell by 1.

Miraculous Alacrity: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Dex score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Miraculous Endurance: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Con score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Miraculous Strength: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Str score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Sacred/Profane Resistance: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their saving throws. This blessing an be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

Sacred/Profane Skill: On selecting this blessing, the stigmatist chooses one ability score. This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their skill checks with skills based on the chosen ability score. This blessing can be selected more than once, selecting a new ability score or increasing the bonus for an existing one by 1 for each additional selection, to a maximum bonus of +5.

Seraphic Gift: On selecting this blessing, the stigmatist chooses one Domain feat or Divine feat. This blessing grants the selected feat as a bonus feat. If the stigmatist possesses the Minor Miracle blessing, they can instead select a Reserve feat that the spell from their Minor Miracle qualifies them for. Should the stigmatist no longer qualify for a selected Reserve feat selected with this blessing, such as using the spell from Minor Miracle, they lose the blessing that granted the reserve feat as well.

Sublime Offense: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their damage rolls. This blessing can be selected more than once, increasing the bonus by 2 for each additional selection, to a maximum bonus of +20.

Sublime Speed: This blessing grants the stigmatist a +10ft Sacred (if Good or Neutral) or Profane (if Evil) bonus to all movement modes. This blessing can be selected more than once, increasing the bonus by 5ft for each additional selection, to a maximum bonus of +30ft.

Sublime Warrior: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their attack rolls. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5. The fifth time this blessing is selected, the stigmatist may make an additional attack at their highest base attack bonus at a -5 penalty during a full attack.

Persistent Blessing (Ex): At every level except 1st, the stigmatist selects one blessing. They automatically gain that blessing whenever they gain at least one blessing. These blessings do not count towards the number of blessings they possess for the amount of damage they take from Penance. These blessings still count towards the limit on the number of times the blessing can be selected.
Surger

Entry Requirements
Skills: Concentration 6 Ranks
Feats: Overchannel
Manifesting: Must know one or more first level powers

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP
Manifesting

1st
+0
+0
+0
+2
Surging Psyche
1
+1 Manifester Level

2nd
+1
+0
+0
+3
Channeled Insurgence
3
---

3rd
+2
+1
+1
+3
Oversurge
6
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A surger gains no new weapon or armor proficiencies.

Manifesting: At 1st and 3rd level, the surger increases their manifester level by one. The surger does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the surger does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Cha score).

Surging Psyche (Ex): A surger possesses a measure of their psionic power separate from power points called a Surge Count. A surger's Surge Count defaults to 0. As a swift action, the surger may increase their Surge Count by 1. A surger may have a Surge Count of up to 1 + 3 x their class level.

Whenever the surger uses the Overchannel feat, they may increase their Surge Count by the amount they increased their manifester level with the feat.

While the surger's Surge Count is greater than 0, they suffer a penalty to Concentration checks equal to their Surge Count but gain a bonus on Will Saves of equal value. While the surger's Surge Count is 4 or higher, they increase their effective manifester level by one, this increases by an additional one at Surge Counts 7 and 10. While the surger's Surge Count is 7 or higher, the surger is treated as if they were psionically focused (they may not expend this psionic focus but may gain and expend their normal psionic focus). While the surger's Surge Count is 10, the surger may, as a swift action, gain psionic focus without needing to make a Concentration check.

At the start of an encounter, the surger can choose to increase their Surge Count by their class level - 1, taking no action to do so.

A surger may also choose to set their Surge Count to 0 as a swift action.

Maintaining a Surge Count is draining when not in a high stress situation. A surger that maintains a surge count greater than 0 for one minute when not threatened by an enemy or in a stressful situation (any situation that would prevent the surger from taking 10 on a skill check) becomes fatigued. If the surger is already fatigued they become exhausted. If the surger is already exhausted they fall unconscious and their Surge Count is set to 0.

Channeled Insurgence (Su): As long as a 2nd level or higher surger's Surge Count exceeds 0, they may spend a swift action each round to channel their unstable mental energies into a power, charging it. When first using this ability, the surger must choose a single power to Channel. While Channeled, the power may not be manifested and has a Power Count of 0. When the surger spends a swift action to charge the Channeled power, they increase its Power Count by their Surge Count, to a maximum of the surger's manifester level with the Channeled power. At any time, as long as the Power Count of the power exceeds the minimum power points needed to manifest it, the surger may discharge the Channeled power, manifesting the power as if they had spent a number of power points on it equal to the Power Count it possessed before being discharged.

The surger may use Overchannel with the Channeled power, but must choose the manifester level increase when they first channel the power and take damage when they discharge the Channeled power.

Oversurge (Su): As a free action, when discharging a Channeled power, a 3rd level or higher surger may lower their surge count to increase the effective manifester level and number of power points spent on the power by the amount their Surge Count was lowered.

Using an Oversurge is a mentally draining endeavor. After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for five minutes, at which point the exhausted condition is reduced to fatigued and the surger may increase their surge count again. The Fatigued condition persists for another 5 minutes, whether the surger rests or not.
Undying

Entry Requirements
Feats: Diehard
Special: Must have had a near death experience (been reduced to 0 or fewer hit points)

Hit Die: d10


Level
BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+2
Walk the Razor's Edge

2nd
+1
+3
+0
+3
Knock on Death's Door

3rd
+2
+3
+1
+3
Walk with the Reaper

4th
+3
+4
+1
+4
Open the Black Gates

5th
+3
+4
+1
+4
Walk into Oblivion
Class Skills: Autohypnosis, Balance, Concentration, Craft, Heal, Intimidate, Jump, Profession, Survival, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Undying does not gain any new weapon or armor proficiencies.

Walk the Razor's Edge (Ex): While below 75% of their maximum hit point total, the Undying gains a +1 morale bonus to their Armor Class, Saving Throws, and Skill Checks. While below 50% of their maximum hit point total, the bonus increases by 1. While below 25% of their maximum hit point total, the bonus increases by an additional 1. While at or below 1 hit point per class level, the bonus increases by an additional 1. While at or below 1 hit point, the bonus increases by an additional 1.

Additionally, while below 50% their maximum hit point total, the Undying gains a +10ft morale bonus to all movement modes.

Knock on Death's Door (Ex): Starting at 2nd level, the Undying no longer dies at -10 hit points, instead dying at a number of negative hit points equal to 10 x their class level (-20 at 2nd level, -30 at 3rd level, etc). The Undying benefits from the Diehard feat until they would die, rather than up to -9 hit points. The Undying stabilizes automatically when reduced below 0 hit points and is immune to the disabled condition.

Walk with the Reaper (Ex): Starting at 3rd level, the Undying does not fall unconscious from nonlethal damage unless they have a number of points equal to half their maximum hit point total + the Undying's current hit point total. The Undying no longer takes damage for taking a standard action while disabled or dying.

Additionally, while below 25% their maximum hit point total, the Undying gains spell resistance equal to twice their class level + twice the morale bonus granted by Walk the Razor's Edge.

Open the Black Gates (Ex): At 4th level, the Undying gains a Threshold Pool with points equal to 10 x their class level. Whenever the Undying would take damage, they may spend any number of points from their Threshold Pool to reduce damage they would take by an equal amount, taking nonlethal damage equal to half the damage prevented.

A Undying's Threshold Pool refreshes at a rate of 1 point per minute.

Walk into Oblivion (Ex): The bonus from Walk the Razor's Edge is doubled. The Undying adds half the bonus from Walk the Razor's Edge to Attack and Damage Rolls.

Additionally, while the Undying is at or below 1 hit point per class level, they gain hardness equal to the morale bonus granted by Walk the Razor's Edge. Adamantine cannot overcome the hardness granted by this ability.
Unyielding Soul

Entry Requirements
Skills: Any Skill 6 Ranks
Feats: Azure Toughness, Incarnum-Fortified Body

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+2
+0
Vigor, Resilience
1

2nd
+1
+3
+3
+0
Vitality
2

3rd
+2
+3
+3
+1
Hardened
3
Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

Wpn/Arm Prof: an unyielding soul gains no new weapon or armor proficiencies.

Vigor (Ex): The unyielding soul may spend one minute to regain the temporary hit points granted by the Azure Toughness feat.

Additionally, the unyielding soul gains twice as many temporary hit points from the Azure Toughness feat.

Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

Additionally, while the unyielding soul possesses temporary hit points, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.

Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.

Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.

Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

Additionally, as long as they possess temporary hit points, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-) and stacks with other sources of similar damage reduction (such as that from a Barbarian).

*Vitality's secondary effect essentially heals one hit point at the cost of one damage to your temp hp and one point of nonlethal damage. It is technically a net loss (2 damage for one point of healing), but allows the unyielding soul to heal over the course of hours rather than days without magical aid.

Amechra
2015-07-17, 09:56 PM
The Infusionist is actually pretty great if you know what you're doing. After all, Incarnum classes don't really care about multiclassing all that much - and this really helps with Meldshaping.

For most Incarnum classes, the Infusionist will drop them by one Chakra Bind and one Soulmeld in comparison with going from 1-20. I would gladly trade that for Extended Infusion - with a proper build, that can be the equivalent of 10 Essentia on its own.

And, at the same time, it isn't too strong - it happily fills its little niche.

On the other hand, the Soulfused is pretty par for course, matching Welknair's old classes, so well done there.

EdroGrimshell
2015-07-18, 01:34 AM
The Infusionist is actually pretty great if you know what you're doing. After all, Incarnum classes don't really care about multiclassing all that much - and this really helps with Meldshaping.

For most Incarnum classes, the Infusionist will drop them by one Chakra Bind and one Soulmeld in comparison with going from 1-20. I would gladly trade that for Extended Infusion - with a proper build, that can be the equivalent of 10 Essentia on its own.

And, at the same time, it isn't too strong - it happily fills its little niche.

On the other hand, the Soulfused is pretty par for course, matching Welknair's old classes, so well done there.

I'm glad you like it. As I said I'll be getting a playtest of the classes some time soon, so I hope to iron out any kinks they may have.

I also have another batch incoming sometime tomorrow. I'll be working on a few different ones, but I've got two in the works right now, one based on Soulsight from Magic of Incarnum and one based on Poison Healer from Fiendish Codex 1.

First one's the Soul Seeker, simply put, it's a class that makes the limited blindsense from Soulsight a little less limited and a little better (it takes a swift action every round rather than a move action, has an extended range, and some blindsight mixed in). If you have nothing to do with your swift actions (such as from being a fighter) this is a good class to take even with the drop in BAB. This one's actually based on a monk character I made a long time ago.

The second one is all about healing. Self healing in particular. It lets you build up a resistance to poison by being exposed to it, eventually nets you an effective immunity to poison (treated as rolling a nat 20 on Fort Saves vs Poison instead of getting actual immunity, and since a nat 20 is an auto succeed on saving throws... it may actually be better than poison immunity), and gives you a natural defense against biters (most animals) by storing poison in your blood. Wanted to give a little self buff somewhere, but couldn't find a way to do it without being potentially broken. This one can get a little expensive, but a simple mug of ale becomes a great way to heal up with this kind of class. Not quite infinite healing, but it is extremely cheap healing.

I'll give little previews like this for all the classes I make so I can get some basic feedback and ideas before I post them.

EdroGrimshell
2015-07-18, 11:25 AM
Well, here's the new batch I mentioned. The Soul Seeker and the Bane-Booded

EDIT: Classes moved to the Opening Post

JoshuaZ
2015-07-19, 12:43 PM
Does the Extended Infusion allow one to pay any number of power points? So I could for example pay 20 points to extend 20 rounds?

EdroGrimshell
2015-07-19, 01:21 PM
Does the Extended Infusion allow one to pay any number of power points? So I could for example pay 20 points to extend 20 rounds?

The intent is for it to cap out at your character level, but I'm thinking of Capping it a little lower, TBH. Maybe 5.

JoshuaZ
2015-07-19, 06:30 PM
The intent is for it to cap out at your character level, but I'm thinking of Capping it a little lower, TBH. Maybe 5.

Maybe half character level?

EdroGrimshell
2015-07-19, 06:59 PM
Maybe half character level?

I went with 5, it works for the purposes I have. Actually, that'll work

EdroGrimshell
2015-07-21, 01:17 AM
Alright, new batch of two!

Here we have the Spirit Healer, based on the Healing Soul feat, it is an incarnum class based around healing, obviously. It has a mechanic similar to the Dragon Shaman from the Player's Handbook 2, granting it a good deal of flexibility with its healing, in addition to providing a sort of buffer at 3rd level that lets it apply healing before injuries accrue so they heal passively after taking an injury.

The second is the Echoed Mind, a psionic class based entirely around gaining multiple instances of psionic focus using the Dreamscarred Press feat Subconscious Containment (http://dsp-d20-srd.wikidot.com/subconscious-containment). It's also one of the harder to get into because this can give some serious burst potential, even if it does take a while to fully charge up for a second burst (2 rounds minimum). It also has the unusual benefit of increasing the benefit of feats that provide static bonuses while psionically focused, making things like Psionic Dodge a bit more useful.

Let me know what you think.

EDIT: Classes moved to the Opening Post

EdroGrimshell
2015-08-04, 03:45 PM
I have two more incoming, both psionic in nature.

1) A psionic class based on entering a trance and gaining pseudo-power points, called Dream Points, while in the trance, which it can only use while in a trance. This lets it pull a War of Attrition kind of deal since it can constantly produce a supply of psionic energy, even if they can only use it under specific circumstances. Now, these points WILL be limited, the maximum number that can be spent in a round is based on class level, not manifester level. It also does not advance manifesting (though it does advance manifester level if you have one), so it's a somewhat Niche class that's still useful.

2) One based on the Creature Capacitor (http://dsp-d20-srd.wikidot.com/creature-capacitor) feat, lets you store up power points for later use, but also gives some minor benefits for having stored up power points. And while you can use all of the stored power points fairly easily, there is the problem of refilling them later. So it does have its advantages and disadvantages. For an adventurer, expected to use up their resources and not have much downtime, this can be a bit of a hindrance, but a psionics user based in a town can use this to defend the town when in need while still being able to store up the points between such events. Requires some heavy investment, however.

And a Bonus one! Less detail into it than the main two.

3) A mutator NPC PrC. It doesn't actually grant any mutations, but it does grant a few benefits that make up for the lack.

After this batch, non-psionic and non-incarnum PrCs, like the Bane-Blooded I made before.

JoshuaZ
2015-08-05, 04:11 PM
Echoed Mind would be very tempting if it had some manifester progression at levels 2 and 3. Or something like having class level add to effective manifester level for how powers manifest but not for powers known or bonus power points.

EdroGrimshell
2015-08-05, 05:13 PM
Echoed Mind would be very tempting if it had some manifester progression at levels 2 and 3. Or something like having class level add to effective manifester level for how powers manifest but not for powers known or bonus power points.

Hm, might make it a little too tempting though. I want these classes to be simple "I'd need to think on taking this" without regretting taking it. But, I think that limiting it to only manifester level for how many PP you can spend in a single power works.

Orderic
2015-08-06, 04:15 AM
I really like these classe and may use some of them for my game.

However, there seems to be a problem with the Echoed Mind.


Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their character level.

I think you meant class level. Or at least I hope.

EdroGrimshell
2015-08-06, 09:22 AM
I really like these classe and may use some of them for my game.

However, there seems to be a problem with the Echoed Mind.



I think you meant class level. Or at least I hope.

Thanks for the catch there.

EdroGrimshell
2015-08-08, 01:29 AM
Well, here's the two psionic PrCs I mentioned plus the bonus mutator one!

First: The Dreamer. It's a class that scales fairly well on its own. You can get a decent benefit off of just one level, but each additional level increases that benefit by quite a bit, and even offers some other minor bonuses. I quite like how I made it work out, but it may be a bit strong.

Second: The Capacitor. It's based on the Creature Capacitor feat (linked above), but does not require or use the feat. It's first level simply offers a built in cognizance crystal, only a bit better, based off of your ranks in a skill. Second level offers some minor bonuses based on the number of power points stored in its first level ability, these bonuses aren't a big thing, but they're a nice bonus regardless. And 3rd level gives a method of replenishing your reserved power points without needing to worry as much about investing into it to fill it up.

Last: The Feral. A simple class designed to give some combat ability. Good chassis, Improved Unarmed Strike, NA, Low-Light Vision and Scent, and Bardic Knack with a small number of class skills + a smaller version of Bardic Knack for the rest of their class skills.

Not my best works, but I'm still happy with them. If anyone has opinions on how to improve them, I'm all ears.

Edit: Classes moved to the Opening Post

JoshuaZ
2015-08-08, 05:15 PM
These are also very nice, and part of me is inclined to propose feats or powers that interact with some of these. The one that immediately jumps out is a feat that increases the capacitor room by the number of psionic feats you have, and requires Psionic Body as a prerequisite.

I do think the Dream Trance would be slightly better if one got some minor additional benefit for being in a Dream Trance, maybe an insight bonus equal to class level to knowledge checks (fluffed as being information from the dream world).

Overall, I really like all of these, and they are good demonstrations that one can use the PrC mechanic to good effect even with PrCs with few levels.

EdroGrimshell
2015-08-08, 06:13 PM
These are also very nice, and part of me is inclined to propose feats or powers that interact with some of these. The one that immediately jumps out is a feat that increases the capacitor room by the number of psionic feats you have, and requires Psionic Body as a prerequisite.

I do think the Dream Trance would be slightly better if one got some minor additional benefit for being in a Dream Trance, maybe an insight bonus equal to class level to knowledge checks (fluffed as being information from the dream world).

Overall, I really like all of these, and they are good demonstrations that one can use the PrC mechanic to good effect even with PrCs with few levels.

I may be implementing some feats later, but will be farther down the line.

The Dreamtouched Feats the class provides actually give a couple nice little bonuses while in a dream trance. They're rather minor, but they provide something at least.

I'm really glad you like these, I have one more incoming soon, based on a psionic item I made a couple years back. It'll be one of the last ones I do for a time. I do hope to get these all playtested at some point (I'll be looking for campaigns where I can use them on top of getting some use from my own commoner game).

Orderic
2015-08-09, 08:21 AM
These look very nice and interesting, but where are dreamtouched feats from?

EdroGrimshell
2015-08-09, 12:54 PM
These look very nice and interesting, but where are dreamtouched feats from?

Secrets of Sarlona, Eberron

EdroGrimshell
2015-08-11, 12:19 PM
And another mundane one. This one is an expansion on the Knowledge Devotion feat, granting a couple nice bonuses based on your knowledge skills. Pretty straightforward, so not much to say for an intro here.

EDIT: Class moved to the Opening Post.

Amechra
2015-08-11, 08:07 PM
Scholar is all kinds of awesome. I want to play a Human Paragon 3/Scholar 3 in an E6 game.

I just need to figure out what my 3rd and 6th level feats are - I mean, I already have a +9 to all Knowledge checks just by maxing out 6 Knowledges.

Checking the SRD, there are 10 Knowledge skills; adding in Knowledge (Psionics) and Knowledge (Tactics), that's 12 Knowledges, for a nice even +18 bonus.

And that's 108 Skill Points - starting at Old Age and point-buying an 18 gives me...

1. 19 Int, 36 SP
2. 19 Int, 45 SP
3. 21 Int, 55 SP
4. 22 Int, 70 SP
5. 22 Int, 85 SP
6. 22 Int, 90 SP

OK, only enough to buy max ranks in 10 Knowledges... I guess a +15 from Knowledge Correlation is good enough.

That means that those 10 Knowledges have a total bonus of +31.

Points in other skills? We don't need no steenkin' points in other skills! More seriously, I think I need to take Open Minded once, if only so that I can dump some points to stick one point in other, inferior skills.

So...

1. Educated
H. Master of Knowledge
2. Knowledge Devotion
3. Open Minded
6. <I dunno>

Knowledge is where it is at.

I will be the best at Aiding Another, you don't even know.



A quick note:

You can loop Scholastic Study. For example, I roll a Survival check; I roll Knowledge (Nature) to boost it. But wait! I roll Knowledge (Geography) to take into account the effects of the mountains on the local flora and fauna, and then Knowledge (History) to remember that these particular mountains have only been here for less than a decade due to magical mishaps, and then toss on Knowledge (Arcana) to fully understand the ramifications of the spells used to create that mountain on weather patterns...

Yeah, it caps at +10, but that's a lot of rolls. I understand so much about that Knowledge check. So much.

EdroGrimshell
2015-08-11, 08:15 PM
A quick note:

You can loop Scholastic Study. For example, I roll a Survival check; I roll Knowledge (Nature) to boost it. But wait! I roll Knowledge (Geography) to take into account the effects of the mountains on the local flora and fauna, and then Knowledge (History) to remember that these particular mountains have only been here for less than a decade due to magical mishaps, and then toss on Knowledge (Arcana) to fully understand the ramifications of the spells used to create that mountain on weather patterns...

Yeah, it caps at +10, but that's a lot of rolls. I understand so much about that Knowledge check. So much.

That's sorta the point of it. It's meant to be able to do just that. Hence why the first ability is called Knowledge Correlation. You cross reference materials everywhere.

I think I'll limit it somewhat though, just to not create headaches.

Amechra
2015-08-11, 11:05 PM
Quick question: Does Incarnum Healing stack the Essentia invested into Azure Touch with the Essence invested in Healing Soul for all purposes, or just for the size of the healing pool?

In other words, given an Azurin Human Paragon 3/Spirit Healer 3 with Con 20 with two Essentia invested into both Azure Touch and Healing Soul...

Can I heal 16HP as a Swift action 4 times a day, or 8HP as a Swift action twice a day?

EdroGrimshell
2015-08-12, 12:38 AM
Quick question: Does Incarnum Healing stack the Essentia invested into Azure Touch with the Essence invested in Healing Soul for all purposes, or just for the size of the healing pool?

In other words, given an Azurin Human Paragon 3/Spirit Healer 3 with Con 20 with two Essentia invested into both Azure Touch and Healing Soul...

Can I heal 16HP as a Swift action 4 times a day, or 8HP as a Swift action twice a day?

Just the size of the healing pool.

Amechra
2015-08-12, 02:19 AM
That's what I thought - but I needed to make sure.

I was going to suggest that the pool should count as Lay on Hands for the purposes of things that modify Lay on Hands... but nothing much modifies Lay on Hands.

EDIT: Mostly as a note for myself:

Write 3-level PrC for Sapphire Sprint. Become SO FAST.

EdroGrimshell
2015-08-18, 02:26 PM
That's what I thought - but I needed to make sure.

I was going to suggest that the pool should count as Lay on Hands for the purposes of things that modify Lay on Hands... but nothing much modifies Lay on Hands.

EDIT: Mostly as a note for myself:

Write 3-level PrC for Sapphire Sprint. Become SO FAST.

Play a skarn so you're blue and spiky and you can play Sonic :smalltongue:

Joking aside, I've got another batch in the works, a big one. Once I get this one out I'll be compiling all of these PrCs into my opening post.

EdroGrimshell
2015-08-27, 10:37 PM
And I have finished the last of the next batch, meaning Preview Time before I code them up properly.

1) Devotee: Based on Domain Feats and True Believer, this is a good choice for the common priest, which are usually just experts or commoners. Just a little something for those people that want to add a touch of the divine to their character.

2) Dreamtouched Adept: A master of dream powers, namely the Dreamtouched State. It augments the power of the dreamtouched state through what Dreamtouched feats they possess by immersing themselves deeper and deeper into the power of dreams.

3) Surger: An entirely new mechanic for psionic power, the Surger wields unstable mental energies akin to that inherent to madmen, and channels it for mental strength. They use Overchannel to augment this concept further. I think this is one of my better ones personally, but it is truly experimental in nature.

EdroGrimshell
2015-08-28, 11:34 PM
And we've got the new batch right here. I'll be adding these and my previous ones to the Opening Post.

EDIT: Classes moved to the Opening Post

Amechra
2015-08-29, 12:00 AM
So now we can really trick out Dreamtouched feats.

This is something I wanted. Yes.

Also, for the Surger... Oversurge says that a 2nd level Surger can use it. I think that's a typo. (I do like the class.)

EdroGrimshell
2015-08-29, 12:21 AM
So now we can really trick out Dreamtouched feats.

This is something I wanted. Yes.

Also, for the Surger... Oversurge says that a 2nd level Surger can use it. I think that's a typo. (I do like the class.)

Yep. You can go Monk Trance with it. Pair it with Dreamer and you've got something nice :smalltongue:

Glad you like it.

Yea, typo. Fixed it.

EdroGrimshell
2015-10-05, 01:13 AM
Well, it's been a while, but I finally got one of the more useless Incarnum Feats to be useful, I hope everyone likes this thing.

Meet the Unyielding Soul, master of the Azure Toughness feat and Temporary Hit Points in general. Now, this thing's fluff, which isn't present in the class itself, is essentially about taking whatever gives them temporary hit points and infusing it into their body. This naturally lends to their use of incarnum, specifically the Azure Toughness feat, to form a sort of barrier over their body that protects and enhances them. It also allows for a bit of quasi-healing with the second level ability. That said, this is probably one of the better PrCs for combat, even if you don't have a more reliable method of gaining temp hp (such as Hidden Talent for the Vigor power) because of the defensive options it gives and the added exp. It also provides a total of 6 essentia over three levels thanks to it gaining bonus incarnum feats (albeit weak ones) every level.

Unyielding Soul

Entry Requirements
Base Fortitude Save: +2
Skills: Any Skill 6 Ranks
Feats: Azure Toughness, Incarnum-Fortified Body

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+2
+0
Vigor, Resilience
1

2nd
+1
+3
+3
+0
Vitality
2

3rd
+2
+3
+3
+1
Hardened
3
Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Tumble. 2 + Int Modifier Skill Points

Wpn/Arm Prof: an unyielding soul gains no new weapon or armor proficiencies.

Vigor (Ex): The unyielding soul may spend five minutes to regain the temporary hit points granted by the Azure Toughness feat.

Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

Additionally, while the unyielding soul possesses temporary hit points, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.

Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.

Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.

Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

Additionally, as long as they possess temporary hit points, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-).

*Vitality's secondary effect essentially heals one hit point at the cost of one damage to your temp hp and one point of nonlethal damage. It is technically a net loss (2 damage for one point of healing), but allows the unyielding soul to heal over the course of hours rather than days without magical aid.

Amechra
2015-10-05, 03:21 AM
Vitality doesn't define how big the bonus it grants is.

EDIT: Also, Vitality gives you something like [E]/2 hp per minute, if you average it out. This is assuming that you're just using Azure Toughness and that you are spamming Vitality.

EdroGrimshell
2015-10-05, 09:45 AM
Vitality doesn't define how big the bonus it grants is.

EDIT: Also, Vitality gives you something like [E]/2 hp per minute, if you average it out. This is assuming that you're just using Azure Toughness and that you are spamming Vitality.

Fixed

Technically they heal one hit point then take one point of damage (which affects temporary hit points first) and one point of nonlethal damage. So they technically lose health. The main purpose of this is natural healing, Nonlethal damage heals every hour compared to lethal damage which heals every 8 hours of rest. By using vitality's active effect, you're recovering in a different way, speeding your healing by burning through your hp buffer.

It's meant to be slow, out of combat healing. It's not for in combat healing and wasn't designed for it.

Amechra
2015-10-05, 01:41 PM
If I remember correctly, healing affects your nonlethal and lethal HP simultaneously. If I'm not wrong, it would look like:

Turn 1: Take a Move action, heal 1hp, lose 1 thp, take 1 nonlethal.
Turn n+1: Take a Move action, heal 1hp and remove 1 nonlethal, lose 1 thp, take 1 nonlethal.

And so on. I might be misremembering, though.

EdroGrimshell
2015-10-05, 02:19 PM
If I remember correctly, healing affects your nonlethal and lethal HP simultaneously. If I'm not wrong, it would look like:

Turn 1: Take a Move action, heal 1hp, lose 1 thp, take 1 nonlethal.
Turn n+1: Take a Move action, heal 1hp and remove 1 nonlethal, lose 1 thp, take 1 nonlethal.

And so on. I might be misremembering, though.

Hm, I missed that Fast Healing specifically heals Nonlethal Damage first. I'll make a note to modify that.

Also, they only need to spend a move action to activate or deactivate it. They don't need to spend a move action every round.

EDIT: Technically in the healing section for Nonlethal damage it specifically calls out magical healing, so unless an item says otherwise, it will heal one or the other (or in combination), not both equally. Fast healing specifically says it heals nonlethal damage first, so I just modified the ability to make it not heal nonlethal damage.

EdroGrimshell
2015-10-13, 01:25 PM
Okay, this is the gateway to starting the campaign that uses these PrCs. It is already in the OP.

This thing takes notes from the Meditant from the Mind's Eye Article, but leads into it more than being a revamp. It's meant to be the opposite of the Surger, focused mental energies stored in the mind to release for one of 7 mini-powers (Psychic Meditation's Energy Centers). Of course, it can take a full 10 hours of meditation to get you to full capacity unlike the Surger which only needs a few rounds.

Next step is Feats to enhance and modify these classes to a degree.

Cenobite

Entry Requirements
Skills: Concentration 6 Ranks
Feats: Psychic Meditation, Deep Psychic Meditation

Hit Die: d4


Level

BAB
Fort
Ref
Will
Special
Manifesting

1st
+0
+0
+0
+2
Charged Meditation
---

2nd
+1
+0
+0
+3
Deep Psychic Meditation
+1 Manifester Level

3rd
+2
+1
+1
+3
Focused Meditation
+1 Manifester Level

4th
+3
+1
+1
+4
Deep Psychic Meditation
+1 Manifester Level

5th
+3
+1
+1
+4
Focused Discharge
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.

Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minute per class level, rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.

Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.

Focused Meditation (Ex): At 3rd level, when the cenobite attempts to gain psionic focus, they may spend a Psychic Charge to automatically gain their psionic focus. The cenobite may expend their psionic focus when activating an energy center to immediately activate a second energy center.

Additionally, the cenobite does not provoke attacks of opportunity when activating an energy center.

Focused Discharge (Ex): Starting at 5th level, when the cenobite spends a Psychic Charge to activate a psychic energy center, they may spend an additional Psychic Charge to increase the duration of the activation to ten minutes rather than 1 or spend two Psychic Charges to increase the duration to 1 hour.

I may make an alternate that uses Mantra Feats (http://dsp-d20-srd.wikidot.com/mantra-feats) in the near future.

Amechra
2015-10-13, 02:07 PM
Wait, why doesn't the Cenobite advance manifesting normally? That's... kinda weird, and easy to miss if you just look at the table.

EdroGrimshell
2015-10-13, 02:10 PM
Wait, why doesn't the Cenobite advance manifesting normally? That's... kinda weird, and easy to miss if you just look at the table.

None of these classes do, actually.

Amechra
2015-10-13, 02:42 PM
I can kinda see why you're doing so... it's just weird.

It's kinda like the Warhulk - it completely nukes any sort of thing based on BAB, while keeping your attack bonus high.

EdroGrimshell
2015-10-13, 03:12 PM
I can kinda see why you're doing so... it's just weird.

It's kinda like the Warhulk - it completely nukes any sort of thing based on BAB, while keeping your attack bonus high.

They're not exactly meant for dedicated manifesters, TBH. The big deal with them is that they can be used by anyone with a bit of psionic or incarnum potential (or just some decent skill). A full manifester wouldn't lose much manifesting even with taking one of these classes, although, a few of them could progress actual manifesting, I don't think it's entirely necessary here.

EdroGrimshell
2015-10-13, 09:11 PM
They're not exactly meant for dedicated manifesters, TBH. The big deal with them is that they can be used by anyone with a bit of psionic or incarnum potential (or just some decent skill). A full manifester wouldn't lose much manifesting even with taking one of these classes, although, a few of them could progress actual manifesting, I don't think it's entirely necessary here.

Okay, thought on this, came up with a simple ACF.

Practiced Manifesting
Level: 1st
Prerequisite: Psicraft 6, Must possess levels in an existing manifesting class
Replaces: Increased Manifester Level & Power Points
Benefit: The class gains increased manifesting ability.

Powers Known: At each level the character would have gained an increase in manifester level, they instead gain additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before adding the prestige class. The character does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that they add their class level to the level of whatever manifesting class they had, then determines power points per day, powers known, and manifester level accordingly.

If the character had more than one manifesting class before they gained the prestige class, they must decide to which class they add the new level of the class to for the purpose of determining power points per day, powers known, and manifester level.
Quick, easy, let's you progress manifesting in full rather than only the manifester level if you have manifesting already, but adds an extra prerequisite in doing so. Might be a little powerful for some of the classes here, but it's still useful.

EdroGrimshell
2015-12-03, 10:20 PM
And the Playtest is Ready! (http://www.giantitp.com/forums/showthread.php?468896-Experimental-PrC-Playtest-3-5&p=20154001#post20154001)

EdroGrimshell
2015-12-22, 12:52 AM
I have come up with a pair of new classes that I will be posting as soon as they are finished.

Idea behind it is that of someone who shows faith through self-flagellation (of various kinds) and gain strength from it. The more they damage themselves, the greater the benefits. This extends to mental exhaustion through dream quests, fasting, and other such conditions. It is not always physically damaging the self.

Second idea is for an individual that, the closer to death they are, the stronger they become. Losing hit points is a big thing for them, it strengthens their will to survive, and through it their defenses and offenses (but mostly defenses).

Combine these with acolyte and unyielding soul for an interesting priest concept.

earzo7
2015-12-24, 03:01 AM
I can't help but think of using some of these classes (specifically Echoed Mind, Surger, and Infusionist) in conjunction with Legacy Warrior or Uncanny Trickster. It's a pretty fantastic thought. Like with a build as simple as Psychic Warrior 6/Echoed Mind 3/Uncanny Trickster 3/Legacy Champion 8 you can have up to 13 stacks of Psionic Focus going on. Not sure what you'd do with all that, unless there's a way of converting speed to damage.

More interestingly, a Warforged X 6/Surger 3/Uncanny Trickster 3/Legacy Champion 8 can hold a Surge Count of 34, and can recharge it all in a little more than three minutes. Granted, the build loses 4 Manifester levels (maybe more), but that Will save is fantastic and you can Oversurge for a +34 manifester level boost, and 34 additional PP spent on the power. You're also immune to fatigue and exhaustion, so no penalties for holding a large Surge Count or exhaustion effect after an Oversurge (you still can't recharge your Surge Count until you rest an hour). Of course, there's a drawback to all this. You gain no new powers after level six. Ultimately it's not worth it for that reason, unless you really like 35d6 Crystal Shards 1/hour.

EdroGrimshell
2015-12-24, 08:44 AM
I can't help but think of using some of these classes (specifically Echoed Mind, Surger, and Infusionist) in conjunction with Legacy Warrior or Uncanny Trickster. It's a pretty fantastic thought. Like with a build as simple as Psychic Warrior 6/Echoed Mind 3/Uncanny Trickster 3/Legacy Champion 8 you can have up to 13 stacks of Psionic Focus going on. Not sure what you'd do with all that, unless there's a way of converting speed to damage.

More interestingly, a Warforged X 6/Surger 3/Uncanny Trickster 3/Legacy Champion 8 can hold a Surge Count of 34, and can recharge it all in a little more than three minutes. Granted, the build loses 4 Manifester levels (maybe more), but that Will save is fantastic and you can Oversurge for a +34 manifester level boost, and 34 additional PP spent on the power. You're also immune to fatigue and exhaustion, so no penalties for holding a large Surge Count or exhaustion effect after an Oversurge (you still can't recharge your Surge Count until you rest an hour). Of course, there's a drawback to all this. You gain no new powers after level six. Ultimately it's not worth it for that reason, unless you really like 35d6 Crystal Shards 1/hour.

Um, how are you getting those numbers? I'm pretty sure that advancing class abilities doesn't let you go beyond their maximum level so Legacy Champion wouldn't work that way for getting the advanced Surge Count or Echoed Foci.

Amechra
2015-12-24, 02:02 PM
It does technically extend stuff past their max class level - it just doesn't give you any new class features.

But, honestly, stuff getting broken by Uncanny Trickster and Legacy Champion is... nothing surprising? Or new?

It's like saying your stuff is broken in combination with Item Familiars or charge cheese - yes, that does mean that it is broken, but that ship already sailed years ago.

EdroGrimshell
2016-01-03, 01:49 AM
And the Stigmatist is posted and ready to go.

Amechra
2016-01-03, 02:42 AM
Umm... where is it?

EdroGrimshell
2016-01-03, 02:47 AM
Umm... where is it?

OP is full, had to move it and two other classes down to post 3.

Amechra
2016-01-03, 03:44 PM
Good to know.

Is there no cap on the maximum number of Blessings other than your HP? So a 5th level Stigmatist could have, say, 14 Blessings if they were willing to take 165 damage?

(Granted, that's a magnificent way to do a bloodmage.)

To be entirely fair, I was hoping to see something involving the Stigmata feat. You know, given the name. (BoED 46: take Con damage to heal people and give them new saves vs. disease. If you take 2∂ Con damage, you get ∂ uses of a touch attack that heals [∂ * recipient's HD] and grants them a second save vs. disease. You can't heal the Con damage for an hour.)

EdroGrimshell
2016-01-03, 04:25 PM
Good to know.

Is there no cap on the maximum number of Blessings other than your HP? So a 5th level Stigmatist could have, say, 14 Blessings if they were willing to take 165 damage?

(Granted, that's a magnificent way to do a bloodmage.)

To be entirely fair, I was hoping to see something involving the Stigmata feat. You know, given the name. (BoED 46: take Con damage to heal people and give them new saves vs. disease. If you take 2∂ Con damage, you get ∂ uses of a touch attack that heals [∂ * recipient's HD] and grants them a second save vs. disease. You can't heal the Con damage for an hour.)

Nope, no cap, just your HP as a limit.

Glad you think so, took some real number crunching to get this thing down properly.

Unfortunately not. These are meant for simple access, meaning Exalted and Vile feats aren't going to be a part of it. Incarnum and Psionics are easy to be born with, being exalted or vile, not so much. I was looking for a better name, but that was the only one that really... stuck in any way at all.

EdroGrimshell
2016-02-07, 08:53 PM
Well, I made this class a long time ago, but it was overpowered, so I treated it like one of my experimental PrCs and I think that this might actually be a workable version. Isn't part of the main sets because it's quite a bit more powerful, but it's still something I wanted to get out there.

Mawren

Entry Requirements
Skills: Autohypnosis 10 ranks, Concentration 10 ranks, Psicraft 10 ranks
Feats: Psionic Body, Psionic Talent
Manifesting: Ability to manifest Power Leech or to use Power Leech as a Psi-Like Ability.

Hit Dice: d6


Level

BAB
Fort
Ref
Will
Special
Manifesting

1st
+0
+0
+0
+2
Form Devourer
---

2nd
+1
+0
+0
+3
Assault Psyche
+1 Manifesting Class Level

3rd
+1
+1
+1
+3
Consume
+1 Manifesting Class Level
Class Skills: Autohypnosis, Concentration, Craft, Heal, Knowledge (all skills, taken individually), Profession, and Psicraft. 2 + Int mod skill points.

Wpn/Arm Prof: A mawren gains no new weapon or armor proficiencies.

Manifesting: At every level except 1st level, a mawren gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of mawren to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.

Form Devourer (Su): The main ability of the mawren is to form an ectoplasmic creature referred to as a devourer, little more than an ephemeral sphere with a mouth of sharp teeth tethered to the mawren by a mental link. The mawren can spend one power point as a standard action to create a devourer. The mawren can have a number of devourers at one time equal to his class level. A devourer may be used to make a bite attack that deals 1d8 + the mawren's primary manifesting ability score against any one target within 15ft. As a standard action, the mawren can make one attack with each of their devourers using 3/4 their manifester level as their base attack bonus with their devourer. The mawren need not target the same creature with their devourer's bite attacks.

A devourer is treated as a tiny object with a hardness of 6 + 3 x the mawren's class level and hit points equal to the mawren's manifester level and may be sundered as if it were an item. Even if a devourer is destroyed, the mawren can simply create another one.

A devourer counts as a natural weapon.

A devourer that enters a null psionic field is not dismissed, but cannot be formed anew.

Assault Psyche (Su): Whenever a mawren's devourer successfully hits an intelligent creature (Int 3 or higher), the mawren may choose to forgo dealing damage and force the creature struck to make a Will save (DC 10 + half the Mawren's manifester level + the mawren's primary manifesting ability mod). On a failed save a psionic creature with power points loses 1d6 power points. A psionic creature with psi-like abilities randomly loses one use of a psi-like ability it possesses or loses access to an at-will psi-like ability for five rounds, the psi-like ability lost is chosen at random. A non-psionic creature or psionic creature with no power points left is instead fatigued for one round and takes a stacking -1 penalty to their Intelligence score for 10 minutes as their mind is assaulted, a creature already fatigued by this ability cannot be affected by this ability again until they are no longer fatigued. The Int penalty stacks to a maximum of -5 and will not provide additional power points once the penalty reaches -5.

Consumption (Su): Starting at 3rd level, whenever a mawren's devourer successfully uses the Assault Psyche ability, the mawren gains one power point as if via the Power Leech power. Additionally, devourer's created by the mawren gain the Attach ability. Each round the devourer remains attached, the target must save against the Assault Psyche ability. If the target fails a save, it fails all subsequent saves.

EdroGrimshell
2016-02-09, 04:38 PM
And another new one added to Post 3: The Undying!

As the name suggests, this guy is hard to kill. But it's not because of healing or anything of the sort, it's simply that the more damage the user takes, the stronger they get.

Amechra
2016-02-09, 06:59 PM
So... the Undying have an error in their table (they should have a class feature at 5th level), and have a formatting error with Open The Black Gates.

Otherwise... hilarious. A great early level PrC.

EdroGrimshell
2016-02-09, 07:30 PM
So... the Undying have an error in their table (they should have a class feature at 5th level), and have a formatting error with Open The Black Gates.

Otherwise... hilarious. A great early level PrC.

It's a very High Risk, High Reward class. In lower level games this is more useful because you're more likely to get to low HP, but that bonus can be a great boon even at later levels. It also synergizes quite well with some of my other Experimental PrCs, specifically Bane-Blooded, Stigmatist, and Unyielding Soul.

Amechra
2016-02-09, 09:38 PM
One quick question: Is Walk Into Oblivion supposed to give you Hardness 16~20? Because if so... dayum.

Also, the rapid jump from SR 14~18 to SR 22~30 at 5th level is kinda... jarring.

EdroGrimshell
2016-02-09, 09:58 PM
One quick question: Is Walk Into Oblivion supposed to give you Hardness 16~20? Because if so... dayum.

Also, the rapid jump from SR 14~18 to SR 22~30 at 5th level is kinda... jarring.

Oh, that's a typo from an older version.

Amechra
2016-02-09, 11:20 PM
Looking back at the Adept, I've always been a bit off-put by the number of Charges they get through True Devotion. It just... feels excessive to me. I generally dislike having large new pools to manage, however.

So my personal replacement would be:

True Devotion (Su): At 3rd level, an Adept may use one of their Devotion feats each encounter without spending a daily use. This counts towards the number of times per encounter they may use True Believer without spending a daily use, and cannot be used if they have spent their daily use of the True Believer feat.

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

Dire Form (Skills) just feels hella weird, since you need to be at least 8th level to get it and it entirely lacks scaling unless you bring cheese into the equation. I'm not sure what I'd want to see replace it...

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

As a side note, I'd love to see a mini-PrC focused around the Focused Dreamer (http://dsp-d20-srd.wikidot.com/focused-dreamer), Personality Purge (http://dsp-d20-srd.wikidot.com/personality-purge), On Fire (http://dsp-d20-srd.wikidot.com/on-fire), or Chaotic Mind/Closed Mind/Force of Will/Hostile Mind/Psionic Hole* feats. Or one based off of Blessings of the Godless or Fell Conspiracy.

*Wow, WotC really did write a lot of anti-Psionic feats. Force of Will + Hostile Mind + Psionic Hole is nasty against any Psionic character that actually needs to target you.

brentcourtney
2016-02-10, 01:51 AM
Feral bears a striking resemblance to Savage from Dark Sun. Is that a coincidence?

EdroGrimshell
2016-02-10, 09:39 PM
Looking back at the Adept, I've always been a bit off-put by the number of Charges they get through True Devotion. It just... feels excessive to me. I generally dislike having large new pools to manage, however.

So my personal replacement would be:

True Devotion (Su): At 3rd level, an Adept may use one of their Devotion feats each encounter without spending a daily use. This counts towards the number of times per encounter they may use True Believer without spending a daily use, and cannot be used if they have spent their daily use of the True Believer feat.

Eh, it's a total of five uses. And one use should last for a full combat. Might add on the /encounter use as an additional benefit, but think I'll keep it as is for now. I should be getting a playtest of the PrC soon.


Dire Form (Skills) just feels hella weird, since you need to be at least 8th level to get it and it entirely lacks scaling unless you bring cheese into the equation. I'm not sure what I'd want to see replace it...

Yea, it's a little weird. Couldn't think of a better ability to go for at the time. Still working on a better option.


As a side note, I'd love to see a mini-PrC focused around the Focused Dreamer (http://dsp-d20-srd.wikidot.com/focused-dreamer), Personality Purge (http://dsp-d20-srd.wikidot.com/personality-purge), On Fire (http://dsp-d20-srd.wikidot.com/on-fire), or Chaotic Mind/Closed Mind/Force of Will/Hostile Mind/Psionic Hole* feats. Or one based off of Blessings of the Godless or Fell Conspiracy.

Focused Dreamer is interesting, and I might try something with it.


Feral bears a striking resemblance to Savage from Dark Sun. Is that a coincidence?

Considering I don't have any Dark Sun books and know very little about the setting itself I'd say pure coincidence.

Amechra
2016-02-10, 11:12 PM
Eh, it's a total of five uses. And one use should last for a full combat. Might add on the /encounter use as an additional benefit, but think I'll keep it as is for now. I should be getting a playtest of the PrC soon.

Well, there's a reason I said that that's what I'd do at my table, not "you hav to do this lol". Besides the fact that that would have been an atrocious post/argument.

EdroGrimshell
2016-03-05, 06:27 PM
And the Experimental part of these PrCs is a success!

I've made these largely for the purpose of thinking up new mechanics or expanding on existing ones to make unique concepts and apply them to a bigger project. And I recently came up with the final piece of the puzzle while discussing with a friend about a race he developed, a living construct with a soul that "burns" its soul (taking Cha Burn) to heal itself (as if via natural healing).

And the other Components?

1) The Stigmatist
2) The Unyielding Soul
3) The Surger
4) The above mechanic

This gives me the mechanics to revamp an old idea of mine, the Runescar. A type of Blood Mage. And I even have an idea how to expand it to three different classes. And here's how the pieces fit together.

The Stigmatist, obviously, gives the ability to sacrifice HP for the day for constant bonuses, a balancing act of HP to bonuses gained. It also allows adaptability akin to a meldshaper with their abilities. The Runescar, a more instinctive version of blood mage, would emphasize this mechanic and give permanent bonuses like the Persistent Blessings of the Stigmatist in the form of Scars that act as focal points of blood magic.

The Unyielding Soul grants a method of temporary recovery, empowerment, and a basic offense. This would be in the form of an individual mechanic for each class that drains HP from opponents (or allies) that they can spend to enhance their magical effects (as can their normal HP, though that can't be recovered in the same way that the Stigmatist can't with their blessings) or keep as an HP Buffer. Feats would grant bonuses like the Unyielding Soul does. The Blood Knight would focus on this aspect, having ways to enhance their ability to drain blood from their opponents to reinforce themselves and enhance their combat oriented blood magic. The Gish option.

The Surger mixes with the Soul Burn mechanic above. Burning their Soul (taking Cha Burn) enhances the power inherent in their blood, without burning their soul they have minimal blood magic, requiring higher expenditures and reducing potency, but leaves them relatively unscathed if done right. But they can always draw in a little extra power from their magic by taking some Cha Burn. The basic Blood Mage would be based on this, getting the ability to Stoke the Flames to enhance their blood magic further, much like a Surge Count.

I am working on the mechanic integration for the classes now as well as the Blood Magic Spells and will be posting it once it is complete. I figured I'd just give the preview for my current project now that this one has produced such a successful run!

Rizban
2016-03-08, 04:31 AM
I haven't posted here yet, but I've been following it pretty closely the past few months, even have it on my browser's toolbar. I really like your synopsis on your new project, which is what prompted me to post.

I recently revamped the Thief of Life PrC from Faiths of Eberron which has a similar theme of stealing energies from opponents. Though it's essentia based rather than hp based, it seems to have a fair bit in common with your new project, at least based on your description. I've been tinkering with thoughts on how to expand this and other things to do with the mechanic, and your post got my creative juices flowing again. I'm very interested to see where you go with this idea. Be sure to keep us updated.

Also, if you're interested in taking a look, there's a link to the revamped Thief of Life in my sig.

Rizban
2016-03-08, 07:46 AM
Here are just my personal thoughts on things I'd change if I were writing these. I'll only be including elements I'd change rather than the entire text.

Acolyte


Wpn/Arm Prof: An acolyte gains no new weapon or armor proficiencies.I'd probably grant proficiency with the deity's chosen weapon, if you don't already possess it. Not critical, but it seems appropriately thematic.


Devoted Believer (Su): Starting at 2nd level, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer. At 3rd level they gain the ability to use True Believe twice per encounter without expeding its daily use.This just seems a little clunky to me. I'd just outright change it from 1/day to 1/encounter to 2/encounter.
Also, check the spelling on "expeding" :smallwink:
Bane-Blooded

Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.For ease of math, it might be better to go with twice Con bonus. For Blighted Health at 3rd, triple it. Sure, you lose out on the 1 hp from having an odd numbered con score, but... Just my thoughts.


Additionally, each time the Bane-Blooded is exposed to a poison, they gain a +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.How long does this last? Permanently? For the encounter? The day? It needs a duration mentioned.


Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to the save DC of the poison they saved against - 10 multiplied by their class level. Ex: A 2nd level Bane-Blooded that saves against a dose of Drow Knockout Poison gains 6 temporary hit points. At 3rd level, this same Bane-Blooded saves against the same poison instead gains 9 temporary hit points. Temporary hit points gained from this ability last for one minute.That requires a lot of fiddly bits that depend on DM given knowledge that the player may not have, such as just what the specific poison the player resisted actually is. I'd just grant temp hp based on the hp already gained. E.g., When poison healing, gain temp hp equal to the real hp you gained from the feat. At 3rd level, gain twice that amount.
Capacitor

I'd personally swap the lost level to 1st to match the standard setup for manifester progression and discourage 1 level dips. Psychic Reserve is a potent enough ability to stand on its own. I can't see a reason not to dop


Psychic Body (Su):I'd change the name, just to prevent confusion with Psionic Body, which this character is required to have. Not a change, but this seems more incarnumish than psionic to me. I might rework it so the feel of the two systems doesn't blend. Not really a problem with the ability as much as just personal preferences.
Cenobite

I have to compare this to The Meditant (http://archive.wizards.com/default.asp?x=dnd/psm/20040827c), which is the official class based on these feats.


Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minute per class level, rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.I don't see the benefit of this over just adding more uses per day. Sure, reusing centers with normal uses is more costly, but with more uses/day, you're mitigating that without the need for a new mechanic. Not having it does mean you'd need a replacement for Focused Meditation/Discharge.


Additionally, the cenobite does not provoke attacks of opportunity when activating an energy center.Activating a center already does not provoke AoOs.

Not to be harsh, but I don't see that this class accomplishes anything that Meditant doesn't already do and do better. Perhaps the Mantra Feats version would be a better direction to go with this.
Dreamer

I assume the "PP" field on the table references Dream Points, but that isn't reflected in the text. If it's the number you can spend, either the table or the text is wrong.


Manifesting:Progression ought to be shown on the table.
Dreamtouched Adept

No comments. It looks good to me.
Echoed Mind


Focused Mind (Ex): When the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.This isn't very clear. As written, it isn't even a complete sentence. I assume the word "When" should be stricken from the ability, in which case it would make sense.
Feral

Interesting but not terribly useful past 1st level. It has a mutator level, so I'd at least give it one mutation per level to keep things interesting. As it is +1 NA twice over feels more like 2 dead levels. Scent is amusing, but LLV is ridiculously common.

Also, there's an error here:
The feral may substitude their class level (to a maximum of half their class level)
Infusionist


Manifesting:As above, I'd bump it to 2/3 instead of 1/3 to discourage dipping. Extended Infusion is good enough to stand on its own.


Extended Infusion (Ex): ... When the infusionist uses the Psycarnum Infusion feat, he may spend one or more power points (up to 5 or half the infusionist's manifester level, whichever is higher) to increase the duration by an equal number of rounds.A hard limit of half ML seems more appropriate to me.


Expanded Infusion (Ex): ... Alternatively, the infusionist may forgo infusing one of their incarnum receptacles to increase the essentia capacity of their incarnum receptacles benefiting from Psycarnum Infusion equal to the number of receptacles they chose not to infuse for the duration of the Psycarnum Infusion.Unclear. Try wording such as "Alternatively, the infusionist may treat the infused recaptacle as if it had 1 additional essentia above its maximum. Doing so reduces the number of additional receptacles he can infuse." Not perfect, but it can be improved upon.


Invested Infusion (Ex): At 3rd level, when the infusionist uses the Psycarnum Infusion feat, they may invest a point of essentia into this class feature to retain their psionic focus. Each point of essentia invested in this class feature grants the infusionist a +2 bonus on Concentration checks to gain psionic focus. This class feature has an essentia capacity equal to the infusionist's normal essentia capacity.

After eight hours of rest, the essentia in this class feature is uninvested. Essentia invested in this class feature cannot be uninvested by any other means.

This class feature cannot benefit from Psycarnum Infusion.Hmm... This definitely needs some work. I'm not sure what to suggest for it, but it just feels off somehow. I'll think on it some more and come back to it.
Scholar


Knowledge Correlation (Ex): For every 6 ranks the scholar possesses in Knowledge skills, they gain a +1 Synergy Bonus to all Knowledge checks and may use all Knowledge skills untrained.Needs clarification. Try, "A scholar may use all Knowledge skills untrained. There is no maximum DC to what he can know.
Additionally, for every 6 skill ranks the scholar possesses in a Knowledge skill, he gains a +1 Synergy Bonus to all other Knowledge skills."


Sage Lore (Ex): At each class level, the scholar gains additional 6 skill points that can only been be spent on Knowledge skills.Needs a word added and one changed.


Scholastic Study (Ex): A scholar of at least 2nd level is adept at using their knowledge to great effect, when making a skill check, a researcher may make a Knowledge check relevant to the skill usage (Nature when making a Survival Check or Arcana when using Decipher Script to decode a spellbook) to gain a bonus to the check. This bonus is the same the bonus provided by the Knowledge Devotion feat (ex: rolling a 15 or lower grants a +1 insight bonus, rolling a 16-20 grants a +2 insight bonus, etc)."Researcher"? Try rewording more simply. "A scholar may use his Knowledge Devotion feat when he makes a skill check, making the relevant Knowledge check and gaining the insight bonus on the skill check. This ability may be able to to be used on Knowledge skills, but the DM determines which, if any, other Knowledge skill applies to the check."
Soulfused


Wpn/Arm Prof: Soulfused are proficient with all simple weapons and with light armor, but not with shields.I'm curious why this grants weapon/armor proficiency. Nothing else in the class has anything to do directly with weapons or armor, and anyone who can shape soulmelds is automatically proficient with the specific object the shaped meld creates.


Incarnum Aura: A soulfused of 3rd level has an aura of incarnum around them. As a standard action, the soulfused may compress this aura into a single soulmeld of the soulfused's choice. This shaped soulmeld lasts for one minute before unshaping, at which time it becomes an aura once more.

On shaping this soulmeld, the soulfused may bind it to a chakra it has open, if any.

While the Aura is active, all of the soulfused's incarnum receptacles count as if they had one extra point of essentia invested that does not count towards their Essentia Capacity.This is absolutely beautiful, but I feel it's too potent as written. I'd suggest changing from standard action to full-round action, changing the duration to 1 minute + 1 minute per invested essentia, lowering the essentia reduces the duration/unshapes the meld, and outright removing the +1 effective essentia in all other receptacles.
Soul Seeker

First of all, you should note in the text that it gains essentia, not just in the table.

Very nice overall, but I feel it's a bit weak. Perhaps you should add a constant deathwatch or status effect into it as well.
At 3rd, I'd even be alright with spending a full-round action to detect non-living creatures for that round, limited to blindsense only. While useless for combat personally, you can point out otherwise invisible undead/constructs to your allies or have other good utility with it. Perhaps you can fluff it not as seeing the unliving creature so much as seeing the "ripples" its presence and movement cause in the living creatures around it.
Spirit Healer

I quite like this overall, but I'm concerned with the size of the healing pool. A "normal" incarnum character at level 20 that takes this class will have 4 essentia in the feat, a Con mod of +5, and 3 class levels for 60 points of healing available per day.
(I know it's a divine spell and thus, by RAW, can't be in an eternal wand, but roll with it for the moment.) An eternal wand of lesser vigor can get 33hp healing each day for 820gp. A Healing Belt has 6d8 daily healing for 750gp. With only the one feat and three class levels, your basic healing ability can be matched by spending less than 2,000gp. Sure, those items can't remove conditions, but with such a paltry pool, you won't really be removing conditions either.


Now, looking into it a little deeper...
Adding Azure Touch gets you up to 140, and Improved Essentia Capacity then gets you up to 200, but it requires investing ten of your essentia into it for the entire day in addition to three feats.

Let's assume Azurin Incarnate 17/Spirit Healer 3 and only Healing Soul, Azure Touch, and Improved Essentia Capacity for incarnum related feats as compared to an Azurin Incarnate 20 with no incarnum feats and either Mage’s Spectacles or Elder Spirit shaped with a few consumables.
26 Essentia (1 race, 20 class, 3 PrC, 2 feats) vs 27 Essentia (1 race, 26 class).
13 usable Essentia with 10 locked into feats vs 27 usable Essentia with 0 locked into feats.
8 soulmelds available vs 8 soulmelds available + 1 soft locked into one of two specific melds.
200 hp/day healing vs 550 hp healing lesser vigor wand (750gp) or avg 275 clw wand (750gp).
Ability to do a mini heal effect (proactively even!) vs no such ability, though able to use heal via a scroll.

I do really like this class. Something about it just appeals to me very strongly, but it's just plain weaker than taking Incarnate 20 and buying a 1st level wand for basic healing. It only wins out when removing status effects or ability damage, though a lesser restoration wand is available for that.
An Incarnate 2/Cleric 3/Sapphire Hierarch 10 is only 15th level and not designed as a primary healer, but it blows this out of the water in everything that this can reasonably do. Granted, we're comparing a tier 3 to a tier 0 here, but I still feel that the point stands.
This class is very interesting, but taking it only makes you weaker in the long run.

The only place I can see it having any significance at all is in an E6 game. The prereqs let you enter early enough to complete it, it doesn't hit your essentia progression, and it gives you access to some restorative abilities that are otherwise usually out of reach in an E6 campaign. It does, however, cost you feet/hands chakra binds, but those are picked back up easily enough with the plethora of bonus feats available in E6. The only thing you'd miss out on over a straight Incarnate 6 is the rapid meldshaping 1/day.
Now, all that said, with Healing Soul, Azure Touch, and Improved Essentia Capacity and (conservatively) 18 Con, you're looking at 72 points of healing per day, but that consumes all of your class granted essentia, leaving you only the bonus essentia from race/feats to work with!

Note: I just realized that I forgot about being able to pool the Healing Soul healing in with the rest, but that adds at most 16 to 20 points of healing to the pool, because you do not get access to the Soul chakra (at least not pre-epic).
Stigmatist


Penance (Ex): In a minute long ritual, the stigmatist takes 3 points of damage and gains a Blessing (see below). For every blessing the stigmatist has, the damage taken from this ritual increases by 3. Damage inflicted by this ability bypasses temporary hit points and cannot be healed except by natural healing. The next time the stigmatist heals lethal damage through natural healing, they heal all the damage taken from Penance.Is there a limit on the number of blessings he can gain other than his max hit points?


Blessings (Su): I'll admit that I haven't looked too closely at this list yet, but...


Healing Hands: This blessing grants the stigmatist a pool of points equal to the hit points lost from the Penance ability. These points can be spent to heal an equal number of hit points of a touched target (including themselves). The stigmatist can choose to divide this healing among multiple recipients, and they don't have to use it all at once. Using this blessing is a standard action. Taking this blessing a second time allows the stigmatist to spend five points from this pool to heal one point of ability damage or remove one of the following conditions from a touched target: dazed, fatigued, or sickened. Taking this blessing a third time allows the stigmatist to spend ten points from this pool to remove one of the following conditions from a touched target: exhausted, nauseated, poisoned, or stunned. Taking this blessing a fourth time allows the stigmatist to spend fifteen points from this pool to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. Taking this blessing a fifth time allows the stigmatist to spend twenty points from this pool to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.The poor Spirit Healer can't even revivify someone while this guy can. :smallfrown:
Surger


Manifesting:Again, I'd do 2/3 rather than 1/3 for reasons I've stated previously.


Surging Psyche (Ex):Very interesting... I like the mechanic quite a bit, though I do feel like it needs a little polishing.


Channeled Insurgence (Su): I can see where you are going with this, but it's not terribly clear. If I understand correctly it's temporarily sacrifice a power known to manifest that power for free if surge = pp cost.


Oversurge (Su): As a free action, when discharging a Channeled power, a 3rd level or higher surger may lower their surge count to increase the effective manifester level and number of power points spent on the power by the amount their Surge Count was lowered.

Using an Oversurge is a mentally draining endeavor. After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for an hour.Okay, now this, I don't understand. What's the point of using it when you can already use Overchannel on the power and using this ability locks you out of all the other class features granted by this class? I guess desperate times call for desperate measures, but I just can't see the benefit.
Undying


Knock on Death's Door (Ex): Does taking standard actions still cause you to damage yourself as per the Diehard feat?


Walk with the Reaper (Ex): Starting at 3rd level, the Undying does not fall unconscious from nonlethal damage unless they have a number of points equal to half their maximum hit point total + the Undying's current hit point total.So, at 100 max hp, they need a minimum of 50 nonlethal damage to fall unconscious. It's clear enough, but I think it would really benefit from an example.


Open the Black Gates (Ex): At 4th level, the Undying gains a Threshold Pool with points equal to 10 x their class level. Whenever the Undying would take damage, they may spend any number of points from their Threshold Pool to reduce damage they would take by an equal amount, taking nonlethal damage equal to half the damage prevented.

A Undying's Threshold Pool refreshes at a rate of 1 point per minute.This is an interesting ability! I would rewrite the class to grant this at 1st level and make it the core mechanic for the class. Up to this point, I didn't see anything here other than Diehard+.
Unyielding Soul


Vigor (Ex): The unyielding soul may spend five minutes to regain the temporary hit points granted by the Azure Toughness feat.

Additionally, the unyielding soul gains twice as many temporary hit points from the Azure Toughness feat.5 minutes seems a little long. I'd likely make it 1 minute. It's still too long to be useful in heated combat but quick enough to be useful in a more prolonged engagement. 5 minutes is just long enough that it makes this a strictly downtime ability.

I'd proably also change the name to Azure Vigor or (blue word) Vigor to differentiate it from other abilities/powers of the same name, especially with the frequency of incarnum multiclassing into psionics.


Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

Additionally, while the unyielding soul possesses temporary hit points from Azure Toughness, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.I feel that this needs the noted change for thematic reasons, though it's not strictly necessary. I wouldn't make the change here unless you made the change to Vigor above.


Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points from Azure Toughness, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.See change notes above.


Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.This might actually give you a use for Healing Soul! Use this ability to restore yourself to full, using Vigor to constantly top up, then pop once with Healing Soul to drop all of the nonlethal damage.
On another note, if you (somewhat absurdly) interpret Lifebond Vestments as being able to heal yourself, which I see many, many people do, then this whole ability becomes pretty much useless...


Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points from Azure Toughness, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

Additionally, as long as they possess temporary hit pointsfrom Azure Toughness, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-).Same suggested change as above.
DR2/- is pretty much useless, even if you take this as early as possible and grab it at level 6. I would suggest allowing the DR to stack with DR of the same type to at least make it useful with a Barbarian/Totem Rager if nothing else.

EdroGrimshell
2016-03-08, 11:03 AM
I will start by saying this: Very few of these classes actually require levels in a PC Class, many can be taken by characters with purely levels in NPC classes. Which is actually what they are meant for. They add a little flavor to PC class users and add a LOT of flavor and utility to NPC class users (mainly NPCs obviously).

Some of these in combination can have an incredible effect however.
Expert 3/Feral 5/Infusionist 3/Echoed Mind 3 with the Azure Form feat from the Evolutionist can have a set of alterable mutations that they can pick on the fly and have last a while, plus they can spam out all five foci at once to increase the capacity of Azure Form feat up to a maximum (assuming Improved Essentia Capacity is taken) of 15. Add in Unyielding Soul which gets Temp HP that doesn't go away for 24 hours every time you use Psycarnum Infusion on Azure Toughness (as well as getting it's capacity up to 15 at full spam mode that can last up to a minute at a time). That's a pretty sizable bonus when you get everything just right.

Even just take Dreamer and Dreamtouched Adept on an Expert or Human Paragon. The Dream Trance + those Immersions from the DtA make it into a pseudo-monk and bypasses the entire need for the Dream Scion feat and its Knowledge Skill requirement. That's a pretty good sized bonus.

Another is just Unyielding Soul + Undying. Temp HP doesn't count towards gaining the Undying's bonuses, meaning you can bolster even higher. Add in Bane-Blooded for a supply of easy to gain Temp HP to trigger Unyielding Soul and you've got an effective tank as a commoner.


Acolyte

I'd probably grant proficiency with the deity's chosen weapon, if you don't already possess it. Not critical, but it seems appropriately thematic.

This just seems a little clunky to me. I'd just outright change it from 1/day to 1/encounter to 2/encounter.
Also, check the spelling on "expeding" :smallwink:

I'd agree to the proficiency, however, the "clunky" thing is simply put as "as long as you have the daily use of True Believer, you gain one additional use per encounter." The daily use is there for emergencies, but it reduces your ability to use it for the rest of the day.


Bane-Blooded
For ease of math, it might be better to go with twice Con bonus. For Blighted Health at 3rd, triple it. Sure, you lose out on the 1 hp from having an odd numbered con score, but... Just my thoughts.

How long does this last? Permanently? For the encounter? The day? It needs a duration mentioned.

That requires a lot of fiddly bits that depend on DM given knowledge that the player may not have, such as just what the specific poison the player resisted actually is. I'd just grant temp hp based on the hp already gained. E.g., When poison healing, gain temp hp equal to the real hp you gained from the feat. At 3rd level, gain twice that amount.

Originally it was twice Con bonus, but I felt the Score - 10 was a better fit. I do see merit for it and will actually probably change it now that I've had time to consider the classes.

The bonus to each individual poison is permanent. Let's you build up an immunity (with a chance for a "bad reaction" to the poison).

Yea, I think I'll take your advice here as well. That was more for like if you carried your own ingested poison (or booze), you'd know what the DC is most of the time.


Capacitor

I'd personally swap the lost level to 1st to match the standard setup for manifester progression and discourage 1 level dips. Psychic Reserve is a potent enough ability to stand on its own. I can't see a reason not to dop

I'd change the name, just to prevent confusion with Psionic Body, which this character is required to have. Not a change, but this seems more incarnumish than psionic to me. I might rework it so the feel of the two systems doesn't blend. Not really a problem with the ability as much as just personal preferences.

Alright then, I'll think of another name for the ability and swap the Manifester Progression.

Actually this is based on the Cognizance crystal, which already seems like a somewhat Incarnum-ish thing. Only thing is that they came out before incarnum. I might do a minor rework of this class to make it a little different.


Cenobite

I have to compare this to The Meditant (http://archive.wizards.com/default.asp?x=dnd/psm/20040827c), which is the official class based on these feats.

I don't see the benefit of this over just adding more uses per day. Sure, reusing centers with normal uses is more costly, but with more uses/day, you're mitigating that without the need for a new mechanic. Not having it does mean you'd need a replacement for Focused Meditation/Discharge.

Activating a center already does not provoke AoOs.

Not to be harsh, but I don't see that this class accomplishes anything that Meditant doesn't already do and do better. Perhaps the Mantra Feats version would be a better direction to go with this.

True, however this can be taken prior to Meditant or as a replacement for a minor power boost. It's not spectacular nor is it really potent, but it offers something.

Honestly though, I didn't try very hard in making this one, it was a fun little thing I did to fill the time while I worked on some other classes in my head. So it's not my best work and I will probably end up revamping it entirely.


Dreamer

I assume the "PP" field on the table references Dream Points, but that isn't reflected in the text. If it's the number you can spend, either the table or the text is wrong.

Progression ought to be shown on the table.

The PP field is just that, power points. If you aren't a manifester and only have a feat or race providing power points, the class provides some for you to use.


Dreamtouched Adept

No comments. It looks good to me.

Cool.


Echoed Mind

This isn't very clear. As written, it isn't even a complete sentence. I assume the word "When" should be stricken from the ability, in which case it would make sense.

Yea, I'll fix that. I'm also thinking of making this class actually have spent psionic foci "echo" as an ability, making their effects last an additional round. Not 100% on that, but thought I'd get an opinion on it.


Feral

Interesting but not terribly useful past 1st level. It has a mutator level, so I'd at least give it one mutation per level to keep things interesting. As it is +1 NA twice over feels more like 2 dead levels. Scent is amusing, but LLV is ridiculously common.

Also, there's an error here:

Again, not my best work. Was mainly for a very niche character when I made it. I'll probably revamp it to make it a little more useful.


Infusionist

As above, I'd bump it to 2/3 instead of 1/3 to discourage dipping. Extended Infusion is good enough to stand on its own.

A hard limit of half ML seems more appropriate to me.

Unclear. Try wording such as "Alternatively, the infusionist may treat the infused recaptacle as if it had 1 additional essentia above its maximum. Doing so reduces the number of additional receptacles he can infuse." Not perfect, but it can be improved upon.

Hmm... This definitely needs some work. I'm not sure what to suggest for it, but it just feels off somehow. I'll think on it some more and come back to it.

Right.

Originally was, but this can be taken by Non-Manifesters giving them a ML of just 2 from the PrC alone. You just need to have the ability to gain psionic focus and an incarnum feat. So I'm leaving this particular ability as is. Especially given the above example with this being one of the more powerful classes you can take.

Yea, I'll clear up the wording a little more.

I actually have a 5 level version of this class with some other abilities, I forgot to add one into this version in place of that final ability, I'll get around to that soon.


Scholar

Needs clarification. Try, "A scholar may use all Knowledge skills untrained. There is no maximum DC to what he can know.
Additionally, for every 6 skill ranks the scholar possesses in a Knowledge skill, he gains a +1 Synergy Bonus to all other Knowledge skills."

Needs a word added and one changed.

"Researcher"? Try rewording more simply. "A scholar may use his Knowledge Devotion feat when he makes a skill check, making the relevant Knowledge check and gaining the insight bonus on the skill check. This ability may be able to to be used on Knowledge skills, but the DM determines which, if any, other Knowledge skill applies to the check."

I'll reword it to be a bit clearer. On all fronts.


Soulfused

I'm curious why this grants weapon/armor proficiency. Nothing else in the class has anything to do directly with weapons or armor, and anyone who can shape soulmelds is automatically proficient with the specific object the shaped meld creates.

This is absolutely beautiful, but I feel it's too potent as written. I'd suggest changing from standard action to full-round action, changing the duration to 1 minute + 1 minute per invested essentia, lowering the essentia reduces the duration/unshapes the meld, and outright removing the +1 effective essentia in all other receptacles.

This particular class is modeled after welknair's NPC PrCs, many of which grant proficiencies even if they don't need to.

On the aura, how about increasing the essentia capacity by 1 rather than giving an effective investment?


Soul Seeker

First of all, you should note in the text that it gains essentia, not just in the table.

Very nice overall, but I feel it's a bit weak. Perhaps you should add a constant deathwatch or status effect into it as well.
At 3rd, I'd even be alright with spending a full-round action to detect non-living creatures for that round, limited to blindsense only. While useless for combat personally, you can point out otherwise invisible undead/constructs to your allies or have other good utility with it. Perhaps you can fluff it not as seeing the unliving creature so much as seeing the "ripples" its presence and movement cause in the living creatures around it.

I like that idea. Status/Deathwatch are useful abilities.

Might even just give it Open Least Chakra (Crown) at later levels to give them the ability to sense unliving creatures.


Spirit Healer

I quite like this overall, but I'm concerned with the size of the healing pool. A "normal" incarnum character at level 20 that takes this class will have 4 essentia in the feat, a Con mod of +5, and 3 class levels for 60 points of healing available per day.
(I know it's a divine spell and thus, by RAW, can't be in an eternal wand, but roll with it for the moment.) An eternal wand of lesser vigor can get 33hp healing each day for 820gp. A Healing Belt has 6d8 daily healing for 750gp. With only the one feat and three class levels, your basic healing ability can be matched by spending less than 2,000gp. Sure, those items can't remove conditions, but with such a paltry pool, you won't really be removing conditions either.


Now, looking into it a little deeper...
Adding Azure Touch gets you up to 140, and Improved Essentia Capacity then gets you up to 200, but it requires investing ten of your essentia into it for the entire day in addition to three feats.

Let's assume Azurin Incarnate 17/Spirit Healer 3 and only Healing Soul, Azure Touch, and Improved Essentia Capacity for incarnum related feats as compared to an Azurin Incarnate 20 with no incarnum feats and either Mage’s Spectacles or Elder Spirit shaped with a few consumables.
26 Essentia (1 race, 20 class, 3 PrC, 2 feats) vs 27 Essentia (1 race, 26 class).
13 usable Essentia with 10 locked into feats vs 27 usable Essentia with 0 locked into feats.
8 soulmelds available vs 8 soulmelds available + 1 soft locked into one of two specific melds.
200 hp/day healing vs 550 hp healing lesser vigor wand (750gp) or avg 275 clw wand (750gp).
Ability to do a mini heal effect (proactively even!) vs no such ability, though able to use heal via a scroll.

I do really like this class. Something about it just appeals to me very strongly, but it's just plain weaker than taking Incarnate 20 and buying a 1st level wand for basic healing. It only wins out when removing status effects or ability damage, though a lesser restoration wand is available for that.
An Incarnate 2/Cleric 3/Sapphire Hierarch 10 is only 15th level and not designed as a primary healer, but it blows this out of the water in everything that this can reasonably do. Granted, we're comparing a tier 3 to a tier 0 here, but I still feel that the point stands.
This class is very interesting, but taking it only makes you weaker in the long run.

The only place I can see it having any significance at all is in an E6 game. The prereqs let you enter early enough to complete it, it doesn't hit your essentia progression, and it gives you access to some restorative abilities that are otherwise usually out of reach in an E6 campaign. It does, however, cost you feet/hands chakra binds, but those are picked back up easily enough with the plethora of bonus feats available in E6. The only thing you'd miss out on over a straight Incarnate 6 is the rapid meldshaping 1/day.
Now, all that said, with Healing Soul, Azure Touch, and Improved Essentia Capacity and (conservatively) 18 Con, you're looking at 72 points of healing per day, but that consumes all of your class granted essentia, leaving you only the bonus essentia from race/feats to work with!

Note: I just realized that I forgot about being able to pool the Healing Soul healing in with the rest, but that adds at most 16 to 20 points of healing to the pool, because you do not get access to the Soul chakra (at least not pre-epic).

A little weak, but not meant to be strong. Once more, as stated at the top of this post, you don't have to be a meldshaper to take this. An azurin commoner can take this if they meet the prerequisites. There's nothing here that requires you to be a meldshaper.

As for the stuff on it, that's actually meant to be a take on the Touch of Vitality of the Dragon Shaman or Lay on Hands of the Paladin. Both of which are less effective. I'll probably still modify this somewhat.


Stigmatist

Is there a limit on the number of blessings he can gain other than his max hit points?

I'll admit that I haven't looked too closely at this list yet, but...

The poor Spirit Healer can't even revivify someone while this guy can. :smallfrown:

Nope, other than the one that limits the number of times he can take a particular mutation (which I'm thinking of removing or modifying TBH). The HP is the only real limiting factor of the blessing ability. How much you're willing to sacrifice to get some extra power.


Surger

Again, I'd do 2/3 rather than 1/3 for reasons I've stated previously.

Very interesting... I like the mechanic quite a bit, though I do feel like it needs a little polishing.

I can see where you are going with this, but it's not terribly clear. If I understand correctly it's temporarily sacrifice a power known to manifest that power for free if surge = pp cost.

Okay, now this, I don't understand. What's the point of using it when you can already use Overchannel on the power and using this ability locks you out of all the other class features granted by this class? I guess desperate times call for desperate measures, but I just can't see the benefit.

Indeed it does need a bit of polish. Since this is one of the classes I'm basing the blood mage on, I'm going over it again.

It's the ability to charge up a power, you lose the ability to manifest it with your PP, but you instead charge it up, every swift action adding your Surge Count to the effective PP spent on the power when you decide to discharge it.

Um, you can suddenly spike the ML of a power by 10 and not have to spend the additional power points for that ML increase. With Practiced Manifester, you can effectively get an ML 30 power manifested at level 20.


Undying

Does taking standard actions still cause you to damage yourself as per the Diehard feat?

So, at 100 max hp, they need a minimum of 50 nonlethal damage to fall unconscious. It's clear enough, but I think it would really benefit from an example.

This is an interesting ability! I would rewrite the class to grant this at 1st level and make it the core mechanic for the class. Up to this point, I didn't see anything here other than Diehard+.

I didn't consider that but I'll say yes it does until an ability negates it.

I will add an example when I do the rest of the update.

Indeed. Although it did take me a while to come up with this ability. And this class is essentially Diehard+. Just like a lot of these classes are "Feat+" classes.


Unyielding Soul

5 minutes seems a little long. I'd likely make it 1 minute. It's still too long to be useful in heated combat but quick enough to be useful in a more prolonged engagement. 5 minutes is just long enough that it makes this a strictly downtime ability.

I'd proably also change the name to Azure Vigor or (blue word) Vigor to differentiate it from other abilities/powers of the same name, especially with the frequency of incarnum multiclassing into psionics.

I feel that this needs the noted change for thematic reasons, though it's not strictly necessary. I wouldn't make the change here unless you made the change to Vigor above.

See change notes above.

This might actually give you a use for Healing Soul! Use this ability to restore yourself to full, using Vigor to constantly top up, then pop once with Healing Soul to drop all of the nonlethal damage.
On another note, if you (somewhat absurdly) interpret Lifebond Vestments as being able to heal yourself, which I see many, many people do, then this whole ability becomes pretty much useless...

Same suggested change as above.
DR2/- is pretty much useless, even if you take this as early as possible and grab it at level 6. I would suggest allowing the DR to stack with DR of the same type to at least make it useful with a Barbarian/Totem Rager if nothing else.

5 minutes is the same as for changing maneuvers readied for initiator classes. And there is a way to bypass that with Psycarnum Infusion, which I'm using for a character I'm playing currently. If it proves an issue I'll reduce it though.

Actually this class is meant to work with any source of Temporary Hit Points, not just the ones from Azure Toughness.

It's meant to be stackable, I should have noted that in the ability.

Amechra
2016-03-08, 11:15 AM
@Rizban
Regarding the Cenobite: Note that it stacks with the Meditant, is 5 levels shorter, and you don't have to deal with an arithmetic progression on the costs (which you did just brush off, I note). That last one is a much bigger advantage than you think it is, especially if your group doesn't engage in the five minute work day.

It's also a great way to meet the prereqs for the meditant; [Something Psionic] 3/Cenobite 3/Meditant 10/[Something Psionic] 4. That way, you get Focused Meditation, which is really useful, and stays useful even when you have a lot of Psychic Meditation uses. Heck, those 6-10 Psychic Charges are good for, say, getting your ML in PP on short notice.

That might be a useful way of looking at it - the class essentially adds up to 10xML extra PP to your pool, if you have time to prep (I might start making jokes about the Elven Cenobite Master Race, since they have 4 extra hours to regain Psychic Charges every night.)

Regarding the Dreamer: Judging from the other PrCs here... I'd say that those are regular PPs, added to your pool.

Regarding the Stigmatist: I already asked about the limit; the answer is no. You do have a cap on each individual ability... and that damned arithmetic progression (the ugliest of mathematical progressions).

Rizban
2016-03-10, 05:33 AM
Soulfused
What about having the aura ability grant 2 specially named Essentia? These special essentia can be invested as normal, but if the receptacle is at its maximum capacity, you can still invest one into it to a max of cap + 1. When you coalesce the aura into a soulmeld, the temporary essentia disappears as long as the temporary soulmeld is in place. Essentially, the aura takes the form of either bonus essentia or a soulmeld, not both, forcing you to make a tactical choice between the two benefits. This keeps the neat effects but puts them at a reasonable level, especially if it's meant for an NPC.

Spirit Healer
I understand that it's not meant to be a powerhouse, but it always bothers me when taking a PrC is less effective than just staying in the most obvious entry base class, especially when the base class is not a Tier 2+. I can see it having a place in an E6 game, but as written, I just don't see it as being particularly useful for anything other than just the flavor. Perhaps I'm being overly hard on it, but I do just really like it.

Surger
Thinking about this class more, it reminds me of the way DDO Monk (http://ddowiki.com/page/Monk) works. The Monk gains Ki Points whenever he attacks that he can then spend like PP to do certain special maneuvers. Not intending anything by that other than to say my brain made that connection.

I understand that Oversurge is useful and powerful. The issue I had with it is this: "After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for an hour." Using the ability outright removes your ability to use all surger class features above the point you desurge(?) yourself to using oversurge. It's the kind of capstone that's only going to get used in the most desperate of situations (or to showboat) because of how personally harmful it is to your character.

Additional concern: What happens to a surger who maintains a surge count out of combat but is immune to fatigue/exhaustion, such as a warforged?

Undying
Yes, I realize that all of these classes are essentially FeatX+, but they all seem to have some sort of new abilities or interesting applications that are more than just basic numerical increases to what the feat does. Yes, Undying does grant a few miscellaneous buffs when you take damage, but it just feels uninteresting until you reach 4th level. I'm just suggesting that you make the interesting 4th-level ability more central to the class to give it more curb appeal. To me, there's nothing less exciting than, "This class feature adds +1 to your Dodge feat's bonus."

Unyielding Soul
Changing maneuvers is given a 5 minute duration because it's meant to only be done outside of battle. An unyielding soul should be unyielding. He should be able to regain his boost mid battle, even if it's not instantly. Duck and hide, rest a minute to regain your breath, then charge right back into the fray. At least, that's how I'd envision it working.

I note that it gains 2 essentia at each level. That's officially the fastest essentia progression in the game, and I'd likely take this class just for that ability, if nothing else.


@Rizban
Regarding the Cenobite: Note that it stacks with the Meditant, is 5 levels shorter, and you don't have to deal with an arithmetic progression on the costs (which you did just brush off, I note). That last one is a much bigger advantage than you think it is, especially if your group doesn't engage in the five minute work day.That is all true, but arithmetic progression or not, I think the 1 hour duration covers a fair bit of time. I know that my games typically have most of the action condensed into a single hour, though I fairly strictly enforce a rule against a 5 minute adventuring day, with arbitrary random encounters while the party tries to sleep midday if necessary. The extra costs for activation are expensive, but I just feel like that makes you think more tactically instead of going nova every encounter.

Even with the arithmetic progression, it's not a problem that can't simply be solved with more uses per day. Since it costs an hour to gain a psychic charge, getting 1 minute of an energy center's use seems a little depressing, even if it doesn't increase the normal costs to activate the center. I'd probably just allow the class to spend charges to activate centers as if they were normal uses per day. Yes, it increases the costs, but it gets you an hour's worth of use out of the ability. Perhaps the other way is preferable to you, but this method seems better to me. Just a thought: Perhaps allowing you to spend one psychic charge as two uses per day for normal activation would solve this entirely without the need for new mechanics.


It's also a great way to meet the prereqs for the meditant; [Something Psionic] 3/Cenobite 3/Meditant 10/[Something Psionic] 4. That way, you get Focused Meditation, which is really useful, and stays useful even when you have a lot of Psychic Meditation uses. Heck, those 6-10 Psychic Charges are good for, say, getting your ML in PP on short notice.Oh, I agree, this is a good lead in to Meditant. I noticed that right away, but without a baseline for comparison, it's difficult to draw conclusions. So, I compared theoretical builds using this in place of Meditant to make drawing conclusions easier. Of course X+Y and X+Z aren't going to stand up to X+Y+Z.


That might be a useful way of looking at it - the class essentially adds up to 10xML extra PP to your pool, if you have time to prep (I might start making jokes about the Elven Cenobite Master Race, since they have 4 extra hours to regain Psychic Charges every night.)The biggest issue I have with the class is that it requires 1 hour of meditation per Psychic Charge, each of which may be used only once. As written, this requires meditation, which therefore cannot take place while doing anything else, such as a multiclass character preparing spells. Yes, it is very nice, but it's a resource you're going to have to spend several days to build up to max, assuming your campaigns don't have a lot of excess down time. To really use this class's abilities, you have to burn a lot of psychic charges. Do I really want to waste an hour's meditation to free action regain psionic focus? Maybe if I really need that extra metapsionic feat but probably not. Do I want to spend two hours of meditation to get 10 minutes of use from my energy center or three hours for one? Maybe, but it's not likely. The only class feature I'd really want to spend the charges on without them feeling wasted is granted at 1st level. I'd take this to 2nd for the bonus feat, BAB, and +1 manifesting, maybe 3rd if there's no other PrC that interests me and is available, but I can't see my character ever having more than 3 or 4 charges at a time or wanting the higher level abilities. Psion3/Cenobite3/Meditant10 would work, but I doubt I'd finish Cenobite over something else, maybe Sanctified Mind.

Mentioning elves made me start thinking about races that don't sleep at all. I'm not sure that I'd allow meditating for psychic charges and resting to regain PP to happen simultaneously for races that don't sleep, but if allowed, that would grant you a significant number of uses per day, up to 9 if you also meditate while the caster prepares spells.
As to elves specifically, the 4 hours trance is technically in the fluff rather than crunch section of the race entry, and the various classes specifically need 8 hours of rest, even from races that don't sleep at all. I'm disinclined to believe that elves need less than 8 hours of rest to regain spells/PP despite spending 4 of those hours awake. As such, I'm also disinclined to grant the extra 4 hours of meditation for the purposes of gaining psychic charges on the same basis for denying it to sleepless races.

Based on all of this, if I have to choose between taking either cenobite or meditant, I'd probably choose the meditant. I can see where this has its place, and it is interesting. Still, I'm going to stand by my original opinion.

EdroGrimshell
2016-03-10, 12:38 PM
Initial Modifications done.

Changed Proficiencies to include Deity's favored weapon.
Clarified the Circumstance Bonus for poisons is permanent.

Made Bleakblood not based on the DC of the poison.
Moved Manifester level Increase.

Can't think of a new name for the Psychic Body class feature. Not a big deal but I'm leaving it as is for now.
Psychic Charges now last for 1 minute/manifester level at base with a minimum of 1 minute.

Changed Focused Meditation and Focused Discharge.
Fixed the sentence so it's actually a sentence.
Fixed the error. Will revamp later
Reworked the wording of Expanded Infusion.

Replaced the Capstone. Same name, completely different ability.
Modified Knowledge Correlation.

Fixed wording on Sage Lore.

Reworded Scholastic Study.
Changed the aura to grant Aura Points rather than a flat bonus to essentia in each.
Added a Deathwatch and Status effect at 2nd and 3rd level respectively.

Added the ability to detect nonliving creatures at 3rd level.
Removed that Azure Touch adds to Essentia and instead adds to class level. See spoiler for math as to why.

Incarnum Chirurgion now allows for converting lethal damage to nonlethal damage at a reduced cost.

Incarnum Chirurgeon is now more in line with the Healing Hands Blessing.

Incarnum Chirurgeon doubles the number of uses of Healing Soul, though not the healing provided by each use.

Incarnum Vitality also reduces the cost of removing Conditions with Incarnum Chirurgeon.

Using Azure Touch as it originally was and assuming a Con of 20 resulted in the following:
3 x 5 x (4 + 4) = 120

With Improved Essentia Capacity it resulted in:
3 x 5 x (5 + 5) = 150

Now, swap the bonus from Azure Touch to Class Level instead and you get this:
7 x 5 x 4 = 140

With Improved Essentia Capacity it resulted in:
8 x 5 x 5 = 200

Conclusion: Adding Azure Touch to the Essentia was a stupid idea and weakened the class needlessly.
Removed cap on taking specific blessings. Only the Blessings themselves give a limit to the number of times they can be taken.

The Blessed Body blessing can now grant Immunity to an energy.
Oversurge is less punishing now, it does take you out of the fight for a bit still, but it doesn't hurt nearly as much now.
Added a clause to Walk with the Reaper that removes damage from using a standard action when disabled or dying.

Will rework to have a little more to do with the Threshold Pool later.
Changed the time needed for Vigor to 1.

Added a clause to Hardened to let its DR stack with similar DR.

EdroGrimshell
2016-03-10, 12:40 PM
Additional concern: What happens to a surger who maintains a surge count out of combat but is immune to fatigue/exhaustion, such as a warforged?

Hm, will have to think on that, but I'm thinking I'd make it bypass immunity since it's really mental exhaustion more than physical exhaustion. That's my ruling on it for now anyway.

Amechra
2016-03-10, 12:58 PM
Understandable - I really just like it because, like you've said, I look at these from the perspective of E6.

Plus, the Psychic Charges have one advantage: you can store up charges over downtime, so you should start most adventures with it capped off.

Spirit Healer: Some thoughts:
• Have each level double your healing from Healing Soul as part of the class feature you get at that level. That brings you to a respectable 32-40 per charge at 20th level.
• Heck, while we're at it - merge the pools from Incarnum Healing and Incarnum Healing (http://www.giantitp.com/forums/showthread.php?104889-Incarnum-And-Psionic-Feats), if you have it. I mean, if you're going whole hog on this healing thing...
• Maybe crib from Action Healing, and let you spend uses of Healing Soul to buff your use of Incarnum Healing? Spending a use to, say, heal someone as a Swift action, or to heal someone at range.

EDIT: This is what I get for sitting on a post instead of pushing it through.

EdroGrimshell
2017-06-01, 10:40 AM
I'm back and working on this project once more! I got hit by inspiration and decided to come back and make a few more of these, and I even have previews!

An alchemist that has utilized expensive potions to unlock their physical limits, taking on immense strain to accomplish incredible physical abilities. A very expensive class, it allows you to purchase permanent upgrades to your character with GP. While it allows for great benefit, it also has some pretty significant downsides.
A redux of the original Feral (finally getting around to it) that offers a bit more to the PrC than some minor benefits. Incorporates a couple mutations, a better expressed Mutator level as it progresses, and a few, hopefully, unique abilities to get it going a bit better. Has a few totemic style abilities and a greater interaction with animals than the original does.
One of two attempts to make an experimental Initiator class. This one is based on giving others temporary access to maneuvers and stances you know as well as training people to have some minor bonuses. At later levels, can grant the Martial Study and Martial Stance feats to others for maneuvers you know. This is essentially a poor man's Marshal.
The second of my attempts to make an experimental Initiator class. This one provides someone without a method of recovery, a method of recovery. It's pretty simplistic and provides very limited maneuver use by uncapping the feat limit on Martial Study and Martial Stance (which apparently doesn't actually have a limit...) as well as basic upgrades to combat ability in general.

Morphic tide
2017-06-03, 04:08 AM
I'm back and working on this project once more! I got hit by inspiration and decided to come back and make a few more of these, and I even have previews!
Oh, I get to comment on this thread. Nice. Phone posting, so I'll just comment on these spoilers.


An alchemist that has utilized expensive potions to unlock their physical limits, taking on immense strain to accomplish incredible physical abilities. A very expensive class, it allows you to purchase permanent upgrades to your character with GP. While it allows for great benefit, it also has some pretty significant downsides.
You will almost certainly need a cap of some sort, due to power for GP being one of the hardest to balance. Or have the bonuses become an expensive loop for generalizing, like having to go through all the ability score boosts once for a simple +1 bonus to each, due to a loop of +2 to one score and -1 to another. The loop can be extended with Move Speed and several sorts of AC. Well, if you want to be simple about it. More esoteric stuff like boosting Charge distance gets weird, but conditional bonuses can get rather far with getting wonky.


One of two attempts to make an experimental Initiator class. This one is based on giving others temporary access to maneuvers and stances you know as well as training people to have some minor bonuses. At later levels, can grant the Martial Study and Martial Stance feats to others for maneuvers you know. This is essentially a poor man's Marshal.
>poor man's martial
You say that, but between White Raven and Shadow Hand, I think it's an excellent side grade. After all, you can teach people to walk on air and teleport. And do silly action bomb setups.


The second of my attempts to make an experimental Initiator class. This one provides someone without a method of recovery, a method of recovery. It's pretty simplistic and provides very limited maneuver use by uncapping the feat limit on Martial Study and Martial Stance (which apparently doesn't actually have a limit...) as well as basic upgrades to combat ability in general.
So, to be clear, it's giving a form mid-combat Maneuver recovery to whoever grabs the class? Say hello to extra Shadow Pounces and unbelievably hard to kill Fighters.

Being serious, I don't have enough to work with beyond seeing that it gives maneuver recovery because the last part is so nebulous.

A PRC with a name like "militiaman" brings to mind unskilled group combat. Is the stuff in it going to focus on that? Like, will the combat bonuses focus on stuff that relies on group fighting to trigger reliably?

EdroGrimshell
2017-06-06, 08:52 PM
You will almost certainly need a cap of some sort, due to power for GP being one of the hardest to balance. Or have the bonuses become an expensive loop for generalizing, like having to go through all the ability score boosts once for a simple +1 bonus to each, due to a loop of +2 to one score and -1 to another. The loop can be extended with Move Speed and several sorts of AC. Well, if you want to be simple about it. More esoteric stuff like boosting Charge distance gets weird, but conditional bonuses can get rather far with getting wonky.
Most of the purchases are one time things attached to the Reactions (the power the class uses), and the active effects of those can kill the user if they're overdone. They're powerful for sure, but that power is incredibly costly to use, and it costs just to get it.


>poor man's martial
You say that, but between White Raven and Shadow Hand, I think it's an excellent side grade. After all, you can teach people to walk on air and teleport. And do silly action bomb setups.
It really is a poor man's marshal, it trains people ahead of time, giving them "Instruction Points" that give them a bonus to AC, Attack Rolls, Damage Rolls, etc. And these can be spent to initiate some of the Instructor's maneuvers up to a certain point. The fact it's only five levels makes it give only a few maneuvers.


So, to be clear, it's giving a form mid-combat Maneuver recovery to whoever grabs the class? Say hello to extra Shadow Pounces and unbelievably hard to kill Fighters.

Being serious, I don't have enough to work with beyond seeing that it gives maneuver recovery because the last part is so nebulous.
It's a die based system, there are a few ways to increase it (attacking, turn end, fighting defensively, using combat feats, etc.), but it lets you recover maneuvers by lowering it based on the level of the maneuver.


A PRC with a name like "militiaman" brings to mind unskilled group combat. Is the stuff in it going to focus on that? Like, will the combat bonuses focus on stuff that relies on group fighting to trigger reliably?
I was actually kinda stuck on the name and went with Militiaman as a placeholder until I thought of something better, still kinda grew on me.

EdroGrimshell
2017-11-02, 11:29 PM
Just added a new class to my listings! The Anima Priest, the first of a few PrCs that use other PrCs I have made on here as a base.

EDIT: Anima Priest Moved to the Main Post.

EdroGrimshell
2017-11-04, 01:46 AM
Three More!

I am accepting suggestions on how to make the Reactions of the Catalyst PrC work better. If anyone has suggestions, I am all ears.

EDIT: PrCs moved to main post.

Amechra
2017-11-04, 01:20 PM
I haven't analyzed the Anima Priest yet, but it looks pretty synergistic. I mean, let's be honest - Soul Growth is going to almost always be dropped on Azure Toughness, so that you can invest all of your Essentia into it. The benefits are just so darn good, especially since Ardent Conviction makes that "free" Essentia.

---

The Instructor mentions the Militiaman when talking about bonus skills. Also, it should require that the individuals being trained have, at the very least, an Int score.

I'm mixed on Training Points - on the one hand, they're cool, and they help bring someone up to snuff. On the other hand... the bonus is much better than +1 BAB (unless, of course, you're abusing Power Attack or are using the actually good Fighter feats). Realistically, I can't see the Instructor working well with other full-BAB party members - I can see Swordsages, Monks, and Rogues really benefiting, though.

Other than that, though, I really like it.

---

The Militiaman, on the other hand... seems pretty broken if combined with a full Initiator. Martial Clarity is a free-action Boost or Counter each round. Fighting Spirit is "I use a standard-action Strike next to a full attack" if you are Hasted (and you're pretty much one of the better targets for Haste, so...)

Also, why a d10? I'm all for using physical props and such, but it's just a bit of obfuscation. Why not just say that they can have a maximum of 10 limit points?

---

The Catalyst runs into issues with some basic Fortitude save optimization. Like, I've crunched the numbers, and it's pretty trivial to break this guy REALLY hard (a Paladin with Steadfast Determination gets +Cha to Fort saves and doesn't fail them on a 1, or ANYONE with Mind Over Body (the Diamond Mind save replacer, level 3)).

Seriously, a basic trick is playing a Warblade 3/Catalyst 2/Warblade 2 with some kind of PP pool and access to Mind Over Body and Instant Clarity (3/day, you automatically recover your psionic focus after successfully using a Strike). You enter a fight psionically focused, and with Mind Over Body un-expended. You can pretty easily have a +23 to Concentration checks (+11 from levels, +5 from Con, +2 from Endurance, +3 from a magic item, +2 from Blade Meditation (Diamond Mind)).

Use a DC 38 Compound. Counter the Fort save with Mind Over Body (making it a Concentration check), and then spend your Psionic Focus to "roll" a 15. Net result? You automatically pass the save. There's a lot you can do with that - I think the best course of action would be to give yourself +16 Con for a minute. Then smack someone with a Strike to recover your focus, and recover all your maneuvers.

EdroGrimshell
2017-11-04, 02:15 PM
I haven't analyzed the Anima Priest yet, but it looks pretty synergistic. I mean, let's be honest - Soul Growth is going to almost always be dropped on Azure Toughness, so that you can invest all of your Essentia into it. The benefits are just so darn good, especially since Ardent Conviction makes that "free" Essentia.

It's an experiment within an experiment, I need to see how it plays out in an actual game before I can deem it a success, but, it looks promising.


The Instructor mentions the Militiaman when talking about bonus skills. Also, it should require that the individuals being trained have, at the very least, an Int score.

I'm mixed on Training Points - on the one hand, they're cool, and they help bring someone up to snuff. On the other hand... the bonus is much better than +1 BAB (unless, of course, you're abusing Power Attack or are using the actually good Fighter feats). Realistically, I can't see the Instructor working well with other full-BAB party members - I can see Swordsages, Monks, and Rogues really benefiting, though.

Other than that, though, I really like it.

I'll edit in the Intelligence Score thing, but this is technically meant to work with Commoners and Experts in a community, but, it can be pretty effective in an adventuring party. Especially for multiclass characters such as the various forms of Gish out there. Also a great way for normal mages to defend themselves when they're out of spells at early levels.

If you can think of ways to improve it I'm all ears.


The Militiaman, on the other hand... seems pretty broken if combined with a full Initiator. Martial Clarity is a free-action Boost or Counter each round. Fighting Spirit is "I use a standard-action Strike next to a full attack" if you are Hasted (and you're pretty much one of the better targets for Haste, so...)

Also, why a d10? I'm all for using physical props and such, but it's just a bit of obfuscation. Why not just say that they can have a maximum of 10 limit points?

Simply put, it's a carry over from when I was using a different mechanic. You can run it without the die or anything, it's just... I figured this would work just as well and get some props going.


The Catalyst runs into issues with some basic Fortitude save optimization. Like, I've crunched the numbers, and it's pretty trivial to break this guy REALLY hard (a Paladin with Steadfast Determination gets +Cha to Fort saves and doesn't fail them on a 1, or ANYONE with Mind Over Body (the Diamond Mind save replacer, level 3)).

Seriously, a basic trick is playing a Warblade 3/Catalyst 2/Warblade 2 with some kind of PP pool and access to Mind Over Body and Instant Clarity (3/day, you automatically recover your psionic focus after successfully using a Strike). You enter a fight psionically focused, and with Mind Over Body un-expended. You can pretty easily have a +23 to Concentration checks (+11 from levels, +5 from Con, +2 from Endurance, +3 from a magic item, +2 from Blade Meditation (Diamond Mind)).

Use a DC 38 Compound. Counter the Fort save with Mind Over Body (making it a Concentration check), and then spend your Psionic Focus to "roll" a 15. Net result? You automatically pass the save. There's a lot you can do with that - I think the best course of action would be to give yourself +16 Con for a minute. Then smack someone with a Strike to recover your focus, and recover all your maneuvers.

Yea, I figured something like that would happen... it's one of the more... unusual experiments here. I definitely need help refining the idea. This will help though, maybe a thing where it can't replace the Fortitude save with something else to help balance it out some. I don't know.

Ranged Ranger
2017-11-05, 01:15 AM
These are some interesting PRCs. But how early are you wanting them to be entered at?

Unless I'm missing something, Human Bard1/Scholar3 is a valid build...

With a starting Int of 18, they could have 7 ranks each in Arcana, Archit. and Eng., Dungoneering, Geography, History, Local, Nature, Nobility and Royalty, Religion, The Planes, Psionics, and Dreams*...

This would give the character +14 synergy from Knowledge Correlation and + 5 Ability Mod for d20+26 on almost any Knowledge check as a level 4 character (d20+19 if the DM throws an obscure non-SRD check at you...)

Granted, probably too weak in all other areas to be adventuring with that build, but still...

*or whatever other non-SRD Knowledge Skill you want.

Amechra
2017-11-05, 05:36 AM
These are some interesting PRCs. But how early are you wanting them to be entered at?

Unless I'm missing something, Human Bard1/Scholar3 is a valid build...

With a starting Int of 18, they could have 7 ranks each in Arcana, Archit. and Eng., Dungoneering, Geography, History, Local, Nature, Nobility and Royalty, Religion, The Planes, Psionics, and Dreams*...

This would give the character +14 synergy from Knowledge Correlation and + 5 Ability Mod for d20+26 on almost any Knowledge check as a level 4 character (d20+19 if the DM throws an obscure non-SRD check at you...)

Granted, probably too weak in all other areas to be adventuring with that build, but still...

*or whatever other non-SRD Knowledge Skill you want.

Knowledge Devotion requires 5 ranks in a Knowledge skill. So the earliest you can get it at is 2nd level (Cleric trading in the Knowledge Domain, Human Paragon 2). At that point, you're a Knowledge monkey that can wrangle up a +5/+6 to a bunch of rolls, and who has no other really relevant tricks. The Cleric version is passable, but only has 1st level spells at 5th level.

I mean... yeah you can potentially get a +6 on your attack and damage rolls. Doesn't change the fact that your BAB is +2, or that you probably don't have massively exciting proficiencies.

EdroGrimshell
2017-11-05, 08:27 PM
Revamped the Feral to be less boring and more in line with being an actual Mutator class.

EDIT: I have four other classes in the works as of... oh, an hour and a half ago. Decided to give a brief description of each one here.

A three level mini-druid, this class relies on Ley Lines as a means of gaining the power to use pseudo-spells that mimic some of a druid's abilities. Healing animals, promoting plant growth, removing poison and corruption, etc. Nothing major. But, they also draw on ley lines as a means to power their supernatural abilities, allowing them to use this magic anywhere, even within an anti-magic field. Only areas of natural Dead Magic (rare in most settings) are they reduced in ability.
Mini-Necromancer in a can! More the Weaken type than the animate the dead type. These guys weaponize their own health, turning it into a resource for them to utilize while making it so they rely less and less on being alive, and becoming closer and closer to undeath. They do get the ability to animate the dead, but it is extremely limited.
Toughness Incarnate. This class is about having a lot of HP and a lot of Defense. It uses armor and shields as a buffer for their own health. Additionally, they learn to reinforce armor to make it more durable as well as how to make repairs so they aren't left without it if they need it.
A low level fear inducer based on the Daunting Presence feat. Makes the feat faster to use, allows for making intimidate checks on top of the effect to make the target Frightened or Panicked instead, and some minor bonuses against shaken, frightened, and panicked targets. Looking for a better name.

EDIT2: Revamped Feral moved to main post, replacing the old version.

EdroGrimshell
2017-11-08, 10:45 AM
Two more classes up and running. The other two are taking a bit longer.

Cursed*

Entry Requirements
Base Attack Bonus: +2
Skills: Intimidate 6 Ranks
Feats: Daunting Presence

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Ominous Presence

2nd
+1
+0
+0
+3
Horrific Presence

3rd
+2
+1
+1
+3
Terrifying Presence
Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.

Ominous Presence (Ex): When using the Daunting Presence feat, the Cursed may make a Intimidate check as if to demoralize the target. If the target fails their Will save against Daunting Presence or the Intimidate check is successful, the target is affected by Daunting Presence as normal. If both are successful, the penalties from the Shaken condition are doubled on the target.

Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

Horrific Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence as a Swift Action in addition to being able to use it as a Standard Action. If using Daunting Presence as a Standard Action, the Cursed may choose two targets instead of one. The Cursed may also use Daunting Presence as a Full-Round Action to use it on five targets.

Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft).

Terrifying Presence (Ex): At 3rd level, the Cursed gains a morale bonus on Attack Rolls, Damage Rolls, Saving Throws, and Armor Class equal to the number of creatures suffering from a fear effect within 100ft of the Cursed.

Additionally, non-mindless creatures that are immune to fear effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.

*Still looking for a better name.
Dauntless

Entry Requirements
Skills: Craft (Armorsmithing) 4 Ranks
Feats: Toughness, Improved Toughness
Proficiencies: Must be proficient with at least one type of armor.

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+0
Armor Dampening, Tough

2nd
+1
+3
+0
+0
Ablative Armor

3rd
+2
+3
+1
+1
Hardened Armor
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).

Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.

Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).

Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.

Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.

Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.

Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the hardness of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.

Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.

Morphic tide
2017-11-08, 03:46 PM
The Dauntless is an interesting idea, but I don't quite see the name as fitting because of how it focuses on the armorsmithing. I do like being able to use your armor as extra HP, works well with repair spells for a low-op gish, and benefits from armor having Sunder immunity(no, really, it's not allowed by the rules to Sunder worn armor). I'd cut the Improved Toughness feat requirement. Maybe swap for Iron Will, Great Fortitude or Skill Focus(Craft(Armorsmithing)).

Personally, I find the best use of it is taking two levels of it on a Rogue for the singular sake of being able to get away with Heavy Armor as a Rogue. They have the skill points to burn on it, after all, and would love an extra 30 or so HP.

As for the Cursed... There's so much more you can do with an Intimidate class! And no, I don't have a good idea for a name... The Cursed suffers from being absurdly specific. The Dauntless focuses on something literally every character wearing armor can benefit from by giving what's effectively more health the majority of the time, while the Cursed focuses on a specific feat that's a Fear effect without any way to deal with Mindless creatures with it. It uses a feat that's dead against mindless creatures and turns it into the utterly sole benefit of a three-level PRC that only improves the effect of said feat. And besides that, anything with a good Will save has a pretty significant chance to just ignore the ability entirely, while Shaken has pitiful penalties past CR 10 or so even if you double them.

A -4 penalty isn't much when dealing with something that has +20 to attack rolls, after all. If you're on the AC to attack bonus rates where the entire die is useful, then your work nets you a 20% lower chance of being hit. From a "typical" 40%-60%, that's still a 20%-40% chance to be hit. It's only useful with more save-needing effects that can make use of the -4 penalty, because that penalty doesn't apply to anything using attack rolls, like a character with this PRC will virtually always be using. Because utterly lost caster levels are a huge no and few casters have Intimidate as a class skill.

EdroGrimshell
2017-11-08, 04:45 PM
The Dauntless is an interesting idea, but I don't quite see the name as fitting because of how it focuses on the armorsmithing. I do like being able to use your armor as extra HP, works well with repair spells for a low-op gish, and benefits from armor having Sunder immunity(no, really, it's not allowed by the rules to Sunder worn armor). I'd cut the Improved Toughness feat requirement. Maybe swap for Iron Will, Great Fortitude or Skill Focus(Craft(Armorsmithing)).

Personally, I find the best use of it is taking two levels of it on a Rogue for the singular sake of being able to get away with Heavy Armor as a Rogue. They have the skill points to burn on it, after all, and would love an extra 30 or so HP.

I am open to better names if you have suggestions. As for the prerequisites, I'll probably do what you said and swap it for something else, Great Fortitude or Endurance most likely.


As for the Cursed... There's so much more you can do with an Intimidate class! And no, I don't have a good idea for a name... The Cursed suffers from being absurdly specific. The Dauntless focuses on something literally every character wearing armor can benefit from by giving what's effectively more health the majority of the time, while the Cursed focuses on a specific feat that's a Fear effect without any way to deal with Mindless creatures with it. It uses a feat that's dead against mindless creatures and turns it into the utterly sole benefit of a three-level PRC that only improves the effect of said feat. And besides that, anything with a good Will save has a pretty significant chance to just ignore the ability entirely, while Shaken has pitiful penalties past CR 10 or so even if you double them.

A -4 penalty isn't much when dealing with something that has +20 to attack rolls, after all. If you're on the AC to attack bonus rates where the entire die is useful, then your work nets you a 20% lower chance of being hit. From a "typical" 40%-60%, that's still a 20%-40% chance to be hit. It's only useful with more save-needing effects that can make use of the -4 penalty, because that penalty doesn't apply to anything using attack rolls, like a character with this PRC will virtually always be using. Because utterly lost caster levels are a huge no and few casters have Intimidate as a class skill.

I know it's not exactly the best, but these classes are mostly designed for use by NPCs or those with levels in NPC classes for playable characters. Not an excuse for it being bad, I'm 100% happy to rework it if it ends up better than it currently is. I am open to suggestions.

You'll probably notice that most of the classes on here are very specific or focus on enhancing a single feat to be more useful. Such as the Soul Seeker or Bane-Blooded. Both of which only really enhance a single feat with a sub-par effect overall. I seriously want the Cursed to have a better set of abilities while still focusing on the Daunting Presence feat, because that's what these classes are generally about, taking a small option, and expanding on it in 3 to 5 levels (or giving entirely new options that synergize well with others of these PrCs as is the case with the Feral, Infusionist, and Undying).

The only thing I could think of to make the Cursed better before I posted it was to give them an actual curse attached to the fear effect or to allow them to hit the target with the effect multiple times, but I thought those effects would be too powerful the way I would have gone about doing them.

Ranged Ranger
2017-11-08, 08:32 PM
Knowledge Devotion requires 5 ranks in a Knowledge skill. -SNIP-
The Prereq to the Prereq is what I missed... not sure how, since I knew about it at one point...

Revamped the Feral to be less boring and more in line with being an actual Mutator class.

EDIT: I have four other classes in the works as of... oh, an hour and a half ago. Decided to give a brief description of each one here.

A three level mini-druid, this class relies on Ley Lines as a means of gaining the power to use pseudo-spells that mimic some of a druid's abilities. Healing animals, promoting plant growth, removing poison and corruption, etc. Nothing major. But, they also draw on ley lines as a means to power their supernatural abilities, allowing them to use this magic anywhere, even within an anti-magic field. Only areas of natural Dead Magic (rare in most settings) are they reduced in ability.
Mini-Necromancer in a can! More the Weaken type than the animate the dead type. These guys weaponize their own health, turning it into a resource for them to utilize while making it so they rely less and less on being alive, and becoming closer and closer to undeath. They do get the ability to animate the dead, but it is extremely limited.
Toughness Incarnate. This class is about having a lot of HP and a lot of Defense. It uses armor and shields as a buffer for their own health. Additionally, they learn to reinforce armor to make it more durable as well as how to make repairs so they aren't left without it if they need it.
A low level fear inducer based on the Daunting Presence feat. Makes the feat faster to use, allows for making intimidate checks on top of the effect to make the target Frightened or Panicked instead, and some minor bonuses against shaken, frightened, and panicked targets. Looking for a better name.

EDIT2: Revamped Feral moved to main post, replacing the old version.
I really like the idea of the Naturalist.

EdroGrimshell
2017-11-09, 11:44 AM
I really like the idea of the Naturalist.

It's one of the more difficult ones mechanically. Trying to set it up properly is... actually kind of annoying.

The mechanics for it are Nature Bonds, what I call their connections to ley lines, which produce Motes of natural energy they can spend to power their pseudo-spells (supernatural effects referred to as Hedge Magic for simplicity). I'm having a hard time deciding how to go about it, though. The main issue is exactly how Nature Bonds are established, specifically if they are temporary and can be built up or if they are permanent and more limited in number, if they bind automatically or the Naturalist has to do something first... I can't decide. Then there are the many... many Hedge Magics I'll need to stat up for this thing (which I also need to do for the Crypt-Born which is the undead equivalent) as well as the distributions for them and the spells to connect them all together. So... yea, it'll take a little while without some help.

Amechra
2017-11-09, 08:20 PM
You can potentially get into Dauntless by 2nd level. I'm fine with that, personally. I actually really like this guy - it's an interesting "build-around" class that doesn't take too many levels and which can do some pretty crazy things.

The Cursed... feels very rough. Also, Terrifying Presence is absolutely broken - forget +20, try "we hired 100 peasants to stand over there, and now they are shaking in their boots (due to my fear-stacking shenanigans). I get a +100 to everything!"

---

So, the Tough ability for the Dauntless... am I reading that right? Would a character with four instances of Toughness and three levels of Dauntless have +24 HP, +4 to Fort saves, and +2 NA? Do feats like Azure Toughness count towards this?

Rizban
2017-11-10, 12:42 AM
Do feats like Azure Toughness count towards this?Azure Toughness explicitly counts itself as Toughness, so I don't see why it wouldn't work.

EdroGrimshell
2017-11-10, 01:20 AM
You can potentially get into Dauntless by 2nd level. I'm fine with that, personally. I actually really like this guy - it's an interesting "build-around" class that doesn't take too many levels and which can do some pretty crazy things.

I'm glad you like it! It was a pretty quick class, all things considered. The first one I finished after getting the Feral Redux down, in fact. This class plays really well with a lot of my other Experimental PrCs, too. Specifically Undying, Unyielding Soul, and Stigmatist.

It also gets you interested in armor materials, which may well send you on a quest in game to get a good material. Mithral and Adamantine are obvious choices, I admit, but, my personal favorite would be Aurorum. Armor made from Aurorum can be repaired as a full-round action just by holding the pieces together so you can use all of your armor's HP if you need it, and then just have it put back together an instant later.


So, the Tough ability for the Dauntless... am I reading that right? Would a character with four instances of Toughness and three levels of Dauntless have +24 HP, +4 to Fort saves, and +2 NA? Do feats like Azure Toughness count towards this?

Azure Toughness explicitly counts itself as Toughness, so I don't see why it wouldn't work.

You've got the math right, 6 HP per Toughness feat, +1 Fort per Toughness Feat, and +1 NA per two Toughness Feats. I take it you chose 4 because that's the minimum number the Dauntless gets over the course of its leveling?

What Rizban said in regards to Azure Toughness, though that's only if the feat says it counts as Toughness. If you use the "advanced" toughness feats from Masters of the Wild (Dwarf's, Giant's, and Dragon's Toughness) I'd rule that they'd count as Toughness as well (they're 3.0 so not technically part of 3.5)


The Cursed... feels very rough. Also, Terrifying Presence is absolutely broken - forget +20, try "we hired 100 peasants to stand over there, and now they are shaking in their boots (due to my fear-stacking shenanigans). I get a +100 to everything!"

It is very much a first draft and open for change. It was a quick write up that I got frustrated with trying to rewrite and just posted to get some ideas, so I'm hoping to change it.

Rizban
2017-11-10, 01:24 AM
Cursed*
...
Feats: Daunting PresenceOkay, so a fear class based on the Daunting Presence feat. I can get into that. To start off with this review, let's take a look at the Daunting Presence feat.

With a few restrictions, Daunting Presence lets you spend a standard action to force a Will save vs shaken. If they fail, shaken applies for 10 minutes. This is pretty significant and great for fear stacking.

The downsides: Daunting Presence requires the target be within 30 feet, have line of sight (so no using while hidden), and have an Int score. Not awful, as most enemies you'll be fighting are going to meet these requirements.
Daunting Presence also explicitly does not allow you to affect a creature that is already shaken, a reasonable restriction on the feat. The problem here becomes that you must use Daunting Presence first, or it has no effect at all. You can't even throw the 10 minute duration onto a target that is already shaken. It's a drawback, but it's not too hard to work around.
The unspoken part is that the shaken condition is inherently a mind-affecting fear effect. So, anything immune to mind-affecting effects or immune to fear is completely immune to this feat. For this class to be effective, it's going to need ways to mitigate or negate those immunities.



Ominous Presence (Ex): When using the Daunting Presence feat, the Cursed may make a Intimidate check as if to demoralize the target. If the target fails their Will save against Daunting Presence or the Intimidate check is successful, the target is affected by Daunting Presence as normal. If both are successful, the penalties from the Shaken condition are doubled on the target.I had to read through this carefully three times to make sure I fully understood what's happening here. By my understanding, when using Daunting Presence, you also get a free action Intimidate check to Demoralize Opponent, except that instead of escalating fear, you just increase the penalties from the shaken condition, and then only if they fail both checks, one of which is opposed.

Also, to demoralize, you have to be within melee range. So, using this ability restricts the distance at which you can use Daunting Presence, which in turn makes the 2nd-level ability to double the range totally incompatible with this ability.

I guess that's okay. Honestly, it feels very clunky to me. You're going from just forcing a Will save to forcing a Will save, then making a skill check, then forcing a level check. I don't understand why the Intimidate check is necessary or why it has a different result than it normally would. I mean, that extra -2 to saves is useful for further escalation, but this whole effect just feels odd.

I would either just outright apply the increased penalties to shaken with this effect or allow a more normal Intimidate check as a move or swift action (probably a move action, given the nature of the next ability). It would simplify things anyway.


Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.This is reasonable.


Horrific Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence as a Swift Action in addition to being able to use it as a Standard Action. If using Daunting Presence as a Standard Action, the Cursed may choose two targets instead of one. The Cursed may also use Daunting Presence as a Full-Round Action to use it on five targets.

Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft).Only minor quibbles here. It should be "on up to five targets." Otherwise, a pedantic reading of the rules requires you to have five targets to use the ability.
This is a good ability, but the wording is a little rough. Maybe try something like, "Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets."


Terrifying Presence (Ex): At 3rd level, the Cursed gains a morale bonus on Attack Rolls, Damage Rolls, Saving Throws, and Armor Class equal to the number of creatures suffering from a fear effect within 100ft of the Cursed.As was pointed out, this ability can get insanely strong insanely quickly. It either needs some sort of cap or some other restriction.

Frankly, I would change it to be based on the number of targets he has personally afflicted with fear. Maybe something like, "At 3rd level, each time the Cursed causes a creature to become shaken, he gains a +1 morale bonus on Attack Rolls, Damage Rolls, Saving Throws, and Armor Class for 1 minute. Each time the Cursed frightens a new creature while this ability is active, the bonus increases by 1, and the duration restarts; however, frightening the same creature multiple times does not increase the bonus or duration."

I would still implement some sort of cap to prevent shenanigans.


Additionally, non-mindless creatures that are immune to fear effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.Useful capstone. This is what is needed to make this class useful, assuming that your DM rules that being immune to fear due to being immune to mind-affecting effects is still pierced by this. I've seen it ruled both ways with no clear cut rules on how to handle the situation.

Overall, I like the class. I have issue with the first level ability and see a need for capping the third level one, but it's otherwise pretty good.

Ranged Ranger
2017-11-10, 04:22 PM
-SNIP-I was actually kinda stuck on the name and went with Militiaman as a placeholder until I thought of something better, still kinda grew on me.
Some militias were better trained than others... The Swiss Army is Essentially the best trained, best equipped militia in history, and was a viable as a deterrent to invasion against both the Nazis and the Soviets. For something more officially classed as a militia look at the Minutemen in the 1770s - they could muster within a minute and managed to drive back a larger force of British regulars when the British regulars were supposed to be the best army in the world

It's one of the more difficult ones mechanically. Trying to set it up properly is... actually kind of annoying.

The mechanics for it are Nature Bonds, what I call their connections to ley lines, which produce Motes of natural energy they can spend to power their pseudo-spells (supernatural effects referred to as Hedge Magic for simplicity). I'm having a hard time deciding how to go about it, though. The main issue is exactly how Nature Bonds are established, specifically if they are temporary and can be built up or if they are permanent and more limited in number, if they bind automatically or the Naturalist has to do something first... I can't decide. Then there are the many... many Hedge Magics I'll need to stat up for this thing (which I also need to do for the Crypt-Born which is the undead equivalent) as well as the distributions for them and the spells to connect them all together. So... yea, it'll take a little while without some help.
Don't know what progress you've already made, but if you're thinking about the connection to the leylines and not the leylines
themselves, I'd recommend having them build up - building up faster if they've used that leyline before, a lesser increase if they've used another leyline that ties into the same node(s), and possibly a boost to power if they've preformed a ritual at one of the nodes.

Amechra
2017-11-11, 09:59 PM
You've got the math right, 6 HP per Toughness feat, +1 Fort per Toughness Feat, and +1 NA per two Toughness Feats. I take it you chose 4 because that's the minimum number the Dauntless gets over the course of its leveling?

I actually picked that number out of my hat - let's call it subconscious.

I do rather like how much the Dauntless helps the sword and board combat style - a chain shirt plus a heavy steel shield gives them a boatload of durability, and they effectively get anywhere from 40 to 70 bonus HP from using them - which is nothing to sneeze at at lower levels.

EdroGrimshell
2017-11-14, 01:38 PM
Okay, so a fear class based on the Daunting Presence feat. I can get into that. To start off with this review, let's take a look at the Daunting Presence feat.

With a few restrictions, Daunting Presence lets you spend a standard action to force a Will save vs shaken. If they fail, shaken applies for 10 minutes. This is pretty significant and great for fear stacking.

The downsides: Daunting Presence requires the target be within 30 feet, have line of sight (so no using while hidden), and have an Int score. Not awful, as most enemies you'll be fighting are going to meet these requirements.
Daunting Presence also explicitly does not allow you to affect a creature that is already shaken, a reasonable restriction on the feat. The problem here becomes that you must use Daunting Presence first, or it has no effect at all. You can't even throw the 10 minute duration onto a target that is already shaken. It's a drawback, but it's not too hard to work around.

The unspoken part is that the shaken condition is inherently a mind-affecting fear effect. So, anything immune to mind-affecting effects or immune to fear is completely immune to this feat. For this class to be effective, it's going to need ways to mitigate or negate those immunities.

A good analysis of the base feat and one I readily admit is more in depth than what I actually did with it before making the class.


I had to read through this carefully three times to make sure I fully understood what's happening here. By my understanding, when using Daunting Presence, you also get a free action Intimidate check to Demoralize Opponent, except that instead of escalating fear, you just increase the penalties from the shaken condition, and then only if they fail both checks, one of which is opposed.

Also, to demoralize, you have to be within melee range. So, using this ability restricts the distance at which you can use Daunting Presence, which in turn makes the 2nd-level ability to double the range totally incompatible with this ability.

I guess that's okay. Honestly, it feels very clunky to me. You're going from just forcing a Will save to forcing a Will save, then making a skill check, then forcing a level check. I don't understand why the Intimidate check is necessary or why it has a different result than it normally would. I mean, that extra -2 to saves is useful for further escalation, but this whole effect just feels odd.

I would either just outright apply the increased penalties to shaken with this effect or allow a more normal Intimidate check as a move or swift action (probably a move action, given the nature of the next ability). It would simplify things anyway.

You've got a few things wrong, here, actually. One key thing is, this triggers on the use of Daunting Presence and makes an Intimidate check as if to demoralize the target. It's not actually a demoralize, it's a bonus added onto the Daunting Presence to give it a second chance to go through and a way to improve the effects of the fear.

I admit, this is actually a pretty rushed ability, so I'm going to rewrite it. I think I'll alter it to be reusable, able to increase the penalties greater, which I think will be a better way to cap off the class too.

Let's see...

Ominous Presence (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the penalty for the Shaken, Frightened, or Panicked condition increases by 1, to a maximum increase of 5. At third level, the effects of this ability are doubled (increase the penalty of the shaken condition by 2 instead of 1 and to a maximum of 10). Using this ability resets the duration of Daunting Presence.

Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

Makes it more relevant, makes actually using Daunting Presence more often viable against a single target, and makes future abilities a bit easier to fill out. Especially the capstone. Main reason I incorporated the Demoralize was that I felt the class needed a reason to take intimidate, but I think this works out better.


Only minor quibbles here. It should be "on up to five targets." Otherwise, a pedantic reading of the rules requires you to have five targets to use the ability.

This is a good ability, but the wording is a little rough. Maybe try something like, "Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets."

Good points, I'll make the changes.


As was pointed out, this ability can get insanely strong insanely quickly. It either needs some sort of cap or some other restriction.

Frankly, I would change it to be based on the number of targets he has personally afflicted with fear. Maybe something like, "At 3rd level, each time the Cursed causes a creature to become shaken, he gains a +1 morale bonus on Attack Rolls, Damage Rolls, Saving Throws, and Armor Class for 1 minute. Each time the Cursed frightens a new creature while this ability is active, the bonus increases by 1, and the duration restarts; however, frightening the same creature multiple times does not increase the bonus or duration."

I would still implement some sort of cap to prevent shenanigans.

With the new first level ability I mentioned above, this actually can be reworked to give the Cursed a bonus equal to the highest penalty from fear effects he's caused for as long as it lasts.


Useful capstone. This is what is needed to make this class useful, assuming that your DM rules that being immune to fear due to being immune to mind-affecting effects is still pierced by this. I've seen it ruled both ways with no clear cut rules on how to handle the situation.

Overall, I like the class. I have issue with the first level ability and see a need for capping the third level one, but it's otherwise pretty good.

I'll make it so that it works against those immune to Mind Affecting effects, too. Just to clarify it further.

EdroGrimshell
2017-11-14, 01:56 PM
Don't know what progress you've already made, but if you're thinking about the connection to the leylines and not the leylines themselves, I'd recommend having them build up - building up faster if they've used that leyline before, a lesser increase if they've used another leyline that ties into the same node(s), and possibly a boost to power if they've preformed a ritual at one of the nodes.

It's like a Wizard preparing their spellbook, almost. They take an hour to connect to as many Ley Lines as they have access to and utilize what they gain from them (motes) to cast their spells. Note: They don't lose motes for losing access to their Ley Lines, so if they disconnect from all their ley lines, they still can use the motes they have on hand for casting until they can reconnect.

I also added a mechanic for losing ley lines (every hour spent asleep or in the equivalent, whenever knocked unconscious, or whenever they're dropped below 0hp, they lose one ley line, second level ability makes it so this isn't such a big deal, but still) as well as a maximum number they can use (class level + 1 for every 6 ranks in Knowledge (Nature), so 6 pre-epic level max).

So yea, Ley Lines are technically done. I just need to set up the pseudo-spells now, which I've split up into small groupings (plant, animal, weather/terrain, purification, and communion) each with a few minor foci (Plant is defensive and passive healing, with some battlefield control; Animal is enhancement and active healing; Weather is resistance to elements and offensive magics; Purification is non-hit point healing and undead/construct/aberration slaying; and Communion is essentially talking with nature and divination).

EdroGrimshell
2017-11-28, 03:12 PM
I've put the Naturalist and Crypt-Born on hold for the time being. They're going really slow, but are still going, so I'm going to work on some quicker PrCs in the meantime.

A simple three level warrior style PrC based on gaining benefits from dealing a lot of damage. They're built on the concept of bloodlust, getting covered by the blood of their enemies as the go in with their bare hands (or tooth and nail) and simply revel in the combat itself.
This is a 3 level version of the Metamind. It's based on having a lot of power points and being able to use them quite often. Little bland, ATM, but I'm working on fixing that.
A class based on getting rid of status conditions through sheer guts. These guys can push away any negative status condition they may get, but take nonlethal damage when they do so. This is mitigated by the fact that they start to heal nonlethal damage a LOT faster and start to reduce the amount of nonlethal damage they take as they get into the class. Only three levels, and highly defensive in nature, but it works out fairly well.

Morphic tide
2017-11-28, 04:03 PM
A quick suggestion for the Symbiotic is to have the stat sharing be getting some portion of the Sybiont's relevant modifiers, like getting half its ability score bonuses or treat its skill ranks as half-ranks for your own.

Goaty14
2017-11-28, 07:06 PM
The hero could give some sort of nonlethal fast healing + Jormengand's homebrew Shurg Off ability (http://www.giantitp.com/forums/showthread.php?475720-The-Avatar-%28Class-in-30-minutes-PEACH%29), except with a scaling shrug off list.

aimlessPolymath
2017-11-28, 10:05 PM
For the Bloodstained, I think I'm imagining it from the description as a PrC built off the Cleave feat. It's an awful feat at high level, but it's just so fun to shred through groups, you know?

EdroGrimshell
2017-11-28, 11:18 PM
The hero could give some sort of nonlethal fast healing + Jormengand's homebrew Shurg Off ability (http://www.giantitp.com/forums/showthread.php?475720-The-Avatar-%28Class-in-30-minutes-PEACH%29), except with a scaling shrug off list.

Already have the ability written up, but they're a bit similar.


For the Bloodstained, I think I'm imagining it from the description as a PrC built off the Cleave feat. It's an awful feat at high level, but it's just so fun to shred through groups, you know?

While not based on the Cleave feat, it has Power Attack as a prerequisite and Cleave would benefit this class significantly. The more attacks you get, the more power you get overall. Simple as that.

Base class feature gives stacking temporary hit points, but has some Rage-like restrictions. It's a once per encounter effect that lasts for between 3 and 5 rounds based on their level.

Second class feature adds Stains (looking for another name so I don't give the bloodstained bloodstains as a class feature), which grant them a bonus AND also allows them to make special intimidate checks to penalize their enemies.

Final class feature allows the base class feature to keep on working, extending the duration if you've dealt enough damage. Has a second part I'm still working out.

EDIT: I have decided to move this project to a new thread. When my next batch of classes comes in, I'll be setting up a brand new thread and posting my new classes there.

EdroGrimshell
2018-08-22, 07:54 PM
New thread (http://www.giantitp.com/forums/showthread.php?567158-EdroGrimshell-s-PrC-Compendium) for this is up and running with five new classes! The Bloodstained, Heckler, Hero, Ironclad, and Mentat.