View Full Version : [3.5][Gestalt] Worldthought Tactician [PEACH]

2008-09-06, 06:11 PM
This is my second attempt at creating a homebrew class where the first was some sort of Enlightened Fist base class that ended poorly.

Some background on the Worldthought Tactician is that, first of all, it is a Gestalt "SuperPrC," wherein it is intended for both sides of a Gestalt progression. Keeping this in mind I would like honest feedback and criticism with the the purpose of improving it for use in a game I am currently a player in. Secondly and likely more important is the fact that it is based off of the Society Mind (http://forums.gleemax.com/wotc_archive/index.php/t-506284) from Dreamscarred Press.

As yet I do not have a great deal of fluff prepared but a summary of the class entails sitting outside of battle as a sniper and support character, utilizing Network powers of the Society Mind to bolster allies and greatly increase his own power.

I took inspiration not only from the wonderful creations of Dreamscarred Press but Tempest Stormwind (http://forums.gleemax.com/showthread.php?t=771597)'s and Fax_Celestis (http://www.giantitp.com/forums/showthread.php?t=10707)'s two different takes on the Falling Star disciplines.

I give you...

The Worldthought Tactician

HD: d6

Variants: Gestalt
Skills: Spot 12 ranks, Psicraft 12 ranks, Hide 8 ranks, Move Silently 8 ranks
Feats: Weapon Focus (Any Crossbow), Crossbow Sniper
Abilities: Worldthought Network (Medium Range), Ability to Manifest 4th level powers, Sneak Attack +2d6, Trapfinding

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers

+2.5| Inner Language, Sniper's Shot, Sharp-Shooting, Network Pool I, Network Range|+1 level of existing manifesting class

+3| Weapon Specialization, Sharp-Shooting|+1 level of existing manifesting class

+3.5| Sneak Attack +1d6, Strengthen Network +1, Network Pool II|+1 level of existing manifesting class

+4| Eyes to the Sky, Sharp-Shooting|+1 level of existing manifesting class

+4.5|Network Focus, Bonus Feat|+1 level of existing manifesting class

+5| Sneak Attack +1d6, Sharp-Shooting|+1 level of existing manifesting class

+5.5|Strengthen Network +2, Network Pool III|+1 level of existing manifesting class

+6|Sharp-Shooting (Two alterations)|+1 level of existing manifesting class

+6.5| Sneak Attack +1d6|+1 level of existing manifesting class

+7| Clairaudient Network, Sharp-Shooting, Bonus Feat|+1 level of existing manifesting class[/table]

The Worldthought Tacticianís class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (History/Local/Psionics/Military Tactics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

Weapon and Armor Proficiency: The Worldthought Tactician gains no proficiencies.

Powers Known: At every level, a Worldthought Tactician 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 Worldthought Tactician 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 Worldthought Tactician, he must decide to which class he adds the new level of Worldthought Tactician for the purpose of determining power points per day, powers known, and manifester level.

Inner Language (Su): At 11th level, a Worldthought Tactician becomes able to perceive the connections between minds during communication, picking up on the mental energies generated by conversation. While he is psionically focused, the Worldthought Tactician can understand any spoken language, including secret languages, and even multiple languages at once. He still hears the original syllables, so he may or may not be able to place what language is being used even while he fully understands the meaning. Inner Language only functions on perceived mindwaves; it does not grant the ability to read, write, or speak the languages in question.

Sniperís Shot: If a Worldthought Tactician studies his victim for 2 rounds and then makes an attack with a ranged weapon with which they have weapon focus that successfully deals damage, the attack can carry with it one of several Sharp-Shooting techniques. Furthermore, if the Worldthought Tactician expends his psionic focus he may add +1d6 damage per two class levels, rounded down (+1d6 at 2, +2d6 at 4, etc). If the character has Psionic Shot or a similar feat he can expend his focus once to gain the benefit of both effects. While studying the victim, the Worldthought Tactician can undertake other actions so long as his attention stays focused on the target and the target does not detect the Worldthought Tactician or recognize him as an enemy. Once the Worldthought Tactician has completed the 2 rounds of study, he must make an attack within the next 2 rounds.

If the Worldthought Tactician does not launch the attack within 2 rounds of completing the study, 2 new rounds of study are required before he can attempt another Sniperís Shot.

Sharp-Shooting: At 1st, 2nd, 4th, 6th, 8th, and 10th level the Worldthought Tactician may chose a Sharp-Shooting alteration to his Sniper's Shot from the table below for which he meets the minimum level requirement. The Worldthought Tactician can apply only one alteration to any given shot.

Starting at eighth level the Worldthought Tactician may add a secondary effect to the same shot. Doing so adds one round to the time it takes to study the intended target.

These alterations do not allow for a save unless otherwise noted in the description.
{table=head]Required Level|Sharp-Shooting Alteration|

1st|Sniper's Precision|Deliver Sneak Attack at any Range|Every 2 PP you spend increases SA by 1d6. This includes PP spent for this augment and any other augment.

1st|Riding the Winds|Ignore Weather Penalties. Magical effects that give miss chance offer only -4 to hit.|For 6PP you can attempt a Dispel on any magical effect on the target reducing ranged attack effectiveness.

2nd|Distracting Shot|Foe considered Flat Footed for X rounds.|Every 2PP you spend increases the duration by one round.

2nd|Disabling Shot|+3d6 Damage and Halves movement speed|Expending 4 PP emulates a Slow. Expending 8 PP emulates a Hold Monster. Each duration is Two Rounds.

4th|Crippling Shot|Delivers a -2 penalty to AC, Saves, and SR for 2 rounds.|Every 2PP you expend increases duration by one round.

4th|Head Shot|Delivers a -4 penalty to mental scores for 2 rounds.|For 2PP the penalty increases by -1. For 4 PP half the penalty (rounded down) becomes Damage. Multiple penalties from this ability overlap.

6th|Charged Shot|Delivers 5d6 Elemental damage, chosen during Study.|For 1PP the damage increases by 1d6. For 6 PP you can add another energy type. This second energy type deals the same amount of damage as the first energy type similar to the Energy Admixture metamagic feat. You may only add one energy type.

6th|Tactical Strike|Bypasses resistance and immunity to Precision and Critical damage|For 1PP the damage increases by +1d6

8th|Phased Shot|Ignores obstacles|For every 2PP this suppresses any cover or concealment granted by magical or supernatural effects and from martial maneuvers or stances for 1 round.

8th|One in a Million Shot|Strikes the foe unerringly. Treated as Magic Missile.|For 4 PP this shot splits into addition Missile. Whenever you spend eight or more PP on your Sniper Shot this alteration is not stopped by Shield or similar effects and ignores SR.

10th|Diamond Mind Shot|Delivers +12d6 damage.|For 1 PP the damage increases by 1d6.

10th|Slaying Shot|Delivers a Death Attack. Fort save (10+class level+Wis) or Die/Paralyzed for 1d6+class level rounds. Success delivers a Sneak Attack|For 4 PP you may add the Bane quality (+2 to hit, +2d6 damage) to the shot for the target chosen. For 8PP you may improve the Death Attack to a Slaying attack with the same DC.[/table]
*Special: This Augment is limited by Worldthought Tactician level plus any bonuses from a Strenthened Network. If using two alterations on the same Shot the total PP expended cannot exceed the normal limitation.

Network Pool (Su): The worldthought tactician is adept at augmenting the powers inherent in his Network and increasing the power of Network powers. He gains a pool of power points equal to his Worldthought Tactician level usable only for Worldthought Network abilities such as Mystic Echo and Augmenting powers with the Network Descriptor. This increases to twice his class level at 3rd level and thrice his class level at 7th level.

Network Range (Su): The class level of the Worldthought Tactician stacks with whatever class he gained the Worldthought Network from for the purpose of determining range, including increases in range increment such as from Medium to Long or Long to Miles.

In addition, members of your Network may add five feet per level of Worldthought Tactician to the range of their spells, martial maneuvers, stances, auras, invocations, powers, and supernatural abilities so long as they are within the network and affect only members of the network.

Weapon Specialization: At second level the Worldthought Tactician gains Weapon Specialization as a bonus feat for any crossbow he has weapon focus with.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other two levels (3rd, 6th, and 9th). If a Worldthought Tactician gets a sneak attack bonus from another source the bonuses on damage stack.

Strengthen Network (Su): At 3rd level and every four levels thereafter the Worldthought Tacticianís Manifester Level increases by one for any power with the Network Descriptor. This also improves your effective level in any class which grants a Worldthought Network and your effective Worldthought Tactician level for Augmenting Sharp-Shooting alterations to your Sniper Shot.
Examples include Range on the Network (but not any increases in grade such as from Medium to Long), Members in the Network, the DC on the Soulbinding Gaze, and Manifester Level for Mystic Echo or Spirit of Many.

Eyes to the Sky (Ex): Starting at 4th level the Worldthought Tactician gains incredible visual acuity as the links between those in his network begin to extend into the body's senses. You gain superior range and accuracy, with the amount of increase is determined by your ranks in Spot.
{table=head]Spot Ranks | Effect
12-14 | +1 to ranged attack rolls; maximum range x1.5
15-16 | +2 to ranged attack rolls; maximum range x2
17-18 | +3 to ranged attack rolls; +1d4 to ranged damage; maximum range x2.5
19+ | +5 to ranged attack rolls; +2d4 to ranged damage; maximum range x3[/table]
Taken and adapted from Fax Celestis

Network Focus (Su): At fifth level the Worldthought Tacticianís Worldthought Network increases in power, drawing connections even closer so that each mind in the network nearly touches. Any willing member may expend their psionic focus in place of any other member as an immediate action as long as they are aware of the need to expend this focus. If any subject is focused within the Network they may allow the Worldthought Tactician to expend their focus in place of his own and allow him to focus them through his power as he would a psicrystal. The Concentration DC for focusing a member of the Worldthought Tacticianís network is 30.

Bonus Feats: At fifth level and every five levels thereafter the Worldthought Tactician gains a bonus psionic feat for which he/she meets the prerequisites.

Clairaudient Network (Su): The innate connections between the members of the Worldthought Network increase further, allowing members of the network to utilize the senses of other members in the Network. This effect causes Spot and Listen penalties to use the most opportune member of the Network for terms of distance. For a number of rounds per day equal to the Worldthought Tacticianís character level subjects within the Network may treat themselves as occupying any other subjectís space for the purpose of qualifying for precision based damage. This does not affect range penalties for making ranged attacks beyond one range increment nor does it benefit from any ability such as True Sight.

A possible Feat choice: (and yes, I'm doing that thing where Wizards seems to like doubling up on names of feats.)
You have a greater understanding of a sniper's tactics.
Prerequisites: Sniper's Shot class feature.
Benefits:You learn one additional Sharp-Shooting alteration. For the purpose of this feat you are considered eligible for alterations as if you were two class levels lower than normal.
Special: You can take this feat more than once. Each time you do you chose a new Sharp-Shooting alteration you can use.

2008-09-07, 10:28 PM
It seems to fine to me (if probably slightly stronger than taking a PrC and a regular class in a gestalt) but one ability seems out of line, in terms of power, with the other 'options'.

This is assuming you aren't saying they have to pick 'one' Slay/Bane type and stick with it forever.

Slaying Shot
The arrow gains the Slaying and Bane Properties. Fort DC 20+Wis For 1PP the damage increases by 1d6. Every 2 PP you spend increases the DC by 1


+8d6 damage

Considering we are talking a nineteenth level character at that point...a save or die is fundamentally more powerful than what is, really, minor damage.

It is the difference between, say, Flesh to Stone and Fireball.

I'd suggest turning it into:
Assassin's Death Attack without the other properties. It doesn't need secondary abilities beyond the ability to raise DC via PP.

And then raising the damage of the other 'capstone' to +12d6.

2008-09-07, 11:02 PM
so far it looks good. i would disagree though, and say that it is less powerful than a normal gestalt combo, but i suppose that would be relative to the accustomed build.

either way, so far it works for the campaign.

also, you covered the minor brainstorm i was having for levi's combat strategy. so it works out, and i have to think even less. yeah!

aaron out.

2008-09-07, 11:34 PM
Well as a SuperPrC it is intended to be comparatively more focused and powerful that a regular gestalt in the same way that a PrC is more focused/powerful than a base class, so I guess it fits. >.> Seeing as it blends Deadwood Sniper, Assassin, Order of the Bow Initiate, and martial adept on one "side" and Society Mind (with few abilities gimped) on the other "side" while granting synergy bonuses between the two "sides," I doubt it would be less powerful than say going fighter/rogue//SM for those 10 levels.

There used to be a lot more here.

I just did some calculations. Even on a successful save (Who won't make a 26+Wis in Gestalt?) a Slaying Shot with 12 PP and a focus expended does 8d6 damage where a Diamond Mind Shot deals 25d6. Wow. I was explaining stuff and then realized that and wow, not even a comparison there. Well, I guess there is, because you made a pretty accurate one. >.>

The Slaying Shot does need some heavy changes because even upping the Diamond shot damage doesn't really make up for the power difference, which is pretty freakin huge. I'll consider Death Attack as a replacement, as it would make sense to snipe the caster types which the save would be hardest against.

As for secondary abilities, I was trying to add in an Augment for each to help tie together the sniper and psionic aspects of the class. Perhaps the Augment to the new Death Attack would give it the Bane quality and improve it to Slaying (like 4/8PP) so that it could also 'Slay' undead and constructs. This would reduce the base power of the alteration and not make the DC or damage rise needlessly.

So then Diamond Mind Shot would cap at 29d6 (average of 101) at the cost of 12 PP and a Psionic Focus, before weapon damage and any other additions. Still requires a hit, but there are ways around that.

Hmm, need to add (Ex) to Eyes to the Sky and (Su) to the Network based abilities... and clarify Charged Shot's augment. Should actually write out a full description on each Sharp-Shooting alteration...

2008-09-11, 05:46 PM
Does anyone else have any further comments?

Made slight change to Network Range