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View Full Version : I'm my own best friend, and my worst enemy [in progress base class]



Owrtho
2008-09-14, 04:01 AM
Well, I was just thinking bout the various classes, and thought, "ya know, wouldn't it be entertaining to have an insane class." Well, I haven't quite gotten to refining the idea, but figured I'd post what I have so far here so I might get some help.

Fragmented

The fragmented are people who have worked to fracture their mind into seperate personalities (or had it happen natura;y and decided to use it to their advantage). Each personality is somewhat a personification of their whole self. Despite this however, the personalities can vary widly and be at odds with each other. Each personality specializes in something specific and excels at that, while being rather limited outside it. But more on how they work a little later.

HD: d10
skill points: 12 + int modifier

Table 1-1: The Fragmented
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+2|+0|+0|Fractured Mind, General Personality, 2 personalities
2nd|+1|+3|+0|+0|
3rd|+2|+3|+1|+1|swift personality change 1
4th|+3|+4|+1|+1|new personality
5th|+3|+4|+1|+1|
6th|+4|+5|+2|+2|swift personality change 2
7th|+5|+5|+2|+2|
8th|+6/+1|+6|+2|+2|new personality
9th|+6/+1|+6|+3|+3|swift personality change 3
10th|+7/+2|+7|+3|+3|
11th|+8/+3|+7|+3|+3|
12th|+9/+4|+8|+4|+4|new personality, swift personality change 4
13th|+9/+4|+8|+4|+4|
14th|+10/+5|+9|+4|+4|
15th|+11/+6/+1|+9|+5|+5|swift personality change 5
16th|+12/+7/+2|+10|+5|+5|new personality
17th|+12/+7/+2|+10|+5|+5|
18th|+13/+8/+3|+11|+6|+6|swift personality change 6
19th|+14/+9/+4|+11|+6|+6|
20th|+15/+10/+5|+12|+6|+6|2 new personalities[/table]

Armor and weapon proficiencies: A fragmented has proficiency with all simple weapons and light armor.

Spellcasting:
Fragmented cast arcane magic (in some personalities) from the Sorcerer/Wizard spell list. If they knew any psionics, they are unable to use them any more due to the fragmented nature of their mind (some personalities can still use them). They can cast spells of a level that a sorcerer of equal level could cast (exception is at level 1 they only can use cantrips). They are spontaneous casters and gain two known spells every level (can choose from any spell level they can cast spells from). Only personalities that are stated as being able to can cast spells (this includes spells from other classes). Uses intelligence for spellcasting.
Table 1-2: The Fragmented Spells per Day
{table=head]Level|0_|1_|2_|3_|4_|5_|6_|7_|8_|9_
1st|4|-|-|-|-|-|-|-|-|-
2st|5|-|-|-|-|-|-|-|-|-
3nd|6|4|-|-|-|-|-|-|-|-
4rd|6|5|-|-|-|-|-|-|-|-
5th|6|6|4|-|-|-|-|-|-|-
6th|6|6|5|-|-|-|-|-|-|-
7th|6|6|6|4|-|-|-|-|-|-
8th|6|6|6|5|-|-|-|-|-|-
9th|6|6|6|6|4|-|-|-|-|-
10th|6|6|6|6|5|-|-|-|-|-
11th|6|6|6|6|6|4|-|-|-|-
12th|6|6|6|6|6|5|-|-|-|-
13th|6|6|6|6|6|6|4|-|-|-
14th|6|6|6|6|6|6|5|-|-|-
15th|6|6|6|6|6|6|6|4|-|-
16th|6|6|6|6|6|6|6|5|-|-
17th|6|6|6|6|6|6|6|6|4|-
18th|6|6|6|6|6|6|6|6|5|-
19th|6|6|6|6|6|6|6|6|6|4
20th|6|6|6|6|6|6|6|6|6|5[/table]

BAB and saves
Fragmented would use a rogues BAB and have good fortitude, bad reflex, and bad will saves. The good fort is because there is nothing adverse in their traits toworards it, the bad reflex is from conflicting responses, and the bad will is their multiple personalities.

Basic stuff:
Only one personality is in control at any given time. At level 1 they gain the general personality and two personalities of their choice. They gain an additional personality every 4 levels. If something occures that a dormant personality wants to react to they must make a will save to avoid changing personalities (see below). To change personalities also requires a will save (again see below).
Fragmented also have the Fractured Mind ability

Fractured Mind: If a fragmented is the target of a hostile (as determined by the current dominant personality) mind affecting spell or ability and fails its will save, it may as a last attempt to avoid control shift control to another personality. If this occures the previous personality is still affected by the spell or ability, but the new personality once again gets an attempt to save. This can be done as many times as the fragmented has personalities for each mind affecting spell or ability cast on them. If they attempt to change to a personality that failed its will save befor the spell expires, they fall under the spell and are unable to willingly change personalities until the spell expires.


Skills: All skills are class skills for a fragmented, however each personality can only use a few skills and can't even attempt the others (the general personality is an exception but takes a penalty of 1/2 their roll to all skills).

Personalities:
A fragmented has a number of seperate personalities. These would normaly all be combine to make a normal person, but as it is they are more like sterio types of specific traits. Each personality gains has a key skill to which they recieve a bonus equal to half their fragmented class level. They then have about 2 other skills they can use that require training (or that they receive a +1 bonus to if training is not required). After this they have banned skills which they are prohibited from using. In addition, each personality has 1 to 2 acts they will always attempt and a few acts they can't perform. Each personalities gains abilities (or in some cases feats) based on the fragmented's class level (doesn't matter when the personality was gained). Personalities also have an inate alignment (this does not mean it has to be this alignment (though it often is as personalities can have different alignments), but reffers to how it responds to other personalities.
[note:skills not mentioned in each personality that require training cannot be done. Also, skills that do not require trainig and are not mentioned recive a -5 penelty]

Example personalities:

Sadist
Alignment: Chaotic Evil
Key Skill: Spellcraft
Other Skills: Knowledge (Arcane), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, -2 DEX, -2 STR, +2 to INT, +1 intimidate (stacks with above)
Abilities: Can cast spells with in the necromancy school, with the evil descriptor, or with the fear descriptor. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains spell focus (necromancy)
level 10 - gains spell penetration
level 15 - gains greater spell penetration
level 20 - not sure yet
Acts: The sadist personality is one that goes out of its way to hurt others. It is however rather frail. It makes up for this with magic. The sadist will never pass up the oportunity to inflict pain on a someone unless it puts themself at notable risk. They won't start fights, but are known to attack people at random disabling them in order to better inflict pain on them till they tire of doing so at which point they kill them.
Banned Acts: The sadist will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them inflict pain on others, they still can't heal for any reason). This makes them rather hard to work with when not in combat.


Slicer
Alignment: Chaotic Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, +2 DEX, +1 to relfex save per level, +1 intimidate (stacks with above)
Abilities: Has weapon proficiancies with daggers, sickles, kukri, and kama.
Also has weapon finesse. If they already have the weapon finesse feat they instead add 1.5 dex modifier to attack bonus instead of str.
level 5 - gains Easy in Easy Out (when using above weapons, add dex modifier to damage rolls instead of str modifier)
level 7 - gains blade bind (the slicer may bind a weapon of one of the above types to themself in a 1/2 hour process. If they do so only they can weild it, other personalities or people can't. Whenever they are disarmed or otherwise lose the blade, it disapears and they are able to draw it again from a concealed spot in their clothing. The weapon can still be upgraded or enchanted, and if they wish they may spend a 2 hour uninterupted ritual changing it to another blade. If they change personalities durring this ritual they must start over. Only one blade may be bound at a time.)
level 10 - gains spot weakness (add 1/4 spot ability to damage rolls with above weapons)
level 15 - gains improved critical (all of above weapons)
level 20 - gains widen the wound (above weapons deal 1d4 con damage on crit)
Acts: The slicer is a personality that enjoys nothing more than the feel of opening slicing flesh. This is very similar to the sadist but more melee based. They are always eager to engage in combat or any excuse to cut people and will do so at the slightest provocation.
Banned Acts: The slicer will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them cut others, they still can't heal for any reason). The exception to the no healing rule is that they can attempt to cut out something like a parisite or projectile. However, doing so takes a DC 17 will save to avoid cutting out other things as well (like vital organs). This makes them rather hard to work with when not in combat.


Liar
Alignment: Chaotic Neutral
Key Skill: Bluff
Other Skills: Disguise (+1 bonus), Forgery (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Intimidate, Spot, Craft
Other: +2 to CHA, -2 STR, Affinity to backstabber (reduces the DC of changing between the liar and the backstabber by 5), Animosity to negotiator(increases the DC of changing between the liar and the negotiator by 15)
Abilities: Gains Deceitful, Persuasive
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Disguise), and skill focus (Forgery)
level 15 - can cast any spells in the illusion school that the character knows
level 20 - gains Lord of Lies (as per Iron Heroes Revised. A Variant Player's Handbook)
Acts: The liar is adept at telling lies, and is often compelled to do so. They always try to lie their way out of trouble befor resorting to anything else (even if the truth would work better). They are however not adept at combat.
Banned Acts: The liar will not give acurate information unless attempting to further mislead with it (such as to gain trust). And never uses definitive statements unless it can't be helped.


Negotiator
Alignment: Lawful Neutral
Key Skill: Diplomacy
Other Skills: Knowledge (local) (+1 bonus), Appraise (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Bluff, Spot, Craft
Other: +2 to CHA, -2 STR, Animosity to liar (increases the DC of changing between the negotiator and the liar by 15)
Abilities: Gains Negotiator
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Knowledge (local)), and skill focus (appraise)
level 15 - Binding Contract, 1 use per day per 4 levels (Can make an opposed deplomacy check to disable 1 ability + 1 per 5 they beat them by)
level 20 - Recite the Law (can add knowledge (local) to negotiation checks)
Acts: The negotiator will always try to talk through any situation while staying within the local laws.
Banned Acts: The negotiator will never lie.


Healer
Alignment: Lawful Good
Key Skill: Heal
Other Skills: Knowledge (nature), Craft (Alchemy)
Banned Skills: Intimidate, Sense Motive, Gather Information
Other: +2 to INT, -2 STR, -2 WIS
Abilities: Can cast spells with the healing descriptor and remove curse. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains brew potion
level 10 - gains skill focus (heal), skill focus (nature), and skill focus (alchemy)
level 15 - can always take a 10 on the heal skill
level 20 - healing spells heal double health
Acts: The healer is dedicated to healing to a fault. The absolutly refuse to harm others and will even sometimes attempt to heal enemies. A healer will always attempt to aid someone injured (unless it is a known enemy)
Banned Acts: The healer can not attempt to harm anyone.


Sneak
Alignment: Chaotic Neutral
Key Skill: Move Silently
Other Skills: Open Lock (+1 bonus), Hide (+1 bonus), Escape Artist (+1 bonus), Use Rope (+1 bonus), Gather Information (+1 bonus)
Banned Skills: Intimidate, Deplomacy, Tumble, Bluff, Handle Animals, Ride, Appraise
Other: -2 STR, -2 CON, +6 DEX, +1 to relfex save per level, -2 hp per level
Abilities: Gains Stealthy
level 5 - can cast any invisibility spells known, ethreal jaunt/etherealness (if known), and shadow walk (if known).
level 10 - Gains hide in plain sight
level 15 - gains the shadow walk ability as it works for the shadow dancer. has a range of 100ft a day wich increases by 10 ft per day for each level after 15.
level 20 - Can cast Ethreal Jaunt as a spell like ability 3 times per day at twice fragmented level
Acts: The sneak will never take part in actual combat themself. They do however sometimes attempt to influsence the fight withought risking themself (such as just happening to move that rock supporting the bolder on the cliff above the enemies). They Always try to avoid actual fighting. They also have an irresistable desire to find out what secrets are (whether it be a closed door of unknown purpose or what that strange guy is doing in the other room). If the sneak observes anything suspicious they will automaticly attempt to find out what it is.
Banned Acts: The sneak will never take part in actual combat themself. This is not because they dislike combat, but because they are rather weak and want to avoid harm. The sneak will never stay to help others but will always attempt to get away themself.


Thief
Alignment: Chaotic Neutral
Key Skill: Sleight of Hand
Other Skills: Open Lock (+1 bonus), Disable Device (+1 bonus), Use Magic Device
Banned Skills: Intimidate, Survival, Move Silently
Other: -2 STR, -2 CHA, -2 CON, +4 DEX, +2 to relfex save per level, Affinity to backstabber (reduces the DC of changing between the thief and the backstabber by 5)
Abilities: Deft Hands, Nimble Fingers, Trapfinding
level 5 - Gains mental vault (this functions the same as an already cast Leomund’s Secret Chest, but has no duration limit, and requires no miniature chest. The caster level is equal to twice the fragmented's current [as in it gets bigger as the get higher levels] level and it can only be conjoured by the theif personality. The chest also exists in their mind, not in another plane.)
level 10 - Gains Magical Aptitude and wizard's theif (can ignor magical enhancment on traps and locks, and treats purly magical traps and locks as normal traps and locks of a DC 10 + caster level)
level 15 - Gains treasue sense (can sense all valuables within 60 feet of himself, and hear any mention of a treasures location within that radius.)
level 20 - Gains ranged legerdemain 5 uses a day.
Acts: The theif believes strongly in the rule of finders keepers. They also believe that anything they want, see, touch, know about, or just happen to pass withing a mile of has been "found" by them. A theif will always attempt to pick pocket someone they converse with for more than 5 minutes as long as they are in a range to do so. The theif will attempt to steal any valuable goods they come accross.
Banned Acts: A thief will never give anything they find to anyone else. A thief will never buy anything. They will always attempt to steal it instead.


Backstabber
Alignment: Neutral Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Move Silently (+1 bonus)
Banned Skills: Diplomacy, Sense Motive, Heal, Gather Information
Other: -2 STR, -2 CHA, +2 DEX, +1 to relfex save per level, Affinity to liar (reduces the DC of changing between the backstabber and the liar by 5), Affinity to thief (reduces the DC of changing between the backstabber and the thief by 5)
Abilities: Has weapon proficiancies with daggers, short swords, kukri, and kama. Also has weapon finesse. Gains Sneak attack +1d6 every other level
level 3 - Chooses a type of sneak attack (Death attack, bleeding wound, +1d3 sneak attack, etc. [If you know of any other types of sneak attacks let me know]), this level every 3rd level they gain a rank in it.
level 5 - Gains Penetrating Strike
level 9 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on)
level 15 - gains Combat Reflexes
level 18 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on. Ths can't be done if it has already been upgraded to +1d6).
level 20 - gains Sneak Attack of Opportunity
Acts: The backstabber is extreamly parinoid. They feel everyone is out to get them, and as such their responce is to try to get everyone else first. The backstabber will not pass on an invitation to betray someone (doesn't mean they turn on people in battle, but if offered a choice, they will always betray other). They also cannot be trusted with secrets other than their own as they are prone to purposfuly tell others to betray the one who told them.
Banned Acts: The backstabber cannot trust people. They will not under any circumstance render aid to others unless it is a result of them aiding themself. If they work with others it is only to get what they want (such as a flanked opponent).


Arcanist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Spellcraft, Knowledge (Arcane), Lore (+1 bonus)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival
Other: +4 Int, -4 Str, -2 Dex, Animosity to psionist (increases the DC of changing between the arcanist and the psionist by 10)
Abilities: Can use any spells the fragmented knows that are not personality specific.
level 5 - Spell Penetration
level 10 - Learns two additional spells (of players choice up to 3rd level). These are available to all other personalities who can cast them.
level 15 - Greater Spell Penetration
level 20 - Learns four additional spells (of players choice up to 7th level). These are available to all other personalities who can cast them.
Acts: The Arcanist is obsessed with knowledge. If they see a curious volume (ie. any book they are not familiar with) they will always attempt to read it (unless stopped by an outside force). This is reguardless of their situation (such as combat).
Banned Acts: Aside from acts that contradict the above, none.


Psionist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Autohypnosis, Psicraft, Knowledge (Psionics)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival, Knowledge (Arcane)
Other: +4 Int, +2Wis, -4 Str, -2 Dex, +2 Will Saves, Animosity to arcanist (increases the DC of changing between the psionist and the arcanist by 10)
Abilities: Can use any psionic powers the fragmented knows. Gains 4 power points a level (in addition to those granted by a high Int score). [note:fragmented do not gain psionic powers normaly. This personality just alows them to use any from other classes]
level 5 - Psionic Penetration
level 10 - Psionic Endowment
level 15 - Greater Psionic Penetration
level 20 - Greater Psionic Endowment
Acts: The Psionist is always calm. They will only act in what they deem a rational manner
Banned Acts: The psionist will not act if they don't have enough information to make a rational decision (even in combat when they need to choose between things like finnish of the big bbg befor he escapes or help my ally who is sliding off the cliff, but also on smaller things like deciding where to stay in a town they've never been to befor).


General
Alignment: true neutral
Key Skill: none
Other Skills: none
Banned Skills: none
Other: -4 wisdom
Abilities: can use all skills, but has results of all rolls reduced by half
level 5 - none
level 10 - none
level 15 - none
level 20 - none
Acts: none. The general personality is the basic personality when that is formed when all personalities are suppressed (or are equaly in control depending on how you look at it).
Banned Acts: none


Changing Personalities:
Normaly changing personalities is a full action. It requires a will save against a DC of 19 + X + Fragmented level where X is the relation between the two personalities alignment. To determine X, look at the alignment of the personality you are in and the one you wish to change to. If one factor differs (as in chaotic/neutral/lawful or evil/neutral/good), then add 5, if it is on the opposite end of the scale, add another 5, if it is the same subtract 5. Do this for both factors and add the results to get X.

At level three the fragmented gains swift personality change. This subtracts 5 from the DC of changing personalities (minimum of fragmented level -1) and alows them to change to personalities that have a DC of Fragmented level -1 as a swift action. At level 6 the DC reduction changes to 10, and by another 5 every 3 levels after that.
Edit: They may only use this ability a number of times equal to their class level per day.

Aside from intentional changing of personalities, the fragmented also sometimes has a personality forsfuly take dominance. This ocures when an action that personality wants to perform is prompted (note it can't be in opposition to an action being performed by the current dominant personality, thus the healer personality could not atempt to take control and heal a victim of the sadist personality while it is harming the person). An example would be the slicer personality charging a foe, and passing a wounded person, at which point the healer personality would atempt to take control to heal the person. The DC is 5 + 5 per relevance to personality (0-3). In the example above, a stranger would be a 0, an aquantance a 1, a freind a 2, and a companion a 3. [intend to make more specific rules for this as it is currently more of an "a the DM's descresion" type ability]
Alright. Came up with a better method of unwanted changing between personalities:
Every 2 minutes (20 rounds) that a fragmented stays in one personality must make a will save (DC 9 + fragmented level), or change into a random personality (or personality of DM's choice). In addition, every time they make the save, the DC for the next one increases by the number of personalities they have -1. They may however, when taking no actions (as in not trying to use abilities, skills, or fight) automaticly succeed on the check, and durring any time they could normaly take a 10 they may do so as well. However, they will automaticly fail after spending 2 and a half hours in any form.

Prestige Classes & Feats:
Well, given the changing nature of the fragmented's abilities, there is a special rule for prestige classes. The fragmented can only use abilities of a prestige class (or feat) if their current personality meets the requirments for that class (or feat). Thus if they took a class that requires weapon finesse, but didn't take the weapon finesse feat (used the slicer's weapon finesse), they only can use abilities from that class when the slicer personality is dominant.

Feats:
Only one two feats for now.

Fragment Mind
You fragment your mind to form a new personality.
Requirements:Must have multiple personalities.
Benefits: You gain another personality of yuor choice.
Special: You may take this feat multiple times. Each time you must choose a different personality you don't already have.

Psionic Stabilization
Your broken mind has managed to stabilize enough that any personality can use psionics.
Requirements: 1st Fragmented level, 1st Manifestor level, 10 power points, psionist personality
Benefits: All personalities can use psionic powers granted from other classes.
Normal: Only the psionist personality can use psionic powers.

Well, it's far from complete (for one thing it likely will need atleas around 20 personalities), but let me know what you think. Any suggetions are welcome.

Owrtho

Zeta Kai
2008-09-14, 10:13 AM
No comments on the class ideas (no time), but here's a table. Enjoy.

Table 1-1: The Fragmented
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+2|+0|+0|
2nd|+1|+3|+0|+0|
3rd|+2|+3|+1|+1|
4th|+3|+4|+1|+1|
5th|+3|+4|+1|+1|
6th|+4|+5|+2|+2|
7th|+5|+5|+2|+2|
8th|+6/+1|+6|+2|+2|
9th|+6/+1|+6|+3|+3|
10th|+7/+2|+7|+3|+3|
11th|+8/+3|+7|+3|+3|
12th|+9/+4|+8|+4|+4|
13th|+9/+4|+8|+4|+4|
14th|+10/+5|+9|+4|+4|
15th|+11/+6/+1|+9|+5|+5|
16th|+12/+7/+2|+10|+5|+5|
17th|+12/+7/+2|+10|+5|+5|
18th|+13/+8/+3|+11|+6|+6|
19th|+14/+9/+4|+11|+6|+6|
20th|+15/+10/+5|+12|+6|+6|[/table]

DracoDei
2008-09-14, 11:30 AM
Hmmm... One interesting exception to allow to the Slicer's prohibition against healing would be cutting out parasites etc... of course there might be a will save involved to avoid taking the victim/patient's spleen out while they were at it, but the image is just to good to pass up...

Owrtho
2008-09-14, 01:22 PM
Thanks for the table. Also, good idea with the parisites thing. It could probly aplie to any unwonted object in your body though (ie. Mage: This blasted arrow in my arm is messing up my spells. Slice: want me to get it out? Mage: Sure... Um, I still kinda need that arm, and that organ looks important too. Slicer: Yes, but I realy wanted another liver for my collection.)

Anyways, I'm generaly thinking of adding 1 or 2 more mele personalities. A lawful neutral who will uphold the law taking it much to far (ie. A jay walker!? The wicked one must be smited!). And another one I can't tthink of at the moment. There will be a thief personality (chaotic neutral) that will generaly be a horrible kleptomaniac as well as well as intentionaly stealing things. There will be a strait magic personality that can use any school, but probly not be as effective in any as the specialized magic personalities (as in the healer and the sadist). Also planning on making a Diplomat personality (similar to the liar, but is unable to lie at all, alignment Lawful Good or Lawful Neutral, not sure which yet). Ideas for others are welcome.

Thankyou,
Owrtho

Saint Nil
2008-09-14, 01:29 PM
Personally, I say change healer to NG, invite some sort of conqeror type LE, and make some form of crusading LG. Also, I say good will saves, since multiple personalities to fight the effects.

Owrtho
2008-09-14, 01:49 PM
The reason for bad will saves is actualy because the multiple personalities will want to do different things. For example if you need to make a will save to avoid performing some action, the multiple personalities would fight over what to do. As for the multiple personalities to resist, the fractured mind ability covers that. It alows them to switch personalities on a failed will save against spells and abilities to avoid the effect (note the new personality also must make a save and the one that failed is actualy under the effects, just not in control of the body). If they had good will saves with this it could be much too powerful as it would be like "ha, it takes a 5 or lower for me to fail tha save... What a 3!, ah well its all good, I got 4 more personalities to try resisting with."

Edit: As for the healer being marked as lawful good, the reason is because while it could in actuality by LN, it is directly opposed to all the chaotic evil personalities which all enjoy inflicting pain (in one way or another). The noted alignments are more for the sake of what the changing personality DC than actual alignment when played (even if they are in mot cases fairly acurate then too). As for the conqeror/crusader, those could be goold ideas if I can figure out how to make them different enough that they don't just become a good/evil version of each other. Otherwise I'll probly combine it into a single law upholding overbearing guy like I mentioned above.

Owrtho

Owrtho
2008-09-14, 03:55 PM
Well, came up with 2 new personality ideas. Ther are the tracker and the hunter. The tracker would be focused on finding things, avoiding traps, etc. while the hunter would be the combat side of it with such things as favored enemies (chosen when the personality is gained), and generaly be a specialist at specific enemies.
Also, to point out one of the traits of personalities, I intend to have them be rather one dimensional. They are ment to be similar to taking key parts of other classes, but lack the rest of the support for that feature (thus the liar is like the part of the rogue that can talk his way out of stuff, but can do nothing else, while the theif would be the stealing, and the slicer could be the dex based fighting, though likely a backstabber personality will be added to have sneak attack). In this manner, while each personality can be as good or better than a specialist class in its area of expertice, they are still inferior, as what good is someone who cantrack things down, but do nothing else, or a healer who can't defend themself at all.
However, despite that, the swift personality change can eventualy lend to powerful combos between personalities. An example is that a liar can use his bluff ability to feint and attack, and then change to the slicer personality to actualy perform the real attack.

Edit: Added the backstabber. They sneak attack better than rouges, but do little else.

Edit again: Added thief and sneak. The thief could rob you blind, but isn't stealthy in how they move around (ie. they could beak into your house and take everything, but you would be wondering who that strange guy walking around your house is. You wouldn't notice they took stuff though till after they were gone). The sneak on the other hand can still break and enter with ease, but you would never know they were there, and they do it out of curiosity and to get information (as opposed to valuables)

Owrtho

Owrtho
2008-09-15, 11:22 AM
Well, I added the Arcanist (general spellcaster) and the Psionist (is able to use psionics if they have them). I also added a feat that alows psionic multiclass characters to use psionics in all personalities. Finaly I added a spells per day table (let me know what you think). I based it on the sorcerer's but gave them more spells per day sooner (once they reach level 4) as if they take more than one personality that can cast spells, odds are they will have rather different needs of spellcasting for each one (such as healer vs sadist).

Owrtho

Owrtho
2008-09-16, 07:59 PM
Added negotiator. Not sure bout their last two abilities, let me know if you have any better ideas.

Owrtho

Owrtho
2008-09-17, 03:50 PM
Man, it's so lonely in here. Does anyone have any suggestions? Either about the already posted personalities or about some other ones? Helo? Anyone? ...

Maby I should just become a real life fragmented so then someone else would be posting here besides me. Well, sorta.

Owrtho

FMArthur
2008-09-17, 06:20 PM
It's just so complicated. There are plenty of people who would probably like to play a fragmented, but they're a minority. I'm not saying it's a bad class or its abilities don't function well - it really does look cool. But there is a lot of stuff to manage here; I doubt most DMs would be doing as much work as this player. When you've got so many personalities, you basically have a lot of characters to manage. This really would be just fine if they operated on a one-at-a-time basis, where you wouldn't have to worry about the others aside from the current one until it's time for a change. I've come up with a few specific things that I think can work, but don't need to be as complicated as you've presented.



Changing Personalities: I don't think it needs such a complicated system based on alignment to change, and honestly it's unlikely that two personalities of even the same alignment would be willing to give up their time in the body to the other. How about basing the DC on the time spent as the current personality (with a maximum DC based on character level)? It would realistically make sense and could encourage frequent changes by the player so that they would keep a high chance of succeeding in changing when they really need to. If you made the increase of the DC due to time a fixed rate and not dependent on level (unlike the maximum), you would just naturally get better at making the save without having to gain an extra ability for it every three levels. It's up to you (as is all of this), but I'd make the maximum DC equal to 15 + half your class level, and the DC increase by time by 2 per minute spent conscious, starting at 0 at the moment you change personalities (when you're the most unstable).

The 'forcibly take control' thing is interesting, and part of the flavor of the class, but its current implementation looks difficult to manage; you have to keep all of your fragments in mind when doing things (making it more difficult the more personalities you gain), and any number of them might react to what's going on, and subjectivity rears its ugly head. Dumping the work onto the DM is also not a quick fix or a solution. He/she has enough work to do, may not want to manage your many personalities' reactions, may reject homebrew classes that make extra work for him/her, or may use it as a window to take too much control of your character. How about making 'triggers' for each specific fragment that force a will save when they are the dominant personality or else be forced to give it up to another? You'd maintain the feeling of unexpected/involuntary change of personality, while eliminating the need to be aware of the likes/dislikes of every personality you have at all times. You just need your current personality's information until you change/are forced to change.

On Spellcasting: First of all, your 'spells per day' chart indicates that the Arcanist (which shares its name with an existing WoTC prestige class...) can cast more spells than a Sorcerer after 1st level. Protip: if your 'jack of all trades' is better at something than a class that focuses on it, it's too powerful. In fact, looking at the Arcanist's abilities, which include gaining yet more spells to widen the gap between it and the sorcerer, I'd say it's way too powerful. Now, I'm not saying it needs to as gimped as most partial casters are; when you're an Arcanist for the moment, your whole character is dedicated to being a caster. I get that. But since he can potentially change to suit different situations as they arise, that is an advantage that needs to be mitigated, not boosted. Maybe he should keep access to 9th level spells, but just barely. Work your way down from there. Don't start off a spell level with 4 spells per day in it. Make your Caster Level clear; only your Thief mentions CL.

Also, your character can learn and cast any Arcane spells at all, from any spell list, at the moment. You might want to (you have to) fix that.

Hit Dice, Skill Points per level: what are they? Look at official WotC classes for reference on what sort of information to provide when making your own class. Also, I've noticed that you get all skills as class skills, and that your key skills get your character level as a bonus. So you'll end up with a 2 x your character level + 3 modifier on your key skill checks if you've put ranks into it. So basically, a fragmented won't ever fail at those checks, assuming you gain more than 0 skill points a level. The Negotiator is the worst offender, automatically being a Diplomancer. Consider reducing this to 1/2 or make it only a number of times a day.


I'm sorry if this post may seem presumptuous; I'm not trying to take your class away from you or force you to do anything, but I do think the changes would improve your character class. Just want to help.

Owrtho
2008-09-17, 08:28 PM
It's just so complicated. There are plenty of people who would probably like to play a fragmented, but they're a minority. I'm not saying it's a bad class or its abilities don't function well - it really does look cool. But there is a lot of stuff to manage here; I doubt most DMs would be doing as much work as this player. When you've got so many personalities, you basically have a lot of characters to manage. This really would be just fine if they operated on a one-at-a-time basis, where you wouldn't have to worry about the others aside from the current one until it's time for a change. I've come up with a few specific things that I think can work, but don't need to be as complicated as you've presented.

Well, I'm trying to make it less complicated. So far part of the problem has been the lack of feedback.


Changing Personalities: I don't think it needs such a complicated system based on alignment to change, and honestly it's unlikely that two personalities of even the same alignment would be willing to give up their time in the body to the other. How about basing the DC on the time spent as the current personality (with a maximum DC based on character level)? It would realistically make sense and could encourage frequent changes by the player so that they would keep a high chance of succeeding in changing when they really need to. If you made the increase of the DC due to time a fixed rate and not dependent on level (unlike the maximum), you would just naturally get better at making the save without having to gain an extra ability for it every three levels. It's up to you (as is all of this), but I'd make the maximum DC equal to 15 + half your class level, and the DC increase by time by 2 per minute spent conscious, starting at 0 at the moment you change personalities (when you're the most unstable).

That sounds like one possibility. This reason that I have it the way I do though is that one of the main ideas was that some personalitites would get along better and thus be more willing to work together. While others would not work well together. An example is the sadist. It love inflicting pain on others. As all personalities are concious at the same time (even if only one is dominant), it wouldn't particularly mind changing to the slicer (since the slicer would continue causing pain). However, it would hat changing to the healer (since they would heal instead of causing pain). As such I want to have it so that the personality your changing to makes a difference. The other thing is a 2 minute per increase means players could get anoied having to say their changing personalities every 2 minutes just to make the dc.

Edit: Also, realizing my responce may sound a bit contridictory, it's not that I dislike the idea, just not what I'm hoping to do. It does however make me wonder if there is a simple way to combine the ideas.


The 'forcibly take control' thing is interesting, and part of the flavor of the class, but its current implementation looks difficult to manage; you have to keep all of your fragments in mind when doing things (making it more difficult the more personalities you gain), and any number of them might react to what's going on, and subjectivity rears its ugly head. Dumping the work onto the DM is also not a quick fix or a solution. He/she has enough work to do, may not want to manage your many personalities' reactions, may reject homebrew classes that make extra work for him/her, or may use it as a window to take too much control of your character. How about making 'triggers' for each specific fragment that force a will save when they are the dominant personality or else be forced to give it up to another? You'd maintain the feeling of unexpected/involuntary change of personality, while eliminating the need to be aware of the likes/dislikes of every personality you have at all times. You just need your current personality's information until you change/are forced to change.

Yah, I've been hoping to come up with a better way to do that. It's supposed to be one of the main disadvantages to choosing the fragmented. However as it is there isn't any solid system I can think of for it. One possibility might be though that if you stay in one personality too long you (maby 2 to 4 minutes) need to make a will save to stay in it or randomly change personalities (you can take a 10 like you can w/ most skills, but in combat...).


On Spellcasting: First of all, your 'spells per day' chart indicates that the Arcanist (which shares its name with an existing WoTC prestige class...) can cast more spells than a Sorcerer after 1st level. Protip: if your 'jack of all trades' is better at something than a class that focuses on it, it's too powerful. In fact, looking at the Arcanist's abilities, which include gaining yet more spells to widen the gap between it and the sorcerer, I'd say it's way too powerful. Now, I'm not saying it needs to as gimped as most partial casters are; when you're an Arcanist for the moment, your whole character is dedicated to being a caster. I get that. But since he can potentially change to suit different situations as they arise, that is an advantage that needs to be mitigated, not boosted. Maybe he should keep access to 9th level spells, but just barely. Work your way down from there. Don't start off a spell level with 4 spells per day in it. Make your Caster Level clear; only your Thief mentions CL.

The reason is that all of the personalities share spells per day. Maby though I'll make it so the archanist can't use all of them. Also, while it can cast more spells at a given level, they get far fewer. They only get 2 spells per level to choose from all spells of levels they have access to. Sure the healer and sadist get some personal spells every few levels, and the arcanist gets a few all spell casting personalities can use (but not as many), but they still are much less versitile than the wizard or sorcerer. As for caster level, its your fragmented level.


Also, your character can learn and cast any Arcane spells at all, from any spell list, at the moment. You might want to (you have to) fix that.

lol. I just tend to assume its the sorcerer wizard spell list. I'll fix that.


Hit Dice, Skill Points per level: what are they? Look at official WotC classes for reference on what sort of information to provide when making your own class. Also, I've noticed that you get all skills as class skills, and that your key skills get your character level as a bonus. So you'll end up with a 2 x your character level + 3 modifier on your key skill checks if you've put ranks into it. So basically, a fragmented won't ever fail at those checks, assuming you gain more than 0 skill points a level. The Negotiator is the worst offender, automatically being a Diplomancer. Consider reducing this to 1/2 or make it only a number of times a day.

Hmmm, I'd thought I had that in there. Well, hd would probly be a d10 or d8 (not sure which), and skillpoints woild be 10 + int mod or 12 + int mod I think.


I'm sorry if this post may seem presumptuous; I'm not trying to take your class away from you or force you to do anything, but I do think the changes would improve your character class. Just want to help.

No problem. It would be nice if more people were making suggetions and critisizing it. Then I'd know what I need to work on.

Owrtho

Owrtho
2008-09-18, 09:38 PM
Changing Personalities: I don't think it needs such a complicated system based on alignment to change, and honestly it's unlikely that two personalities of even the same alignment would be willing to give up their time in the body to the other. How about basing the DC on the time spent as the current personality (with a maximum DC based on character level)? It would realistically make sense and could encourage frequent changes by the player so that they would keep a high chance of succeeding in changing when they really need to. If you made the increase of the DC due to time a fixed rate and not dependent on level (unlike the maximum), you would just naturally get better at making the save without having to gain an extra ability for it every three levels. It's up to you (as is all of this), but I'd make the maximum DC equal to 15 + half your class level, and the DC increase by time by 2 per minute spent conscious, starting at 0 at the moment you change personalities (when you're the most unstable).

Well, as I'd said in my last post I found this an interesting idea. As such I used a variation of it to be the unwanted changing (can be seen in first post). The main difference is that every 2 minutes there is a will save to stay in your current personality wich goes up each time. To simplify it for players, they can normaly automaticly succeed any it is only when doing complex actions that they are likely to fail. The reason for it to increase in dificulty to maintain personality instead decrease is this. while a normal full person has enough energy to easily keep control of their body, these are only partial personalities (hence their narrow outlooks), and thus have less energy to maintain control. In addition, they must compete for that control with numerous other personalities, and will eventualy tire out allowing the others to take control.

Also I added limmits to the spell levels the arcanist personality can choose at levels 10 and 20.

Owrtho

Pie Guy
2008-09-19, 06:09 AM
Under this forceful changing system, a player could literally spend hours healing a person and then cutting them to pieces again.

Owrtho
2008-09-19, 08:16 AM
Possible, but that is one of the balancing features of the fragmented. They are highly skilled in any given trait at a time, but are unable to control it all the time. Also, whhile sadist might do that, slicer (who seems to be the one you had in mind, would be less likely (note that it says they do so a being provoked). But its all in how you play it, and you can play each personality off however you like within its restrictions. I personaly would treat it as the personalities usualy don't dirrectly oppose oneanother without reason (ie. slicer wont maim a person healed by healer w/out reason, while healer won't resurect that huge monster slicer just killed without reason).

Owrtho

Owrtho
2008-09-20, 03:44 PM
I changed the DC of changing personalities slightle so that it scales with class level (increases by 1 per level). As always any advice, criticism, or suggestions is welcome.

Owrtho

Owrtho
2008-09-28, 07:12 PM
Allright, this has fallen behind a few pages, and before I go to make more personalities, I'd like to make sure that the core mechanics aren't horribly broken. So, anyone have any thoughts on this class, or even just suggestions for personalities?

Owrtho

Terrace
2008-09-28, 07:40 PM
I have a suggestion for a personality. The Gladiator.

Alignment: True Neutral
Hit die: 1d12

That's all I have right now, but sufficeth to say this personality is a fighter who only feels alive when in a battle. I'll leave you to flesh it out.

Owrtho
2008-09-28, 07:51 PM
Well, they all share the same hp, but maybe it could have dr 1/- and something that causes them to slowly become drained when outside of combat. I'm also planning on doing something like conquerer and crusader type personalities (which would be strength based fighting).

Owrtho