Quote Originally Posted by unosarta View Post
Hm, that isn't a bad idea. I just didn't like the idea of something like a breath of fire ability (that I know one of the vestiges grants) while in animal form.
While I understand that, the druid is that sort of beast just because of its three main class features. Also, nothing is stopping a Binder from polymorphing into something crazy and then breathing fire!


Quote Originally Posted by unosarta View Post
Well, they need to get it at 4th level, when they gain casting, and soulborn is currently the only progression that comes close. I could say something like "Totemist - 4", but that also seems low (Albeit still better than soulborn). Maybe I should just go Totemist - 4, with the opened Chakra Binds of a regular totemist?
The Totemist - 4 is a stronger than Soulborn, but those lost four levels do mean slightly slower chakra progression, but it is easily worth it due to the fact that Soulborns are just that bad... and that's not even adding to the fact that he would get the totem chakra.


Quote Originally Posted by unosarta View Post
Same as warblade, forgot to mention. Yeah, adding the falling star is probably a good idea as well.
I figured it was worth mentioning, because I know Stormwind was big on converting the Ranger to an initiator class. Thank you Google! Looks like it was a project alongside RadicalTaoist.


Quote Originally Posted by unosarta View Post
Good by me. The thing about the "not usable outside of combat" thing is that if they were to be able to use it out of combat, it would either be permanent, or else it would be so short that it wouldn't do anything anyway, either way making it pretty much unusable and/or unbalanced. Thus, the best way to do it is to just make it not usable outside of combat.
That's understandable. Since it is improved invisibility, I see why you don't want them to be able to do it nearly every round. That said, I still found it peculiar.

Quote Originally Posted by unosarta View Post
That is weird. Well, I used your wording anyway, so it's cool.
As I said before, I'm happy to help. I rarely have the spark needed for creating new 'brew, but I can at least look over things and give out PEACHes to help a project along.


Quote Originally Posted by unosarta View Post
Thanks!
You are more than welcome on that. It was rather inspiring to find something other than Battle Blessing that makes a Paladin stick out from a crunch point of view, and with your opening line of fluff there it just really struck me. I just hope I can find a game for it soon!


Quote Originally Posted by unosarta View Post
Awesome. I felt really stupid, since this thread was originally just for the first ACF and the feat, and then I added more, and then did other classes, and forgot to move the feat, or tag it.
Clerical errors happen: that's why WotC has editors and homebrewers ask for PEACHes.


Quote Originally Posted by unosarta View Post
I get what you are saying, but the thing is, I was trying to make it CRs that were almost the same as the level when you gained the outsider, so that the outsider loses some of its power, and then you gain a new one of greater power, showing how you move up the rungs of the celestial ladder, so to speak, if that makes sense.
Raw CR is a bit much just because one CR X threat should have a 50/50 shot against another CR X foe. It's not often the case, but that's the premise. That said, limiting the ability to specific monsters does help. Higher level summons are all about the SLAs, so it becomes a difficult game between either grabbing something beefier and more still a relevant combatant or simply giving the Paladin their own little set of SLAs CHA mod times per day. As such, I'd go more towards something that would fight alongside the Paladin than another caster.

Quote Originally Posted by unosarta View Post
Light From On High was torn almost directly from the Dragonborn (who are, I did not realize before, an awesome race/template), with the progression tinkered with.
That's why I suggested using them as a base! I don't think the full time flight should be as delayed as it is, but the gliding mechanic does make it nearly full-time. You probably should allow them to fly while in heavier armor or loads. The weight of the world is heavy, after all.


Quote Originally Posted by unosarta View Post
Yeah, I don't know how to change that. I was going to allow the Paladin to ignore focus' in favor of his weapon, but I don't know any Paladin spells that require a focus.
You could maybe give them bonus feats or mini-maneuvers they can use with their summoned weapon. Paladins usually aren't known for combat tricks, but a very lite maneuver system tagged onto the weapon could help it.


Quote Originally Posted by unosarta View Post
I could extend them to an hour, I suppose.
One hour should be enough. It's still something you need to worry about not having, but with only 10 minutes, I feel that it would be too common to have to resummon your sword in every fight in the dungeon crawl. Not saying that that is a high chance, but rather that 10 minutes is an odd time set.


Quote Originally Posted by unosarta View Post
Yeah, I didn't add it for that reason.
Fair enough. Looking at the Attuned quality again, you should probably mention if the spell/attack is resolved as a normal attack with the spell added onto it or as just shooting a spell from the sword in place of an attack. Rereading it, I could see it going either way. Also, you need to add something that the enhancement bonus boost only comes up in the round a spell is cast, because, right now, it doesn't say that. You should probably give an example weapon just so it is clear what you mean on the extra enhancement bonus. "For example, a +1 Attuned Vorpal Sickle in the hands of a 12th level Cleric would instead become a +8 Attuned Vorpal Sickle when used to channel flame strike. However, if that same sickle were to be used by a 5th level Druid casting poison, it would instead become a +5 Attuned Vorpal Sickle due to his lower caster level."


Quote Originally Posted by unosarta View Post
Unfortunately, there are VERY few classes that are easy or fun to homebrew ACFs for. The class has to have actual class features, and not just spellcasting or feats (*cough*Wizard, Sorcerer, Fighter*cough*), and yet has to have class features that you can replace, that aren't amazingly integral to the class, and allow you some room to actually make interesting class features, since you can't do much when you are replacing something like "DR X". Like, the above criteria gets rid of Fighter, probably Rogue, Sorcerer, Wizard, Psion, Psychic Warrior (although there is maybe some stuff I could do with that class...), and probably the Barbarian. There just aren't enough class features for me to remove in order to make interesting ACFs. Which is really frustrating.
Well, with most of those you can at least trade out the feats! Sorcerer, though, that's rough. The usual trend for racial ACFs is to mess with the HD, skill list, spells known, and then usually knock them down a spell slot of their newest level of spells for that ACF level.


I cut some of the natter out of this post. Next one of mine will probably be or another new PEACH just so the later "printings" get some love, too.