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Thread: Telekinetic Bladestorm (PEACH)

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    Default Alternate Class Features and Prestige Classes

    ((All this stuff is either works in progress or analysis.))

    Boulder Reaver ACF
    Requires: Heavy Weapon Feat taken at 1st level of Telekinetic Bladestorm, 4 ranks in Craft(Weaponsmith)

    Lose:
    -Modes Higher than 1. Mild nerf to TK Wield Range increases to keep it reasonable with the increased reach. ((Although just the need to keep the entire space (but NOT reach) of the weapon within range may be enough?))
    -Surround
    -Situational Awareness

    Gain:
    -Proficiency with an additional Two-Handed Simple or Martial Melee Weapon (and ability to wield that as your ONE TK wield weapon) at each level from 2 to 7.
    -Proficiency with all Two-Handed Simple and Martial Melee Weapons (Including for TK Wield) at level 8.

    6th level: Bonus Feat Skill Focus[Craft(Weaponsmith)]? Note that Craft is Intelligence based. HOWEVER, it is not possible to lose progress if you have max ranks for level 6, an intelligence of at least 10, and masterwork tools. That doesn't mean it might not take a while to make the upgrade given that Huge Masterwork Weapons might not be cheap (is the +300 multiplied?)

    Weapon size increases whenever you would normally gain an additional telekinetic wield weapon. Remember that the entirety of the weapon's space must be within your range.
    +1 at 2nd level. Maximum TK Wield Weight increases to 1/3 of Wisdom-Based Light Load. ((Assuming Medium Start: Large))
    +2 at 6th. Wield Weight = 1/2 Light ((Assuming Medium Start: Huge))
    +3 at 10th. Wield Weight = 3/4 Light ((Assuming Medium Start: Gargantuan))
    +4 at 16th. Wield Weight = Full Light ((Assuming Medium Start: Colossal))
    +5 at 20th. Wield Weight = 1.5 x Light ((Assuming Medium Start: Colossal AND Huge))
    If this would ever increase your weapon size beyond Colossal, you instead gain a special Mode 2B, which has -2 to-hit, but allows a second weapon of Huge or smaller size which gets only a single attack (your primary weapon still gets your full attack routine, modified by the -2 penalty). All remaining size increases apply only to the secondary weapon. If your second weapon also reaches colossal size then the next size increase it receives removes the to-hit penalty from both weapons and allows a second attack with it at -5 to-hit (cf Improved Two-Weapon Fighting).


    Whenever one of your weapons increases in allowed size you may personally make crafting checks as if creating its mundane aspects from scratch, expending materials equal to one third the DIFFERENCE between its current market price and the new market price. When and if you successfully complete the crafting process, you add more material to the weapon, enlarging it to its new size without altering its magical properties. Once this process is begun, the weapon is unusable until and unless the crafting process is successfully completed.



    Hurricane ACF
    Replaces: Normal TK Wield Progression and proficiency with one handed melee weapons. May never take Heavy Weapon feat.

    Gains: Mode 2 at level 1.
    At level 2, one additional attack with each mode 2 or higher.
    At level 13, two additional attacks with each mode 2 or higher
    ??At level 20, mode 4 instead gets three additional attacks??

    Sheet attempting to figure out how many attacks to give at 20th level (and can be adapted after that to figure out at other levels).
    Telekinetic Wield
    Level Range Speed Mode 1(Normal BAB) Mode 2 Mode 3 Mode 4
    1st 10' 30' +1 -1/-1
    2nd 10' 40' +2 +0/+0/+0
    3rd 10' 40' +3 +1/+1/+1
    4th 15' 50' +4 +3/+3/+3
    5th 15' 50' +5 +4/+4/+4
    6th 15' 50' +6/+1 +6/+6/+6 +4/+4/+4/+4
    7th 15' 50' +7/+2 +7/+7/+7 +5/+5/+5/+5
    8th 20' 60' +8/+3 +8/+8/+8 +7/+7/+7/+7
    9th 20' 60' +9/+4 +9/+9/+9 +8/+8/+8/+8
    10th 20' 60' +10/+5 +10/+10/+10 +9/+9/+9/+9 +7/+7/+7/+7/+7
    11th 25' 70' +11/+6/+1 +11/+11/+11 +10/+10/+10/+10 +9/+9/+9/+9/+9
    12th 25' 70' +12/+7/+2 +12/+12/+12 +11/+11/+11/+11 +10/+10/+10/+10/+10
    13th 30' 80' +13/+8/+3 N/A +13/+13/+13/+13/+13 +11/+11/+11/+11/+11/+11
    14th 30' 80' +14/+9/+4 N/A +14/+14/+14/+14/+14 +12/+12/+12/+12/+12/+12
    15th 35' 90' +15/+10/+5 N/A +15/+15/+15/+15/+15 +14/+14/+14/+14/+14/+14
    16th 35' 90' +16/+11/+6/+1 +16/+16/+16/+16/+16 +15/+15/+15/+15/+15/+15 +13/+13/+13/+13/+13/+13/+13
    17th 40' 100' +17/+12/+7/+2 +17/+17/+17/+17/+17 +16/+16/+16/+16/+16/+16 +14/+14/+14/+14/+14/+14/+14
    18th 40' 100' +18/+13/+8/+3 +18/+18/+18/+18/+18 +17/+17/+17/+17/+17/+17 +15/+15/+15/+15/+15/+15/+15
    19th 45' 110' +19/+14/+9/+4 +19/+19/+19/+19/+19 +18/+18/+18/+18/+18/+18 +17/+17/+17/+17/+17/+17/+17
    20th 50' 120' +20/+15/+10/+5 +20/+20/+20/+20/+20/+20 +19/+19/+19/+19/+19/+19/+19 +18/+18/+18/+18/+18/+18/+18/+18??/+18??


    Telekinetic Cloud-Burst
    PrC
    Entry Requirements just high enough to discourage dipping TK Bladestorm JUST to dip this class (probably not an issue for clerics/druids, but you never know... might actually be more of an issue for rogues and other dex-based classes). Current lay-out assumes you need 2 TK Bladestorm levels, and your third level can be this class.
    Rough Draft:
    Telekinetic Wield capable of using:
    2 One-Handed or Two-Handed weapons for a creature of your size ((Yes, two-handers don't add anything mechanically, but it might make things clearer to some readers))
    OR
    3 Light weapons for a creature of your size
    OR
    1 Two Handed weapon for a creature one size larger than yourself
    Hit-die
    d10

    Class Skills:
    The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Craft(Int), Concentration(Con), Intimidate(Cha), Jump (Str), Profession(Wis), Swim(Str), Tumble(Dex), and Use Rope(Dex)


    4+int



    Saves
    Level BAB Fort Ref Will Special
    1st +1 +0 +2 +2 Storm 1/day, Telekinetic Prowess
    2nd +2 +0 +3 +3 Light on Your Feet
    3rd +3 +1 +3 +3 Storm 2/day
    4th +4 +1 +4 +4 ?Fighter/Bladestorm Bonus Feat?
    5th +5 +1 +4 +4 Storm 3/day
    6th +6 +2 +5 +5 Damage Reduction 1/-
    7th +7 +2 +5 +5 Storm 4/day
    8th +8 +2 +6 +6 Greater Storm
    9th +9 +3 +6 +6 Storm 5/day
    10th +10 +3 +7 +7 Damage Reduction 2/-
    11th +11 +3 +3 +7 Storm 6/day
    12th +12 +4 +8 +8 Resist Mental Fatigue
    13th +13 +4 +8 +8 Storm 7/day
    14th +14 +4 +9 +9 Damage Reduction 3/-
    15th +15 +5 +9 +9 Storm 8/day
    16th +16 +5 +10 +10 Mighty Storm
    17th +17 +5 +10 +10 Storm 9/day
    18th +18 +6 +11 +11 Damage Reduction 4/-, Eye of the Hurricane
    Telekinetic Prowess (Ex/Su): ((Stacks for Situational Awareness Access, TK Wield Range and speed, TK Wield Enhancement, and IF THEY HAVE IT Fly Speed. DOES NOT stack for durations, except in as much as increasing WIS could give extra duration as long as the ?Storm? lasts. Half-Stacks for caster level?))


    ?Storm? (Ex):((Fluff -4 AC penalty as being distracted from themself to focus on their weapons... meaning that their weapons actually should perhaps GAIN +1 to AC not counting the +4 from the wisdom and dexterity increases. NO bonus to will saves, +4 Wisdom, +4 Dex. Duration wis based. Limit to Light armor (perhaps requires swift action activation with ASF for medium or heavier? Or that plus same to maintain each round? Mental Fatigue applies to DEX, Int, Wis, Cha.))

    Light on Your Feet (Su): You have found the secret to using your telekinesis to accelerate your movement. A telekinetic cloud-burst's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, or light armor, and not carrying a more than a light load. Also apply this +10 bonus to your levitation and flight speeds, regardless of load or armor.

    Greater Storm (Ex):((+6 at level 9 or earlier? Assuming 2 levels of TK Bladestorm required, this would mean they get it at the same level as the equivalent Barbarian ability, should probably be an even number to kill a "dead" level. Requires 2 daily uses in order to give them something to do with their extra per-day uses compared to a Barbarian?))

    Resist Mental Fatigue (Ex): You are now no longer fatigued at the end of your Storm.

    Mighty Storm (Ex):((+8 at level 18 or earlier? Make this the capstone? Probably an even number to kill a "dead" level. Uses 3 daily uses?))

    Eye of the Hurricane (Ex): Greater Storm now only consumes one daily use of your Storm, and Mighty Storm now only consumes two daily uses of your Storm.

    ((Compress this down to 10 levels or something, but put in incremental requirement for TK Bladestorm levels so they can't get the higher level stuff until an appropriate character level??))

    "Default" build for unmodified class?
    1st: Heavy Weapon
    3rd: Heavy Weapon
    6th: Heavy Weapon
    9th: Power Attack (Might want to take this earlier, especially if Human.)
    12th: Heavy Weapon
    15th: Scholar of the Kythons(of course, this isn't nearly as much use without Improved Trip and/or Combat Reflexes) Cleave
    18th: Heavy Weapon

    Alternate Build if avoiding to-hit penalties is preferred so as to save feats and weapon investments (probably less good?)
    1st: Heavy Weapon
    3rd: Power Attack
    6th: Heavy Weapon
    9th: Combat Reflexes (Or Cleave)
    12th: Heavy Weapon (Better 1 level too early than 2 levels too late)
    15th: Scholar of the Kythons (Or Combat Reflexes if previously Cleave)
    18th: Heavy Weapon (Or wait until level 21 if you like... but seriously, a mere -2 or -1 penalty to-hit for an extra two-hander attack shouldn't be a big deal at this level.)
    Last edited by DracoDei; 2024-02-18 at 01:35 AM.
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