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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Dec 2007
    Location
    California, USA

    Default The Ascetic [3.5 Base Class] - A monk/soulknife crossover and fix

    I submitted this class for the Base Class Challenge V. While it did well, it unfortunately did not receive any critique or editing aside from my own. Nor did it get, I suspect, all that much exposure. I am very happy with the class, and would love to refine it more, so I am posting it here in it's own thread. Without further ado, my "fixed" monk/soulknife combination!

    Ascetic



    ”The mind is everything. What you think you become.” - Buddha

    Ascetics believe in the power of self above all else. The ability of their body and mind to meet any challenge they are confronted with, and pass through the trials. As they grow more practiced they gain greater control over their body through focused thought and meditation. They share a universal disdain for weapons, preferring, in the need arises, to battle with their thoughts. While they don’t abstain from material goods, they do prefer simple items, like ones that offer basic enhancements or protection, and generally avoiding over complication. The path to ones of body and mind is clean and simple, though by no means easy.

    Adventures: Ascetics can venture forth for a large number of reasons. They can be on a mission for a group of people that depend on them an order they belongs to, as most take their responsibilities seriously. An ascetic can be found wandering the world as they define their own path to oneness, the personal nature of their quest demanding a personal journey. Some ascetics even adventure merely to prove their might, to test their abilities against the world, and prove that their path is truly worthy of respect, without needing the crutches others cling to.

    Characteristics: Ascetics are front-line combatants that excel at consistent, threatening damage, while being extremely resilient. Their harmonious combination of body and mind allows them to create some extremely impressive resistances and abilities, which they can, with effort, aid their allies with directly. An ascetic is always dangerous, as the only thing they really need is their mind.

    Alignment: Ascetics can be found of all alignments, though they do heavily favor good or lawful ones, as both support their basic beliefs of strength in body and mind. Evil ascetics are uncommon, but those you find will often have a sense of honor and fair play, and will be extremely prideful of their powers, and are most often the ones out to test their might against the world. Chaotic ascetics the most rare, though the ones that can be found are focused on themselves, and their journey will take precedent over most everything they encounter.

    Religion: Ascetics can follow gods, but most often they believe in a more spiritual connection to each individual, of each person attaining their own perfection. Interestingly, it is often wandering ascetics that most commonly revere a god, while those in an order or monastery rarely bother.

    Background: Those that become ascetics generally approach it in one of two ways. The first is a quest to find a sense of self, looking for answers to questions from within, and discovering the impressive capabilities of their own person. Some others pursue a simple life, devoid of distractions and unnecessary additions or extraneous duties, and find the focused life of an ascetic perfect.

    Races: Ascetics can be found among any race, as their belief in the combination of body and mind can transcend all boundaries. Dwarves can often be found among their ranks, and those that are typically become masterful blacksmiths, forging simple but effective things. Elves can find the meditation and introspection of the class perfect for their elegant sensibilities. Gnome ascetics are a rare breed, as the gnome that doesn’t love complex things is an extreme curiosity. Warforged have been trending towards this class in greater numbers, as their search for answers leads them inwards.

    Other Classes: Ascetics get on extremely well with monks, comparing differences in philosophy and style. They respect the martial prowess of barbarians and fighters, though they prefer to keep the company of the former. Casters of all sorts they find interesting, but ultimately fail to deeply connect with as the search for power outside oneself is so counter to an ascetics basic viewpoint. Rogues and bards they can enjoy for their quick wits and entertaining stories, but are often too entwined with the complexities of urban life and progress to not cause friction.

    Role: Ascetics are combatants meant to be in the front of a battle, testing their might and protecting their comrades. They are extremely durable, but remain a large enough threat to demand attention, and they can function on their own for a time, making them excel at targeting opponents that are defended. They can provide a small supporting role as their abilities grow, granting a limited number of buffs to their party.

    Adaptation: Any setting that has monks should be able to fit ascetics in without issue, even as a replacement for monks. If the world is laking in psionics it can be looked at from a more mystic angle.

    Game Rule Information
    Ascetic's have the following game statistics.

    Abilities: Wisdom is the most important ability for ascetics, as it governs most of their class features, and gives them insight into the world and themselves. Otherwise, ascetics focus on their body equally in strength, dexterity, and constitution, depending on what their unique path is.
    Alignment: Any.
    Hit Die: d10
    Starting Age: As monk.
    Starting Gold: 5d4 gp

    Class Skills
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Ascetic
    {table=head]Level|
    Base Attack[br]Bonus
    |
    Fortitude[br]Save
    |
    Reflex[br]Save
    |
    Will[br]Save
    |Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, focused mind +1, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Swift body, shaped thought|1d6|1

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |+1 weapon of thought, evasion|1d6|2

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Body of the pure, practiced draw|1d8|3

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Focused mind +2, refined thought +1, resilient body|1d8|4

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +5
    |+2 weapon of thought, Bonus psionic feat|1d8|4

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |natural athleticism|1d10|7

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +6
    |Instinctive observations|1d10|10

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |+3 weapon of thought, refined thought +2, revitalized body|1d10|13

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +7
    |Focused mind +3|2d6|16

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +7
    |bonus psionic feat|2d6|16

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +8
    |+4 weapon of thought, Improved evasion|2d6|21

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    |Ideal body, refined thought +3,|2d8|26

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +9
    |Mind of the pure|2d8|31

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +9
    |+5 weapon of thought, focused mind +4|2d8|36

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +10
    |Bonus psionic feat|2d10|36

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Refined thought +4, sheltered body|2d10|43

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +11
    |+6 weapon of thought, Wisdom of the ages|2d10|50

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    |shattered thoughts|4d6|57

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    |Focused mind +5, oneness|4d6|64[/table]

    Class Features
    All of the following are class features of the ascetic.

    Weapon and Armor Proficiencies
    Ascetics are proficient with all simple weapons, with their own mind blades, and with light armor.

    Power Point/Day
    An ascetic has a reserve of power points, from which they can augment themselves or manifest a limited number of powers. Their base daily allotment of power points is given on the above table. In addition, they receives bonus power points per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level ascetic gains no power points for their class level, but they gains bonus power points (if they are entitled to any). An ascetic’s manifester level is equal to half their class level (min 1). An ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.

    Powers Known
    An ascetic does not naturally learn any powers, though they may learn them from other sources, such as Expanded Knowledge. At 6th level they may learn 1st level powers with Expanded Knowledge, at 11th level they may learn 2nd level powers, and at 16th level they may learn 3rd level powers. The Difficulty Class for saving throws against an ascetic’s powers is 10 + the power’s level + the ascetic’s Wisdom modifier.

    AC Bonus (Ex)

    An ascetic can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored or wearing light armor, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the ascetic is flat-footed. They lose this bonus when they are immobilized or helpless. Furthermore, if the ascetic is wearing light armor, they may only apply their Wisdom modifier up to the maximum Dexterity bonus of the armor.

    Focused Mind (Su)

    An ascetic benefits from a calm and focused mind. As long as they are psionically focused, an ascetic gains a +1 insight bonus to attack rolls or to saves, chosen when they become psionically focused. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.

    Weapon of Thought (Su)

    As a move action, an ascetic can create a semisolid weapon composed of psychic energy distilled from their own mind. The weapon is a light melee weapon and can have the rough appearance of any light melee weapon, from a short sword to spiked gauntlets, but always deals base damage given on the table above. An ascetic can choose if their weapon deals bludgeoning, piercing, or slashing damage when they form it, as appropriate for the form it takes. The wielder of a weapon of thought gains the usual benefits to their attack roll and damage roll from a high Strength bonus.

    The weapon can be broken (it has hardness 10 and 10 hit points); however, an ascetic can simply create another on their next move action. The moment they relinquishes their grip on their weapon, it dissipates (unless they intend to throw it; see below). A weapon of thought is considered a magic weapon for the purpose of overcoming damage reduction.

    An ascetic can use feats such as Power Attack or Combat Expertise in conjunction with the weapon of thought just as if it were a normal weapon. They can also choose weapon of thought for feats requiring a specific weapon choice, such as Weapon Focus. Powers or spells that upgrade weapons can be used on a weapon of thought. An ascetic can always use Weapon Finesse with their weapon of thought, regardless of what augments may be applied to it (see Shaped Thoughts below).

    An ascetic’s weapon of thought improves as the character gains more class levels. At 3rd level and every three levels thereafter, the weapon of thought gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level).

    Even in places where psionic effects do not normally function (such as within a null psionics field), an ascetic can attempt to sustain their weapon of thought by making a DC 20 Will save. On a successful save, the ascetic maintains their weapon of thought for a number of rounds equal to their class level before they need to make another check. On failed save, the weapon of thought vanishes. As a move action on their turn, the ascetic can attempt a new Will save to rematerialize their weapon of thought while they remain within the psionics negating effect.

    Swift Body (Su)

    At 2nd level, an ascetic can augment their speed, focusing their mind on the movement of their legs and placement of their feet. As a swift action, they may spend power points to gain an enhancement bonus to their land speed equal to 10 ft. per power point spent, for a number of minutes equal to their Wisdom modifier. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.

    Shaped Thought (Su)

    At 2nd level, an ascetic can mold their weapon of thought into unique or specific shapes, granting it additional properties. When they form their weapon of thought they may spend power points to augment it as seen on the table below. These augments persist until the ascetic rests for 8 hours or changes the augments.

    Table: Shaped Thought Augments1. This augment costs twice the PP if applied to a 19-20 threat weapon, or three times the PP if applied to a 18-20 threat weapon.

    Evasion (Ex)

    At 3rd level or higher if an ascetic makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if an ascetic is wearing light armor or no armor. A helpless ascetic does not gain the benefit of evasion.

    Body of the Pure (Ex)

    At 4th level, an ascetic’s body is an immaculate temple, free of stain or corruption. As an immediate action, they may cleanse their body by expending their psionic focus to end the effects of any one disease or poison, or nauseated, sickened, or stunned condition they has been inflicted with. They may use this ability as they are exposed to the condition, disease, or poison to automatically negate it.

    Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against one of the mentioned conditions, a disease, or a poison they are afflicted with with a morale bonus equal to half the ascetic’s Wisdom modifier.

    Practiced Draw (Su)

    At 4th level, an ascetic becomes able to materialize their weapon of thought as a free action instead of a move action. They can make only one attempt to materialize the weapon of thought per round, however.

    Refined Thought (Su)

    At 5th level, an ascetic is able to focus their their thoughts in more concentrated and varied ways, creating unique effects with their weapons of thought. When an ascetic creates a weapon of thought, they may add any weapon special ability to it that has an enhancement bonus of +1 and for which their weapon of thought meets the requirements.

    At every four levels beyond 5th (9th, 13th, and 17th), the value of the enhancement an ascetic can add to their weapon improves to +2, +3, and +4, respectively. An ascetic can choose any combination of weapon special abilities that does not exceed the total allowed by the ascetic’s level.

    For every additional 2 power points an ascetic spends when forming their weapon of thought, the total weapon special ability bonus is increased by +1.

    Resilient Body (Su)

    At 5th level, an ascetic can toughen their skin and muscles, becoming extremely resistant to damage. As a swift action they may augment their body by spending a number of power points and gaining damage reduction/-- equal to twice the power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier damage reduction/-- equal to twice the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Bonus Psionic Feat

    At 6th level, and again at 11th level and 16th level, an ascetic unlocks a hidden ability of the mind. They gain a [Psionic] feat as a bonus feat. They must still meet all prerequisites for the feat.

    Natural Athleticism (Ex)

    At 7th level, as ascetic becomes perfectly in tune with their body, allowing them to perform tasks and stunts with ease. They gains an insight bonus equal to their Wisdom modifier to all Strength, Dexterity, and Constitution based checks and skills.

    They may expend their psionic focus as a move action to suppress being fatigued or exhausted for a number of rounds equal to their Wisdom modifier.

    Instinctive Observations (Ex)

    At 8th level, an ascetic is extremely in tune with their senses and their surroundings. They gain blindsight out to 5 ft. per class level. They may expend their psionic focus as a standard action to grant a number of touched creatures up to the ascetic’s Wisdom modifier blindsense out to 30 ft. for a number of rounds equal to the ascetic’s Wisdom modifier.

    Revitalized Body (Su)

    At 9th level, an ascetic’s body can quickly recover from brutal woulds and terrible harm. As a swift action they may augment their body, gaining fast healing equal to the number of power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier fast healing equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Improved Evasion (Ex)

    At 12th level, an ascetic’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they takes only half damage on a failed save. A helpless ascetic does not gain the benefit of improved evasion.

    Ideal Body (Su)

    At 13th level, an ascetic can imbue their body with incredible strength, agility, and endurance for short bursts. As a swift action they may augment their body, gaining an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent for a number of minutes equal to their Wisdom modifier. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Mind of the Pure (Ex)

    At 14th level, an ascetic’s mind is as inviolate as their body. As an immediate action, they may purge their mind of any foreign influence by expending their psionic focus to end the effects of any one mind-affecting effect they are under. They may use this ability as they are exposed to the mind-affecting effect to automatically negate it.

    Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against a mind-affecting effect they are under with a morale bonus equal to half the ascetic’s Wisdom modifier.

    Sheltered Body (Su)

    At 17th level, an ascetic comes to understand fundamental workings of the world of the mind, and can defend against otherworldly assaults. They gain power resistance equal to 10 + their class level. As a swift action they may augment this resistance by spending a number of power points increasing their spell resistance by the number of power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier power resistance equal to 5 + the ascetic’s class level + the number of power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Wisdom of the Ages (Ex)

    At 18th level, an ascetic gained an eternal wisdom and understanding of the most basic nature of things. They gains telepathy out to 100 ft. They may expend their psionic focus as an immediate action when targeted by an effect that requires a will save to turn that effect back on the original caster.

    Shattered Thoughts (Su)

    At 19th level, an ascetic can splinter their weapon of thought and assault the minds of all enemies near to them. He sends the shards of he weapon out in a great burst, guiding them with his mind. At the same time he focuses upon each enemies thoughts and launches a debilitating psychic assault. As a full-round action, they may splinter their weapon of thought into thousands of shards and scatter them through the wind towards their enemies by expending their psionic focus. Every enemy within range of the ascetic’s telepathy takes damage as if they were hit by the ascetic’s weapon of thought, including any weapon effects that may apply. If the damaged creatures passes a Reflex save (DC equal to class level + Wis modifier) they only take half damage. Each non-mindless enemy within range is dazed for 1 round unless they succeed on a Fortitude save and is confused for 2 rounds unless they succeed on a Will save.

    If a creature has Evasion or any other effect that allows them to avoid or reduce the damage or effects they take, it only applies against the corresponding save. They must still make saves for the other two effects and suffer the full effects if they fail those saves.

    Oneness

    At 20th level, an ascetic has attained a perfect melding of body and mind, ascending to a higher level of consciousness. Their type changes to outsider, but unlike other outsiders, the ascetic can still be brought back from the dead as if they were still a member of their previous creature type. The ascetic gains resistance 20 to all types of energy damage and is permanently under the effects of psionic mind blank and psionic true seeing. In addition, an ascetic no longer takes penalties to their ability scores for aging and will no longer die of old age. Any such penalties that they have already taken, however, remain in place, and bonuses still accrue.
    Last edited by MammonAzrael; 2011-09-01 at 12:25 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Dec 2007
    Location
    California, USA

    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Alternate Class Features

    Spoiler
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    Penetrating Mind (Su)
    Some ascetics focus more on the world of thought, learning find the weak points and soft spots in the minds of others and exploit them.
    Level: 1st
    Replaces: If you select this class feature, you do not gain Focused Mind.
    Benefit: As long as an ascetic is psionically focused, their weapon of thought is imbued with a destructive psychic energy. Once per round, their weapon of thought deals an extra 1d8 points of damage to living, nonmindless creatures. Creatures immune to mind-affecting effects are immune to penetrating mind damage. At 5th level, and again at 10th, 15th, and 20th level the damaged is increased by 1d8 (2d8 at 5th, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th).

    Mental Scourge (Su)
    Most ascetics are content to focus on their own path towards enlightenment and oneness, perfecting their body through discipline and meditation. A few, however, View the body as a weakness that should not be given equal weight. Those that follow this belief have developed a deep understanding of the mind, and can manipulate that knowledge as they wish.
    Level: 13th
    Replaces: If you select this class feature, you do not gain Ideal Body.
    Benefit: At 13th level, an ascetic can damage the minds of others with their own thoughts. Once per round when an ascetic deals damage with their weapon of thought, they may augment the damage with their extreme understanding of the mind. For each 3 power points spent on the augment, the damaged creature takes 1 point of Intelligence, Wisdom, or Charisma damage. The ascetic chooses which ability is damaged


    Racial Substitution Levels

    Spoiler
    Show
    Kalashtar Ascetic
    This is inspired by and adapted from the Kalashtar Monk and Soulknife substitution levels.
    Kalashtar can make powerful ascetics, their natural connection with psionics making them a force to be feared.
    Hit Die: d10

    Requirements: To take a kalashtar ascetic substitution level, a character must be a kalashtar about to take their 1st, 2nd, or 7th level of ascetic.

    Class Skills: Kalashtar ascetic substitution levels have the class skills of the standard ascetic class, plus Disguise and Knowledge (the planes).

    Skill Points at Each Level: 4 + Int modifier (or four times this number at 1st level).

    Class Features
    All the following are features of the kalashtar ascetic’s racial substitution levels.

    Aligned Mind (Su)

    A kalashtar ascetic’s weapon of thought is imbued with their alignment for the purpose of overcoming damage reduction as long as they are psionically focused. In addition, his weapon of thought deals an extra +2 damage to any creature of an opposing alignment. This bonus increases to +4 at 5th level, +6 and 10th level, +8 at 15th level, and +10 at 20th level.

    This substitution feature replaces the standard ascetic’s Focused Mind ability (they do not receive it at later levels).

    Nimble Body (Su)

    At 2nd level, a kalashtar ascetic can augment their awareness and reflexes in battle. As a swift action, they may spend power points to gain a dodge bonus to their AC and equal to the number of power points spent. This bonus lasts until they move more than 5 ft. in a single round.

    This substitution feature replaces the standard ascetic’s Swift Body ability.

    Natural Athleticism (Ex)

    A kalashtar ascetic of 7th level or higher can focus their mind when performing physically demanding tasks, with remarkable results. They gains an insight bonus equal to their Wisdom modifier to all Strength, Dexterity, and Constitution based checks and skills. In addition, they may expend their psionic focus to take 15 on any skill based on Strength, Dexterity, or Constitution.

    They may expend their psionic focus as a move action to suppress being fatigued or exhausted for a number of rounds equal to their Wisdom modifier.

    Table: Kalashtar Ascetic Racial Substitution Levels
    {table=head]Level|
    Base Attack[br]Bonus
    |
    Fort[br]Save
    |
    Reflex[br]Save
    |
    Will[br]Save
    |Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, aligned mind, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Quick of mind, shaped thought|1d6|1

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |+2 weapon of thought, natural athleticism*|1d10|7[/Table]
    *Indicates a class feature altered from the standard class. See the text for details.

    Xeph Ascetic
    Xeph make natural ascetics, already well known for their physical skill and mental focus. Those that walk down this path do so quickly, and with great agility.
    Hit Die: d10

    Requirements: To take a xeph ascetic substitution level, a character must be a xeph about to take their 1st, 2nd, or 4th level of ascetic.

    Class Skills: Xeph ascetic substitution levels have the class skills of the standard ascetic class.

    Skill Points at Each Level: 4 + Int modifier (or four times this number at 1st level).

    Class Features
    All the following are features of the xeph ascetic’s racial substitution levels.

    Accelerated Mind (Su)

    A xeph ascetic can act with amazing speed and accuracy while wielding his weapon of thought. As long as you are psionically focused, you may make a single extra attack whenever you perform a full attack with your weapon of thought at your full base attack bonus. If you do, each attack roll you make that round suffers a -2 penalty. At 10th level this penalty is reduced to -1, and at 20th level the penalty disappears.

    At 5th level as long as you are psionically focused you may make a single extra attack at your full base attack bonus whenever you perform a standard attack with your Weapon of Thought. If you do each attack roll you make that turn suffers a -2 penalty.

    At 15th level when a xeph ascetic gain a bonus attack from this abilitiy they may make one additional attack with their Weapon of Thought at their full base attack bonus.

    This substitution feature replaces the standard ascetic’s Focused Mind ability (they do not receive it at later levels).

    Swift Body (Su)

    At 2nd level, a xeph ascetic can augment their speed, focusing their mind on the movement of their legs and placement of their feet. They may spend power points to gain an enhancement bonus to their land speed equal to 10 ft. per power point spent, for a number of minutes equal to their Wisdom modifier. For each additional 30 ft. of movement, the distance of their 5 ft. step increases by 5 ft. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.

    Body of the Free (Su)

    At 4th level, a xeph ascetic is nearly impossible to pin down. They may expend their psionic focus as a swift action to act as if under psionic freedom of movement for 1 round.

    Table: Xeph Ascetic Racial Substitution Levels
    {table=head]Level|
    Base Attack[br]Bonus
    |
    Fort[br]Save
    |
    Reflex[br]Save
    |
    Will[br]Save
    |Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, accelerated mind, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Swift Body*, shaped thought|1d6|1

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Body of the free|1d8|3[/Table]
    *Indicates a class feature altered from the standard class. See the text for details.


    Epic Ascetic

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    Hit Die: d10
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: Epic Ascetic

    Powers
    The epic ascetic’s manifester level is equal to half his class level. The epic ascetic’s base power points do not increase after 20th level.

    Weapon of Thought (Su)

    The epic ascetic’s weapon of thought’s enhancement bonus increases by +1 at 21st level and every three levels thereafter. Its base damage continues to increase at 22nd level and every three levels thereafter.

    Bonus Psionic Feat

    The epic ascetic gains a bonus psionic feat at 21st level and every five levels thereafter.

    Refined Thought (Su)

    The value of the enhancement an epic ascetic can add to their weapon improves by +1 at 21st level and every four levels thereafter.

    Eternal Draw (Su)

    At 22nd level, an epic ascetic can never be caught without their weapon of thought. They can materialize the weapon of thought as an immediate action, even if they are caught surprised or flat-footed. They can now make any number of attempts to materialize the weapon of thought per round.

    Focused Mind (Su)

    The bonus granted by an epic ascetic’s focused mind increases by +1 at 25th level and every 5 levels thereafter.


    Immunity to nonlethal damage
    Unnamed ideal body bonus
    Immunity to crits, massive damage


    Class-based Feats

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    Alert Mind [Psionic]
    When your mind is focused you become extremely alert to dangers that surround you.
    Prerequisites: Focused Mind class feature
    Benefits: When you become psionically focused, you may choose to gain a deflection bonus to your armor class equal to your focused mind bonus instead of a bonus to your attack rolls or saves.

    Aligned Thoughts [Psionic]
    Your weapon of thought is influenced by your moral and philosophical outlook, becoming an even greater expression of your mind.
    Prerequisites: +1 weapon of thought
    Benefits: Your weapon of thought is considered to be of your alignments for the purpose of overcoming damage reduction. Whenever you are psioncally focused and deal damage to a living, nonmindless creature with an opposing alignment with your weapon of thought, you deal an extra 1d8 damage. This bonus damage does not apply to ability damage. Creatures immune to mind-affecting effects are immune to this extra damage.

    Bolts of Thought
    You can hurl your weapon of thought as bolts of pure psionic energy.
    Prerequisites: +6 base attack bonus, shaped thought class feature
    Benefit: Whenever your weapon of thought is a thrown weapon and you throw it as an attack, you may form another weapon of thought that is a thrown weapon as a free action. This allows you to make iterative attacks with your weapon of thought while throwing it.

    Clear Thoughts
    The weapon that you form with your mind resonates with the clarity of your thoughts.
    Prerequisites: Refined thoughts +2 class feature
    Benefit: Select a single weapon enhancement at least 1 level lower than the highest level enhancement you can apply to your weapon of thought. That weapon enhancement is now considered to be one lower (to a minimum of +0) when applied to your weapon of thought.

    Flickering Thoughts [Psionic]
    Your thoughts dance, causing the weapon of thought you wield to flicker in and out of existence, becoming incredibly hard to predict.
    Prerquisites: Dex 13, practiced draw
    Benefit: You may expend your psionic focus to cause your weapon of thought to flicker and jump in and out of existence. Creatures are considered flat-footed against any attacks made with your weapon of thought until the beginning of your next turn.

    Focused Hunter [Psionic]
    Your deep knowledge of certain creatures allows you to hunt them as prey with unparalleled focus and skill.
    Prerquisites: Favored enemy, focused mind, weapon of thought
    Benefit: Your ascetic levels and ranger levels stack for the purposes of determining your favored enemies, the bonus from focused mind (nut only against favored enemies), and the damage and enhancement bonus of your weapon of thought. As long as you are psionically focused, your weapon of thought has the Bane property for each of your favored enemies, which does not count towards your maximum refined thoughts level.

    Mastered Thoughts
    You have practiced and honed the form of your weapon of thought, summoning it many times.
    Prerequisites: +6 BAB, shaped thought class feature
    Benefit: Select any number of shaped thought augments with a total PP cost of 3. Any time you create a weapon of thought you may apply these augments to your weapon of thought automatically, without having to spend any PP.

    Practiced Ascetic
    Constant practice and discipline have honed your mind and sharpened your focus.
    Prerequisites: Focused Mind class feature, refined thought class feature
    Benefit: Your ascetic level is considered to be 5 higher, up to your total Hit Dice, for the purposes of determining the bonus granted by your focused mind class feature, the damage and enhancement bonus of your weapon of thought, the level of weapon special abilities it can have, and your ascetic manifestor level.

    Soul of the Pure [Psionic]
    The uncorrupted nature of your soul radiates brightly, denying attempts to snuff out your life.
    Prerequisites: Body of the pure, mind of the pure
    Benefit: You may expend your psionic focus as an immediate action to end the effects of any one death spell, magical death effect, energy drain, or any negative energy effect you are under. You may use this ability as you are exposed to the effect to automatically negate it.

    Alternatively, you may expend your psionic focus as a standard action to grant a touched creature a save against a death spell, magical death effect, energy drain, or any negative energy effect they are under with a morale bonus equal to half your Wisdom modifier.

    Subtle Blade [Psionic]
    Your understanding of the body and skill with small weapons combine to deadly effect.
    Prerequisites: Focused Mind, sneak attack +2d6, weapon of thought
    Benefit: Your ascetic levels and rogue levels stack for the purposes of determining your sneak attack damage, the bonus from focused mind, and the damage and enhancement bonus of your weapon of thought. As long as you are psionically focused, the bonus from focused mind now applies to your hide and move silently skills in addition to your attack rolls or saves.

    Weapon of Faith
    Your faith in your god empowers the weapons you wield against your enemies.
    Prerequisites: Smite evil, weapon of thought
    Benefit: Your ascetic levels and paladin levels stack for the purposes of determining your number of Smite Evil attempts per day and the damage and enhancement bonus of your weapon of thought. Your weapon of thought always has the Holy property, which does not count towards your maximum refined thoughts level.

    Taking levels in ascetic does not prevent you from taking additional levels in paladin.



    Change Log 9/1/2011
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    9/1/2011
    • Added the anti-Evasion clause to Shattered Thoughts
    • WoT now deals 4d6 damage at 19 and 20 instead of 2d12
    • Natural Athleticism can expend psionic focus to suppress fatigue/exhaustion
    • Wisdom of the Ages now can expend PF to spell turn Will saves
    • Immunity to aging moved from WotA to Oneness
    • Added epic progression, which is still a work in progress

    Spoiler
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    8/30/2011
    • Changed Fleet of Mind to Swift Body, and Quick of Mind to Nimble Body
    • Improved Accelerated Mind, reducing penalties and adding an extra attack at 15
    • The enhancement bonus progression of WoT is now 3/6/9/12/15/18, ending with a +6
    • Instinctive Observations now auto-grants blindsight, expend focus to grant allies blindsense
    • Moved Practiced Draw from 6th level to 4th
    • Sheltered Body now grants Power Resistance instead of Spell Resistance
    • Clarified Shattered Thoughts, and added a non-mindless requirement to the Will and Fort saves

    8/27/2011
    • Weapon Finesse always can apply to Weapon of Thought, regardless of what augments it has
    • Fixed racial sub level HDs
    • Added the Focused Hunter feat

    6/2/2011
    • HD reduced from d12 to d10
    • The three bonus “Expanded Knowledge” feats to any [Psionic] feats
    • Shaped Thought augments now persist until a rest or new augments
    • Soul of the Pure now more closely reflects Body/Mind of the Pure, instead of replicating death ward
    • Added a 4 PP/24 hour duration option to Ideal Body - and it will likely be changed more
    • Sheltered Body now gives a passive SR, which has been increased from 5+L to 10+L
    • The augment for Refined Thought now costs 2 PP per plus instead of an increasing amount capped at +5
    • Added the Alert Mind feat
    • Instinctual Observations can now be augmented to increase the range and change to blindsight
    • Practiced Ascetic now increases your manifester level
    Last edited by MammonAzrael; 2011-09-01 at 12:28 PM.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    I like the concept of the class for sure. I don't recall the HP die of the soulknife, but it seems to me that giving a class full BAB, top HP die and the best saves makes a base class a bit too powerful for standard play. In a powerful campaign I'm sure this class would fit right in and not have to multiclass.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    The soulknife has a d10 HD.

    I should note that this class is not intended to be balanced with the SRD melee classes. It should be on par with the Tome of Battle classes. I agree that giving the class the strongest chassis is powerful...but I don't think it is too unbalanced considering it's company. The chassis is partly a trade off for not having maneuvers (and very few powers).

    At first level an ascetic will have a better Will save than a warblade, probably a better attack bonus, roughly equivalent AC, and less dependence on gear. In exchange they do much less damage, and lose the versatility that maneuvers give.

    Compared to a swordsage, the ascetic will have a better attack bonus, hit points, and Fort save, in exchange for less skills, and vastly less flexibility from maneuvers. Their AC should be equivalent by 2nd level.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Its a much better fighter that a soul-blade or a monk, with much more staying power; I would have seen a combination of the two with less staying power than that. Nonetheless, your reasons for that have been stated, bravo for the class.
    A few precisions;
    Would you allow mind-blade altering feats with this class to modify the weapon of thought?
    Soul of the Pure is purposely different to both Mind/Body of the Pure, is it for balance?
    Alpha damage with this build can be really high, what with a 3 level dip in rogue and subtle blade and flickering blade and penetration blade you can do ALOT of damage, was this intended?
    Requirement on Xeph ascetic are incomplete, not all levels are noted.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Weapon of Faith probably should specify that taking levels in Ascetic does not prevent you from advancing as a Paladin... assuming you wanted people to have that option.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    I'm hardly one of balance, so I can't comment on that. I would however like to say that I like the class quite a bit and hardly find it overpowered. The class is a good combination of two other classes which are both generally deemed very underpowered. My only thought about something being odd, is Shattered Thoughts, I like the ability a lot, but should something be written in, so that you can't stun lock people with it?
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    From a balance perspective, you need a footnote on the Shaped Thought augment table. A x3 or x4 critical modifier doubles or triples in effect as your threat range increases. I'd suggest you asterisk both those lines, and add the following note:

    * Increasing the threat range of the WoT to 19-20 doubles the pp cost of any improvements to its critical modifier. Increasing the WoT's threat range to 18-20 triples the cost instead.

    Thus, a x3 costs 2 points on a 19-20 weapon and 3 points on an 18-20 weapon. a x4 mod costs 4 points on a 19-20 weapon and 6 points on an 18-20 weapon.

    Without this adjustment, it's a no-brainer to always augment to an 18-20/x4 crit mod, as 4 total pp would be a ridiculously cheap cost for this.

    Other thoughts on the augments:
    • The ability to use the weapon of thought as a two-handed weapon should be free. "Light" is a more expensive weapon attribute than "two-handed", not less expensive.
    • Gaining reach should cost 1 point. For 2 points, you should get reach while also threatening adjacent creatures (as a spiked chain does). You should not be able to convert your weapon to a reach weapon of any kind unless you are wielding it two-handed (leverage, eh).
    • The ability to trip with the weapon should cost 1 point. For 2, you'd get the ability to trip with a +2 bonus. You don't want to offer the +2 bonus separately, as that may confuse some readers into thinking they don't need to pay for the ability to trip with the weapon.
    • Add an option to turn the WoT into a thrown weapon with an increment of 10 ft for 1 pp.
    Last edited by jiriku; 2011-05-27 at 09:03 PM.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    ... Is it just me, or is this class pretty much a D&D Jedi? O_o

    I like the ideas behind it. However, like jiriku above me noted, you should do something about stacking the special abilities from Shaped thought, as otherwise no sane player will think twice about using the handful of pp to get an uberweapon.

    The Resilient Body class ability also seems a bit OP, IMO. If I read that right, you can just go poof and get twice your class level (assuming you max it, and why wouldn't you?) in Barbarian DR. If I'm wrong, let me know, because that seems really insane, especially at lower levels.

    More comments later when I have more time. Good homebrewing. ^_^

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Spoilered since there are a lot of replies.

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    Quote Originally Posted by Cyberpilot View Post
    Its a much better fighter that a soul-blade or a monk, with much more staying power; I would have seen a combination of the two with less staying power than that. Nonetheless, your reasons for that have been stated, bravo for the class.
    A few precisions;
    Would you allow mind-blade altering feats with this class to modify the weapon of thought?
    Soul of the Pure is purposely different to both Mind/Body of the Pure, is it for balance?
    Alpha damage with this build can be really high, what with a 3 level dip in rogue and subtle blade and flickering blade and penetration blade you can do ALOT of damage, was this intended?
    Requirement on Xeph ascetic are incomplete, not all levels are noted.
    I'm not quite sure what you mean with the enhanced staying power. Are you referring to their resilience, or their endurance? They are more resilient, but their abilities are limited. Monk has always been a decidedly defensive class, which I focused on (partly). I feel this is acceptable because defensive abilities are generally weaker and have less overall impact than offensive abilities.

    • Mind blade/Weapon of thought transparency is up to the DM. given their slightly different mechanics, some feats may require some tweaking, but I'm not aware of any issue with it.
    • It's for balance and functionality. Balance because it's a feat, so it shouldn't give them the ability to share their new ability. Functionally, a lot of death are instantaneous, but there are other that can be applied multiple times in a round through tough attacks and such. Giving straight protection against those effects, basically gaining death ward when you really need it. Seems like a strong, balanced thing for a feat to do, ya?
    • The synergy with rogue was intended. Things may need to be toned down, as I didn't do number crunching though.
    • Nice catch, thanks.


    Quote Originally Posted by BluesEclipse View Post
    Weapon of Faith probably should specify that taking levels in Ascetic does not prevent you from advancing as a Paladin... assuming you wanted people to have that option.
    Good addition. If you're taking a feat to multi-class them, then you should be able to continue on your holy advancement.

    Quote Originally Posted by mrcarter11 View Post
    I'm hardly one of balance, so I can't comment on that. I would however like to say that I like the class quite a bit and hardly find it overpowered. The class is a good combination of two other classes which are both generally deemed very underpowered. My only thought about something being odd, is Shattered Thoughts, I like the ability a lot, but should something be written in, so that you can't stun lock people with it?
    Thanks, I'm glad you like it! As for Shattered Thoughts - by 19th level, your friends have been slinging around 9th level spells for 2 levels. And given that it requires a save each time I wouldn't worry about it too much. But only because you're getting it at such a high level.

    Quote Originally Posted by jiriku View Post
    From a balance perspective, you need a footnote on the Shaped Thought augment table. A x3 or x4 critical modifier doubles or triples in effect as your threat range increases. I'd suggest you asterisk both those lines, and add the following note:

    * Increasing the threat range of the WoT to 19-20 doubles the pp cost of any improvements to its critical modifier. Increasing the WoT's threat range to 18-20 triples the cost instead.

    Thus, a x3 costs 2 points on a 19-20 weapon and 3 points on an 18-20 weapon. a x4 mod costs 4 points on a 19-20 weapon and 6 points on an 18-20 weapon.

    Without this adjustment, it's a no-brainer to always augment to an 18-20/x4 crit mod, as 4 total pp would be a ridiculously cheap cost for this.

    Other thoughts on the augments:
    • The ability to use the weapon of thought as a two-handed weapon should be free. "Light" is a more expensive weapon attribute than "two-handed", not less expensive.
    • Gaining reach should cost 1 point. For 2 points, you should get reach while also threatening adjacent creatures (as a spiked chain does). You should not be able to convert your weapon to a reach weapon of any kind unless you are wielding it two-handed (leverage, eh).
    • The ability to trip with the weapon should cost 1 point. For 2, you'd get the ability to trip with a +2 bonus. You don't want to offer the +2 bonus separately, as that may confuse some readers into thinking they don't need to pay for the ability to trip with the weapon.
    • Add an option to turn the WoT into a thrown weapon with an increment of 10 ft for 1 pp.
    • Good point. I thought that the limited manifestor level would be enough, but a 18-20/x4 will likely be the strongest option for 4 PP 95% of the time.
    • What makes you say that "light" is more expensive that "two-handed?" Two-handed grants several bonuses, most notably Power Attack fun, while "light" lets you weapon finesse? Additionally, having it be light keeps it more connected to mind blade. I'd love to hear your reasoning for this.
    • Yes, basic reach should only cost 1. I'm so used to threatening reach that I just didn't think of it. As for having it be two-handed...no leverage is needed. The weapon of thought doesn't have any mass, giving it reach is just extending the blade essentially.
    • I can see how having the bonus separate could be confusing, but why do you think the ability to trip should only be 1 PP? Tripping (and two-handed weapons) are the two strongest melee strategies, so why should they be the cheapest? That reduces incentive to try other options.
    • I like the reduced range option.


    Excellent points, I'd love to hear your reasonings on the things I asked about.

    Quote Originally Posted by byaku rai View Post
    ... Is it just me, or is this class pretty much a D&D Jedi? O_o

    I like the ideas behind it. However, like jiriku above me noted, you should do something about stacking the special abilities from Shaped thought, as otherwise no sane player will think twice about using the handful of pp to get an uberweapon.

    The Resilient Body class ability also seems a bit OP, IMO. If I read that right, you can just go poof and get twice your class level (assuming you max it, and why wouldn't you?) in Barbarian DR. If I'm wrong, let me know, because that seems really insane, especially at lower levels.

    More comments later when I have more time. Good homebrewing. ^_^
    Haha...actually when I was first asking for help finding good pictures for the class, jedi came up first.

    jiriku was addressed above.

    A very important note is that the ascetic's manifestor level is equal to half their class level, not their class level. Huuugely important. Additionally, barbarian DR sucks, as it's just too small for the level's it's gained. And don't forget that you also have an extremely limited pool of PP to fuel Resilient Body, as well as all your other abilities!

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    This is still a very nice class, and it does a great job of fixing both the monk and the soulknife without taping on ToB.

    As for balance, I think this fits into low tier 3, as it doesn't have any obvious game breaking mechanics but still suffer from non-caster shortcomings.

    Also, I think you could probably increase the amount of pp per day because right now, manifesting your weapon of though (your main ability) requires a 6th of your pp (if you augment it), and you may be forced to reshape it later.

    I'd probably make the weapon augments like invested essentia, making it unusable if it's invested in the weapon but letting it be refunded of it dissipates. This should give the class a bit more tactical versatility, and actually allow you to not keep your weapon of though on at all times just to save power.

    Finally, you might want to clarify what exactly is entailed by your weapon dissipating. Do you have to reshape it entirely (paying the pp cost) or can you reshape it with the same augments without paying the cost again. I believe the second would make more sense, as the first makes throwing your weapon of though ridiculously expensive (it costs you either 1 or 2 pp per throw, and your getting up to 4 per round).
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by MammonAzrael View Post
    It's for balance and functionality. Balance because it's a feat, so it shouldn't give them the ability to share their new ability. Functionally, a lot of death are instantaneous, but there are other that can be applied multiple times in a round through tough attacks and such. Giving straight protection against those effects, basically gaining death ward when you really need it. Seems like a strong, balanced thing for a feat to do, ya?
    Yeah, it would be powerful, but it seems strange to have it not act as the other two, it being a ward and not a reactive removal, and not being transferable to an ally, I liked the idea of having pseudo-immunities that could be used to aid an allies. And I'm not sure it would be that much more powerful, as is, its already a death ward in a feat, albeit not for allies. It isn't built the same as the other two, and it is stronger for the character in its current form, but doesn't synergise into a party as well. At level 15, your cleric would just cast mass death ward, so IMHO, this feat would be better for those Oh **** moments, when you could really use something like this, but the cleric doesn't have it available, because he thought it superfluous. And I think it might just see more use as anti stat drain, at least for allies.
    Last edited by Cyberpilot; 2011-05-28 at 04:13 PM.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    I'm loving the speed boost. At level 20, pouring all your class-derived points into Fleet of Mind with the standard 30' speed yields a 670' speed, or 2680' per round at a dead sprint. That's 51% of a mile in six seconds (304 mph). The fastest car in the world has been clocked at 267 mph.

    Send Ascetics on your reconnaissance missions. Just give them a day to rest.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by YouLostMe View Post
    I'm loving the speed boost. At level 20, pouring all your class-derived points into Fleet of Mind with the standard 30' speed yields a 670' speed, or 2680' per round at a dead sprint. That's 51% of a mile in six seconds (304 mph). The fastest car in the world has been clocked at 267 mph.

    Send Ascetics on your reconnaissance missions. Just give them a day to rest.
    You just broke rule #1 of psionics

    An ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.
    An ascetic’s manifester level is equal to half their class level (min 1)
    So no, a 20th level Ascetic can gain +100' move speed at most, giving them a 130' movement, or 520 per round at a run.

    Mind you, that's still 60 miles per hour, and a really impressive foot speed, but not breaking world ground speed records.





    Okay, now actual comments on the class:


    The Power Points feel very limiting. With 1/2 manifester level and such a low base pool, at 20th level even with 34 wisdom you only have 124 points, so you can manifest basically 12 'level appropriate' powers. I use the term 'level appropriate' lightly, since your powers from advanced learning are all low level and capped at your limited manifester level, and a lot of the class features are weak for their cost (particularly the mind blade, discussed below), though some of the powers are all right.

    The enhanced movement, and the removing status effects are fair, and the revitalized body is actually excellent for out of combat healing. Ideal Body seems a little overpriced, if it had a duration as a all day buff it may be worth it, but at a duration measured in minutes it's hard to justify the PP cost when you need to be using those points on other things. I say it needs to be an all day buff because as an enhancement bonus, to use it you're probably overlapping enhancement bonus items. If this saves you money on those items, it can be worth it. Alternatively, making it a different bonus type (such as insight, or perfection) works.

    Sheltered Body similarly faces a problem of being too costly for too short a duration to really be worth spending the points when you are so limited on them. You are required to spend 5 points just to have a standard amount of spell resistance, and it will last through just one encounter. I'd much rather just have a passive 10+level spell resistance that a monk gets than have to spend a swift action and 5 pp every encounter. I wouldn't mind having that as a baseline spell resistance, with augmentations that I could spend points on to share it with others temporarily, or augment it further, but as it is now, it's overpriced.

    Mind Blade Commentary:
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    How does the shape mind blade work? Does the mind blade stay that way indefinitely after you shape it, until you want to change it again? Do you have to reshape it every time you summon it? If it's every time you summon it (which the wording seems to imply), well anyone trying to throw their mindblade is ****ed, and any ascetic who wants to fight in more than 1 or 2 encounters a day probably doesn't want to use any other class features for fear of having a gimped weapon.

    Also I want to point out with the ML restrictions, your weapon selection is very limited until relatively high levels. You can't even think about getting a spiked chain type weapon until level 6, and you can't get one that can trip until level 12. It seems like these options are overpriced -especially- compared to the really high crit effects. Similarly, you can't dual wield til level 6, another seemingly overpriced option. Also, 3 points just to hold the weapon two handed? Hrm actually I just looked at it again and there is no way to shape your mindblade to be just a 1 handed weapon. It is light by default, so you can either split it into two light weapons, or make it into a two hander.

    On the other hand, at high levels some of the combinations just seem funny. At level 20, I can spend 10 PP to have a pair (3 pts) of one handed reach weapons that threaten adjacent (3 pts) with a 18-20x3 (4 pts) crit range.

    That whole section just seems ill thought out. Too restrictive early on, too silly later, and some of the things are just wholly nonsensicly priced. Also, being able to change the weapon type for DR should be a separate manifestation, 2-3 PP is fine for bypassing DR, but 2-3 PP and giving up your reach for it is not. You may want to make a separate ability that lets you change the damage type and material type for DR purposes.

    Also, Refined Thought seems weak. Consider most people can get a +1 weapon with +9 worth of abilities, and just use greater magic weapon to keep their enhancement bonus up to par. Your base enhancement going up to +5 is basically bonus 3rd level spell, so this is where I would expect the bulk of the power of your blade to come in... and it is very woefully restricted. Like I could see the augment for this ability being changed to +1 enhancement per 2 power points spent and not being broken (as this would get you a +9 weapon by spending 10 power points when combined with your base +4), especially if you're having to spend that every time you manifest your blade (see also the previous complaint about being very limited on PP)
    Last edited by Seerow; 2011-05-29 at 01:11 AM.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Seerow View Post
    You just broke rule #1 of psionics...
    Oh right. Damn my reading ability... I skimmed and assumed it was the standard text about PP spending on powers.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

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    Quote Originally Posted by Dead_Jester View Post
    This is still a very nice class, and it does a great job of fixing both the monk and the soulknife without taping on ToB.

    As for balance, I think this fits into low tier 3, as it doesn't have any obvious game breaking mechanics but still suffer from non-caster shortcomings.
    Thanks!

    Quote Originally Posted by Dead_Jester View Post
    Also, I think you could probably increase the amount of pp per day because right now, manifesting your weapon of though (your main ability) requires a 6th of your pp (if you augment it), and you may be forced to reshape it later.

    I'd probably make the weapon augments like invested essentia, making it unusable if it's invested in the weapon but letting it be refunded of it dissipates. This should give the class a bit more tactical versatility, and actually allow you to not keep your weapon of though on at all times just to save power.

    Finally, you might want to clarify what exactly is entailed by your weapon dissipating. Do you have to reshape it entirely (paying the pp cost) or can you reshape it with the same augments without paying the cost again. I believe the second would make more sense, as the first makes throwing your weapon of though ridiculously expensive (it costs you either 1 or 2 pp per throw, and your getting up to 4 per round).
    You don't have to augment the WoT every time you manifest it. Though I admit I may have focused a bit too much on resource management with their PP. I like the idea of returning PP, though I think that may give a little more versatility than I wanted in the WoT, I'll have to think on it. As for a dissipated weapon - if it dissipates, then you have to make a new one. As written, you'd have to pay for new augments. Very true that that is terrible for thrown weapons. I'll change it so that once you augment your weapon of thought, it retains those augments until you change it or take an extended rest.

    Quote Originally Posted by Cyberpilot View Post
    Yeah, it would be powerful, but it seems strange to have it not act as the other two, it being a ward and not a reactive removal, and not being transferable to an ally, I liked the idea of having pseudo-immunities that could be used to aid an allies. And I'm not sure it would be that much more powerful, as is, its already a death ward in a feat, albeit not for allies. It isn't built the same as the other two, and it is stronger for the character in its current form, but doesn't synergise into a party as well. At level 15, your cleric would just cast mass death ward, so IMHO, this feat would be better for those Oh **** moments, when you could really use something like this, but the cleric doesn't have it available, because he thought it superfluous. And I think it might just see more use as anti stat drain, at least for allies.
    Fair enough. What do you think about this?

    Soul of the Pure [Psionic]
    The uncorrupted nature of your soul radiates brightly, denying attempts to snuff out your life.
    Prerequisites: Body of the pure, mind of the pure
    Benefit: You may expend your psionic focus as an immediate action to end the effects of any one death spell, magical death effect, energy drain, or any negative energy effect you are under. You may use this ability as you are exposed to the effect to automatically negate it.

    Alternatively, you may expend your psionic focus as a standard action to grant a touched creature a save against a death spell, magical death effect, energy drain, or any negative energy effect they are under with a morale bonus equal to half your Wisdom modifier.

    This most closely mirrors the two class abilities. It looks solid, though I'm wondering if it'd be better if it instead just granted immunity to all those effect for a round or so, instead of just a single attack. Thoughts?

    Quote Originally Posted by Seerow View Post
    The Power Points feel very limiting. With 1/2 manifester level and such a low base pool, at 20th level even with 34 wisdom you only have 124 points, so you can manifest basically 12 'level appropriate' powers. I use the term 'level appropriate' lightly, since your powers from advanced learning are all low level and capped at your limited manifester level, and a lot of the class features are weak for their cost (particularly the mind blade, discussed below), though some of the powers are all right.
    The primary reason for such a low PP count is because I do not want to eclipse the psychic warrior. The ascetic effectively has a spell progression of:


    With only three built-in powers, most of the PP will likely be spent on the various class abilities. Without a huge pool, players won't be as inclined to just pour the maximum amount of PP into every use. Manifesting powers really isn't the focus of the class like it is with the psychic warrior. The half manifestor level is reminiscent of the hexblade, as is the class in a way - the spellcasting/psionics play a supporting role, and are not intended to be the main focus. I expect that most powers taken with the ascetic will be for their utility.

    All that said, these numbers simply need testing. They may indeed be a bit too low.

    Quote Originally Posted by Seerow View Post
    The enhanced movement, and the removing status effects are fair, and the revitalized body is actually excellent for out of combat healing. Ideal Body seems a little overpriced, if it had a duration as a all day buff it may be worth it, but at a duration measured in minutes it's hard to justify the PP cost when you need to be using those points on other things. I say it needs to be an all day buff because as an enhancement bonus, to use it you're probably overlapping enhancement bonus items. If this saves you money on those items, it can be worth it. Alternatively, making it a different bonus type (such as insight, or perfection) works.
    Ideal Body is a bit pricey, but it is based off the 2nd level spells, and also to mirror the duration of all the other X Body abilities. Additionally, the various X Body abilities were intended to last only for a single encounter, making the swift action more relevant, giving the class plenty to do with that action each round, and turning it into a longer lasting buff negates that. Given that you acquire it at a point where others are getting 7th level spells, I could see extending the duration though. Do note, though, that it can grant up to a +10 enhancement bonus, which is something you usually can't get until epic. I could see expanding the duration to either Wis Mod/hours or 24 hours...probably the former just for keeping it similar to the other abilities.

    As for changing the bonus type...the original thought was to overlap with the standard items, and it was the bonus type that just made the most sense. I shall think on this.

    Quote Originally Posted by Seerow View Post
    Sheltered Body similarly faces a problem of being too costly for too short a duration to really be worth spending the points when you are so limited on them. You are required to spend 5 points just to have a standard amount of spell resistance, and it will last through just one encounter. I'd much rather just have a passive 10+level spell resistance that a monk gets than have to spend a swift action and 5 pp every encounter. I wouldn't mind having that as a baseline spell resistance, with augmentations that I could spend points on to share it with others temporarily, or augment it further, but as it is now, it's overpriced.
    Looking over it, it is overpriced, especially when others are getting 9th level maneuvers. Bumping it up to 10 + ascetic level is easy enough. The same concern with turning it into a long-lasting buff applies to Ideal Body...

    Hmm...maybe I grant the 10 + ascetic level (plus potential PP augments) as a passive bonus, with a swift action to augment or to cast/reflect a spell negated by that spell resistance. And still having the party-sharing feature.

    Quote Originally Posted by Seerow View Post
    How does the shape mind blade work? Does the mind blade stay that way indefinitely after you shape it, until you want to change it again? Do you have to reshape it every time you summon it? If it's every time you summon it (which the wording seems to imply), well anyone trying to throw their mindblade is ****ed, and any ascetic who wants to fight in more than 1 or 2 encounters a day probably doesn't want to use any other class features for fear of having a gimped weapon.
    I addressed this above with Dead_Jester.

    Quote Originally Posted by Seerow View Post
    Also I want to point out with the ML restrictions, your weapon selection is very limited until relatively high levels. You can't even think about getting a spiked chain type weapon until level 6, and you can't get one that can trip until level 12. It seems like these options are overpriced -especially- compared to the really high crit effects. Similarly, you can't dual wield til level 6, another seemingly overpriced option. Also, 3 points just to hold the weapon two handed? Hrm actually I just looked at it again and there is no way to shape your mindblade to be just a 1 handed weapon. It is light by default, so you can either split it into two light weapons, or make it into a two hander.
    Well there does need to be some restriction for such versatility is a single weapon, especially since it'll be free and you can change it on the fly. Why should you get a spiked chain-esque weapon early for free, when others need to spend a feat for it? Now, these numbers are very rough, but I tried to price them based on generally on just how good they are.

    Two-handed and dual-wielding are the two most powerful melee options, and thus the most expensive, with tripping being the other strong option. Given that they are the most powerful options, it made sense for them to be the most expensive. And with the higher price, it places the ascetic into an "unarmed" style of fighting, with the option of other styles if you want to focus on them.

    Quote Originally Posted by Seerow View Post
    On the other hand, at high levels some of the combinations just seem funny. At level 20, I can spend 10 PP to have a pair (3 pts) of one handed reach weapons that threaten adjacent (3 pts) with a 18-20x3 (4 pts) crit range.
    18-20/x3 costs 5 PP. Otherwise...so? You're 20th level, constructing a weapon out of pure thought. Why can't you have two extra-long dangerous weapons? Like a long beam of energy coming out of each hand that can stretch up to 10 ft.

    Quote Originally Posted by Seerow View Post
    That whole section just seems ill thought out. Too restrictive early on, too silly later, and some of the things are just wholly nonsensicly priced. Also, being able to change the weapon type for DR should be a separate manifestation, 2-3 PP is fine for bypassing DR, but 2-3 PP and giving up your reach for it is not. You may want to make a separate ability that lets you change the damage type and material type for DR purposes.
    Shaped Thought is intended to give you options, when you want/need them, not to give you access to any type or style of weapon whenever you want without any cost. I honestly don't see the silliness in later levels, because it is not a material weapon, so it is not constrained by physics.

    The DR is a good point, but at the same time, it's changing your WoT, which is exactly what Shaped Thought does. Reach isn't integral to the class; it may be integral to certain builds, but ascetics should function just fine without it. And if your build focuses on reach and you also really need to overcome some DR, then you can use Refined Thought to gain the metalline property. Which is more options than other classes have.

    Quote Originally Posted by Seerow View Post
    Also, Refined Thought seems weak. Consider most people can get a +1 weapon with +9 worth of abilities, and just use greater magic weapon to keep their enhancement bonus up to par. Your base enhancement going up to +5 is basically bonus 3rd level spell, so this is where I would expect the bulk of the power of your blade to come in... and it is very woefully restricted. Like I could see the augment for this ability being changed to +1 enhancement per 2 power points spent and not being broken (as this would get you a +9 weapon by spending 10 power points when combined with your base +4), especially if you're having to spend that every time you manifest your blade (see also the previous complaint about being very limited on PP)
    I disagree with your base premise. I think most people have more than a single + on their weapons, while optimizers, ones that also have a cleric in the party, only go with the +1 weapons. Note that you can change the abilities gained every time you manifest your WoT, which you can do at-will. I could see changing the augment pricing (and max level), but I think you're looking at the ability purely from an optimization angle and finding it lacking, missing the versatility it offers, allowing you to have nearly any weapon you could want whenever you wanted it, and then changing it the very next round if needed.
    Last edited by MammonAzrael; 2011-05-29 at 05:19 PM.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by MammonAzrael View Post
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    Soul of the Pure [Psionic]
    The uncorrupted nature of your soul radiates brightly, denying attempts to snuff out your life.
    Prerequisites: Body of the pure, mind of the pure
    Benefit: You may expend your psionic focus as an immediate action to end the effects of any one death spell, magical death effect, energy drain, or any negative energy effect you are under. You may use this ability as you are exposed to the effect to automatically negate it.

    Alternatively, you may expend your psionic focus as a standard action to grant a touched creature a save against a death spell, magical death effect, energy drain, or any negative energy effect they are under with a morale bonus equal to half your Wisdom modifier.

    This most closely mirrors the two class abilities. It looks solid, though I'm wondering if it'd be better if it instead just granted immunity to all those effect for a round or so, instead of just a single attack. Thoughts?
    It isn't quite as powerful, but is more in line with what the class tends to be able to do with its other capacities, I have a question about the pure trio, one can attempt the save and then expend psionic focus to save ones-self?

    If this would really be too weak, you could always have it give the ward for x time, but I do feel the party synergy is something you should keep, its fun and helpful. Then again how often is an ascetic going to fail their save against these effects, considering their high saves?

    Pertaining to revitalized body, would regeneration be too powerful, or superfluous or just useless?

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Cyberpilot View Post
    It isn't quite as powerful, but is more in line with what the class tends to be able to do with its other capacities, I have a question about the pure trio, one can attempt the save and then expend psionic focus to save ones-self?

    If this would really be too weak, you could always have it give the ward for x time, but I do feel the party synergy is something you should keep, its fun and helpful. Then again how often is an ascetic going to fail their save against these effects, considering their high saves?

    Pertaining to revitalized body, would regeneration be too powerful, or superfluous or just useless?
    If you chose not to use the X of the Pure ability, then you'll be affected by the effect (assuming you fail the save). If that effect does not prevent you from using your X of the Pure, then you can try for another save. So you'll be under the effect of that effect. Make sense?

    As for Revitalizing Body, regeneration would not be an ideal healing choice. It only heals non-lethal damage, so it won't heal damage you've already taken. Fast healing heals normal damage.

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Ok. Mindblade as a monk unarmed progression is a good idea and one that I strangely haven't seen done before.

    Shaped Thought is good and flavorful, but I'm two minds on how you've implemented it. On the one hand I like the assortment of abilities that allow you to customize the character with only a few real clear "best" choices. But with the "When they form their weapon of thought" I feel that spending the power points any time the ascetic forms the weapon is punitive. I would have the wielder prepare his modification in the morning much like a wizard chooses spells.

    Expanded knowledge in this case I'm not fond of because to me it looks like an excuse to pick up psionic lions charge and expansion. I'm even Less fond of the interaction you've given it with the feat because you're more or less telling the player that they have to take expanded knowledge. I think that since you have enough abilities to burn your power points on (especially if you need to spend them any time you form your weapon for its special abilities) that expanded knowledge and other powers don't actually add that much to the class and in fact aren't really all that necessary.

    Keep in mind there's very little to compare here. This has one of the most powerful chassis I've ever seen, All Good Saves, Full BAB, D12 hit die, a free +5 weapon (potentially higher depending on investiture) that does a base of 2d12 damage, and reasonable skill point selection. Out of the box it has a higher attack modifier than essentially anyone (+20 class, +str, +5 insight, +5 weapon minimum). That in and of itself is fairly significant.

    In short, while I don't think the class is necessarily Balanced, I think its an intriguing start. My suggestion is cut the expanded knowledge entirely, and lower the hit die at least.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    I rather like this class.

    If I ever manage to find a game, I think I'll try it, just to see how it goes..


    As for something actually relevant, might I suggest something for the quotes.

    "The mind is everything. What you think you become." ~Buddha

    Seem appropriate to the whole mental theme, as well as the way they enhance the physical with the mental.

    "The energy of the mind is the essence of life." ~Aristotle

    Also a sort of mental theme.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Denomar View Post
    Ok. Mindblade as a monk unarmed progression is a good idea and one that I strangely haven't seen done before.

    Shaped Thought is good and flavorful, but I'm two minds on how you've implemented it. On the one hand I like the assortment of abilities that allow you to customize the character with only a few real clear "best" choices. But with the "When they form their weapon of thought" I feel that spending the power points any time the ascetic forms the weapon is punitive. I would have the wielder prepare his modification in the morning much like a wizard chooses spells.
    Now that I think about it, I don't believe I've seen that combination either...huh. Glad you like it.

    I don't know if you read through the rest of the thread, but Shaped Thought is currently under revision. The main change will be that when you augment your WoT, the augments will persist through dissipation until you either change the augments or take an extended rest. Having them be prepped like a wizard in an interesting thought, but I think I like the versatility of changing it at will.

    Quote Originally Posted by Denomar View Post
    Expanded knowledge in this case I'm not fond of because to me it looks like an excuse to pick up psionic lions charge and expansion. I'm even Less fond of the interaction you've given it with the feat because you're more or less telling the player that they have to take expanded knowledge. I think that since you have enough abilities to burn your power points on (especially if you need to spend them any time you form your weapon for its special abilities) that expanded knowledge and other powers don't actually add that much to the class and in fact aren't really all that necessary.
    I'm really unsure what you're getting at here. The Expanded Knowledge feats are certainly best spent on powers that don't need to be augmented, but there are a decent number of options. And you get it three times for free...the player only needs to take it again if he really wants. The reason I did it that way is because otherwise there would be a strang rules void. There are no official psionic classes that do not gain powers, and this was the way I dealt with that.

    The idea was that the few powers would add some built-in customization to the class, since otherwise most ascetics would look a lot alike.

    Quote Originally Posted by Denomar View Post
    Keep in mind there's very little to compare here. This has one of the most powerful chassis I've ever seen, All Good Saves, Full BAB, D12 hit die, a free +5 weapon (potentially higher depending on investiture) that does a base of 2d12 damage, and reasonable skill point selection. Out of the box it has a higher attack modifier than essentially anyone (+20 class, +str, +5 insight, +5 weapon minimum). That in and of itself is fairly significant.

    In short, while I don't think the class is necessarily Balanced, I think its an intriguing start. My suggestion is cut the expanded knowledge entirely, and lower the hit die at least.
    Indeed, the super-chassis was the basic start point of the class. I covered it earlier in the thread, but even with the chassis it has now, it strikes me as fairly equivalent to what you can gain through ToB. You get a couple higher numbers in exchange for the versatility that maneuvers offer.

    One thing that was pointed out earlier was that while you do get a +5 weapon...that means you can't have a +1/+9 ability weapon that gets a greater magic weapon. I could see changing Focused Mind...maybe to damage, and perhaps reducing the save progression to medium for all three saves, and have focused mind "increase" them to good saves...hmm...

    Quote Originally Posted by Zale View Post
    I rather like this class.

    If I ever manage to find a game, I think I'll try it, just to see how it goes..


    As for something actually relevant, might I suggest something for the quotes.

    "The mind is everything. What you think you become." ~Buddha

    Seem appropriate to the whole mental theme, as well as the way they enhance the physical with the mental.

    "The energy of the mind is the essence of life." ~Aristotle

    Also a sort of mental theme.
    I'm glad you like the class, thanks! If you do wind up playing it, be sure to let me know how it goes!

    I'm digging the Buddha quote, and I think I'll use it!

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    It's a variant monk. I'm alright with the good save progression. I don't see any justification for the class having a d12 hit die beyond "well the warblade has it"

    Honestly I'm alright with it having fewer hitdice because it sounds like an introspective class. They practice mental fortitude rather than getting hit in the face with a tree trunk.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    I think I like it. I do agree that the d12 HD is pushing it. With the DR and Fast Healing options, you're already pretty darn resilient. If you want more resilience, perhaps a feat or ACF that allows you to expend your focus to gain a deflection AC bonus for a certain duration. Perhaps augmentable with PP.

    Or allow certain class levels or abilities to double as psionic feats for the purposes of Psionic Body or something.

    I also like the thought of "investing" PP into your WoT and regaining them when you unshape it. It seems to have a better "feel" to me, and grants more versatility. I'd actually be minded to do that with Fleet of Mind and Resilient Body as well...

    Have you considered making Instinctive Observations augmentable?

    This may just be my opinion, but 18th level is a long wait for telepathy for a class so focused on the mind. I don't have any suggestions thus far for what level to start it at, or how to implement it, but it seems to me like it should.

    Overall, another good great job.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Ok, further thoughts.

    Natural Athleticism and Ideal Body provide different bonuses, but I feel like they're really doing the same thing. I don't think both are necessary, removing one of them means you still won't have dead levels which was something you were obviously trying to avoid. Of the two I believe Natural Athleticism is a nicer fit. It encourages skill use while Ideal Body just tacks on extra damage or hitpoints which this class should have plenty of.

    On a more mundane note, I'm now doubly sure that I don't think a D12 HD is healthy for this class. Especially in conjunction with Resilient Body. Is there an alternative to damage reduction you can think of which would be appropriate? My suggestion would be the feat Psionic Body for free. It encourages the player to take psionic feats without forcing them too and provides additional hitpoints but from a psionic source.

    I don't know if this has been brought up yet but Refined Thought is giving an illusion of choice. It is totally arbitrary that the character can spend points to increase the bonus that it provides because the character will Always Do So. It's much like a rogue who has to spend a luck point to add all his sneak attack damage to a target. The player of an ascetic at this point just marks off the number of points that Refined Thought would require to increase the bonus per day because as its written there's absolutely no reason whatsoever that one would ever not use this cost. Because it grows more expensive as the character levels up it falls into the very rare catagory of abilities that actually punish you for gaining levels. A trait that's currently only shared by one other ability in D&D: Truenaming.

    Now that those horrifyingly awful statements are out of the way. A question. How do levels in this class interact with levels in other psionic classes? Does it add to manifester level in some fashion? In turn would multiclassing with psion raises the Ascetic's manifester level. Could a psion's power points be used with Ascetic abilities etc.
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Denomar View Post
    It's a variant monk. I'm alright with the good save progression. I don't see any justification for the class having a d12 hit die beyond "well the warblade has it"

    Honestly I'm alright with it having fewer hitdice because it sounds like an introspective class. They practice mental fortitude rather than getting hit in the face with a tree trunk.
    The initial justification wasn't so much "The warblade has it," but rather because I really liked the idea of a class with the best possible chassis (ignoring skill points). Additionally, they're meant to be be front-line combatants, and the thought was that the extremely high HD would give them more leeway in deciding where they wanted their highest stats.

    All that said, your and Melayl's points are well taken. The soulknife has a d10, while the monk is sitting with a d8. I will reduce the HD, though I'm not sure to which yet.

    Quote Originally Posted by Denomar View Post
    Ok, further thoughts.

    Natural Athleticism and Ideal Body provide different bonuses, but I feel like they're really doing the same thing. I don't think both are necessary, removing one of them means you still won't have dead levels which was something you were obviously trying to avoid. Of the two I believe Natural Athleticism is a nicer fit. It encourages skill use while Ideal Body just tacks on extra damage or hitpoints which this class should have plenty of.
    Hmm...They do have a lot of similar applications. That said, I'm not sure I'm comfortable with getting rid of Ideal Body. Part of that reason is for the symytry of the four "X Body" abilities, and part of it is that I feel like a level where all you gain is nearly a dead level itself.

    Though with the number of comments regarding it, something needs to change with Ideal Body. And I really like the idea of being able to augment your body. I need to take a step back from the 2nd level spells that inspired it and rethink it.

    Quote Originally Posted by Denomar View Post
    On a more mundane note, I'm now doubly sure that I don't think a D12 HD is healthy for this class. Especially in conjunction with Resilient Body. Is there an alternative to damage reduction you can think of which would be appropriate? My suggestion would be the feat Psionic Body for free. It encourages the player to take psionic feats without forcing them too and provides additional hitpoints but from a psionic source.
    As noted above, the HD is going to be changed. The suggestion of psionic body is very interesting, though I certainly don't think it's even close to an equivalent to replace Resilient Body.

    Hmm...perhaps instead of the three free Expanded Knowledge feats you gain three free [Psionic] feats...

    Quote Originally Posted by Denomar View Post
    I don't know if this has been brought up yet but Refined Thought is giving an illusion of choice. It is totally arbitrary that the character can spend points to increase the bonus that it provides because the character will Always Do So. It's much like a rogue who has to spend a luck point to add all his sneak attack damage to a target. The player of an ascetic at this point just marks off the number of points that Refined Thought would require to increase the bonus per day because as its written there's absolutely no reason whatsoever that one would ever not use this cost. Because it grows more expensive as the character levels up it falls into the very rare catagory of abilities that actually punish you for gaining levels. A trait that's currently only shared by one other ability in D&D: Truenaming.
    What a frightening thought! You're right though...players will want the full bonus 9 times out of 10, and it just turns into a drain. Not what I wanted! I could see Seerow's suggestion implemented. Perhaps 2 PP per +, and only have to buy them once every 24 hours.

    Quote Originally Posted by Denomar View Post
    Now that those horrifyingly awful statements are out of the way. A question. How do levels in this class interact with levels in other psionic classes? Does it add to manifester level in some fashion? In turn would multiclassing with psion raises the Ascetic's manifester level. Could a psion's power points be used with Ascetic abilities etc.
    Levels in this class interact the say way other psionic classes do. There would be a single PP pool, but your manifestor level would not be affected. So you could take a bunch of levels in Psion and have a huge PP pool...but your ascetic manifestor level would be very low, meaning your various class abilities would provide tiny bonuses.

    Quote Originally Posted by Melayl View Post
    I think I like it. I do agree that the d12 HD is pushing it. With the DR and Fast Healing options, you're already pretty darn resilient. If you want more resilience, perhaps a feat or ACF that allows you to expend your focus to gain a deflection AC bonus for a certain duration. Perhaps augmentable with PP.
    As covered above, the HD will be reduced. The ability to gain an AC bonus...sounds like a feat for Focused Mind.

    Quote Originally Posted by Melayl View Post
    Or allow certain class levels or abilities to double as psionic feats for the purposes of Psionic Body or something.
    A little too complicated, I think. But I am going to change the Expanded Knowledge feats to any [Psionic] feat.

    Quote Originally Posted by Melayl View Post
    I also like the thought of "investing" PP into your WoT and regaining them when you unshape it. It seems to have a better "feel" to me, and grants more versatility. I'd actually be minded to do that with Fleet of Mind and Resilient Body as well...
    Reacquiring your PP after spending it feels very much like essentia to me. I like essentia, but it isn't what this class is aiming for. But having it be a valid investment for the whole day or...something. I dunno, maybe regaining PP would allow for resource management while not feeling overly restricting from the small pool.

    Quote Originally Posted by Melayl View Post
    Have you considered making Instinctive Observations augmentable?
    I did not. It was written as an extraordinary ability, and thus not augment-able. I could change it to a SU ability for augment purposes...I suppose blindsense in an antimagic field has very limited applications. The main crux would be the flavor of the ability then.

    Quote Originally Posted by Melayl View Post
    This may just be my opinion, but 18th level is a long wait for telepathy for a class so focused on the mind. I don't have any suggestions thus far for what level to start it at, or how to implement it, but it seems to me like it should.

    Overall, another good great job.
    It is a long time to wait. Flavor-wise, I felt like it was a decent fit, as only a very highly advanced ascetic can extend their senses beyond themselves to such a degree as to communicate with other minds. They're primarily focused inwards, not outwards. And moving it would make 18 nearly dead, as not aging is a really lackluster game ability for the most part. Immortality is sweet...but not while you're playing.

    And thank you!

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by MammonAzrael View Post
    As covered above, the HD will be reduced. The ability to gain an AC bonus...sounds like a feat for Focused Mind.
    I look forward to seeing what you come up with.

    Quote Originally Posted by MammonAzrael View Post
    A little too complicated, I think. But I am going to change the Expanded Knowledge feats to any [Psionic] feat.
    That sounds good. It doesn't give a huge boost, but it does give a boost.

    Quote Originally Posted by MammonAzrael View Post
    Reacquiring your PP after spending it feels very much like essentia to me. I like essentia, but it isn't what this class is aiming for. But having it be a valid investment for the whole day or...something. I dunno, maybe regaining PP would allow for resource management while not feeling overly restricting from the small pool.
    Understandable. I've always felt that essentia/Incarnum and PP/Psionics were really close concepts anyway.
    I think the 24 hour PP investment is a good solution. You only need to spend more if you want to change things, then.

    Quote Originally Posted by MammonAzrael View Post
    I did not. It was written as an extraordinary ability, and thus not augment-able. I could change it to a SU ability for augment purposes...I suppose blindsense in an antimagic field has very limited applications. The main crux would be the flavor of the ability then.
    I must be confused. I thought you could keep it Ex, and have the augment still be Su... I just thought it would make the ability more useful to be able to expand the range, or turn it into blindsight.

    Quote Originally Posted by MammonAzrael View Post
    It is a long time to wait. Flavor-wise, I felt like it was a decent fit, as only a very highly advanced ascetic can extend their senses beyond themselves to such a degree as to communicate with other minds. They're primarily focused inwards, not outwards. And moving it would make 18 nearly dead, as not aging is a really lackluster game ability for the most part. Immortality is sweet...but not while you're playing.

    And thank you!
    I can see that. It was rather late when I was posting, and after a 12 hour shift, so I lost sight of the fact that it was a more inwardly-focused class.

    And you're welcome!
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Melayl View Post
    Understandable. I've always felt that essentia/Incarnum and PP/Psionics were really close concepts anyway.
    I think the 24 hour PP investment is a good solution. You only need to spend more if you want to change things, then.
    Me too. Which is probably why I like them both so much.

    Quote Originally Posted by Melayl View Post
    I must be confused. I thought you could keep it Ex, and have the augment still be Su... I just thought it would make the ability more useful to be able to expand the range, or turn it into blindsight.
    What I meant was that I had made in Ex in my mind, which is why I hadn't considered making it augment-able. Not that it couldn't be.

    I've done a number of updates, which are easily seen in the newly added change log!

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Your going to want to modify the hit die on the racial substitution levels. Also doesn't the fact that "powers known" wasn't removed mean you can still spend those psionic feats on expanded knowledge?

    Referring to Ideal Body, you could always modify it to give a Ring of Sustenance/Endure Elements type effect. And maybe change the name to Mind over Matter?

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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    This is going on my list of really reasonable homebrew. It takes two not so good classes and makes them upper tier 4 by combining the best features.

    In fact, the idea of size progressing the blades was rather inspired.
    Quote Originally Posted by The Glyphstone View Post
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    Default Re: [3.5 Base Class] A monk/soulknife crossover and fix

    Quote Originally Posted by Cyberpilot View Post
    Your going to want to modify the hit die on the racial substitution levels. Also doesn't the fact that "powers known" wasn't removed mean you can still spend those psionic feats on expanded knowledge?

    Referring to Ideal Body, you could always modify it to give a Ring of Sustenance/Endure Elements type effect. And maybe change the name to Mind over Matter?
    I'll do that, thanks.

    Yes, it does. Which is why the "Powers Known" was kept - the class gains power points naturally, and every other class that does also gains powers. It needs something to govern what powers it can learn. Changing it to "any [Psionic] feat" was a buff, but a minor one that opened up plenty of new options.

    If all my 13th level ability did was duplicate a first level spell and a 2500 gp item, I'd be very put out. It is just way too weak. Something in the vein of enduring sustainability could be in the cards, but at 13th level it would be very hard to justify and find a correct power level.

    As for the name, if the ability stays then it needs to conform to the naming convention. An "X Body" ability is gained every 4 levels starting at 5th, and they all have the same general template and style. Ideal could change, but the name style won't.

    Quote Originally Posted by Tvtyrant View Post
    This is going on my list of really reasonable homebrew. It takes two not so good classes and makes them upper tier 4 by combining the best features.

    In fact, the idea of size progressing the blades was rather inspired.
    Thank you very much! If you decide to use it, I'd love to have played feedback!

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