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    Titan in the Playground
     
    Zaydos's Avatar

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    Default [3.5 Base Class] Protean Adept

    Balance Point: I'm aiming for tier 4 to 6.

    Intent: I made a, hopefully, tier 2 class with a similar focus and abilities (Form Shifter) and this was originally intended as an NPC class counterpart, similar to Adept compared to full casters. If it's usable in a low op or low tier game that's a cherry on top. As such the intent is a flavorfully different approach to the same concept, a shapeshifting base class, and one that isn't on par with tier 3s that do the same thing (wildshape ranger) or a druid with shapechange.

    Fluff (spoilered due to length, and to make ignoring it easier for those who prefer to do so)

    Spoiler
    Show
    Protean Adepts are students of form magic, using specially prepared cards to contain the essence of the shapes they will assume and to focus and channel the transformational energy. Where Form Shifters internalize their power, taking into themselves as if it were a natural portion of their very being, Protean Adepts gain their powers through dedication and training, unlocking new forms and shapes through a detailed understanding of this new shape. In short they are those who push on towards a mastery of Form Magic while having no talent for it.

    Adventures: Protean Adepts typically adventure to learn more of their art; for there are few better ways to learn all there is to learn about a creature than by meeting one. Protean Adepts can also adventure out of greed, a noble cause, or other such common motivations.

    Characteristics: Protean Adepts have varied powers just as they have varied forms. They gain the ability to physically replicate the forms of select creatures, and eventually even summon them to do battle. A Protean Adept can fight in melee, although their actual role will be dependent upon what forms they select and could just as easily be that of a scout.

    Alignment: Protean Adepts typically lean towards Lawful as theirs is a road of hard-earned discipline and study. As those who desire power are more likely to set forth to obtain it, and Evil characters are more likely to hunger for power, they lean somewhat towards Evil. These are merely inclinations, and many exist which are neither Lawful nor Evil.

    Religion: Protean Adepts as a whole are as diverse religiously as any others. Those who do serve gods typically graviate towards gods of knowledge and magic. In the default pantheon Boccob is the most common god for a Protean Adept to worship; although evil Protean Adepts often serve Vecna.

    Background: Protean Adepts learn their trade through years of practice. Usually this is through an aprenticeship, one man teaching another and handing down the techniques of their craft. Occassionally a particularly powerful or knowledgeable Protean Adept, or Form Shifter, will found a college or school to teach these arts in a large city.

    Races: Humans are perhaps the most common Protean Adepts, their adaptability and tenacity which allows them to prosper despite difficulties aiding them greatly in their pursuit. Elves are thought to have invented the art and many study and master it as their lack of physical toughness makes the internalized powers of a Form Shifter more difficult. Gnomes are also common, their natural talent for magic, and general hardiness all make them talented and skilled with Form Magic. Some dwarves take to the art, but few have the inclination to give up their form for another's; even so many find the internalization of a Form Shifter somehow disturbing and even though they have the talent only become Protean Adept's instead. Halflings rarely become Protean Adepts.

    Other Classes: Protean Adepts have a special respect for wizards, who have a similar devotion and dedication to their craft. They also respect the power of fighters and barbarians in martial combat, knowing that having an ally beside you is a valuable thing when fighting against the various creatures they encounter and study. Bards are sought out as fonts of strange tales and knowledge that might prove important in the long term to their own studies. They feel a similarity of sorts with druids, even though the two use quite different forms of transformation. Protean Adepts do not get along well with clerics, as some clerics find Protean Adepts' ability to assume the form of celestials as a blasphemy.

    Role: Protean Adepts' forms allow them to perform as secondary melee or scouts.

    Abilities: Constitution determines how freely you can divide up your time in a given form, and how much damage you can take without dying. Charisma determines how hard many of your forms' powers are to resist (the others are determined by that formís Constitution), as well as your skill at disguise, making it their other main priority. Intelligence is useful for knowledge about the various creatures you turn into and encounter, and as such is often a high stat. Wisdom determines your resistance to mental effects and is important to protect your mind. Dexterity determines your reaction time in your natural form, and Strength determines your combat ability if you remain in your natural form; these are important to beginning Protean Adepts as they cannot rely on remaining in an assumed form for long.



    Protean Adept
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Specialized Form I, Form Cards

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Catalouge of Beasts

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Skill Focus

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Specialized Form II

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Beastís Tongue

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Invoke Form

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Specialized Form III

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Quickened Changed

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Skill Focus

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Specialized Form IV

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Summon Trump

    12th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |-

    13th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |Specialized Form V

    14th|
    +7
    |
    +4
    |
    +4
    |
    +9
    |Effortless Change

    15th|
    +7
    |
    +5
    |
    +5
    |
    +9
    |Skill Focus

    16th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |Specialized Form VI

    17th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |-

    18th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Evershifting

    19th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Specialized Form VII

    20th|
    +10
    |
    +6
    |
    +6
    |
    +12
    |-[/table]

    HD type d6.

    Skill Points per Level: 4 + Int

    Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Int), Knowledge (any, all skills taken individually) (Int), Move Silently (Dex), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

    Weapons and Armor Proficiencies: A Protean Adept is proficient in daggers, clubs. quarterstaffs, and light and heavy crossbows. They are also proficient in light armor, but not in shields.

    Specialized Form (Su): A Protean Adept has the ability to take on several forms. Unlike Form Shifters who internalize these shapes, Protean Adepts must keep the essence of these shapes in cards (see below) which you study on a daily basis. Due to this your ability to take Specialized Forms differs from that of a Form Shifter in several ways. You begin only with Tier 1 forms, but at 4th level, and every 3rd level afterwards, you gain a new tier of forms till you gain Tier 7 forms at 19th level. The appearance of each of these forms is set when you first obtain it, and once you have selected a form it cannot be changed. You gain Ex and Su abilities of the forms assumed through this ability, but lose your own racial Ex and Su abilities when doing so. Assuming a specialized form is a full round action and you may retain it for up to 1 minute per class level per day, although this time does not have to be continuous you may only assume the same form a number of times per day equal to your Constitution modifier in your natural form (so if you have a +5 Con, you could take it for 2 rounds/class level on 5 different occasions); you may remain in each Tier 1 form for up to 1 hour per class level per day instead of a mere minute. Unlike with a Form Shifter, returning to your natural form is a free action. Any items worn during the transformation are integrated into you and become non-functional.

    Limitations:
    If assuming the form of a mindless creature, or a creature immune to mind-affecting effects by virtue of its type, you gain neither mindless nor immunity to mind-affecting effects.
    If assuming the form of an undead creature you become vulnerable to turn/rebuke undead, and do not gain any create spawn ability.
    You never gain any spellcasting, or spell-like abilities of the creature.
    Should the creature have Spell Resistance greater than your class level +10 its spell resistance is reduced accordingly (this includes the magic immunity of golems which simply becomes SR 10 + character level).
    Damage Reduction granted by a form is limited to your character level/X.
    If you would gain Damage Reduction that is penetrable by your alignment then it becomes your alignment or the opposite alignment. For example if a good aligned Protean Adept turned into a Lemure (DR 5/silver or good) they would have DR 5/silver or good or evil, if he had changed into a rakshasha (DR 15/piercing and good) he would have DR 15/piercing and evil or piercing and good. If the form has regeneration penetrable by spells or weapons of your alignment then it is also penetrable by those of the opposing alignment; for example if the same Protean Adept assumed the form of an ice devil he would have DR 10/good or evil and regeneration which functions against all damage which is not good or evil.

    Available form:
    Spoiler
    Show
    I (1st level):
    Wolf
    Dire Rat
    Light Warhorse
    Riding Dog
    Medium Viper
    Small Fire Elemental
    Small Water Elemental
    Medium Monstrous Scorpion
    Medium Monstrous Spider
    Wolf Skeleton
    Giant Ant Worker
    Small Animate Object (hardness 0 objects that may have one of blind or constrict only, does not gain mindless or immunity to mind-affecting effects)
    Gnoll
    Merfolk
    Stirge
    Medium Shark
    Badger (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 7 rounds)
    Githyanki
    Githzerai
    Aasimar
    Tiefling

    II (4th level):
    Hell Hound
    Dretch
    Nixie
    Deinonychous
    Black Bear
    Giant Ant Solider
    Constrictor Snake
    Ogre Zombie
    Large Monstrous Spider
    Medium or Large Animate Object (hardness 5 or lower materials only, non-wheeled objects only, no more than one of blind, constrict, or improved speed; may not choose tall objects if large; does not gain mindless or immunity to mind-affecting effects)
    Bugbear
    Darkmantle
    Lemure
    Dire Badger (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)
    Dire Weasel
    Grick
    Ochre Jelly (loses Split ability)
    Sahaugin
    Skum
    Grig
    Troglodyte
    Worg
    Yuan-ti Pureblood
    Crocodile
    Leopard
    Large Shark
    Wolverine (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)
    Huge Viper (snake)
    Pseudodragon (must be Good)
    Otyugh
    Medium Elemental (Fire or Water)

    III (7th level):
    Giant Owl
    Owlbear
    Giant Wasp
    Unicorn
    Dire Wolf
    Lion
    Dire Bat
    Griffon
    Blink Dog
    Giant Eagle
    Rust Monster
    Giant Praying Mantis
    Phantom Fungus
    Violet Fungus
    Gray Render Zombie
    Medium Elemental (Air, or Earth)
    Large Elemental (Fire or Water)
    Large Monstrous Scorpion
    Mind Flayer
    Pegasus
    Large Animate Object (hardness 5 or lower materials only; it may have either blind and constrict, or improved speed/wheels; does not gain mindless or immunity to mind-affecting effects)
    Displacer Beast
    Gargoyle
    Janni
    Green Hag
    Hippogriff
    Homunculus
    Magmin
    Black Pudding (loses Split ability)
    Thoqqua
    Wight
    Winter Wolf
    Yuan-ti Half-blood
    Huge Shark
    Very Young White Dragon
    Wyrmling Blue Dragon
    Wyrmling Green Dragon
    Very Young Black Dragon
    Ogre
    Drider
    Pixie
    Coatl (loses Ethereal Jaunt)
    Brown Bear
    Polar Bear
    Rhinocerous
    Giant Stag Beetle
    Djinni

    IV (10th level):
    Minotaur
    Dire Lion
    Giant Constrictor Snake
    Wyvern
    Succubus
    Hound Archon
    Huge Monstrous Spider
    Rakshasha
    Chimera
    Hellcat
    Dire Wolverine (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)
    Dragonne
    Bralani Eladrin
    Large Elemental (Air, or Earth)
    Gray Render
    Annis
    Mummy
    Dark Naga
    Spider Eater
    Giant Constrictor Snake
    Very Young Copper Dragon
    Wyrmling Gold Dragon
    Young White Dragon
    Wyrmling Red Dragon
    Very Young Blue Dragon
    Very Young Green Dragon
    Young Black Dragon
    Hill Giant
    Efreeti
    Flesh Golem
    Night Hag (does not get a heartstone)

    V (13th level):
    Chain Devil
    Bone Devil
    Gargantuan Monstrous Spider
    Lammasu
    Troll
    Huge Monstrous Scorpion
    Bulette
    Elasmosaurus
    Megaraptor
    Dire Tiger
    Dire Bear
    Huge Elemental (Air, Earth, Fire, or Water each taken separately)
    Ettin
    Harpy
    Invisible Stalker
    Lamia
    Guardian Naga
    Spirit Naga
    Ogre Mage
    Elder Black Pudding (loses Split ability)
    Yuan-ti Abomination
    Elephant
    Giant Crocodile
    Orca
    Young Copper Dragon
    Very Young Gold Dragon
    Juvenile White Dragon
    Very Young Red Dragon
    Young Blue Dragon
    Young Green Dragon
    Juvenile Black Dragon
    Young Bronze Dragon
    Erinyes
    Avoral
    Red Slaad
    Tyrannosaurus
    Triceratops
    Stone Giant
    Clay Golem

    VI (16th level)
    Hezrou
    Trumpet Archon (does not get trumpet)
    Barbed Devil
    Treant
    Dragon Turtle
    Greater Elemental (Select one)
    Young Adult White Dragon
    Juvenile Copper Dragon
    Nymph
    Roc
    Ice Devil
    Blue Slaad
    Leonal (CL for roarís Holy Word effect is character level -3)
    Ghaele Eladrin
    Gorgon
    Fire Giant
    Frost Giant
    Stone Golem
    Umberhulk
    Will-o'-wisp
    Athach
    Gargantuan Monstrous Scorpion
    Colossal Monstrous Spider

    VII (19th level)
    Kolyarut Inevitable
    Death Slaad
    Cloud Giant
    Frost Worm
    Elder Elemental (Select one)
    Mohrg
    Purple Worm
    Iron Golem
    Young Gold Dragon
    Young Red Dragon
    Juvenile Blue Dragon
    Juvenile Green Dragon
    Young Adult Black Dragon
    Juvenile Bronze Dragon
    Young Silver Dragon
    Juvenile Brass Dragon
    Gauth Beholderkin
    Colossal Monstrous Scorpion
    Nightwing


    Form Cards: Unlike a Form Shifter, who can naturally transform, a Protean Adept requires a deck of special illustrated cards which contain the essence of the creatures they desire to transform into. From this deck they must select a set of trumps, doing so requires 1 hour of meditation and must be done after resting for 8 or more hours. If they do not prepare in this way then they retain any left over time and transformations from the day before, but do not regain any and cannot change which forms are available to them. These trumps represent which forms they may transform into on that day, a select subset of their deck. To add a new form to their deck requires them to permanently sacrifice a form of the same tier from their deck, and they must either have anotherís form card of that creature or a piece of flesh or bone from such a creature. Even so the materials to create a card cost 500 GP per tier, and the act of imbuing it with transformational energy costs 300 XP per tier; a Wish spell can be used to change up to 1 card of each tier without having a copy or creature. They may create their cards gained from level up, which is equal to their maximum number of forms known, at no cost. If they lose a card they may recreate it from memory at a cost of 500 GP per tier.

    To facilitate making these cards a Protean Adept gains 1 rank in Craft (painting) per level, 4 at their first level in this class. This may never increase their ranks in this skill above their maximum ranks.

    The table spoilered below shows how many cards of each tier they have in their deck, and in parenthesis how many trumps they may select from the deck each day.

    Spoiler
    Show
    {table=head]Level|1|2|3|4|5|6|7

    1st|
    3 (2)
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |-

    2nd|
    4 (2)
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |-
    3rd|
    5 (2)
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |-
    4th|
    6 (2)
    |
    2 (1)
    |
    -
    |
    -
    |
    -
    |
    -
    |-
    5th|
    6 (2)
    |
    3 (1)
    |
    -
    |
    -
    |
    -
    |
    -
    |-
    6th|
    7 (2)
    |
    4 (2)
    |
    -
    |
    -
    |
    -
    |
    -
    |-
    7th|
    7 (3)
    |
    5 (2)
    |
    2 (1)
    |
    -
    |
    -
    |
    -
    |-
    8th|
    7 (3)
    |
    6 (2)
    |
    3 (1)
    |
    -
    |
    -
    |
    -
    |-
    9th|
    8 (3)
    |
    6 (2)
    |
    4 (1)
    |
    -
    |
    -
    |
    -
    |-
    10th|
    8 (4)
    |
    7 (3)
    |
    5 (1)
    |
    2 (1)
    |
    -
    |
    -
    |-
    11th|
    8 (4)
    |
    7 (3)
    |
    6 (1)
    |
    3 (1)
    |
    -
    |
    -
    |-
    12th|
    9 (4)
    |
    8 (3)
    |
    7 (1)
    |
    4 (1)
    |
    -
    |
    -
    |-
    13th|
    9 (5)
    |
    8 (4)
    |
    8 (2)
    |
    5 (1)
    |
    2 (1)
    |
    -
    |-
    14th|
    9 (5)
    |
    8 (4)
    |
    8 (2)
    |
    6 (1)
    |
    3 (1)
    |
    -
    |-
    15th|
    9 (5)
    |
    9 (4)
    |
    8 (2)
    |
    7 (1)
    |
    4 (1)
    |
    -
    |-
    16th|
    9 (6)
    |
    9 (5)
    |
    8 (3)
    |
    8 (2)
    |
    5 (1)
    |
    2 (1)
    |-
    17th|
    10 (6)
    |
    9 (5)
    |
    9 (3)
    |
    8 (2)
    |
    6 (1)
    |
    3 (1)
    |-
    18th|
    10 (6)
    |
    9 (5)
    |
    9 (3)
    |
    8 (2)
    |
    7 (1)
    |
    4 (1)
    |-
    19th|
    10 (6)
    |
    10 (5)
    |
    9 (4)
    |
    9 (3)
    |
    8 (2)
    |
    5 (1)
    |2 (1)
    20th|
    10 (6)
    |
    10 (5)
    |
    9 (4)
    |
    9 (3)
    |
    9 (2)
    |
    6 (1)
    |4 (1)[/table]


    Catalouge of Beasts (Ex): A Protean Adept's knowledge of the various monsters that make up their world is amongst the finest found throughout it. At 2nd level you gain a +5 to all Knowledge checks made to identify a creature, but not knowledge checks made for another purpose.

    Skill Focus (Ex): A Protean Adept studies creatures widely. At 3rd, 9th, and 15th level they gain Skill Focus as a bonus feat. They must select one of the following Knowledge skills: Arcana, Dungeoneering, Local, Nature, Religion, or the Planes.

    Beastís Tongue (Ex): Beginning at 5th level you may talk while within any specialized form you assume, even if the creature could not normally speak.

    Invoke Form (Su): Beginning at 6th level, as a swift action, you may assume the form of any creature whose card you possess, even one whose trump you have not prepared or which is not in your deck, as long as you have its card in hand or melded into your current form and it is of a tier available to you. You lose all your racial Extraordinary and Supernatural abilities, but gain all those of the form you change into as well as its physical ability scores and abilities (you do not gain spell casting or Spell-like abilities). Doing so causes 1 point of Con burn per round, or portion of a round, the form is maintained.

    Quick Change: Beginning at 8th level you may use Specialized Forms more quickly. It is now a Standard action to change into or out of one of your Specialized Forms.

    Summon Trump (Su): As a standard action you may summon a creature from a trump you hold that is below your highest tier (it must be in hand, it may not be assumed into your form). If you do so you can no longer transform into that creature until you once again prepare your trumps. The creature remains summoned up to 1 minute per class level, and can only be summoned once per day. It acts in all regards as a summoned creature native to whatever plane you are from. You experience all things the creature experiences and can see through its eyes and ears as well as have complete control over its actions. The creature uses your Will saves, but if either of you fail a Will saving throw you both are affected by the effect; if you both have to make a Will save against the same effect you make 1 saving throw for both. The creature uses your Skill Ranks instead of its own.

    Effortless Change: At 14th level you may use a Specialized Form as a Swift Action, although you may only use it once per turn.

    Evershifting: Beginning at 18th level you may now remain in a Specialized Form indefinitely and may transform into one any number of times per day. You still must prepare it as a trump.
    Last edited by Zaydos; 2011-06-05 at 01:53 AM.
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  2. - Top - End - #2
    Titan in the Playground
     
    PersonMan's Avatar

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    Default Re: [3.5 Base Class] Protean Adept

    Looking over it at the moment, the first thing that jumped out at my is that you forgot a [/table] tag on your Form Cards table.

    Adding in the tag, it doesn't seem like the table works right, either...

    I'm not entirely sure if this is right, but it seems like this more what you wanted:

    Spoiler
    Show
    {table=head]Level|Tier 1|Tier 2|Tier 3|Tier 4|Tier 5|Tier 6|Tier 7
    1|3(2)|-|-|-|-|-|-|
    2|4(2)|-|-|-|-|-|-|
    3|5(2)|-|-|-|-|-|-|
    4|6(2)|2(1)|-|-|-|-|-|
    5|6(2)|3(1)|-|-|-|-|-|
    6|7(2)|4(2)|-|-|-|-|-|
    7|7(3)|5(2)|2(1)|-|-|-|-|
    8|7(3)|6(2)|3(1)|-|-|-|-|
    9|8(3)|6(2)|4(1)|-|-|-|-|
    10|8(3)|7(3)|5(1)|2(1)|-|-|-|
    11|8(4)|7(3)|6(1)|3(1)|-|-|-|
    12|9(4)|8(3)|7(1)|4(1)|-|-|-|
    13|9(5)|8(4)|8(2)|5(1)|2(1)|-|-|
    14|9(5)|8(4)|8(2)|6(1)|3(1)|-|-|
    15|9(5)|9(4)|8(2)|7(1)|4(1)|-|-|
    16|9(6)|9(5)|8(3)|8(2)|5(1)|2(1)|-|
    17|10(6)|9(5)|9(3)|8(2)|6(1)|3(1)|-|
    18|10(6)|9(5)|9(3)|8(2)|7(1)|4(1)|-|
    19|10(6)|10(5)|9(4)|9(3)|8(2)|5(1)|2(1)|
    20|10(6)|10(5)|9(4)|9(3)|9(2)|6(1)|4(1)|[/table]


    The rest of the class seems good, but I'm not really sure about some things with the shapeshifting ability.

    Assuming a specialized form is a full round action and you may retain it for up to 1 minute per class level per day, although this time does not have to be continuous you may only assume the same form a number of times per day equal to your Constitution modifier in your natural form (so if you have a +5 Con, you could take it for 2 rounds/class level on 5 different occasions); you may remain in Tier 1 forms for up to 1 hour per class level per day instead of a mere minute. Unlike with a Form Shifter, returning to your natural form is a free action.
    Does this mean that, once you select your trumps, you can assume each form for 1 minute/class level, or that you can spend 1 minute/class level in each tier of forms apart from 1?
    Last edited by PersonMan; 2011-06-04 at 06:34 AM.
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    Default Re: [3.5 Base Class] Protean Adept

    Quote Originally Posted by PersonMan View Post
    Looking over it at the moment, the first thing that jumped out at my is that you forgot a [/table] tag on your Form Cards table.

    Adding in the tag, it doesn't seem like the table works right, either...

    I'm not entirely sure if this is right, but it seems like this more what you wanted:

    Spoiler
    Show
    {table=head]Level|Tier 1|Tier 2|Tier 3|Tier 4|Tier 5|Tier 6|Tier 7
    1|3(2)|-|-|-|-|-|-|
    2|4(2)|-|-|-|-|-|-|
    3|5(2)|-|-|-|-|-|-|
    4|6(2)|2(1)|-|-|-|-|-|
    5|6(2)|3(1)|-|-|-|-|-|
    6|7(2)|4(2)|-|-|-|-|-|
    7|7(3)|5(2)|2(1)|-|-|-|-|
    8|7(3)|6(2)|3(1)|-|-|-|-|
    9|8(3)|6(2)|4(1)|-|-|-|-|
    10|8(3)|7(3)|5(1)|2(1)|-|-|-|
    11|8(4)|7(3)|6(1)|3(1)|-|-|-|
    12|9(4)|8(3)|7(1)|4(1)|-|-|-|
    13|9(5)|8(4)|8(2)|5(1)|2(1)|-|-|
    14|9(5)|8(4)|8(2)|6(1)|3(1)|-|-|
    15|9(5)|9(4)|8(2)|7(1)|4(1)|-|-|
    16|9(6)|9(5)|8(3)|8(2)|5(1)|2(1)|-|
    17|10(6)|9(5)|9(3)|8(2)|6(1)|3(1)|-|
    18|10(6)|9(5)|9(3)|8(2)|7(1)|4(1)|-|
    19|10(6)|10(5)|9(4)|9(3)|8(2)|5(1)|2(1)|
    20|10(6)|10(5)|9(4)|9(3)|9(2)|6(1)|4(1)|[/table]


    The rest of the class seems good, but I'm not really sure about some things with the shapeshifting ability.



    Does this mean that, once you select your trumps, you can assume each form for 1 minute/class level, or that you can spend 1 minute/class level in each tier of forms apart from 1?
    Thanks for the catch on the table and the awkward wording.

    It's meant to be 1 minute/class level for each form so I changed it from

    you may remain in Tier 1 forms for up to 1 hour per class level per day instead of a mere minute.
    To:
    you may remain in each Tier 1 form for up to 1 hour per class level per day instead of a mere minute.

    Since I thought that was the part most likely to lead to confusion.

    Thank you.
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