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    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5 Base Class] Flowdancer (Model IV)


    Flowdancer

    "Fluidity, receptiveness, investment in loss; these are things left invisible to those not willing to listen.
    I am the wind and the water, I am the fire and the flow; inspiration my fuel and blindness my guide."




    Rationalle
    Abilities - All scores are equally important.
    Role - Close range balanced fighter, charismatic and understanding social.
    Background - Varied location, best fit to strong artistic communities.
    Alignment - Any, they tend to be neutral or chaotic over evil or lawful.
    Races - Tending towards densely muscled but slim races such as humans, elves, halflings, gnomes and half-elves.
    Religion - Flowdancers have an average tendency towards religion, and often worship gods who have domain over things they have an affinity for.
    Other Classes - Other classes tend to tolerate Flowdancers more readily, but tend to not show as much esteem, respect or trust to a Flowdancer in terms of a combatant, generally they are treated as scoundrels in situations of coin and steel.
    Starting Age - Bard
    Starting Gold - Rogue

    Game Rule Information
    Hit Die - D8

    Skills (By Stat)
    Str - Climb, Jump, Swim
    Dex - Balance, Escape Artist, Move Silently, Tumble, Use Rope
    Con - Concentration
    Int - Craft, Knowledge Local/Nature/Geography, Search
    Wis - Heal, Listen, Profession, Sense Motive, Spot, Survival
    Cha - Bluff, Diplomacy, Disguise, Gather Information, Perform

    {table=head]Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Readied|Stances Known|Special

    1st|+0|+0|+2|+0|2|2|1|Graceful Movement +1, Mesmerize

    2nd|+1|+0|+3|+0|3|3|1|

    3rd|+2|+1|+3|+1|4|3|1|Harmony

    4th|+3|+1|+4|+1|5|4|1|Fluid Movement +10, Graceful Movement +2

    5th|+3|+1|+4|+1|6|5|2|Split Mask

    6th|+4|+2|+5|+2|7|5|2|

    7th|+5|+2|+5|+2|8|5|2|Graceful Movement +3

    8th|+6/+1|+2|+6|+2|9|5|2|Fluid Movement +15

    9th|+6/+1|+3|+6|+3|10|5|3|Mystic Path

    10th|+7/+2|+3|+7|+3|11|6|3|Graceful Movement +4

    11th|+8/+3|+3|+7|+3|12|6|3|

    12th|+9/+4|+4|+8|+4|13|7|3|

    13th|+9/+4|+4|+8|+4|14|7|4|Graceful Movement +5

    14th|+10/+5|+4|+9|+4|15|7|4|

    15th|+11/+6/+1|+5|+9|+5|16|7|4|Fluid Movement +20

    16th|+12/+7/+2|+5|+10|+5|17|7|4|Graceful Movement +6

    17th|+12/+7/+2|+5|+10|+5|18|7|5|

    18th|+13/+8/+3|+6|+11|+6|19|7|5|

    19th|+14/+9/+4|+6|+11|+6|20|7|5|Graceful Movement +7

    20th|+15/+10/+5|+6|+12|+6|20|8|5|

    [/table]

    Weapons and Armor - Proficient in simple weapons and light armor including bucklers.

    Skill Points - 5+Int, x4 at First Level

    Class Features

    Graceful Movement (Ex)
    Graceful movement gives an insight bonus to the following traits, to a maximum of their respective modifiers:

    Dex - Movement and Body related skill checks
    Wis - Armor Class (While unarmored)
    Cha - Reflex Saves

    A Flowdancer is treated as having both the Quick Draw and Combat Reflexes feats even if she does not qualify for them.

    Mesmerize (Ex)
    Required: Perform (Dance) 4 Ranks
    By spending a full round action you may make a Perform (Dance) check to Mesmerize 1D6HD+FDLevel creatures with 3 or more intelligence.
    The closest creatures within 30' make a will save against your dance check, they also gain a +10 bonus if unfriendly and +15 if hostile. A failed save leaves a creature Fascinated for one round, damage causes them to attempt another save with their new attitude and an additional bonus equal to damage taken. A successful save grants an accumulative +5 bonus to all future saves.

    Harmony (Ex)
    Whenever clear music is playing you gain +2 synergy bonus to perform and concentration checks.
    If bardic music is playing you gain a +1 synergy bonus to attack rolls and will saves.

    Fluid Movement (Ex)
    Required: Tumble 8 Ranks
    You gain an insight bonus to your movement speed and reduction of fall damage equal to your fluid movement while not wearing armor.

    You may take 10 on dexterity and strength based movement and body checks even when distracted.

    At level 8 you are treated as having Fast Acrobatics, making the following changes:
    You may make Balance checks while moving at normal speed without taking a –5 penalty.
    You may make Climb checks to move at half speed without taking a –5 penalty.
    You may make Tumble checks while moving at normal speed without taking a –10 penalty.

    Split Mask (Ex)
    Split mask allows you tap into both fear and whimsy, manipulating the crowd and foes alike.

    You gain half your Flowdancer level as an insight bonus to the following:
    Disguise (Costuming)
    Costuming uses your disguise ranks and allows you to make a partial disguise check to change the appearance of functional objects or creatures, you may costume a creature or an object to appear more menacing, more mundane or more whimsical than it appears to be, pulling off feats of terror, illusion or false security.
    In all ways it functions as a craft skill.
    This skill does not emulate acting in character, if a creature is disguised and is interacted with or simply trying to emulate a mannerism, voice or any other acting they must use their own disguise or Perform (Acting) check as normal.

    From now on, you half all negative modifiers to checks meant to fabricate costuming.

    Intimidate
    You know how to play the part of the menace and the beast alike.

    Perform (Buffoonery)
    You know how to make the crowd roar with laughter, for you are the king of fools.

    Battleflow Dance(Ex)
    You can make a Full Round Attack (with your stance weapon) and still move up to your movement. Between each attack, you must move at least 5’ (but not back to the square you were just in). You gain +1 bonus to your attack & damage rolls.
    This effect lasts 1 round per 2 ranks of dance, and can be used once per encounter.
    At the end of this dance, make a Fortitude save (16+1/3 Flowdancer level or become fatigued. A player with 20 or more constitution may take 15 on this check.
    Entering a Battleflow Dance takes no time itself, but a flowdancer can do it only during her action, not in response to someone else’s action.

    Mystic Path (Class Option)
    Choose one:
    • Divine Path
    • The Weave
    • The Dancer Ascetic


    ********************************

    New Maneuvers and Stances


    Stances

    Way of the Empty Palm
    Required 14 Strength
    Gain the monks Unarmed Strike class feature (using Flowdancer levels for progression) but does not add her strength modifier to unarmed strikes.

    You may strike an opponent as though you were unarmed with an unarmed strike in place of an armed strike.

    Riddle of Steel
    Required 14 Str, 14 Con
    For every 5 hit points of damage you take, or every time you successfully hit an enemy, you gain 1 strike of adrenaline, adrenaline is used to power maneuvers, instead of expending maneuvers that use adrenaline you instead expend adrenaline itself.

    Strength of Flesh (Ex)
    You are treated as having a bonus to your strength score equal to your GM.

    Adaptive Stance (Ex)
    You may add a single stance augment to Riddle of Steel.

    Twisting Shroud
    Required 12 Cha, 14 Dex
    Sudden Strike
    You gain a 1d6 Sudden Strike ability, whenever a foe is denied their dexterity modifier you may perform a sudden strike against their vitals within 30'.

    Heart of Shadow (Sp)
    When in darkness you gain a +8 to hide checks as part of a concealing illusion, once you are spotted by an enemy you lose this bonus when making an opposed hide check with that enemy.

    Dancing Flame
    Required 14 Cha, 12 Wis

    (Sp) - Ignite
    At will you may ignite a highly flammable material as long as you are connected to an object touching it no more than 3' away, this ability can be used as a swift action.

    Skill - Fire Performance
    Gain an equal Perform (Fire) check equal to your highest perform rank.
    (Fire performance skill may be used to modify any object to carry a wick (1/10th of the weapons cost and use check to re-craft the object), this wick is a fueled re-usable torch. If applied on a weapon it deals 1 extra point of fire damage when lit. Wicks only stay lit for 3 minutes at a time before a move action is needed to re-fuel.

    Heart of Flame (Sp)
    When you directly cause a foe to catch on fire you add your graceful movement modifier to the reflex save needed to put it out.

    Wielding a wicked weapon lowers darkvision, lowlight and normal vision in darkness by 5' for you and all foes you attempt to strike every attack roll to a minimum of 5'. Wicked weapons also dazzle creatures as if they were exposed to sunlight.

    Drink - Move action, Attack of opportunity.
    Intake a mouthful of 1d4/1d4 CHA or WIS poisonous fuel DC14 Ing. (5sp)
    If hit, take concentration check. Failure means poisoning.
    Breathe - Standard action
    Breathe fuel in a 15' cone Reflex 10+1/2FD Level+Con or be set on fire.
    Spit Out - Free Action

    Insight Bonus
    Gain an insight bonus to Fire Resistance, Intimidate, Saves Vs. Fire spells/effects and Fire Knowledge checks equal to your graceful movement.

    Dunesong
    Required 12 Cha 14 Wis
    Interacting with Shapesand can be done as a swift action instead of a standard action but may require concentration when distracted.

    While you are in Dunesong stance you are treated as having the Sand Domain in terms of how many objects you can form out of shapesand.

    Purify Sand (Sp)
    By spending an hour, 80g of incense and 10xp you may purify up to 12lbs of sand at a time, you may then use a will check to psychokinetically activate it, turning it into shapesand.

    Heart of Sand (Sp)
    Use your wisdom modifier in place of strength and calculate a new carrying capacity. This new carrying capacity already has the amount of weight on it you are carrying with your other capacity.
    While within 30' of shapesand you may carry, lift or move it with Heart of Sand, this weight assumes the sand is on the ground, and counts as triple the weight to lift it off the ground.
    You may move this sand as a shifting mass on the ground (none of which can be more than 5' away from a square of other shapesand) or lift it as a flowing stream up to your current elevation. Mechanically, this sand is counted as being pushed/pulled and lifted by Unseen Servants.
    You do not have to have hands free, but you need to declare moving the sand as part of a move or standard action concerning gross motor memory (large bodily movements).

    Skill Bonus
    Gain +4 to movement and body checks for the purpose of overcoming difficulties due to desert-like terrain.

    Insight Bonus
    Gain an insight bonus to Saves Vs. Earth spells/effects and Earth Knowledge checks equal to your graceful movement.
    Gain an insight bonus to Cold and Fire resistance equal to half your graceful movement.
    Gain an insight bonus to saves resisting nonlethal damage caused by heat, cold or suffocation equal to double your graceful movement.

    Wind's Ebb
    Required 14 Dex, 14 Cha, 4 Ranks in Perform (Dance)
    You are treated as having both Weapon Finesse and Exotic Weapon Proficiency.
    You apply half your dex modifier to damage rolls with dexterity based attack rolls, replacing it's original attribute for damage.

    At no time can you be carrying more than a light load while in Wind's Ebb.

    (Sp) Tailwind
    As a swift action you may change what direction existing wind in the area effects you for one round. This negates or alters the wind in the area to support you instead of hinder. Movement speed, ranged attacks, fire extinguish, difficulty of flight, range of smell and voice are all reversed in difficulty at your whim.
    This reverses/negates only wind that's fort DC is equal or less than your Flowdancer level, if it is above this treat the wind as being one wind category less than it is.

    (Sp) Featherfoot Grace (1 Round)
    As a swift action you may effect yourself with Feather Fall, gain a +1 to your graceful movement and a +10' to your Wind Movement speed. Wind movement is a bonus that applies when you when you are connected to the air, it can apply to your fly speed, or your land speed, or you can use it to move while falling where otherwise you couldn't. Unless you are already flying and not falling this wind movement only allows 5' upwards movement.
    This effect lasts for one round.

    Water's Ebb
    Required Wis 14, Str 12, Swim 4 Ranks

    (Sp) Fair Current (1 Round)
    As a swift action you may change what direction existing water currents in the area effects you for one round. This negates or alters the water currents in the area to support you instead of hinder. Movement speed, underwater combat, taking actions underwater vs above are all reversed in difficulty or negated at your whim.
    This reverses/negates only water that's fort DC is equal or less than your Flowdancer level (See: Stormwrack pg.10), if it is above this treat the current as being one category less than it is.

    Skill Bonus
    You have +4 to your swim checks and can take 10 even when distracted but does not grant a swim speed.

    Insight Bonus
    Gain an insight bonus to Cold Resistance, Swim checks and additional rounds to hold breath, Saves Vs. Water spells/effects and Water Knowledge checks equal to your graceful movement.


    Hanging Spider
    Required Dex 14, Str 14

    You may treat ropes as an inch wider per graceful movement modifier in terms of balancing across them.

    Skill Bonus
    You have +4 bonus to your climb checks and can take 10 on climb checks even when distracted.
    You gain +4 to use rope and an additional +2 to climb checks that use ropes.

    Spider's Landing (Ex)
    You may use the tumble skill and negate an additional 10' per graceful movement modifier from your falling damage.



    Maneuvers

    Dunesong

    Aftershock
    Requires Dunesong

    You channel energy through your feet and into earth, rock, sand or any earth-aligned terrain, exploding violently in a wave around you.
    Deal 1D4/GM bludgeoning damage to an area 5' around you.
    Prone creatures are struck for an additional 2/GM bludgeoning damage.

    Armor of Earth
    Requires Dunesong

    Touched earth rolls onto you, improving your armor AC by +1/GM (does not count as armor), this armor weighs 10lb/AC but counts as Shapesand for the purposes of carrying capacity.
    Armor of earth lasts for 10 + FM rounds and takes 2 rounds to dawn or dismiss.

    Ash Blast
    Requires Dunesong

    Create a blast of light earth-aligned material from either your square, held or their square. this does 1d4/GM damage and has a 10' range, creatures struck by this blast that are prone must make a fortitude save of 12+GM or be blinded for GM rounds.

    Churning Earth
    Requires Dunesong

    Create a roiling patch of earth-aligned terrain, gathering and tumbling rocks and debris in a circle around an area.
    Create a 15'x15' patch of Churning Earth, if you move more than 6 squares in a round while crossing an area of Churning Earth you must make a balance or fortitude save of 12+GM or be knocked prone. You may count every 5' as moving 10' to pass Churning Earth without risk of falling.
    Foes who move through or start their turn in Churning Earth take 1d4/GM bludgeoning damage.

    Crystal Wave
    Requires Dunesong

    You summon a ring of crystals around you made of 1lb of shapesand, blasting them out at torso-level.
    These crystals deal 1d4/GM magic damage in a circle around you, but also gives struck creatures and objects a chance to relieve their conditions. If they do not have attributes assume 10 in each, if they do grant a +2.

    Desert's Breath
    Required Dunesong, Con 12

    You may create a blast of sand and wind in a cone which's length is equal to your fluid movement and that lasts a number of rounds equal to your graceful movement plus your constitution modifier.
    This blast of wind deals 1d3 nonlethal damage per round and extinguishes flames.
    You may use this on your turn, or ready an action to use it.

    Earth Attunement
    Requires Dunesong

    You have a 5%/GM chance of retaining earth-based maneuvers to remain ready.
    This effect lasts for 8+GM rounds and cannot effect itself.

    Earthen Shackles
    Requires Dunesong

    Cause earth-based terrain to form shackles around any of a foes limbs touching the earth, for 1/GM rounds at the beginning of a foes turn earth that touches a foes limbs binds to it, granting a +5 to bullrush but a -5 to balance, checks to remain prone and counts as entangled in terms of ground movement. DC 12+GM reflex save to avoid the effect/round, must make a dc15+GM strength or escape artist check to remove the entangled effect.

    Earthquake
    Requires Dunesong

    Create a flat burst up from the ground damaging creatures legs and knocking them down.
    Creatures on a 15'x15' area within 15' of your square, this area suddenly raises then drops the ground harming the foes legs for 1d4 falling damage/GM and a DC 12+GM Fortitude save or be knocked prone.

    Earth Shell
    Requires Dunesong

    Create an Earth Shell out of earth-aligned material, use your heart of sand carrying capacity times your GM to determine how much you can form.
    An Earth Shell has 1/4th of your weight in HP and costs 5x your weight to form, this earth shell encapsulates you in an air-tight cocoon. You have 10 rounds of air within the shell before you need to hold your breath.
    Once an earth shell reaches 1/8th your weight it breaks, forming a broken earth shell, you may as a move action break it.
    A broken earth shell has 1/8th your weight in HP and costs 2x your weight in earth to form, this provides Soft Cover and counts as low cover to those inside of it, even after it reaches 0Hp you may hop behind the shell as if it were a mound of earth-aligned material providing soft low cover as a normal mound of material.
    When you are inside a completed earth shell you may take a full defense action to defend the earth shell instead, make a will check as you would shapesand (add your GM to your roll) to force the earth shell to hold and become invulnerable to damage for 1 round. For each HP protected in this way you take 2lb Carry Damage, this is damage specifically effecting your Heart of Sand carry capacity.
    As a secondary option you may buffer the completed shell's original HP by sacrificing 3lb carry damage for every 1 temporary hp you grant it.
    When you reach medium load of carry damage you become fatigued and take 2 constitution ability damage, when you reach heavy load you take 2 wisdom ability damage, 2 constitution ability damage and become exhausted, if you hit 0lb capacity your hitpoints are reduced to 0 as if you had taken all of your HP away due to weather effects (nonlethal damage).
    While defending the shell your heart of sand grants a secondary effect of granting Tremorsense30' and blindsense to see anything making sound, this is due to the psychokinetic bond shared with the earth shell.
    Carry damage is recovered at a rate of 1/20 your HoS light load per day.

    Ebon Hawk
    Requires Dunesong

    Summon and launch a hawk-shaped shapesand, earth or stone hawk at a foe's torso or lung area, winding a creature on hit.
    Deals 1d6/GM bludgeoning damage on hit, and a DC12+GM Fortitude save or 2 strength damage and fatigue for GM rounds.

    Eruption
    Requires Dunesong

    Create an area of Eruption at a 15'x15' earth-aligned location for GM seconds, spewing light earth aligned material into the air and leaving a cloud of dust.
    Deal 1d4/GM damage and leave a cloud for 2 rounds afterward. If a character ends her round or steps into the erupted cloud she must make a DC12+GM save or be blinded and counts as suffocating terrain in terms of drowning. for 15'x15'x10'

    Glowstone
    Requires Dunesong

    Enchant a solid piece of earth aligned material with light, this light lasts for 10 mins/level and works as the spell Light, this material is shaped like a halfling skiprock and can be used as such, if thrown it shatters against a struck creature or object creating a 10'x10' patch of light saturation on it, causing a similar effect as both Light and Glitterdust for 1 round/level if a creature, attended or magical object or 1min/level if a non-magical unattended object or surface.

    Grasping Earth
    Requires Dunesong

    Soften 1 contagious square of earth aligned material, this feels as if it were aerated and malleable. This effect lasts for 1d10+GM rounds, while this is active you may use a grapple check with the earth as if you were the earth, using your wisdom modifier in place of strength.

    Iron Mist
    Requires Dunesong, Rusted Mundane Object

    Create a 10'x10' cloud of Iron Mist, this conducts electricity and is toxic to the lungs and eyes.--------------------

    Kinetic Armor
    Requires Dunesong

    As Mage Armor (1 Hour), but with AC equal to your GM.

    Magnetic Aura
    Requires Dunesong

    Gain a bonus with metals.

    Magnetic Surge
    Requires Dunesong

    Bullrush, disarm and deflect foes.

    Midnight Sands
    Required Dunesong

    You chill sand exposed to darkness so that it becomes freezing to touch, this lasts for up to 2 minutes. Creatures who's flesh or viral organs are exposed to the sand take 1 cold damage per round.

    Noonday Sands
    Required Dunesong

    You may heat any sand exposed to sunlight so that it is burning to touch, this lasts for up to 2 minutes. Creatures who's flesh or vital organs are exposed to the sand take 1 fire damage per round.

    Obsidian Flame
    Requires Dunesong

    Deal 1d4/GM force damage to a foe, no save no SR. Increases your fatigue by 1 step.

    Obsidian Flesh
    Requires Dunesong

    Touched earth rolls onto you and forms an eldritch sheen, improving your armor AC by +1/GM and 12+GM SR(does not burden as armor), this armor weighs 10lb/AC but counts as Shapesand for the purposes of carrying capacity.
    Obsidian Flesh lasts for 10 + FM rounds and takes 2 rounds to dawn or dismiss.
    Obsidian Flesh saps vitality from you, dealing an unavoidable 1NL damage per round while in effect.

    Sandstorm
    Required Dunesong, Wind's Ebb
    Requires Con 10 +1 per storm level used

    You may create an effect over any distance within 30' as long as the distance is symmetrical at all angles and sand is covering all of the squares in effect.
    You create a storm of wind and sand around your location, for every graceful movement modifier you improve the severity of the storm by one step (see Sandstorm Pg.16)

    Shockwave
    Requires Dunesong

    You channel energy through your feet and into earth, rock, sand or any earth-aligned terrain, exploding violently in a wave around you.
    Deal 1d4 damage to foes 5' from you, deal 1d3 to foes 10' from you and 1d2 to foes 15' from you 1die/2GM. (eg. 1d4+1d3+1d2 5' away from you at level 2)

    Sliver Armor
    Requires Dunesong

    Touched earth rolls onto you creating an aerated hard-shelled armor, granting you concealment by 10%/GM (this does not count as armor) and lowering your dexterity AC by 1/GM, this armor weighs 10lb/GM but counts as Shapesand for the purposes of carrying capacity.
    Splinter Armor lasts for 10 + FM rounds and takes 2 rounds to dawn or dismiss.
    Whenever a foe fails to strike you due to the armors concealment it splinters dealing 1d3 piercing damage to the attacker.

    Stone Daggers
    Requires Dunesong

    While touching earth aligned material you may form daggers out of it and launch them, these count as thrown medium daggers but use your wisdom attribute in place of strength.

    Stone Sheath
    Requires Dunesong

    While you have this maneuver ready and have a carried mass of earth surrounding you you have 5%/GM critical immunity, any weapon that strikes you becomes earth aligned for 1 round and you gain DR2 to any earth aligned material per 10lb of the protective mass you carry.

    While having this maneuver ready you are enchanted with an earth effect causing you to have 5%/GM critical immunity and any weapon that strikes you becomes earth aligned aligned for 1 round.
    While you have an earth protective mass you gain DR2 and Res2 to any earth aligned material per 10lb of earth protecting you, as the earth pushes new earth into your mass as you discard an equal weight from your armor.

    Stone Striker
    Requires Dunesong

    Transfer fire, cold, lightning or acid damage into slashing, piercing or bludgeoning damage (DM's discretion).

    Stoneflesh Aura
    Requires Dunesong

    Touched earth-aligned material rolls to your skin and solidifies, this effect lasts for 1 hour and raises your DR by your GM and weighs 10lb/GM, this weight is treated as shapesand for the purpose of carry capacity.

    Stoning
    Requires Dunesong

    Touched earth-aligned material gathers and solidifies, which you can shoot at an enemy. This deals 1d6/GM and the creature must make a DC12+GM fortitude save or be knocked down.

    Unsteady Ground
    Requires Dunesong

    For 1 round a 15'x15' area is considered Unsteady Ground as it randomly cracks, jets up and sinks sheer surfaces. Any creature who attempts a standard action on it must make a DC12+GM fortitude save or be knocked down, if a creature is knocked down they take 1d10 falling damage/2GM.

    Ward against Elements
    Requires Dunesong

    Create a 15'x15' Ward around your location for 10 rounds, all friendly creatures within the ward gain an increased resist to fire/acid/lighting/cold 1/GM.

    Ward against Foes
    Requires Dunesong

    Create a 15'x15' ward around your location for 10 rounds, all hostile creatures in this area move 50% slower when moving on the ground.

    Ward against Melee
    Requires Dunesong

    Create a 15'x15' ward around your location for 10 rounds, all friendly creatures are considered having 50% concealment against melee attacks.

    Ward of Stability
    Requires Dunesong

    Create a 15'x15' ward around your location for 10 rounds, all friendly creatures gain a +2/GM bonus to balance checks, opposed rolls to remain in place or standing, and rolls made to resist being knocked prone.

    Ward of Weakness
    Requires Dunesong

    Create a 15'x15' ward around your location for 10 rounds, all enemies who are damaged in this ward must make a DC12+GM fortitude save or take 1 strength damage.


    Water's Ebb

    Black Depths
    Requires Water's Ebb
    While in darkness you may chill water you are in contact with to deal 1 cold damage per graceful movement modifier per round for up to a minute (concentration).

    Riptide
    Requires Water's Ebb
    Use a wing fan to create a line of current that'd width is equal to your fluid movement (minimum 5') and that's length is equal to your flowdancer level multiplied by your graceful movement. Improve the current intensity for every +1 of graceful movement modifier you have.

    Squid's Cloud
    Requires Water's Ebb
    While in the water you can use this maneuver to the following effects:
    A 15'x15'x15' square of water becomes enchanted with magical darkness for 5 round, when a foe is within this darkness she is treated as flat footed and for all purposes you are treated as being a size larger for one round.


    Empty Palm

    Heaven's String
    Requires Empty Palm, Str 12, Dex 12, Con 12, Wis 12
    When this maneuver is readied you gain double your graceful modifier as a bonus to resist grapple checks as well as a bonus to resist trip attempts, bull rushes, balance checks to prevent slipping, or anything else to keep your head vertically over your feet as long as the force isn't Huge or larger.

    If a foe attempts to grapple you, you may use this maneuver to take 10 on the grapple check to oppose it.

    Hanuman's Ring
    Requires Empty Palm
    Make an unarmed strike against a foe's throat, your crit range is 17-20 for this attack.
    If you land a critical strike the target becomes silenced for 1d4 rounds.

    Needle Hidden in the Silk Spool (Needle in Silk)
    Requires Empty Palm
    While this maneuver is readied you gain +2 to disguise checks to look nonthreatening and a +2 bonus to trip, balance and bullrush attempts and saves.
    Strike a foe with an unarmed strike, if your strike hits you also transform lethal damage equal to your strikes damage from their HP to nonlethal damage. This transfer cannot exceed their lethal damage taken.
    Example: Foe with 10/20LHP -0NL, you strike for 8NL damage, foe now has 18/20LHP -16NL (2hp).

    Iron Bar Wrapped in Cloth (Iron and Cloth)
    Requires Empty Palm
    Deal 1D6 nonlethal damage per graceful movement modifier with your unarmed strike, if the enemy is within one size category of you and this strike hits that enemy must make a DC8 + Graceful modifier + Con fortitude save or be knocked prone. An enemy may make a balance check (equal DC) or be knocked back 5' per graceful modifier instead of falling down.

    Second Wind
    Required Empty Palm, Con 14
    As a move action you may heal 3xgraceful movement of nonlethal damage per day split as healing hands would be.

    If you have this maneuver readied when you sleep you heal all nonlethal damage within 8 hours.


    Hanging Spider

    Falling Spider
    Requires Climb 8 Ranks, Hanging Spider
    While you are hanging from a rope you may travel downwards on the rope as fast as freefall per round as a free action while leaving your arms free, you must have at least 2 limbs free (arms/legs) to catch yourself on the rope or you continue to fall and take damage accordingly.

    Webbed Loop
    Requires Use Rope 8 Ranks, Hanging Spider
    Whenever you secure a rope you may tie an additional "webbed loop" in it, this shortens the rest of the rope by 1/3 it's total length.
    This loop is a complex manually activated trap which can be activated with a Spider's Kick, which expends the Webbed Loop maneuver.

    Spider's Kick - Swift Action - Opposed Reflex vs Reflex
    Requires Hanging Spider
    When a foe is less than 5' from the rope you may make an opposed reflex check vs. the nearest opponent to the loop, the opponent becomes Entanged, requiring an opposed use rope check vs. escape artist check, or a strength check enough to break the rope to free herself.


    Wind's Ebb

    Flutter
    Required Wind's Ebb, Cha 14
    For one round +1 round per charisma modifier you may "flutter" while carrying no more than a light load, the wind pulls you helpfully, gracefully but chaotically through the air improving your dexterity AC by 1 per graceful movement modifier while tumbling You may tumble while or while not touching the ground without making a jump check.

    If you are dual-wielding wing fans you gain +4 to jump while fluttering.

    Wind's Grasp
    Required Wind's Ebb Cha 14
    Use your Crystalweb weapon to disarm or grapple a foe within 30', if holding onto the crystalweb make a disarm or grapple attempt as normal, if thrown using a wind maneuver use your Cha modifier in place of your Strength for grappling.

    Wind Guardian
    Required Wind's Ebb, Alignment Nonevil
    Whenever an attack is made within your threatened space you may use a Crystalweb Weapon to intercept it.
    Make an opposed attack roll against the incoming attack, if you succeed the attack is treated as hitting your Crystalweb as if it were providing cover.
    This maneuver counts as a use of an attack of opportunity.


    Dancing Flame

    Bonfire
    Requires Dancing Flame
    By using a full round action you may make a standard attack with a weapon or an unarmed touch attack against a foe, a successful hit sets that foe on fire.
    If you hit a foe already on fire the DC for putting it out increases by your graceful modifier, this effect stacks but shrinks by 2 (+2 for each size category over medium) for each failed save to put the fire out.

    Phoenix Step
    Requires Dancing Flame
    As you make a jump check deal 1d4 fire damage per graceful movement modifier in a 5' emanation from the last point of ground you touched before you jumped, gain +4 to your jump check.


    ********************************


    New Races

    Uncanny

    Spoiler
    Show

    Another Night in the Ruins
    By Galway Kinnell
    1
    In the evening
    haze darkening on the hills,
    purple of the eternal,
    a last bird crosses over,
    ‘flop flop,’ adoring
    only the instant.

    2
    Nine years ago,
    in a plane that rumbled all night
    above the Atlantic,
    I could see, lit up
    by lightning bolts jumping out of it,
    a thunderhead formed like the face
    of my brother, looking down
    on blue,
    lightning-flashed moments of the Atlantic.

    3
    He used to tell me,
    “What good is the day?
    On some hill of despair
    the bonfire
    you kindle can light the great sky—
    though it’s true, of course, to make it burn
    you have to throw yourself in ...”

    4
    Wind tears itself hollow
    in the eaves of these ruins, ghost-flute
    of snowdrifts
    that build out there in the dark:
    upside-down ravines
    into which night sweeps
    our cast wings, our ink-spattered feathers.

    5
    I listen.
    I hear nothing. Only
    the cow, the cow of such
    hollowness, mooing
    down the bones.

    6
    Is that a
    rooster? He
    thrashes in the snow
    for a grain. Finds
    it. Rips
    it into
    flames. Flaps. Crows.
    Flames
    bursting out of his brow.

    7
    How many nights must it take
    one such as me to learn
    that we aren’t, after all, made
    from that bird that flies out of its ashes,
    that for us
    as we go up in flames, our one work
    is
    to open ourselves, to be
    the flames?


    • +2 Charisma +2 Constitution -2 Wisdom -2 Intelligence
    • Construct (Living Construct)
    • Medium
    • Uncanny base land speed is 30 feet.
    • Immunity to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness and energy drain.
    • Does not need to sleep, eat, breathe or rest.
    • Healing effects only heal Uncanny for half their normal amount, repairing effects heal Uncanny normally.
    • Does not heal naturally.
    • Cannot wear armor.
    • Favored Class: Bard

    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): You have a racial +2 to performance checks and can choose from the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and -10' falling damage.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to entertain the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.
    Last edited by Hanuman; 2011-09-19 at 07:21 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Continued

    ********************************

    New Items

    Crystalweb
    Crystalweb Garb or Rope: Treat as x10 the original design for a minimum of 100g per outfit or 50' rope.
    A crystalweb is an alchemical substance harvested from crystal spiders, it is exquisitely smooth and shines like fine silk, but has the interesting property of hardening to steel when pulled.
    Crystalwebs are loomed directly into articles of clothing or rope and are not usually cut and tailored after.
    Treat a 2mm sheet or a rope of crystalweb pulled tight as 1" of steel, this also applies if a weapon catches it while it's in use, but not when unattended.
    Crystalweb is resilient to heat and does not shrivel, singe or ignite easily, if it takes fire damage it does however burn normally.

    Crystalweb Armor 100g+
    AC +1 Vs. Piercing or Slashing damage.
    1lb No ACF/Maxdex/Movement

    Crystalweb Weapon
    A crystalweb may be made into a billowing scarf, a cloak, a skirt, a shawl or any other billowing clothing; the tailor sews raw crystal spider silk into the lining which causes it to become an edge weapon when pulled through the air quickly.

    Light Crystalweb Weapon 100g+
    1d6 (Crit x2 19-20) (Light)


    Two-Handed Crystalweb Weapon 150g+
    1d8 (Crit x2 19-20)


    Reach Crystalweb Weapon 200g+
    1d6 (Crit x3 20) (Reach 10')


    A two-handed or reach Crystalweb weapon may parry attacks, providing a +1 shield bonus that doesn't stack with other shields.

    Crystalweb Weapons require both Weapon Finesse and Exotic Weapon Proficiency to use correctly, they gain no damage increase from strength.
    Crystalweb Weapons cannot be used proficiently while attempting to use another weapon or shield, but if a character has 8 ranks in Perform (Dance) you may use a light crystalweb weapon and another light weapon at the same time.

    Soft Weapons (Exotic)

    9 Section Whip 50g 2lb
    1d8 (Crit x2 20) (Reach 10')

    Nine section whips are whips made of steel bar segments that end in rings to form a chain, there are nine of these sections with a heavy metal weight at the end. Flowdancers may dual wield these as if they were light weapons.

    Meteor Hammer 35g 3lb
    1d10 (Crit x3 20) (Reach 15')


    A meteor hammer is a 3m rope attached to a small brass egg-shaped weight, the weight is swung vertically and can be used to strike odd angles with devastating effect. Two hands must be used to wield one, and the user must have at least 12 Str and 12 Dex OR 12 Str and 12 Wis to be proficient in it's use. While attacking a foe in the threatened area of another foe you provoke an attack of opportunity.

    Double Meteor Hammer 75g
    1d6/1d6 +0/-4) (Crit x3 20) Reach 5' Throw 5'

    i
    Double meteor hammers are double-ended and used quite differently, in addition to their usage you may also throw them proficiently in a straight line, anyone else who is proficient with the double meteor hammer may catch one as a swift action by making an reflex save against the distance traveled +5, minus your fluid movement distance and graceful movement modifier (A level 4 Flowdancer being thrown a DMH 20' would have to make a 25 (-10) (-2) (=13) DC13 Reflex save to catch it. Attempting a catch and failing by more than 5 results in a fumble causing 1d6 damage plus all modifiers.)

    Rope Dart 20g 2lb
    1d6 (Crit x2 20) (Reach 10')


    A rope dart is a 3m rope ended with a sharp or dulled steel torpedo-shaped weight, used similarly to the meteor hammer it can be used efficiently to strike opponents off-guard at long ranges.

    Flowdual (Exotic)

    Doublestave 5g 1lb
    1d3 (Crit x2 20)


    Doublestaves are mainly used to deflect, they count as light weapons in terms of dual wielding and grant +1 AC and +3 to disarm checks while holding two. A Flowdancer may treat each doublestave as a double weapon at a +0/-2 penalty of use.

    Dire Fan 20g 2lb
    1d6 (Crit x3 20)


    Dire fans evolved out of the deceptive and deadly War Fan, these fixed-state iron fans are tipped with spikes or blades. A flowdancer may consider these light weapons for the purpose of dual wielding.

    Wing Fan 200g 1lb
    1d6 (Crit x2 20)

    This is a steel version of the Dire Fan which has been webbed with a sheet of alchemically treated fabric, this fabric feels similar to leather but is far more elastic. A wing fan is shaped specifically for movement dynamics and is built into a wrist-collor pivot. You may draw this weapon or drop as a free action which attaches it to the inside of your wrist.
    This fan grants +2 to flight or swim based checks when you dual wield them.
    A flowdancer treats Wing Fans as light weapons for the purpose of dual wielding.

    Razorclaw 45g 4lb
    1d6 (Crit x4 19-20)

    These long serrated claws are fixed to the arms with built-in breacers and take up both a glove and a weapon slot on your character. Flowdancers may use two of these, but Razorclaws can only be enchanted as either a weapon or a glove. Flowdancers can treat these as light weapons for the purpose of dual wielding or using one of them during a grapple.
    These claws grant -2 to any manual dexterity check while worn.
    Using Razorclaws proficiently requires 12 Strength.

    Throwing Club 15g 3lb
    1d4 (Crit x2 20) 5' Throw

    These wooden clubs often are painted bright colors and are widely used by performers, they are weighted to ease tossing in a circular motion through the air. Catching a thrown club requires a proficiency with them (Exotic for weapon use or 4 Ranks in Perform (Object Manipulation), with a swift action by making an reflex save against the distance traveled, minus your fluid movement distance and graceful movement modifier. Failing your reflex save means you drop them.

    Iron Throwing Club 15g 3lb
    1d6 (Crit x2 20) 5' Throw

    These are iron variations of a wooden throwing club, because of their weight they take an additional +5 DC vs reflex save to catch, additionally you take a -2 to perform checks while using them with less than 15 Strength.

    Flowscythe 50-100g 5lb
    1d10 (Crit x4 20)

    A flowscythe is a balanced heavy aerodynamic scythe-like weapon, it's normally two handed but during an offensive attack (on your turn) or during a battleflow dance you may alter it's stats to one handed with a reach of 10'. While using it in this way you lose 2AC off your dex modifier, but during an attack you may drop or throw your scythe to immediately regain your ac.
    During this one handed state the scythe is considered constantly in-motion, but because of the handling, grip shifts, and retrieving the weapon after a hit is recommended (DM's discretion).
    Only during a battleflow dance is a flowscythe considered a reach weapon while not your turn, otherwise you cannot threaten spaces with it.

    FlowHymn Weapons(Exotic)

    Razorbow
    This bow for a violin can deal slashing damage

    Bladed Lute

    Pantam Shield

    Spiked Gong Shield

    Golden Bell

    Bladed Lute

    Iron Flute

    Armors

    Ebon Wrap 100g
    1AC, Dexterity Max 8, 5% ACF, Speed 30', Weight 4lb

    This cloth armor is designed for stealth, while wearing this you gain +4 to hide checks when in the dark.

    ****************************************

    New Feats

    Animal Empathy

    Required Wis 14 or Cha 14
    Gain the Wild Empathy class feature that does not apply to magical beasts.
    You may take 10 when using the Wild Empathy feature to influence animals of indifferent or better attitude, and can make the check passively.
    Gain +2 to your diplomacy and sense motive checks.


    *********************************

    Draft

    Flowdancer
    30' Melee ToB-esque class
    Strong influences in dance, connection to aspects, and mastery of themes.

    Power is currently managed by:
    GM 1-7
    FM 10-20
    FDL 1-20
    Stat Requirement
    Stance Requirement
    Mystic Path

    Flowdancer is meant to start off as a T3-T4 class and end as a T2-T4 class, this is depending on preference of tier play.

    GM determines both the regulatory ability of initiator level and maximum maneuver level known. This is currently different from a +1-+10 system which would go better with the existing ToB system because of the plans to have a lot of maneuvers depend on environmental alterations, storms, currents wind, ect. use a 7 stage system and that's the core of the graceful movement spacing.

    Fluid movement is 0'-20', but is generally used at 5-20'. FM is used mainly as a distance or multiplier for certain abilities.

    Stat requirements helps to flavor the character into their possible abilities, because there's no solid progression to gain maneuvers you can have 18 in a stat to gain some juicy ones, but having that stat doesn't leave you one-sided in terms of versatility or options.

    Stance requirements help flavor players, I'm planning to have a large amount of general maneuvers and a large amount of stance required maneuvers. Depending on power and combination I'll put specialty powers as mixed stance requirements, which will provide further specialized flavoring.

    Mystic path has the highest degree of limitation and power granted, it allows the really powerful effects to happen without worry of stacking with other mystic path option features.

    Current List of Stances:

    Way of the Empty Palm
    This is similar to a monk flavoring, but it uses all asian martial arts (soft, hard, internal, external, north and southern china, japan, southasia, india and fantasy.

    Unnamed1
    Weaponry and metal.

    Unnamed2
    Social and Mask/Costume based.

    Unnamed3
    Jungle and forest based, nature rituals, animal forms and vestiges, communing with nature, animal companions, plants and natural alchemy, ect.

    Unnamed4
    Light

    Twisting Shroud
    Darkness, using shadowdancer, rogue, assassin, ninja flavoring, ect.
    Gives access to a non-dimensional shadow plane which warps time which allows you to blink and teleport.
    Lotus, Fox, Spider, Mantis, Ox, and different animals.
    The speciality of this stance is using twin-daggers, you gain a high critical and the ability to use Lead maneuvers, Offhand maneuvers and Dual maneuvers, you must hit with a lead to use an offhand, and an offhand to use a dual, allowing for super powerful "maneuver chains" to assassinate a foe quickly.


    Water's Ebb
    Water flavored, does not initially grant mastery over water but does help make one more at home in the water, as to stack with aquatic races instead of replacing it.

    Wind's Ebb
    Wind is not meant to grant flying, and the class is not actually meant to have prolonged flight until much later.

    Dunesong
    Based on sand and earth, is more flavored towards a sandshaper prc but with some major twists.

    Hanging Spider
    This is an aerialist class, it's meant to spend a lot of the time suspended off the ground by physical means, based on ropes. snares, aerial dancing, ect.

    Unnamed5
    Melody-based, bard and music flavored.

    Unnamed6
    Rhythm-based, int-based bard with some radically different abilities, flavored as a support to an existing bard ally.

    Unnamed7
    Mesmerizing flavor, charm and mind compulsion based.

    Unnamed8 Dex/Wis/Cha
    Jester-inspired flavoring, thrown weapons, juggling, and trickster combat.

    Weapon juggle- A combination of minor divination and monumental dexterity, allowing you to understand the combat situation before it happens and juggle objects while in combat, encorperating it into grand throws, your battleflow dance, and other effects. Weapons you are juggling count as "initiated weapons", they are technically accessible to the players but not held, allowing you to throw them into the air as a free action and access them as a free action, to the effect of dropping a weapon and drawing it as a free action.

    The limitation for objects in the air is 2+GM having 3-10 objects.

    Unnamed9
    Manipulate Fortune of you and those around you, use bellcurve rolls when in this stance.

    ==============================

    Current list of Maneuvers:

    General

    Way of the Empty Palm

    Twisting Shroud

    Water's Ebb

    Wind's Ebb

    Dunesong

    Dancing Flame

    Hanging Spider

    Unnamed1

    Unnamed2

    Unnamed3

    Unnamed4

    Unnamed5
    Lion's Roar-
    Create a cone of sound which scales in size and destruction based on your GM.

    Sound Blades-
    Use your instrument to make a ranged full attack within 30', create physical weapons that last for 1 round.

    Hymn of Blades-
    Use your instrument to make a ranged full attack, each of your attacks creates a ghost swordsman for 1 round that charges at the enemy.

    Unnamed6

    Unnamed7

    Unnamed8
    Prismatic Juggle-
    Enchant 2+GM weapons you are initiating to create different effects.

    Mystic Paths--
    Divine Path
    Spoiler
    Show
    Agony-
    Creates a field of agony, all foes that bear hostility to you make a will save in spirit range or take X damage each round, each round a foe is within spirit range Agony takes X damage, every time you deal damage to a foe you do equal damage to Agony.

    Anguish-
    Angish attacks creates that are afflicted with a charm, mind compulsion, hex, poison, disease or any form of ailment. Anguish does not attack creatures that are friendly.

    Ancestors Rage-
    Target willing creature hosts Ancestor's Rage, this spirit deals damage to all around it while taking equal nonlethal damage. When the spirits hp reaches 0 that spirit is unbound.
    Deal damage around you and a bonus depending on your bloodline.

    Anguished was Lingwah-
    Held object grants powers similar to the warlock.

    Armor of Unfeeling-
    All spirits within 30' gain DR5/magic. This does not effect spirit's damage to self.

    Attuned was Songkai-
    Held object allows for more maneuvers or spells per day.

    Binding Chains-
    Reflex save or creature becomes entangled with ethereal chains, moving causes a creature to take damage.

    Blind was Mingson-
    Held item explodes and blinds foes when dropped.

    Bloodsong-
    Bind a spirit which attacks foes and steals health.

    Boon of Creation-

    Brutal Weapon-
    Enchant a weapon with a spiritual effect, dealing extra damage. Magical enchantments interfere with this weapon spell and cannot enchant a weapon that has another magical effect or held by a creature with an enchantment on them.

    Call to the Spirit Realm-
    Creates 3 spirits to attack your foes.

    Caretaker's Charge-
    Blast an area, you are treated as fighting defensively in terms of armor until your next round.

    Celestial Summoning-
    Summon an elder being of the mists.

    Channeled Strike-
    Deal damage to a foe, deal extra effect if holding an object.

    Clamor of Souls-
    Deal damage to a large area of foes, restore nonlethal damage done to you if any spirits are within 30'.

    Consume Soul-
    Target spirit takes damage, and deals massive damage to all non-living hostiles in a large area around the spirit.

    Cruel was Daoshen-
    Held object, your spiritual-based damage maneuvers lower their saves until the end of your next turn. Dropping this object causes it to explode dealing damage to a small area.

    Death Pact Signet-
    If a foe is Dying you may cause their health to be equal to yours by transferring your HP to them. If that foe dies before the end of the encounter you die as well.

    Defiant was Xinrae-
    When you hold this object you can take a save vs. the damage taken to have it deal only a maximum of X% of your maximum HP. Dropping this object sucks life from foes in the surrounding area into you, healing you.

    Destruction-
    Every round this spirit is left alive it grows (small in 1 round, med in X rounds, large in X rounds, huge in X rounds), when this spirit dies it explodes damaging the area around it. If this spirit does not have hostility within spirit range it does not grow past medium.

    Disenchantment-
    Summon a spirit which eats enchantments.

    Displacement-
    This spirit protects allies within spirit range, every time an attack is made against a willing ally within range they are treated as concealed, the spirit moves the player out of the way and distorts light causing the attack to miss on a successful conceal check. Whenever a conceal check is rolled because of displacement, it takes X NL damage.

    Dissonance-
    This spirit stuns foes (disabling their standard action for 1 round), once a round it can ready an action against a foe, releasing an attack and causing them to take a fort and concentration check.

    Doom-
    Deal damage to foe for each binding ritual you have readied and used.

    Draw Spirit-
    Pull spirit to your square.

    Dulled Weapon-
    Force an incompetent spirit into a creature, while that spirit is in them they cannot land critial hits and all foes she attacks are treated as having additional damage resistance to your GM.

    Earthbind-
    Summon a spirit that effects all hostile creatures in spirit range, if hostile is knocked prone, they must make a fortitude save to be able to stand, whenever they make that save Earthbind takes damage.

    Empowerment-
    Summon a spirit, all friendly units in the area receive a unique health function.
    Each round all allies in spirit range gain 1 temporary Empowerment HP per round, and empowerment loses XHP for each 1hp it grants. If Empowerment dies the temporary HP is removed and the character takes nonlethal damage equal to that amount.

    Energetic was Leisahn-

    Essence Strike-

    Explosive Growth-
    Every time you summon a spirit you deal damage to the surround area.

    Feast of Souls-
    Destroy a spirit, distribute it's health within all friendly creatures within 30'.

    Flesh of my Flesh-
    Resurrect foe by losing XP and HP.

    Gaze from Beyond-
    Use an existing spirit to create a gate between it and the mists, granting it a blinding gaze attack for one round.

    Gaze of Fury-
    Destroy a spirit and create a Spirit of Fury

    Generous Was Tsungrai-
    Create an object that explodes to heal you when you drop it.

    Ghostly Haste-
    If you are within spirit range of a spirit you gain +5' base speed until that spirit dies or goes out of range.

    Ghostly Weapon-
    Target weapon gains Ghost Touch.

    Ghostmirror Light-
    You heal a creature, if a spirit is within 30' you heal equal health.

    Gasping was Kuurong-
    Dropped object explodes, ripping foes off their feet and pinning them to the earth.

    Guided Weapon-
    Grant a weapon sight and guidence of the spirits, allowing it to strike true when skill alone fails.

    Lamentation-
    Create a spiritual connection between a spirit and hostile creatures, draining their life essence.

    Life-
    Create a spirit of life that grows with time, eventually releasing it's vitality as a gift to friendly creatures when it dies.

    Lively Was Naomei-
    Drop an object that explodes releasing contained vitality to friendly creatures.

    Mend Body and Soul-
    Heal an ally, if a spirit is within 30' you may remove a Condition from them (selected from debuffs, not actual restoration), and apply it as an equal debuff to target spirit.

    Mending Grip-
    Heal an ally with a spiritually enchanted weapon.

    Mighty Was Vorizun-
    Gain additional deflection AC and you can initiate a single maneuver without expending it.

    Nightmare Weapon-
    Friendly creatures weapon becomes spiritually inhabited by a spirit which turns physical damage into a necromancy effect that drains life and returns your graceful modifier HP to the weapons holder, to a maximum of the weapon damage dealt.

    Offering of spirit-
    Ready a maneuver by sacrificing your or a spirit within 30's health.

    Pain-
    Create a spirit that attacks foes nerves.

    Painful Bond-
    Bond hostile creatures and spirits created by friendly creatures within 30', whenever spirits damage them they take additional damage.

    Preservation-
    Summon a spirit that heals the closest friendly creature to it once every 3 rounds.

    Protective Was Kaolai-
    Gain +1 deflection AC, when this object is dropped it explodes releasing vitality to friendly creatures.

    Pure Was Li Ming-
    Held object shortens the effects of conditions on you by 10%x your graceful movement modifier, dropping the object causes it to explode, sucking the conditions out of friendly creatures within 30'.

    Reclaim Essence-
    Destroy all of your spirits, ready (10% x GM) of the spirit maneuvers that caused the creation of your spirits, round down, minimum 0.

    Recovery-
    Summon a spirit which shortens conditions suffered by friendly creatures within spirit range, and boosts saves to recover from ailments.

    Recuperation-
    Friendly creatures within spirit range gain Fast Healing.

    Rejuvination-
    Spirit heals all friendly creatures within 30' of it each round and loses 2x the health it heals.

    Renewing Memories-
    You have 5%xGM chance to cast your spiritual weapon and object maneuvers for free for X rounds.

    Renewing Surge-
    Energy from the mists surges out of your hands, you have a 5%xGM chance to cast this maneuver for free.

    Resilient Was Xiko-
    You gain a bonus to your saves while holding this object and gain a fast healing effect whenever you fail a save and suffer a debuff. Dropping this object explodes and sucks the debuffs out of you.

    Resilient Weapon-
    Inhabit a weapon with a spiritual effect, giving the wielder a bonus to their deflection AC and fast healing.

    Restoration-
    Create a spirit, when this spirit dies it creates a lesser restoration effect to friendly creatures within spirit range.

    Ritual Lord-

    Rupture Soul-
    Detonate a spirit within 30', creating a surge of energy and blinding creatures surrounding it.

    Shadowsong-
    Summon the spirit of a being once blind, or who died within complete darkness. This spirit attacks the eyes of hostile creatures, blinding them.

    Shelter-
    If a a friendly creature would take more than 10% of their maximum HP in a single source of damage in a round within spirit range, have 10% per GM modifier dealt to the spirit instead.

    Sight Beyond Sight-
    When readied you gain sight granted by the mists, you no longer need eyes to see and have a shifted perception of the world, everything appears to be shades of blue and teal but it reflects spiritual light, which is an energy that connects the mists and the material plane.
    Spirit Light is intensified by the emotional and mental auras of creatures, living things, the elements and other such forces, it grants visible substance to nearly all things with little to obscure it, when matter has a more intense emotional or mental focus on it, it gains a more intense spiritual light leaving a brighter and brighter trail of memory and emotion, even after departed the emotions and thoughts linger on the material plane existing as this spiritual light residue.
    Because of this, you gain a persistent ability to be able to use your spot and search to view the context of intensified emotional trails, and your sense motive to understand the intent of them.
    A secret compartment may have an air of importance, suspicion, mistrust, fear, greed or comfort, where as a trap may have an air of righteousness, malice, despair, satisfaction or delight, even a game trail may inhabit the crude emotions of the animals that wander it, leaving a spiritual trail where none would exist.
    Because of the nature of the spirit light, widely concentrated things may be blindingly bright, the king of a kingdom, a beast or terror of legend, a statue of a god, or a monument may be blindingly bright, temporarily blinding your ability to see into the spiritual realm.

    Signet of Binding-
    Sacrifice health to try and wrestle control of a spirit.

    Signet of Creation-

    Signet of Ghostly Might-
    Empower all offensive spirits within 30' to intensify their attacks.

    Signet of Spirits-
    Create 1 spirit for every 2GM you have, rounded down, there spirits attack in unison. If one of the spirits die they all die.

    Soothing-
    Create a spirit, lower the DC or saves of effects meant to calm foes from being hostile in spirit range, or shorten the rounds of hostile creatures rage, by your GM modifier.

    Soothing Memories-
    Heals a creature who was friendly up to 24 hours ago and calms them, granting saves to becoming calm and friendly equal to your GM modifier.

    Soul Twisting-
    For 10 rounds you have a 50% chance to cast your next (1/2GMrounddown) spirit maneuvers for free

    Spirit's Gift-
    For 10 rounds whenever you create a spirit friendly creatures within 20' gain health and the spirit absorbs one condition from those friendly creatures, if a condition is removed in this way, it takes X damage and has a 50% chance of negating the effect the condition has on the spirit.

    Spirit's Strength-
    You gain a bonus to your strength score while holding a weapon that's been spiritually enhanced.

    Spirit Boon Strike-
    Strike a foe with spiritual energy, tearing at their soul and healing your spirits within 30'

    Spirit Burn-
    Immolate foe with spiritual flames, if a spirit is within 30' they also light on fire.

    Spirit Channeling-

    Spirit Light-
    Harvest your own spirit light and heal friendly creature, you either take nonlethal damage or cause damage to a spirit within 30'.

    Spiritlight Weapon-
    Empower a weapon with spiritual light healing the creature by your GM modifier each round to a total HP of the amount you or a spirit within 30' sacrifices.

    Spirit Rift-
    Create a spirit rift that manifests out of the earth as a ball, rising into the air. A round after it's created the spirit rift explodes, sundering, breaking and ripping apart everything within a 15'x15' area. If a creature fails her reflex save when it goes off, their carried items and armor take heavy damage as well, lowering armor to less than half it's HP will lower it's AC bonus by half.

    Spirit Siphon-
    Suck the energy out of a spirit, that spirit cannot provide it's effects for 3 rounds and you refresh a maneuver.

    Spirit Transfer-
    Heal ally by damaging a spirit.

    Spirit to Flesh-
    Touch a spirit to destroy it, healing friendly creatures within 15' of it.

    Spiritleech Aura-
    All of your offensive spirits within 30' suck the spiritlight out of enemies, healing themselves for up to your GM of the damage they do to enemies.

    Splinter Weapon-
    Manifest a weapon with a spiritual effect, whenever it successfully strikes a foe the weapon turns the spiritlight of the foe into deadly splinters that shoot out of her, damaging all non-friendly creatures within 5' of her.

    Summon Spirits-
    Heal your spirits within spirit range and teleport them to your location.

    Sundering Weapon-
    Enchant a weapon with a spiritual effect, whenever it causes damage to a creature it deals an additional equal damage to their armor.

    Tranquil Was Tanasen-
    Gain a deflection modifier to your AC and gain a bonus to your concentration checks equal to your GM when holding this object.

    Union-
    Whenever a friendly creature within range of this spirit takes more than your GM of damage have up to your GM of damage be dealt to that spirit instead.

    Vampirism-
    Summon a spirit which heals you if you are within 10' of it whenever it strikes for damage, heal up to your GM of that damage.

    Vengeful Was Khanhei-
    When holding this object you steal health from foes that strike you with attacks.

    Vengeful Weapon-
    Enchant friendly creatures weapon with a spiritual effect of vengeance, when that ally is struck for damage, one hostile creature within 30' of that weapon loses life and the holder is healed for an equal amount.

    Vital Weapon-
    The holder of this weapon gains temporary HP.

    Vocal Was Sogolon-
    Gain a bonus to vocal checks while holding this object.

    Wailing weapon-
    Treat as a +GM bonus in terms of foes making concentration checks against damage from this weapon.

    Wanderlust-
    This spirit readies an action against a hostile creature, it attacks at the end of their turn, if they did not move from their square during that turn the attack also makes them take a fortitude save or knocks them prone.

    Warmonger's Weapon-
    If a foe did not attack last round, this weapon has a GM+3 damage equivalent to causing foes to fail their concentration checks.

    Weapon of Aggression-
    Wielder of this weapon may use it for an additional attack at full BAB when making a full attack

    Weapon of Fury-
    Wielder of this weapon gains the rage ability of a level 1 barbarian, this weapon effect ends when the rage does causing no exhaustion penalties.
    The con modifier for Rage is equal to your GM.

    Weapon of Quickening-
    Holder of this weapon may cast a spell or a power as a swift action instead of a standard action by harvesting the spiritlight of the weapon. Sacrifice HP to use this maneuver.

    Weapon of Remedy-
    When holder of this weapon strikes a foe it draws from their spiritlight to heal the holder and relieve one condition.

    Weapon of Renewal-
    The next time you use a martial-based maneuver you may use it for free and weapon of renewal is dismissed.

    Weapon of Shadow-
    When the holder is attacked or attacks a foe in melee it causes a blinding effect that lasts for the duration of the weapon.

    Weapon of Warding-
    Holder gains concealment and fast healing.

    Wielder's Boon-
    Heals friendly creature with weapon spirit, the weapon spell now carries additional healing and heals the holder when the weapon is dismissed.

    Wielder's Remedy-
    For 5 rounds whenever you use a spirit weapon maneuver on a friendly creature they are healed for your GM and lose one condition.

    Wielder's Strike-
    Use a spiritual weapon within 30' as a focus, blasting a foe with spiritual energy.

    Wielder's Zeal-
    You have a 5% per GM to cast spirit weapon maneuvers for free for 5 rounds.

    Xinrae's Weapon-
    The next time holder is damaged more than 5% of her maximum HP, that damage is limited by 10% x GM and the holder draws spiritlight from hostile creatures within 5', healing up to 5% of her maximum HP from dealing the damage equally split to the creatures.


    Unnamed3 (+ Divine)

    The Weave
    Lotus Palm-
    Create an effect like Bigby's Hand, which you control with a free hand (concentration), which can carry you, grasp enemies, push, create walls, or manipulate matter.

    Unnamed7 (+ The Weave)



    Ascetic

    -----------------------------

    Mystic Path Options:

    The Divine Path
    This turns you into a "ritualist", as such you gain these abilities:
    -Able to use Divinitation
    -Able to summon "Binding Rituals" which are special maneuvers that create a creature. These creatures are ghosts rooted to the ground by ethereal chains and can protect you and your allies, attack foes, create utility, and generally be helpful. The attacking spirits hurl energies, mainly cold, and attack similarly to a longbow. Protective or utility spirits use your "spirit range" which is aprox. 60-100'.
    -Close connection with "The Mists", a plane of afterlife.
    -Ability to enchant weapons and objects to create effects when held (one weapon or large object at a time), objects require 2 hands to carry.

    With the addition of Unnamed3 stance you can cast Nature Rituals which are like binding rituals but enchant a terrain or creatures with a supernatural and by itself harmless effect.

    The Weave
    The weave blends the dancer and the arcane.

    With the addition of Unnamed7 your arcane powers twist and blend with the realm of the psychic. You can manipulate thoughts and emotions at will.

    Unsorted Grouping:


    This grouping is meant for maneuvers for a Scythe + Wind + Sand based stance, this stance gives you a power similar to polymorph that transforms you into an avatar of the gods.

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    Arcane Zeal

    Armor of Sanctity

    Attacker's Insight

    Aura Slicer

    Aura of Holy Might

    Aura of Thorns

    Avatar of the Deity

    Balthazar's Rage

    Banishing Strike

    Celestial Summoning

    Chilling Victory

    Conviction

    Crippling Sweep

    Crippling Victory

    Dust Cloak

    Dwayna's Touch

    Ebon Dust Aura

    Enchanted Haste

    Eremite's Attack

    Eremite's Zeal

    Eternal Aura

    Extend Enchantments

    Faithful Intervention

    Farmer's Scythe

    Featherfoot Grace

    Fleeting Stability

    Grenth's Aura

    Grenth's Fingers

    Grenth's Grasp

    Guiding Hands

    Harrier's Grasp

    Harrier's Haste

    Heart of Fury

    Heart of Holy Flame

    Imbue Health

    Intimidating Aura

    Irresistible Sweep

    Lyssa's Assault

    Lyssa's Haste

    Meditation

    Mirage Cloak

    Mystic Corruption

    Mystic Healing

    Mystic Regeneration

    Mystic Sandstorm

    Mystic Sweep

    Mystic Twister

    Mystic Vigor

    Natural Healing

    Onslaught

    Pious Assault

    Pious Concentration

    Pious Fury

    Pious Haste

    Pious Renewal

    Pious Restoration

    Radiant Scythe

    Reap Impurities

    Reaper's Sweep

    Rending Aura

    Rending Sweep

    Rending Touch

    Sand Shards

    Shield of Force

    Signet of Mystic Speed

    Signet of Pious Light

    Signet of Pious Restraint

    Staggering Force

    Test of Faith

    Twin Moon Sweep

    Veil of Thorns

    Victorious Sweep

    Vital Boon

    Vow of Piety

    Vow of Silence

    Vow of Strength

    Watchful Intervention

    Wearying Strike

    Whirling Charge

    Winds of Disenchantment

    Wounding Strike

    Zealous Renewal

    Zealous Sweep

    Zealous Vow




    Spoiler
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    Plant - Jungle
    Animal Forms - Wildshape
    Animal Vestiges http://www.youtube.com/watch?v=MkDQcsGtArA

    Vestige of the Pachyderm-
    You embody a boar, hippo, elephant or rhinoceros, for the length of the vestige you are treated as having more strength, being of a larger size (also heavier), and gain bonuses on charge, bullrush, ect.

    Vestige of the Serpent-
    You embody a snake-like animal, granting a bonus on grapple, escape artist checks, improved crawl and tumble speed, improved dexterity, fortitude vs poison, reflex saves and initiative.

    Mule's Kick-
    Create a sudden vestige in the form of a kick, you kick a foe with enough force to lift her off the ground and winding her.

    Vestige of the Feline-
    You embody the cheetah, leapord, mountain lion, cat, lion or lynx.
    You gain a sonic breath weapon, the cheetahs run ability, more dexterity and movement skill proficiency, and improved bite/claw attacks.

    Vestige of the Nightcrawler-
    Gain darkvision equal to your normal vision, a climb speed equal to your base speed, highly improved climb

    Vestige of the Eel-
    Gain an effect similar to touch of golden ice that stores and releases electricity upon touching a creature or object with exposed skin.
    Gain a bonus on reflex, initiative, hide, move silently, gain a swim speed and a an improved grapple check.

    Vestige of the Spider-
    Gain a climb speed,


    Heart of Mangrove - Gain waterwalking as a constant effect, heart of sand's carried earth-aligned material travels through water as easily as air.


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    Unnamed9

    Auspicious Odds
    Whenever making an attack roll, saving throw, ability
    check, or skill check, the subject rolls 4d6 and drops
    the lowest single die roll from the total rather than
    rolling 3d6 or 1d20. If, on a single roll, all four die results are 1s,
    the spell immediately ends.

    Circle of Auspicious Odds
    As auspicious odds, except that this spell affects multiple targets
    and the duration is shorter. If, on a single roll, all four die results
    are 1s, the circle immediately ends for that subject only, unless
    it’s the initiator, in which case it ends for everyone.


    ---

    Lighting Arc-
    Create a solid arch of lightning between 2 metal lengths, creating a 3rd weapon (Stormwire) made purely out of electricity which you may use as a normal weapon that attacks as a Touch Attack for 1round/FDLevel, every successful touch attack lowers the stormwire's duration by 2 rounds.

    You may also link a held metal length to one you're not holding, the stormwire can attach to a length up to your fluid movement distance away, you threaten any square the stormwire passes through and you may attack with it as normal. If the length is attended you take a -2 to attack rolls with the stormwire, the holder may also choose to interfere with your stormwire, fighting your attempts to utilize it, a foe may negate any number up to their dexterity modifier from your attack, but if they choose to interfere they lose an equal amount of dexterity until the next round.

    If the stormwire exceeds your FM distance at any time it immediately ends.

    The stormwire moves as you move, any creature occupying a square it newly passes through must make a DC 12 reflex save, this reflex is effected by the foes size modifier. Any foes hit in this way shorten the duration of the stormwire by 2 rounds.

    Feat:


    Animal Empathy

    Required Handle Animal or Ride Rank4
    Gain the Wild Empathy class feature that does not apply to magical beasts.
    You may take 10 when using the Wild Empathy feature to influence animals of indifferent or better attitude, and can make the check passively.
    Gain +2 to your diplomacy and sense motive checks.




    Book

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    Fan Book
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    The book's intent is to be a compilation of equal-sized images, some with illustrations and some as backdrops to the game information for the flowdancer and related content.
    Last edited by Hanuman; 2011-09-19 at 07:03 AM.

  3. - Top - End - #3
    Ettin in the Playground
     
    Eldest's Avatar

    Join Date
    Apr 2011
    Location
    Someplace Nice
    Gender
    Female

    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    All the attributes are important to the Flowdancer? Did I understand that right?
    That is a very, very, very bad idea without a ton of thought and balancing mechanics built it.
    Dex seems very important, with Cha or Wis for secondary effects, and Con is always a good idea. Is there a class feature that uses Str, Int, or Con? Also, are they meant to be melee? And I don't really understand the skills by attribute well either.
    LGBTA+itP

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Draft Overflow:
    =================

    Unsorted


    Spoiler
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    Aftershock
    Create a nova of shattered ground.

    Air Attunement
    Chance of using air maneuvers for free.

    Arc Lightning
    Shock object or foe, if this object or foe was wet or made of metal create a line of lightning that isnt disrupted by wet or metal objects that aren't grounded.

    Armor of Earth
    Create armor of earth.

    Armor of Frost
    Create armor of ice.

    Armor of Mist
    Gain armor and base speed.

    Ash Blast
    Blind and disrupt prone foes.

    Aura of Restoration
    Heal.

    Bed of Coals
    Create a large area of smoldering debris.

    Blinding Flash
    Use lightning to create a flash of light.

    Blinding Surge
    Use electricity to blind foes.

    Blurred Vision
    Use mist to obscure foes vision.

    Breath of Fire
    Gain fire breath weapon.

    Burning Speed
    Move faster and take fire damage.

    Chain Lightning
    Bounce lightning from one foe or metal object to the next.

    Chilling Winds
    Deal cold damage lowering foes cold resistance/

    Churning Earth
    Roil the ground, knocking down and swallowing foes.

    Conjure Flame
    Your weapon becomes burning.

    Conjure Frost
    Your weapon becomes freezing.

    Conjure Lightning
    Your weapon becomes shocking.

    Crystal Wave
    Create a nova of crystal shards.

    Deep Freeze
    Blast area with cold, flashfreezing it.

    Double Dragon
    Shoot 2 dragons made of fire out of your palms, incinerating foes around you.

    Earth Attunement
    Chance of using earth maneuvers for free.

    Earthen Shackles
    Shackle creature to the ground.

    Earthquake
    Cause an area to knock down creatures and deal damage to structures.

    Ebon Hawk
    Shoot a stone projectile that deals strength damage.

    Elemental Attunement
    Chance to retain any elemental maneuver for free.

    Elemental Flame
    A creature or object lights on fire whenever it's heated.

    Elemental Lord
    Boost your next elemental damage maneuvers damage die by 1, heal yourself whenever you use an elemental manuever.

    Energy Blast
    Damage foe based on your HP

    Energy Boon
    Gain Fast Healing GM for GM rounds, at the end you are healed for GMxGM

    Enervating Charge
    Deal lightning and strength damage.

    Eruption
    Spit up ash and dust, choking and blinding creatures.

    Ether Prism
    Create a device made of magic that splits light into your choice of acid, cold, electricity, fire, or sonic damage, you must choose at least 2 and the effect is divided equally to either a cone or multiple lines.

    Ether Prodigy
    Cleanse exhaustion, fatigue, and heal 5nonlethal damage and con damage per round for GM arounds, at the end apply it back double.

    Ether Renewal
    Chance of gaining health and free maneuvers after every use.

    Fire Attunement
    Chance of using fire maneuvers for free.

    Fire Storm
    Rain embers and liquid fire on an area.

    Fireball
    Summon a fire ball that scales in size.

    Flame Burst
    Flash fire around you.

    Flame Djinn's Haste
    Sets the area around you on fire, you move 10' faster until the end of the round.

    Flare
    Shoot a small ball of fire.

    Freezing Gust
    Chills creature, pins them if they are touching a sheet of ice.

    Frigid Armor
    Create ice armor that protects against burning.

    Frozen Burst
    Create a nova of frreezing shards around you.

    Gale
    Blow creature down.

    Glimmering Mark
    Create a mark on a foe, on command it activates, frying them.

    Glowing Gaze
    Gaze attack that ignites or intensifies fire.

    Glowing Ice
    Same as glowstone, also freezes surfaces.

    Glowstone
    Summon and throw a Glowstone, on hit it shatters saturating the object or creature in pure light, making it glow. Similar to glitterdust.

    Glyph of Concentration
    Raise your concentration check for GM rounds.

    Glyph of Elemental Power
    Raise your elemental damage by 1 per die for GM rounds.

    Glyph of Energy
    Use this to recover 2 stages of exhaustion.

    Glyph of Essence
    Use a maneuver as a swift action, become exhausted.

    Glyph of Immolation
    Your next maneuver also ignites objects and creatures.

    Glyph of Lesser Energy
    The next time you become exhausted or fatigued use this to negate that by one stage.

    Glyph of Renewal
    Your next maneuver is cast for free.

    Glyph of Restoration
    Your next GM maneuvers also heal you.

    Glyph of Sacrifice
    Use next maneuver without using an action, limits maneuvers ready, cannot ready that maneuver for 24h

    Glyph of Swiftness
    Use next manuever as a swift action.

    Grasping Earth
    Cause earth to swallow foe.

    Gust
    Blow foe down.

    Ice Prison
    Cage a foe with ice.

    Ice Spear
    Summon and throw an ice spear.

    Ice Spikes
    Summon and shoot ice projectiles.

    Icy Prism
    Summons ice prisms which reflect light and disrupt concentration to those in an area.

    Icy Shackles
    Summon shackles made of ice attached to a foe.

    Immolate
    Incinerate a foe.

    Incendiary Bonds
    Shackle a foe with heat energy, exploding them into flame.

    Inferno
    Create a nova of heat around you.

    Intensity
    Intensify the elemental energy of your next maneuver.

    Invoke Lightning
    Blast an area with a lightning strike.

    Iron Mist
    Create a cloud of iron, causing con damage within the area and conducting lightning.

    Kinetic Armor
    Like mage armor, lasts for 1 round and refreshes every maneuver used.

    Lava Arrows
    Shoot 2 lava arrows.

    Lava Font
    Lava bursts through the ground, scorching the area around you.

    Lightning Bolt
    Ready lightning bolt, fire within 1 round. Moving foes take additional damage.

    Lightning Hammer
    Create a vertical lightning strike that does bludgeoning and lightning damage.

    Lightning Javelin
    Create a javalin made of lightning and throw it at foe.

    Lightning Orb
    Summon ball lightning and toss it at foe, exploding on impact and sundering their armor.

    Lightning Strike
    Shoot lightning at foe.

    Lightning Surge
    Channel lightning into foe, discharges on their round, fort vs KD.

    Lightning Touch
    Dies and removes ice on touch attack, fries touched with lightning and creates steam.

    Liquid Flame
    Shoot a line of flammable liquid, igniting everything on contact.

    Maelstrom
    Summon a storm.

    Magnetic Aura
    Gain deflection AC against metal objects, bullrushing and disarming metalic objects from you an them is easier.

    Magnetic Surge
    Bullrush, disarm and pin metalic objects in a line away from you.

    Mark of Rodgort
    Mark, like an S and a more different S.

    Meteor
    Summon a meteor, very unpredictable.

    Mind Blast
    Explode target area, will save or take 1 int damage.

    Mind Burn
    Cause cold damage and will save vs. on fire.

    Mind Freeze
    Cause cold damage and will save vs. 90% slower movement.

    Mind Shock
    Cause lightning damage and will save vs. knockdown.

    Mirror of Ice
    Turn an icy surface into a perfect mirror.

    Mist Form
    Turn into mist.

    Obsidian Flame
    Burn foe with eldritch fire.

    Obsidian Flesh
    Gain AC and cause spells targeting you to have arcane spell failure.

    Phoenix
    Inhabit flames in the shape of a phoenix, jump from your location to another exploding on takeoff and landing.

    Ride the Lightning
    Shoot a bolt of lightning and simultaneously turn into lightning, arriving where it strikes.

    Rodgort's Invocation
    Burninate the countryside

    Rust
    Self explanatory.

    Sandstorm
    Create a sandstorm.

    Savannah Heat
    Increase the heat of an area to lethal limits.

    Searing Flames
    Flash an area with a wave of fire, lightning things on fire, and incinerating things already on fire.

    Searing Heat
    Create a roaring area of heat.

    Second Wind
    Recover exhaustion by 1 stage.

    Shard Storm
    Shoot ice crystals that freeze an area on contact. If a creature is frozen she makes a fortitude save or loeses 2/3 of her movement speed.

    Shatterstone
    Deals cold damage, the next round cold damage and bludgeoning, fort vs dex damage.

    Shell Shock
    Blast foe with a pressurewave, fort save or lower AC

    Shock
    Touch attack delivering a shock, fort or KD.

    Shock Arrow
    Summon an arrow of iron and lightning and shoot it as a ranged attack.

    Shockwave
    Create an explosion from the ground, sending out a pressure wave.

    Slippery Ground
    Freeze an area of ground, similar to grease.

    Sliver Armor
    Lowers dexterity AC and raises deflection AC, whenever a foe fails to hit you the sliver armor breaks and shoots slivers of earth around you, damaging a foe.

    Smoldering Embers
    Heat the ground on a 5' square, causing an immediate flash of heat to cook the area above it for 2 rounds, on the second round it ignites materials.

    Star Burst
    Touch foe, creating a large burst of heat, incinerating everything around you.
    Similar to burning hands, triggered on touch attack and effects a 5' area around the foe.

    Steam
    Extinguish a fire by summoning water and channeling the heat into it, turning it into steam, if a creature was in that square they take a fortitude save against a scaling and blinding effect.

    Stone Daggers
    Shoots 2 stone daggers at a foe.

    Stone Sheath
    Critical hits do not effect you 80% of the time, in addition any weapon that strikes you turns to stone for one round.

    Stone Striker
    Transforms energy, dealing kinetic damage to you instead of energy damage (treat as blunt, slashing or piercing instead of any energy type).

    Stoneflesh Aura
    Increase your DR by your GM.

    Stoning
    Summon and shoot a large rock, if it hits a creature they must make a fortitude save or be knocked down.

    Storm Djinn's Haste
    Increase your total speed by 25% for 10 rounds, take 1 nonlethal damage for every 5' you move.

    Swirling Aura
    Provides 50% concealment from projectiles.

    Thunderclap
    Strike target with lightning, following with a loud pressurewave.

    Unsteady Ground
    Shift and roil the earth, knocking foes down.

    Vapor Blade
    Slice through the air as a water blade, damages in a line until it hits a target.

    Ward Against Elements
    Provides resistances to friendly creatures in range.

    Ward Against Foes
    Slows movement speed of hostile creatures in range.

    Ward Against Harm
    Protects friendly creatures from fire damage and gives additional AC.

    Ward Against Melee
    Provides concealment against melee attacks to all friendly creatures in range.

    Ward of Stability
    Adds a bonus against bullrush, trip attempts, rolls and saves to remain in place and standing.

    Ward of Weakness
    Lowers the strength of hostile creatures in range.

    Water Attunement
    Chance of casting water maneuvers for free.

    Water Trident
    Summon a water trident and ready a ranged attack with it for 1 round, if you succeed on hitting a foe they must make a fortitude save or be knocked prone.

    Whirlwind
    All creatures within 5' of you must take a fortitude save or be blown down.

    Windborne Speed
    Improve your base speed by 1/3 for GM rounds.

    Winter's Embrace




    Spoiler
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    Accumulated Pain-

    Air of Disenchantment-

    Ancestor's Visage-

    Aneurysm-

    Arcane Conundrum-

    Arcane Echo-

    Arcane Languor-

    Arcane Larceny-

    Arcane Mimicry-

    Auspicious Incantation-

    Backfire-

    Blackout-

    Calculated Risk-

    Channeling-

    Chaos Storm-

    Clumsiness-

    Complicate-

    Confusing Images-

    Conjure Nightmare-

    Conjure Phantasm-

    Crippling Anguish-

    Cry of Frustration-

    Discharge Enchantment-

    Distortion-

    Drain Delusions-

    Drain Enchantment-

    Echo-

    Elemental Resistance-

    Empathy-

    Enchanter's Conundrum-

    Energy Burn-

    Energy Drain-

    Energy Surge-

    Energy Tap-

    Epidemic-

    Ether Feast-

    Ether Lord-

    Ether Nightmare-

    Ether Phantom-

    Ether Signet-

    Ethereal Burden-

    Expel Hexes-

    Extend Conditions-

    Feedback-

    Fevered Dreams-

    Fragility-

    Frustration-

    Guilt-

    Hex Breaker-

    Hex Eater Signet-

    Hex Eater Vortex-

    Hypochondria-

    Ignorance-

    Illusion of Haste-

    Illusion of Pain-

    Illusion of Weakness-

    Illusionary Weaponry-

    Images of Remorse-

    Imagined Burden-

    Ineptitude-

    Inspired Enchantment-

    Inspired Hex-

    Keystone Signet-

    Kitah's Burden-

    Leech Signet-

    Lyssa's Aura-

    Lyssa's Balance-

    Mantra of Concentration-

    Mantra of Earth-

    Mantra of Flame-

    Mantra of Frost-

    Mantra of Inscriptions-

    Mantra of Lightning-

    Mantra of Persistence-

    Mantra of Recall-

    Mantra of Recovery-

    Mantra of Resolve-

    Mantra of Signets-

    Migraine-

    Mind Wrack-

    Mirror of Disenchantment-

    Mistrust-

    Overload-

    Panic-

    Persistence of Memory-

    Phantom Pain-

    Physical Resistance-

    Power Block-

    Power Drain-

    Power Flux-

    Power Leak-

    Power Leech-

    Power Lock-

    Power Return-

    Power Spike-

    Price of Pride-

    Psychic Distraction-

    Psychic Instability-

    Recurring Insecurity-

    Revealed Enchantment-

    Revealed Hex-

    Shame-

    Shared Burden-

    Shatter Delusions-

    Shatter Enchantment-

    Shatter Hex-

    Shatter Storm-

    Shrinking Armor-

    Signet of Clumsiness-

    Signet of Disenchantment-

    Signet of Disruption-

    Signet of Distraction-

    Signet of Humility-

    Signet of Illusions-

    Signet of Midnight-

    Signet of Recall-

    Signet of Weariness-

    Simple Thievery-

    Soothing Images-

    Spirit Shackles-

    Spirit of Failure-

    Spiritual Pain-

    Stolen Speed-

    Sum of All Fears-

    Symbolic Celerity-

    Symbolic Posture-

    Symbols of Inspiration-

    Sympathetic Visage-

    Tease-

    Unnatural Signet-

    Visions of Regret-

    Wandering Eye-

    Waste Not, Want Not-

    Wastrel's Demise-

    Wastrel's Worry-

    Web of Disruption-


    Spoiler
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    Assassin's Promise

    Assassin's Remedy

    Assassin's Remedy

    Assault Enchantments

    Augury of Death

    Aura of Displacement

    Beguiling Haze

    Black Lotus Strike

    Black Mantis Thrust

    Black Spider Strike

    Blades of Steel

    Blinding Powder

    Caltrops

    Crippling Dagger

    Critical Agility

    Critical Defenses

    Critical Eye

    Critical Strike

    Dancing Daggers

    Dark Apostasy

    Dark Escape

    Dark Prison

    Dash

    Deadly Haste

    Deadly Paradox

    Death's Charge

    Death's Retreat

    Death Blossom

    Death Blossom

    Desperate Strike

    Disrupting Dagger

    Disrupting Stab

    Enduring Toxin

    Entangling Asp

    Exhausting Assault

    Expose Defenses

    Expunge Enchantments

    Falling Lotus Strike

    Falling Spider

    Feigned Neutrality

    Flashing Blades

    Fox's Promise

    Fox Fangs

    Fox Fangs

    Golden Fang Strike

    Golden Fox Strike

    Golden Lotus Strike

    Golden Phoenix Strike

    Golden Skull Strike

    Heart of Shadow

    Hidden Caltrops

    Horns of the Ox

    Impale

    Iron Palm

    Jagged Strike

    Jungle Strike

    Leaping Mantis Sting

    Lift Enchantment

    Locust's Fury

    Lotus Strike

    Malicious Strike

    Mantis Touch

    Mark of Death

    Mark of Insecurity

    Mark of Instability

    Mirrored Stance

    Moebius Strike

    Nine Tail Strike

    Palm Strike

    Recall

    Repeating Strike

    Return

    Sadist's Signet

    Scorpion Wire

    Seeping Wound

    Shadow Fang

    Shadow Form

    Shadow Form

    Shadow Meld

    Shadow Prison

    Shadow Refuge

    Shadow Sanctuary

    Shadow Shroud

    Shadow Walk

    Shadow of Haste

    Shadowy Burden

    Shameful Fear

    Sharpen Daggers

    Shattering Assault

    Shroud of Distress

    Shroud of Distress

    Shroud of Silence

    Side Step

    Signet of Deadly Corruption

    Signet of Deadly Corruption

    Signet of Malice

    Signet of Shadows

    Signet of Toxic Shock

    Signet of Twilight

    Siphon Speed

    Siphon Strength

    Smoke Powder Defense

    Spirit Walk

    Star Strike

    Swap

    Temple Strike

    Trampling Ox

    Twisting Fangs

    Unseen Fury

    Unseen Fury

    Unsuspecting Strike

    Vampiric Assault

    Viper's Defense

    Wastrel's Collapse

    Way of Perfection

    Way of the Assassin

    Way of the Empty Palm

    Way of the Fox

    Way of the Lotus

    Way of the Master

    Wild Strike

    Wild Strike





    Spoiler
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    Aegis

    Air of Enchantment

    Amity

    Aura of Faith

    Aura of Stability

    Balthazar's Aura

    Balthazar's Pendulum

    Balthazar's Spirit

    Bane Signet

    Banish

    Blessed Aura

    Blessed Light

    Blessed Signet

    Boon Signet

    Castigation Signet

    Contemplation of Purity

    Convert Hexes

    Cure Hex

    Defender's Zeal

    Deny Hexes

    Dismiss Condition

    Divert Hexes

    Divine Boon

    Divine Healing

    Divine Intervention

    Divine Spirit

    Draw Conditions

    Dwayna's Kiss

    Dwayna's Sorrow

    Empathic Removal

    Essence Bond

    Ethereal Light

    Extinguish

    Gift of Health

    Glimmer of Light

    Guardian

    Heal Area

    Heal Other

    Heal Party

    Healer's Boon

    Healer's Covenant

    Healing Breeze

    Healing Burst

    Healing Hands

    Healing Light

    Healing Ribbon

    Healing Ring

    Healing Seed

    Healing Touch

    Healing Whisper

    Heaven's Delight

    Holy Haste

    Holy Strike

    Holy Veil

    Holy Wrath

    Ice Breaker

    Infuse Health

    Jamei's Gaze

    Judge's Insight

    Judge's Intervention

    Karei's Healing Circle

    Kirin's Wrath

    Life Attunement

    Life Barrier

    Life Bond

    Life Sheath

    Light of Deliverance

    Light of Dwayna

    Live Vicariously

    Mark of Protection

    Martyr

    Mend Ailment

    Mend Condition

    Mending

    Mending Touch

    Orison of Healing

    Pacifism

    Patient Spirit

    Peace and Harmony

    Pensive Guardian

    Protective Bond

    Protective Spirit

    Purge Conditions

    Purge Signet

    Purifying Veil

    Ray of Judgment

    Rebirth

    Release Enchantments

    Remove Hex

    Renew Life

    Restful Breeze

    Restore Condition

    Restore Life

    Resurrect

    Resurrection Chant
    Requires Good Alignment
    This maneuver can only be used on a creature who was both friendly and died less than 10 rounds ago, it takes 10 rounds and requires concentration, while chanting you are considered helpless.
    Use a diamond focus (valued at 5,000g) to focus light energy directly from your soul (temporarily draining 1/4th a level of XP from you), when the chant is complete the diamond disintegrates into a shimmering mist that is sucked into the corpse's nostrils, reviving them to 10%/GM their maximum health.

    http://www.youtube.com/watch?v=Yk2DBU8wZEc

    Retribution
    Required Lawful
    One friendly creature gains Retribution, returning 1/GM damage as bursts of searing light to the source of the damage as long as the source had hostile intent. You may keep this effect up by sacrificing a swift action every round.

    Reversal of Damage
    One friendly creature within 30' gains DR3/GM for the next time they take damage, any damage this DR negates is turned into light and shot back at the source as a touch attack ray (using your BAB+Wis), dealing equal fire damage to the negated damage, if this effect doesn't trigger it fades after 3 rounds.

    Reversal of Fortune
    One friendly creature within 30' gains DR6/GM for the next time they take damage, if this effect doesn't trigger it fades after 3 rounds.

    Reverse Hex
    Remove one mind compulsion or charm from a friendly creature within 30' and convert it into a protective shielding, giving them DR5/GM for the next time they take damage, if this effect doesn't trigger it fades after 3 rounds.

    Scourge Enchantment

    Scourge Healing
    Put Scourge Healing on a creature of opposing alignment to yours, whenever that creature creates a supernatural, magical or psionic healing effect she takes double that damage (up to 1D8/GM), this effect lasts for 1 round/GM.

    Scourge Sacrifice

    Scribe's Insight

    Seed of Life
    Put Seed of Life on a friendly creature within 30', for 1/GM rounds whenever that creature takes damage it creates a burst of positive energy from their aura, healing friendly creatures to that creature within 15' for 1d4HP.

    Selfless Spirit
    Whenever you use a light or healing based maneuver on another friendly creature you have a 30% chance of retaining that maneuver for free.

    Shield Guardian

    Shield of Absorption
    Grant a friendly creature including yourself a Shield of Absorption, giving it an additional DR5/Necromancy every time that creature takes damage until the start of your next turn, this effect cannot last more than one round.

    Shield of Deflection

    Shield of Judgment

    Shield of Regeneration

    Shielding Hands
    Give friendly creature within 30' 3DR/necromancy per GM.

    Signet of Devotion

    Signet of Judgment

    Signet of Mystic Wrath

    Signet of Rage
    Deal damage depending on how hostile the creature is to you, 1d3/GM for each stage below indifferent, and another 1d3/GM if the creature has an emotionally based damage or strength inducing class feature.

    Signet of Rejuvenation
    Ready this signets as an action to heal Heal a friendly creature within 30' during their turn for GMd4+GM HP and double that amount if that creature succeeds against a DC using their standard action.

    Signet of Removal
    Use on a friendly creature within 30', make a willsave against the original DC of a condition, charm or mind compulsion with a bonus equal to your GM, if you succeed remove that condition, mind compulsion or charm.

    Smite
    Draw light energy into your weapon and release it upon striking an enemy dealing 1d8/GM fire damage and releasing a momentary burst of light, as daylight spell.

    Smite Condition
    Draw out a condition turning the affliction into a surge of burning light, scorching hostile creatures around the friendly creature.

    Smite Hex
    Dispell a mind compulsion, charm or other magical debuff, turning the affliction into a surge of burning light, scorching hostile creatures around the friendly creature.

    Smiter's Boon

    Spear of Light
    Create a spear of light that exists until your next round's end.

    Spell Breaker

    Spell Shield

    Spirit Bond

    Spotless Mind
    Every round you get a +GM exalted bonus and force a re-save to take off an existing charm or mind compulsion, this may remove anything the body could naturally heal.

    Spotless Soul
    Every round you get a +GM exalted bonus and force a re-save to take off an existing condition, this may remove anything the body could naturally heal.

    Stonesoul Strike

    Strength of Honor
    Required Lawful.
    Empower friendly creature within 30' with Strength of Honor, raising her strength score by 1.5 per GM, you take 1NL damage per round until you dismiss the effect. Moving out of 30' from the creature also dismisses it.
    This bonus counts as an exalted bonus.

    Succor

    Supportive Spirit

    Symbol of Wrath

    Unyielding Aura

    Vengeance

    Vigorous Spirit

    Vital Blessing

    Watchful Healing

    Watchful Spirit

    Withdraw Hexes

    Word of Censure

    Word of Healing
    Heal GMd4+GM HP from friendly creature in 30', and double that amount if the creature was below 50% hp.

    Words of Comfort
    Heal GMd4+GM HP from friendly creature in 30', and double that amount if the creature is suffering from a condition.

    Zealot's Fire
    Whenever you aid an ally you charge that ally with light, searing hostile creatures.

    Zealous Benediction
    Heal a friendly creature for GMd6 health, if that creature was below 50% HP roll a D10, 6 or lower recharges this maneuver.


    Spoiler
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    "Charge!"
    All friendly creatures improve gain a moral bonus to their base speed, increasing it by your fluid movement for 1/GM rounds.

    "Coward!"

    "Fear Me!"
    4A
    Attempt a sudden strike damage with a melee weapon (1d6/GM), the target of the sudden strike and all opponents within 30 feet of you who can see the target are shaken for a number of rounds equal to your Flowdancer. A successful Will save (DC 10 + your + your Cha modifier) negates
    this effect. Creatures whose HD exceed your character
    level are not affected. "Fear Me!" is a mind-affecting fear
    ability.

    "For Great Justice!"
    Lawful Alignment
    For 3xGM rounds you gain 1 temporary HP (to a maximum of 10) and 1 strike of adrenaline for every strike of adrenaline you otherwise gain.

    "I Will Avenge You!"
    Required Good or Lawful Alignment
    While this maneuver is readied when you experience the unwanted death of another players character to a hostile and opposable force you may enter "I Will Avenge You!" and you re-enter it or add the duration for every players death you experience.

    While in "I Will Avenge You!" you have a +4 will save to mind compulsions and charms, immunity to fear, fast healing +GM, a extra attack at your full BAB every full attack, a +4 to strength and a +4 to fortitude saves for GMx3 rounds.

    During this time you must make effort to oppose the force to the best of your abilities, but may opt to discard "I Will Avenge You!" if the force or enemy is unopposable.

    "I Will Survive!"
    For 3d6 rounds you gain fast healing equal to half your GM for each condition on you (maximum 10 or flowdancer level, whichever is lower)

    "None Shall Pass!"
    You can trip a number of enemies equal to your GM who move while in your threatened area as a free action, up to one trip per enemy per round.
    Once this number is used up this maneuver is expended.

    "On Your Knees!"
    6A
    Attempt to flatten your enemy, as a part of a regular attack the foe must also make a DC12+GM fortitude save or be knocked prone, if you succeed recharge one of your stance augment maneuvers.

    "Retreat!"
    For 3xGM rounds you and friendly creatures within 30' are treated as having the run feat and gain a +4 to reflex saves and gain an extra attempt to free themselves with a +4 bonus to otherwise free themselves from not running away. Make a DC10 charisma check or allies under the effects of "Retreat!" have -2 to saves and checks against fear.

    "Save Yourselves!"

    "Shields Up!"
    For 2xGM rounds allies double their shield armor bonus.

    "To the Limit!"
    You gain a pool of 5HP/GM for 4 rounds thats separate from your normal HP but still counts towards gaining adrenaline, this damage does not effect you until "To the Limit!" ends where you take all of the damage done to this pool and add that additionally to your adrenaline.

    "Victory Is Mine!"
    You gain a +1 temporary hp/GM for each condition a hostile creature is suffering.

    "Watch Yourself!"
    All allies gain a +1 insight bonus to AC and reflex saves.

    "You're All Alone!"
    If a hostile creature within 30' from you and farther than 20' from it's nearest friendly creature you may attempt to demoralize it with intimidate as a free action, a successful check causes 2 strenth damage and lowers it's base speed by 5'.

    "You Will Die!"
    You gain

    Agonizing Chop

    Auspicious Blow

    Auspicious Parry

    Axe Rake

    Axe Twist

    Backbreaker

    Balanced Stance

    Barbarous Slice

    Battle Rage

    Belly Smash

    Berserker Stance

    Body Blow

    Bonetti's Defense

    Bull's Charge

    Bull's Strike

    Burst of Aggression

    Charging Strike

    Cleave

    Counter Blow

    Counterattack

    Crippling Slash

    Critical Chop

    Crude Swing

    Crushing Blow

    Cyclone Axe

    Deadly Riposte

    Decapitate

    Defensive Stance

    Deflect Arrows

    Defy Pain

    Desperation Blow

    Devastating Hammer

    Disarm

    Disciplined Stance

    Dismember

    Disrupting Chop

    Distracting Blow

    Distracting Strike

    Dolyak Signet

    Dragon Slash

    Drunken Blow

    Dwarven Battle Stance

    Earth Shaker

    Endure Pain

    Enraged Smash

    Enraging Charge

    Eviscerate

    Executioner's Strike

    Fierce Blow

    Final Thrust

    Flail

    Flourish

    Flurry

    Forceful Blow

    Frenzied Defense

    Frenzy

    Furious Axe

    Galrath Slash

    Gash

    Gladiator's Defense

    Grapple

    Griffon's Sweep

    Hammer Bash

    Hamstring

    Headbutt

    Healing Signet

    Heavy Blow

    Hundred Blades

    Irresistible Blow

    Jaizhenju Strike

    Keen Chop

    Knee Cutter

    Lacerating Chop

    Leviathan's Sweep

    Lion's Comfort

    Magehunter's Smash

    Magehunter Strike

    Mighty Blow

    Mokele Smash

    Overbearing Smash

    Penetrating Blow

    Penetrating Chop

    Power Attack

    Primal Rage

    Protector's Defense

    Protector's Strike

    Pulverizing Smash

    Pure Strike

    Quivering Blade

    Rage of the Ntouka

    Renewing Smash

    Riposte

    Rush

    Savage Slash

    Seeking Blade

    Sever Artery

    Shield Bash

    Shield Stance

    Shove

    Signet of Stamina

    Signet of Strength

    Silverwing Slash

    Skull Crack

    Soldier's Defense

    Soldier's Speed

    Soldier's Stance

    Soldier's Strike

    Sprint

    Staggering Blow

    Standing Slash

    Steady Stance

    Steelfang Slash

    Storm of Swords

    Sun and Moon Slash

    Swift Chop

    Symbolic Strike

    Thrill of Victory

    Tiger Stance

    Triple Chop

    Warrior's Cunning

    Warrior's Endurance

    Wary Stance

    Whirling Axe

    Whirlwind Attack

    Wild Blow

    Yeti Smash


    Spoiler
    Show

    Tethered Fighting-
    A "tether" means that both characters are either willingly or unwillingly connected at a distance fighting for control over one or more tethers, this is similar to a grapple, but tether fighting is not considered the same thing as grappling.

    Hanging spider, crystalweb, storm wire, chains.



    Time-Based stance.
    Maneuver-
    Distortion Wake-
    Movement on this round creates an effect like slow on all squares you pass through until your next round.
    http://www.d20srd.org/srd/spells/slow.htm

    Rotating Blink-
    While this maneuver is readied keep track of the squares you end your round on equal to your GM, when you activate this maneuver you may blink to any number of these squares without provoking an attack of opportunity and then back to your square as a move action.






    Avatar of the Deity


    Contained are all of the avatars of gods contained within the 3.5 world, in the future this list may expand to those within Forgotten Realms and 4.0

    Spoiler
    Show
    Untyped Avatars:
    Avatar of Dwayna
    Avatar of Melandru
    Avatar of Balthazaar
    Avatar of Grenth
    Avatar of Lyssa
    Avatar of Abbadon
    Avatar of [Komir]
    Avatar of the Lady of Pain

    Common Avatars:
    Avatar of Mystra
    Avatar of Baccob
    Avatar of Corellon
    Avatar of Glittergold
    Avatar of Gruumsh
    Avatar of Moradin
    Avatar of Nerull
    Avatar of Pelor
    Avatar of Wee Jas
    Avatar of Yondalla
    Avatar of Ehlonna
    Avatar of Erythnul
    Avatar of Fharlanghn
    Avatar of Heironeous
    Avatar of Hextor
    Avatar of Kord
    Avatar of Obad-Hai
    Avatar of Olidammara
    Avatar of Saint Cuthbert
    Avatar of Vecna

    Uncommon Avatars:
    Avatar of Afflux
    Avatar of Al-Ishtus
    Avatar of Altua
    Avatar of Aurifar
    Avatar of Ayailla
    Avatar of Bahamut
    Avatar of Beltar
    Avatar of Bralm
    Avatar of Cas
    Avatar of Celestian
    Avatar of Chaav
    Avatar of Cyndor
    Avatar of Delleb
    Avatar of Doresain
    Avatar of Estanna
    Avatar of Evening Glory
    Avatar of Geshtai
    Avatar of Halmyr
    Avatar of Incabulos
    Avatar of Istus
    Avatar of Iuz
    Avatar of Joramy
    Avatar of Karaan
    Avatar of Konkreth
    Avatar of Kurtulmak
    Avatar of Kyuss
    Avatar of Lastai
    Avatar of Lirr
    Avatar of Llerg
    Avatar of Lloth
    Avatar of Lyris
    Avatar of The Mockery
    Avatar of Mouqol
    Avatar of Nadirech
    Avatar of Osprem
    Avatar of Phieran
    Avatar of Pholtus
    Avatar of Procan
    Avatar of Pyremius
    Avatar of Rallaster
    Avatar of Rao
    Avatar of Scahrossar
    Avatar of Selen
    Avatar of Solanil
    Avatar of Sulerain
    Avatar of Syreth
    Avatar of Telchur
    Avatar of Tem-Et-Nu
    Avatar of Tharizdun
    Avatar of Tiamat
    Avatar of Trithereon
    Avatar of Typhos
    Avatar of Umberlee
    Avatar of Urbanus
    Avatar of Valarian
    Avatar of Valkar
    Avatar of Valkur
    Avatar of Vatun
    Avatar of The Xammux
    Avatar of Xan Yae
    Avatar of Yeathan
    Avatar of Zagyg
    Avatar of Zarus
    Avatar of Zoser
    Avatar of Zuoken

    Dwarven Avatars:
    Avatar of Abbathor
    Avatar of Berronar
    Avatar of Clanggedin
    Avatar of Dugmaren
    Avatar of Dumathoin
    Avatar of Hanseath
    Avatar of Laduguer
    Avatar of Moradin
    Avatar of Muamman
    Avatar of Mya
    Avatar of Roknar
    Avatar of Tharmekhûl
    Avatar of Thautam
    Avatar of Ulaa
    Avatar of Valkauna
    Avatar of Vergadain

    Elven Avatars:
    Avatar of Alobal
    Avatar of Aerdrie
    Avatar of Corellon
    Avatar of Deep Sashelas
    Avatar of Elebrin
    Avatar of Erevan
    Avatar of Fenmarel
    Avatar of Hanali
    Avatar of Labelas
    Avatar of Rillifane
    Avatar of Sehanine
    Avatar of Shevarash
    Avatar of Solonor
    Avatar of Vandria

    Gnome Avatars:
    Avatar of Baervan
    Avatar of Baravar
    Avatar of Callarduran
    Avatar of Flandal
    Avatar of Gaerdal
    Avatar of Garl
    Avatar of Gelf
    Avatar of The Glutton
    Avatar of Ril
    Avatar of Segojan
    Avatar of Sheyanna
    Avatar of Urdlen

    Halfling Avatars:
    Avatar of Arvoreen
    Avatar of Brandobaris
    Avatar of Charmalaine
    Avatar of Cyrrollalee
    Avatar of Dallah
    Avatar of Sheela
    Avatar of Urogalan
    Avatar of Yondalla

    Dragon Avatars:
    Avatar of Aasterinian
    Avatar of Astilabor
    Avatar of Bahamut
    Avatar of Chronepsis
    Avatar of Faluzure
    Avatar of Garyx
    Avatar of Hlal
    Avatar of Io
    Avatar of Lendys
    Avatar of Sardior
    Avatar of Tamara
    Avatar of Tiamat

    Drow Avatars:
    Avatar of Eilistraee
    Avatar of Kiaransalee
    Avatar of Lolth
    Avatar of Vhaeraun
    Avatar of Zinzerena

    Fey Avatars:
    Avatar of Caoimhin
    Avatar of Damh
    Avatar of Eachthighern
    Avatar of Emmantiensien
    Avatar of Fionnghuala
    Avatar of Nathair
    Avatar of Oberon
    Avatar of Skerrit
    Avatar of Squelaiche
    Avatar of Titania
    Avatar of Verenestra
    Avatar of the Queen of Air and Darkness

    Giant Avatars:
    Avatar of Annam
    Avatar of Grolantor
    Avatar of Hiatea
    Avatar of Iallanis
    Avatar of Karontor
    Avatar of Memnor
    Avatar of Skoraeus
    Avatar of Stronmaus
    Avatar of Surtr
    Avatar of Thrym

    Goblin Avatars:
    Avatar of Bargrivyek
    Avatar of Khurgorbaeyag
    Avatar of Maglubiyet
    Avatar of Nomog-Geaya

    Lycanthrope avatars:
    Avatar of Balador
    Avatar of Daragor
    Avatar of Eshebala
    Avatar of Ferrix
    Avatar of Squerrik

    Orc Avatars
    Avatar of Bahgtru
    Avatar of Gruumsh
    Avatar of Ilneval
    Avatar of Luthic
    Avatar of Shargaas
    Avatar of Yurtrus

    Monster Avatars:
    Avatar of Aventernus
    Avatar of Baphomet
    Avatar of Blibdoolpoolp
    Avatar of Cegilune
    Avatar of Diinkarazan
    Avatar of Diirinka
    Avatar of Doresain
    Avatar of Eadro
    Avatar of Gaknulak
    Avatar of Ghaunadaur
    Avatar of Gorellik
    Avatar of Grankhul
    Avatar of the Great Mother
    Avatar of Gzemnid
    Avatar of Hruggek
    Avatar of Ilsensine
    Avatar of Jazirian
    Avatar of Kaelthiere
    Avatar of Kanchelsis
    Avatar of Kikanuti
    Avatar of Koriel
    Avatar of Kurtulmak
    Avatar of Laogzed
    Avatar of Lekena
    Avatar of Maanzecorian
    Avatar of Mak Thuum Ngatha
    Avatar of Mellifleur
    Avatar of Meriadar
    Avatar of Merrshaulk
    Avatar of the Moon Goddess
    Avatar of The Patient One
    Avatar of Panzuriel
    Avatar of Parrafaire
    Avatar of Persana
    Avatar of Primus
    Avatar of Psilofyr
    Avatar of Quorlinn
    Avatar of Ramenos
    Avatar of Ravanna
    Avatar of Remnis
    Avatar of Sekolah
    Avatar of Semuanya
    Avatar of Sess'Innek
    Avatar of Shekinester
    Avatar of Sixin
    Avatar of Surminare
    Avatar of Syranita
    Avatar of Vaprak
    Avatar of Wastri
    Avatar of the Whale Mother
    Avatar of Yeenoghu

    Demon-Lord Avatars:
    Avatar of Baphomet, Prince of Beasts
    Avatar of Dagon
    Avatar of Demogorgon
    Avatar of Eltab
    Avatar of Fraz-Urb'luu
    Avatar of Graz'zt
    Avatar of Juiblex
    Avatar of Kostchtchie
    Avatar of Lolth
    Avatar of Malcanthet
    Avatar of Obox-ob
    Avatar of Orcus
    Avatar of the Pale Night
    Avatar of Pazuzu
    Avatar of Sess'Innek
    Avatar of Vaprak
    Avatar of Yeenoghu
    Avatar of Zuggtmoy

    Avatars of the Arch Devils of Baator:
    Avatar of Bel
    Avatar of Dispater
    Avatar of Mammon
    Avatar of Belial
    Avatar of Levistus
    Avatar of Glasya
    Avatar of Baalzebul
    Avatar of Mephistopheles
    Avatar of Asmodeus


    Avatars of the Celestial Paragons:
    -Celestial Hebdomad
    Avatar of Barachiel
    Avatar of Domiel
    Avatar of Erathaol
    Avatar of Pistis Sophia
    Avatar of Raziel
    Avatar of Sealtiel
    Avatar of Zaphkiel

    -The Court of Stars
    Avatar of Faerinaal
    Avatar of Gwynharwyf
    Avatar of Morwel

    -Talisid and the Five Companions
    Avatar of Bharrai
    Avatar of Kharash
    Avatar of Manath
    Avatar of Sathia
    Avatar of Talisid
    Avatar of Vhara



    Avatars of the Archomentals:
    -Evil
    Avatar of Cryonax
    Avatar of Imix
    Avatar of Ogrémoch
    Avatar of Olhydra
    Avatar of Yan-C-Bin

    -Good
    Avatar of Ben-Hadar
    Avatar of Chan
    Avatar of Entemoch and Sunnis
    Avatar of Zaaman Rul

    Slaad Lord Avatars:
    Avatar of Chourst
    Avatar of Rennbuu
    Avatar of Ssendam
    Avatar of Wartle
    Avatar of Ygorl

    Avatars of the Vestiges:
    Avatar of Acererak
    Avatar of Agares
    Avatar of Amon
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    Words of the Flowdancer
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    I have seen many a man perform feats of monsterous strength, making use of large angry muscles from their hardship and toils.
    Those who see strength in this way seldom realize the truth, that the body is designed to work in harmony, the muscles connect and become one long tendon, using fluidity and circles for strength as to relieve any one part from taxation. This is heart of strength.

    "Magic is not a tool, it is a river that unites us in it's current." -Caithe Sylvari GW2




    Relevant Class Comparison
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    Because the Flowdancer is designed to be a mashing of class features and come in a huge variety of flavors, I will be compiling a list of relevant class comparisons to aid in balancing.

    Core
    Barbarian
    Fighter
    Sorcerer
    Cleric
    Monk
    Paladin
    Ranger
    Rogue
    Wizard
    Sorcerer
    Bard
    Druid
    Psychic Warrior
    Soulknife
    Wilder

    Core PrC
    Assassin
    Blackguard
    Dragon Disciple
    Duelist
    Dwarven Defender
    Hierophant
    Horizon Walker
    Loremaster
    Shadowdancer
    Thaumaturgist
    Elocator
    Psion Uncarnate
    Psionic Fist
    Pyrokineticist
    War Mind

    ToB
    Warblade
    Swordsage
    Crusader

    ToB PrC
    Bloodclaw Master
    Bloodstorm Blade
    Deepstone Sentinel
    Eternal Blade
    Jade Phoenix Mage
    Master of Nine
    Ruby Knight Vindicator
    Shadowsun Ninja

    Miniature Handbook
    Favored Soul
    Healer
    Marshal
    Warmage

    Miniature Handbook PrC
    Bond Summoner
    Dragon Samurai
    Skullclan Hunter
    Tactical Soldier
    War Hulk
    Warchief


    Homebrew
    Nord's Blade
    -Changer of Prior Fate (PrC)



    Attribute Focus Comparison
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    As I wanted this class to be equally valued in all 6 attributes I thought it necessary to create a comparison list between them to determine the importance of focus.

    Strength
    Melee damage and Attack rolls
    Carrying Capacity
    Movement Skills

    Unlocks the following stances:
    -Way of the Empty Palm
    -Hanging Spider

    Dexterity
    Ranged and Finesse attack rolls
    Movement Skills
    Armor Bonus
    Reflex Saves

    Unlocks the following stances:

    Constitution
    Hit Points
    Fortitude Saves
    Concentration Checks

    Powers breath and duration of effects.

    Unlocks the following stances:

    Intelligence
    Skill Points
    Language-Based effects

    Responsible for Arcane or Psychic effects.

    Unlocks the following stances:

    Wisdom
    Will Saves
    Perceptive Skills

    Responsible for Divine or Psychokinetic effects.

    Unlocks the following stances:

    Charisma
    Social skills and skills responsible for unlocking class options

    Responsible for supernatural and extraordinary effects.

    Unlocks the following stances:



    New Maneuver Functionalities and Balancing
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    Alright, there's a TON of new things being done with maneuvers so this is a section to keep tabs on what new utilities are being provided (that don't have established balances), and how to compare these utilities to existing ones belonging to all established content in 3.5


    Variety of Debuffs
    The maneuvers introduced provide a huge variety of debuffs, far surpassing the standard amount, to mark a few:
    Blinded
    Dazed
    Silenced (Both only vocals and total sound)
    Poisons
    Diseases
    All ability damages
    Bleeding
    Setting foes on fire
    Base speed limitations
    Sundering foes armor
    Mind compulsions, charms,
    Damage over time
    Knockdowns
    Terrain debuffs
    Shutdowns of skills, maneuvers, powers, feats, spells
    Punishing effects
    BAB/number of attack debuffs
    Interruption/concentration forcers
    Damage mitigation
    Removing PP and spell slots
    Dispelling
    Changing the properties of spells and powers
    Fear effects
    Lowering all saves
    Disabling class features or magical effects both (Ex) and (Su)
    Inaccuracy
    Battlefield control, pushing, pinning, disarming, moving, and generally physically shutting down foes.
    Caltrop-like effects
    Grappling-like effects


    Resurrection
    This ones really tricky, I want flowdancers to be able to resurrect mid-combat by using readied maneuvers, and not only that but I want this to work in several different ways.

    This means that bringing the dead back must happen fairly quick (I've placed this at 10 rounds), but there's obvious balance issued for having a maneuver that can pretty much instantly resurrect an ally without using a spell.

    To start, the corpse must be very fresh (within 10 rounds), forcing the flowdancer who chooses the maneuver to focus on the corpse, splitting attention away from the fight.

    Secondly, it must be highly distracting and easy to counter, it should be about as easy to counter this "combat res" as it is to coup de gras a dying creature.

    Thirdly, it must drain the same (if not more) funds/XP from all parties involved.

    Lastly, the creature cannot be restored to full combat capability, this means no full HP/vitality (currently set between 10% and 70%), and a large if not total loss of prepared spells/PP/maneuvers, ect. This is about saving lives to make the game run more smoothly and turning the tide of battle from offense to failed offense to defense (rally) then back to offense.

    Heart of Sand Scaled Maneuvers
    This one is tricky, Heart of sand uses the carrying capacity chart which going up through effect the more you have in an attribute, the worry is an unbalanced character (high wisdom) will be able to abuse this effect.

    Wards
    Wards are 30' circles of protective or punishing effects that generally last for 1/GM rounds, they provide incentive for friendly creatures to stay within them and for foes to keep out, generating battlefield control.

    Stances and Stance Augmenters
    Stances are currently set as the daily activator for your maneuvers, instead of using disciplines you use stances, allowing you to switch daily or perhaps on the fly.

    Augments are stance options that add a class feature, these are purely passive one-at-a-time maneuvers which cannot be activated, but may be swapped. This is to make sure that a stance has a customizable option creating a more dynamic playstyle.


    =================
    The reason that all attributes are equally valued is the same as that for picking any class one attribute isn't outright better than another, the class is balanced to encourage the idea that you can build your character how you wish and then choose how you want to play it.

    Strength, Dexterity and Constitution are used for primary and physical effects (constitution is and concentration is important for some secondary effects).
    Intelligence, Wisdom and Charisma are all important for secondary effects, and will have fleshed out full versatility options for most possible combinations of attribute levels.

    Do you think it'd work better if I changed some of my material to revolve around a specific stat theme rather than keep it spread out?
    Last edited by Hanuman; 2011-09-21 at 12:22 PM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    It looks like the start of something awesome, but you need to make clear what disciplines they get maneuvers from, as well as if the maneuvers you have written out are all part of a single discipline or what.
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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Draft Overflow 2:
    =================
    Model V Scrap
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    Dunesong

    Aftershock
    Create a nova of shattered ground.

    Armor of Earth
    Create armor of earth.

    Ash Blast
    Blind and disrupt prone foes.

    Churning Earth
    Roil the ground, knocking down and swallowing foes.

    Crystal Wave
    Create a nova of crystal shards.

    Earth Attunement
    Chance of using earth maneuvers for free.

    Earthen Shackles
    Shackle creature to the ground.

    Earthquake
    Cause an area to knock down creatures and deal damage to structures.

    Ebon Hawk
    Shoot a stone projectile that deals strength damage.

    Eruption
    Spit up ash and dust, choking and blinding creatures.

    Glowstone
    Summon and throw a Glowstone, on hit it shatters saturating the object or creature in pure light, making it glow. Similar to glitterdust.

    Grasping Earth
    Cause earth to swallow foe.

    Iron Mist
    Create a cloud of iron, causing con damage within the area and conducting lightning.

    Kinetic Armor
    Like mage armor, lasts for 1 round and refreshes every maneuver used.

    Magnetic Aura
    Gain deflection AC against metal objects, bullrushing and disarming metalic objects from you an them is easier.

    Magnetic Surge
    Bullrush, disarm and pin metalic objects in a line away from you.

    Obsidian Flame
    Burn foe with eldritch fire.

    Obsidian Flesh
    Gain AC and cause spells targeting you to have arcane spell failure.

    Sandstorm
    Create a sandstorm.

    Shockwave
    Create an explosion from the ground, sending out a pressure wave.

    Sliver Armor
    Lowers dexterity AC and raises deflection AC, whenever a foe fails to hit you the sliver armor breaks and shoots slivers of earth around you, damaging a foe.

    Stone Daggers
    Shoots 2 stone daggers at a foe.

    Stone Sheath
    Critical hits do not effect you 80% of the time, in addition any weapon that strikes you turns to stone for one round.

    Stone Striker
    Transforms energy, dealing kinetic damage to you instead of energy damage (treat as blunt, slashing or piercing instead of any energy type).

    Stoneflesh Aura
    Increase your DR by your GM.

    Stoning
    Summon and shoot a large rock, if it hits a creature they must make a fortitude save or be knocked down.

    Unsteady Ground
    Shift and roil the earth, knocking foes down..

    Ward Against Elements
    Provides resistances to friendly creatures in range.

    Ward Against Foes
    Slows movement speed of hostile creatures in range.

    Ward Against Melee
    Provides concealment against melee attacks to all friendly creatures in range.

    Ward of Stability
    Adds a bonus against bullrush, trip attempts, rolls and saves to remain in place and standing.

    Ward of Weakness
    Lowers the strength of hostile creatures in range.


    =================
    Quote Originally Posted by Dumbledore lives View Post
    It looks like the start of something awesome, but you need to make clear what disciplines they get maneuvers from, as well as if the maneuvers you have written out are all part of a single discipline or what.
    As of yet there aren't actually any disciplines or manifestor level, I'm hoping by the time this class is done that it uses the class features as it's main source of variable (Graceful level 1-7 and fluid distance 10'-20'), where as maneuver is left with minimal restrictions of level but rather restriction of attribute or stance.

    After level 9 you get the transcendent powers, the ones that really shouldn't be gained by lower level adventurers, and this gives a further degree of flavor separation, tasteful restriction and the ability to grant the flowdancer powers that simply cannot be shaved down by limiting it's variable.

    Stance is the way of dealing with flavor separation, it's currently functioning as a replacement for disciplines, and grants players the ability to flavor their character one moment, and reflavor it the other.

    Most of these concepts are still being juggled and it's difficult for me to put in both the big picture and the small details at the same time so I'd appreciate insight into the balance and rammifications of all the stuff I'm translating over from the old obscure system.

    Any part of this is still up in the air, if you want to contribute with poetry, re-balancing or reflavoring of the same content I'll probably incorporate it in or replace my content with it.
    Last edited by Hanuman; 2011-09-20 at 11:21 AM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Maybe have some options explicitly built for people with x stat. Then make one or two options for each stat, and there you go.
    LGBTA+itP

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by Eldest View Post
    Maybe have some options explicitly built for people with x stat. Then make one or two options for each stat, and there you go.
    Hm, yes if I want to create an equal balance (if thats what will make the class better) then the stat lines need to be more clearly defined and possibly themed stronger. But direction and focus are things this build currently can't establish, the solution is to conceptualize instead of create structure.

    I've converted the secondary post to hold the drafting of the class, click here to see.

    Let me know if there's things on the draft to be changed, it's all thrown together so it'd be really nice to clean it up.



    -------


    In the future I'll be holding contests for this class one page at a time, the winner will get printed into the book format and all who contribute on this thread will be credited.
    Last edited by Hanuman; 2011-09-08 at 11:13 PM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Clever. Very clever indeed.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Now, to get to the meat of things. I think the flavor is actually pretty good, though I'm not sure about some of the mesmer-y things. I like the discipline, though it needs some filling out. I'm somewhat confused about how Mystic Paths work. How I understand it is that the Mystic Paths are essentially a class from GW ported into D&D. However, how do the abilities work? When and how can you use them?
    That being said, I very much appreciate what you're doing here and will be glad to help in any way I can, especially when it comes to filling out the dervish-like segments.

    Ok, I here's the skills I think you should port for the dervish mystic path:
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    Avatars (The single most iconic dervish ability. A dervish without them would be shameful)
    Mystic Sweep+Eremites Attack (A staple. They don't give great benefits by themselves, but the kicker is the 3/4 second activation time, which is allows you to squeeze 2 attacks into 1 normal scythe attack (which has an attack interval of 1.7 sec, IIRC))
    Heart of Fury (The staple IAS, another iconic one. I actually like the new version (adrenaline fueled, 25% instead of 33% IAS, 10 seconds long) since I found the old version to be unwieldy with the long cooldown, so consider using that)
    Wounding Strike (The staple of any PvP dervish (at least, before the update. I don't know about now), the real powerful aspect of this is the easy-to-apply Deep Wound. You could represent this as CON damage)
    Vital Boon (Just one of those simple, classic ones. Temporary HP is easy to represent, too.)
    Chilling Victory (Just one of those nice, high damage skills. Was great at low levels.)
    And there are plenty more. Don't have time to post a full list, but I thought that this might help.
    Last edited by SlashRunner; 2011-09-11 at 12:48 PM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by SlashRunner View Post
    Now, to get to the meat of things. I think the flavor is actually pretty good, though I'm not sure about some of the mesmer-y things. I like the discipline, though it needs some filling out. I'm somewhat confused about how Mystic Paths work. How I understand it is that the Mystic Paths are essentially a class from GW ported into D&D. However, how do the abilities work? When and how can you use them?
    That being said, I very much appreciate what you're doing here and will be glad to help in any way I can, especially when it comes to filling out the dervish-like segments.

    Ok, I here's the skills I think you should port for the dervish mystic path:
    Spoiler
    Show
    Avatars (The single most iconic dervish ability. A dervish without them would be shameful)
    Mystic Sweep+Eremites Attack (A staple. They don't give great benefits by themselves, but the kicker is the 3/4 second activation time, which is allows you to squeeze 2 attacks into 1 normal scythe attack (which has an attack interval of 1.7 sec, IIRC))
    Heart of Fury (The staple IAS, another iconic one. I actually like the new version (adrenaline fueled, 25% instead of 33% IAS, 10 seconds long) since I found the old version to be unwieldy with the long cooldown, so consider using that)
    Wounding Strike (The staple of any PvP dervish (at least, before the update. I don't know about now), the real powerful aspect of this is the easy-to-apply Deep Wound. You could represent this as CON damage)
    Vital Boon (Just one of those simple, classic ones. Temporary HP is easy to represent, too.)
    Chilling Victory (Just one of those nice, high damage skills. Was great at low levels.)
    And there are plenty more. Don't have time to post a full list, but I thought that this might help.
    To allow more freedom in the mechanics and their combinations the paths were set up to replace a multiclass feature, lack of need to multiclass means the class can afford to have mechanics that disable it from being able to effectively multiclass at all.

    There are 3 because it mimics the general principle of the 3: Vanilla, Divine and Arcane. If there are going to be more mystic path choices then it's going to expand on that line to Psionic, Essentia, Bindings, ect.

    Each stance is a sub-class in it's own, opening up a different character playstyle, maneuver list and progression tree. A mesmer is the evolution of combining these subclasses until thats contextually appropriate.

    The setup allows this class to shoot for a 1/2 skill 1/2 melee then stack on other roles as divine and arcane without allowing you to have so much utility that you overshadow T1 classes such as druid. TBH I'm really looking forward to flowdancers that have binding rituals and nature rituals as I think effecting an entire dungeon level with something like Winter, Muddy Terrain, Tranquility or Fertile Season will be nice, especially because it opens the door to create so many more spinoffs not included in GW just for the same of simplicity and balance. There can be Winter/Summer/Spring/Fall, there can be all sorts of terrain changing effects, and a huge host of different flavorful effects.

    In terms of Avatars, go to draft and there should be avatar there, which leads to a list of a list of avatars compatible with the dnd world.

    As for your thoughts on using maneuvers to jump the attack flow, perhaps a feat to trade an extra attack for lowering your AC for one round?

    As for Mystic Sweep and Erimites Attack maneuvers, I'm not sure how to count the Mystic Sweep but it either needs to be fresh or be somewhat similar to Arcane Strike in effect. Eremites attack is simple.

    As for closing the flavor gap in general with flowscythes, I'm not sure scythes in general CAN work like that, but if there is a blade on the outside then perhaps whirlwind attack could work as a basis.

    Heart of Fury sounds like a rage that lights foes on fire when it ends, I think there might actually be a rage like that, with a similar name? Stances in general are already in play so I think avoiding them would be better if it can happen.

    Wounding Strike sounds like a high crit maneuver with a con damage on crit?

    I agree vital boon sounds like a GM temp hp heal GM on end for 4-5 rounds.

    Chilling victory is pretty clearly a scythe maneuver, the first creature it hits if it has (either lower HP or lower HD or less than 2xGM HD) then you flash the area around them with cold, if you crit then all cold struck foes take 1dex dmg for 3 rounds?

    As for the mesmer flavor, it's not a direct translation but you are basically using your abilities to work similarly to a bard, bards are natural multiclass mesmers anyhow and have a good grasp over illusions and charms. Perhaps the fast casting wont translate, but the inspiration, the domination and illusion magic flavors do seem to work nicely?

    To further expand on the musical aspect of the flowdancer, the unnamed stances listed for melody might have this sort of flavor as an option: http://www.youtube.com/watch?v=Brh9onPbGfo

    In addition I'll be making small icons for all of the maneuvers and perhaps even miniature maneuver and stance panels in addition which can piece together into the book format.

    Thoughts?
    Last edited by Hanuman; 2011-09-13 at 01:08 AM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    What immediately strikes me is the immense skill list with only a pittance of 4 skill points+ Int per level. A generally good rule to follow is, divide the number of class skills you offer by 4, then offer that many skill points. (You have 25 + how every many Perform skills you're offering class skills, so it would be easier for your peeps if you offered 6+Int per level)

    I mean, glancing at your chassis (High skill list, 3/4 BAB, d8 HD, Good Reflex save) it looks like you took a rogue and cut his skill points in half just so you could give him maneuvers and another 1 HP per level. I think he could stand with a few extra skill points (especially since you're requiring minimum skill ranks to use class features)

    So, Harmony is okay, but the bonus it provides to attack rolls doesn't stack with the bonus that Inspire Courage would already provide. Is that intentional? (Two different morale bonuses don't stack)

    For Fluid Movement, you left out the very important may in the phrase "You may take 10". (Sometimes 10 isn't enough to beat a DC, that's when you need to roll, but the way you phrased it, you no longer have the option of rolling)

    As Battleflow Dance has a duration, it needs an action to activate it. (Swift, free, standard, move, full-round, whatever)

    As a personal rule, I rarely critique maneuvers/stances/powers, simply because there is such a wide existing gap between them in WotC's material. (Compare the progression of a transmuter's methods of escape: 1st level- swift expeditious retreat, 2nd level swift fly, 3rd level fly, to say, an evoker's ways of dealing damage- 1st level burning hands, 2nd level fireburst, 3rd level fireball. The transmuter gets more and more effective at accomplishing her goal of escaping or moving, while the evoker has to wait until 3rd level to be able to deal damage from a distance, and even then, his distance spell does less damage than his 2nd level burst spell) so I'm sorry, but I must end my suggestions there. I will say that your current maneuver/stance progression is good and balanced.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by NeoSeraphi View Post
    What immediately strikes me is the immense skill list with only a pittance of 4 skill points+ Int per level. A generally good rule to follow is, divide the number of class skills you offer by 4, then offer that many skill points. (You have 25 + how every many Perform skills you're offering class skills, so it would be easier for your peeps if you offered 6+Int per level)
    Perfectly reasonable and good advice.
    My thoughts originally on the subject was to limit the amount of skillpoint default to raise the importance of int, for intelligence sake a balanced heroic character at the bottom range (73) would have 12Int, this was to make a character need to invest 16 int to get to the same point as a default.
    The general idea for the flowdancer is not to provide all features, but to provide all choices.
    This is good speculation though-- Let's delve:
    Str - Climb, Jump, Swim
    Dex - Balance, Escape Artist, Move Silently, Tumble, Use Rope
    Con - Concentration
    Int - Craft, Knowledge Local/Nature/Geography, Search
    Wis - Heal, Listen, Profession, Sense Motive, Spot, Survival
    Cha - Bluff, Diplomacy, Disguise, Gather Information, Perform
    Well obviously Perform is needed, tumbles critical to a lot of things, especially later game where you start getting flung into the air, disguise is part of a core class feature, and so are at least one of climb/jump/swim/balance/escape/movesilent/userope(for movement)/survival(for movement)
    The perform counts as 1 skill as I assume anyone taking more than 1 perform is going to be a Versitile Performer and spend the feat.

    To me that's 3 critical skills, and 6 skills that are considered core benefit (9 Core Total)

    Now we take that 3-9 (3 being lowest) and pair it against an int range of 10-22, 10 being 3, 22 being 9. This assumes elf.

    Now, we know 22 is the number it takes to max out your core skill potential, 20 for human and 24 for Uncanny.

    So the real question is, should an 18 int flowdancer (assumes 6+intSKP/lvl) be able to progress every skill relevant to their bonuses?

    Quote Originally Posted by NeoSeraphi View Post
    I mean, glancing at your chassis (High skill list, 3/4 BAB, d8 HD, Good Reflex save) it looks like you took a rogue and cut his skill points in half just so you could give him maneuvers and another 1 HP per level. I think he could stand with a few extra skill points (especially since you're requiring minimum skill ranks to use class features)
    There will be a large number of int-based maneuvers used later, this is of course an option for those who wish to take it and follows into The Weave mystic path, unlocking a large amount of spell-like maneuvers.
    Instead of using rogue as a basis I'm actually using a few dozen, the end result is more to do with "what does it need to have" rather than what can the user flavor it to do.

    In terms of class features, those are mainly to make sure the flowdancer has both tumble and dance as those are near mandatory flavoring ;]

    Quote Originally Posted by NeoSeraphi View Post
    So, Harmony is okay, but the bonus it provides to attack rolls doesn't stack with the bonus that Inspire Courage would already provide. Is that intentional? (Two different morale bonuses don't stack)
    No actually, I'm still scrambling to translate a lot of outdated content and post it up so the class is really crude, I'll change it to Synergy Bonus, thanks!

    Quote Originally Posted by NeoSeraphi View Post
    For Fluid Movement, you left out the very important may in the phrase "You may take 10". (Sometimes 10 isn't enough to beat a DC, that's when you need to roll, but the way you phrased it, you no longer have the option of rolling)
    Thanks! Things like these are exactly why I really like people being able to correct me =] Fixed!

    Quote Originally Posted by NeoSeraphi View Post
    As Battleflow Dance has a duration, it needs an action to activate it. (Swift, free, standard, move, full-round, whatever)
    Really? =S
    ...Same as Rage (Ex) then?

    Quote Originally Posted by NeoSeraphi View Post
    As a personal rule, I rarely critique maneuvers/stances/powers, simply because there is such a wide existing gap between them in WotC's material. (Compare the progression of a transmuter's methods of escape: 1st level- swift expeditious retreat, 2nd level swift fly, 3rd level fly, to say, an evoker's ways of dealing damage- 1st level burning hands, 2nd level fireburst, 3rd level fireball. The transmuter gets more and more effective at accomplishing her goal of escaping or moving, while the evoker has to wait until 3rd level to be able to deal damage from a distance, and even then, his distance spell does less damage than his 2nd level burst spell) so I'm sorry, but I must end my suggestions there. I will say that your current maneuver/stance progression is good and balanced.
    For one thing I'm not granting the flowdancer a swim, climb, burrow or fly speed until level 9, same goes for high-end res or immunities, DR bypasses, resurrection or anything else in that ballpark.
    I find that once a character starts fighting demons, if they use weapons they really appreciate the DR negation, if their enemies start casting fly or go underwater or drop you into a pit or whatever it's nice to have the utility of inhuman mobility, but if you're using fly to escape from soldiers or a troll I don't see the point.
    Last edited by Hanuman; 2011-09-18 at 06:58 PM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by Hanuman View Post

    So the real question is, should an 18 int flowdancer (assumes 6+intSKP/lvl) be able to progress every skill relevant to their bonuses?
    See, now you're assuming point buy. Not everyone plays with point buy and it's not a good balance point. (If you actually roll for stats, like I have in every IRL game I've ever played, 18s are quite scarce)

    Ask this question instead: Should a 14 Int flowdancer be able to progress every skill relevant to their bonuses, with whatever Skill progression I've given them? 14 is still quite a bit smarter than an average commoner, but much more likely to come into play with 4d6 stats.



    No actually, I'm still scrambling to translate a lot of outdated content and post it up so the class is really crude, I'll change it to Synergy Bonus, thanks!


    Thanks! Things like these are exactly why I really like people being able to correct me =] Fixed!
    You're very welcome

    Really? =S
    ...Same as Rage (Ex) then?
    Sounds totally reasonable. Rage is a free action that you can only use on your turn. Still, you need to state these kinds of things, otherwise they usually default to...*shudder*...standard actions.


    For one thing I'm not granting the flowdancer a swim, climb, burrow or fly speed until level 9, same goes for high-end res or immunities, DR bypasses, resurrection or anything else in that ballpark.
    I find that once a character starts fighting demons, if they use weapons they really appreciate the DR negation, if their enemies start casting fly or go underwater or drop you into a pit or whatever it's nice to have the utility of inhuman mobility, but if you're using fly to escape from soldiers or a troll I don't see the point.
    Ah, er, well, I didn't mean to say anything about your maneuvers (I didn't even really look at them, no offense, I was kind of busy) I was just grabbing two different types of spellcasters from WotC material to demonstrate how varied the system is and why I'm not comfortable balancing spells.

    Well, escaping soldiers is one thing. Whatever, be a man and stand up to them, however...a troll is actually kind of dangerous. You know, the whole regeneration thing. (It destroys melee)

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by NeoSeraphi View Post
    See, now you're assuming point buy. Not everyone plays with point buy and it's not a good balance point. (If you actually roll for stats, like I have in every IRL game I've ever played, 18s are quite scarce)
    If you roll a total of 72 or lower on 4d6-1d/attribute rules you can reroll, pointbuy is generally around 32-40 and 18's are even more scarce

    Quote Originally Posted by NeoSeraphi View Post
    Ask this question instead: Should a 14 Int flowdancer be able to progress every skill relevant to their bonuses, with whatever Skill progression I've given them? 14 is still quite a bit smarter than an average commoner, but much more likely to come into play with 4d6 stats.
    Hm, I forgot to factor in skill tricks, I think I'll change it to 5+Int just to account for the human balancing.

    Quote Originally Posted by NeoSeraphi View Post
    Sounds totally reasonable. Rage is a free action that you can only use on your turn. Still, you need to state these kinds of things, otherwise they usually default to...*shudder*...standard actions.
    Aha! Yes I agree Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

    Fixed.

    Quote Originally Posted by NeoSeraphi View Post
    Ah, er, well, I didn't mean to say anything about your maneuvers (I didn't even really look at them, no offense, I was kind of busy) I was just grabbing two different types of spellcasters from WotC material to demonstrate how varied the system is and why I'm not comfortable balancing spells.

    Well, escaping soldiers is one thing. Whatever, be a man and stand up to them, however...a troll is actually kind of dangerous. You know, the whole regeneration thing. (It destroys melee)
    None taken, I plan to add over 1000 maneuvers in the short term and 2000-3000 in the longterm, they'll be fleshed out and colorful to make it easier to browse, honestly I don't expect anyone but me to comb through them for balancing, just expecting people to flesh out ones they like or suggest new ones.
    As far as stances there's going to be probably 12-15 base stances and up to 1,000 sub-stances, yikes!

    As for running away, Aladdin makes for a great low level flowdancer
    http://www.youtube.com/watch?v=pfw-srBc4YI
    Gotta work a familiar in somehow hmm...

    Alright, update!

    The first 2 posts are completely full, the last one is going to fill up soon as well so I'll need to post a re-modeling soon, I'll post a summery on how disciplines work soon.
    Last edited by Hanuman; 2011-09-19 at 07:31 AM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by Hanuman View Post
    If you roll a total of 72 or lower on 4d6-1d/attribute rules you can reroll, pointbuy is generally around 32-40 and 18's are even more scarce
    Even if that's true...here, let me give you an example. And I'm not making this up. This happened to me this weekend when I was generating a Pathfinder character with 4d6b3 rules.

    In order:
    8
    17
    7
    9
    6
    3

    Yes. You read that right. I actually rolled four ones during my stat generation. It is, without a doubt, the single lowest roll for stats I have ever seen at any table. And then I rerolled twice, and ended up with a modest 15, 14, 14, 12, 11, 8, which I kept. So my casting stat for my summoner ended up being 17, and my other stats were all 14 or lower. That's generally the kind of 4d6 rolls I've seen.



    Hm, I forgot to factor in skill tricks, I think I'll change it to 5+Int just to account for the human balancing.
    Er...well, that's up to you I guess. Still, odd skill points looks strange to me.


    Aha! Yes I agree Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
    Good. That works.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by NeoSeraphi View Post
    8
    17
    7
    9
    6
    3
    That's a 50pt array

    Quote Originally Posted by PHB3.5
    REROLLING
    If your scores are too low, you may scrap them and roll all six scores
    again. Your scores are considered too low if the sum of your
    modifiers (before adjustments because of race) is 0 or lower, or if
    your highest score is 13 or lower.
    Looks like you need to have 61-- I've always played by the rule of 12 instead of rule of 10, I wouldn't let a character step into my campaign with 7/13/10/10/10/11 array. I also let my characters balance their rolls out, I'll make a rule in the flowdancer specifically for balancing rolls


    The Flowdancer does not use Disciplines and instead uses Stances.
    While in a stance you can use the associated maneuvers freely as they scale with your GM as opposed to an initiator level, in addition to being able to refresh your maneuvers you can also refresh your Stance either recharging it or shifting to another one, this provides you a chance to re-flavor your character with a small effort (mostly out of combat), when your stance refreshes you ready up to your maximum maneuvers of your choice to the stance.
    Resting, trancing or meditating for an hour automatically refreshes a stance.


    How does this look?

    I'm doing an offline draft of Model V since this class actually needs about 8 posts to contain the stuff I'll dump by the end of the month and I'd like to have some input to make V a little more polished on first posting.

    Model V teaser:
    Spoiler
    Show













    Index

    1.X Introduction
    1.1 Rationale
    1.2 Game Information
    1.3 Stances
    1.4 Mystic Path Options

    2.X Maneuvers I

    3.X Maneuvers II

    4.X Maneuvers III

    5.X Maneuvers IIII

    6.X Character Options & Equipment
    6.1 Races
    6.2 Feats
    6.3 Skilltricks
    6.4 Weapons
    6.5 Armor
    6.6 Goods and Services
    6.7 Special Materials

    7.X Main Processing Draft
    7.1 Section I
    7.2 Section II
    7.3 Section III
    7.4 Section IV
    7.5 Section V

    8.X Sub-Processing and Information
    8.1 Section I
    8.2 Section II
    8.3 Section III
    8.4 History
    8.5 Credits and Mentions
    Last edited by Hanuman; 2011-09-19 at 09:35 AM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Alright...you've clearly put a lot of effort into this, so I'm going to try to help you get a greater return for your investment 'cause, while potentially interesting, this class has a ways to go yet. Apologies in advance if my critique seems harsh: my writing style is sometimes caustic, but I honestly do mean all my critique in good humor and in the spirit of helping you produce a better piece of homebrew. Anyway, let's proceed.

    Fluff: Or, rather, the complete lack of it, which I consider a cardinal sin of homebrew. What is a Flowdancer? Even after reading the class, I have no idea: it seems to be a melee-centered Bard with some spell-like maneuvers, but the flavor of the abilities is all over the place, so I can't pull a distinct concept out of the mess. While a base class should be able to cover a number of archetypes, it seems like you're reaching for (and this is something I almost never see) to many. Either narrow the concept down, or let us at least see what the concept is.

    Chassis and Class Ability Analysis
    Ability Requirements: All abilities are equally important? I doubt that heavily. Looking over the class I see almost no real need for any of the mental statistics, so...um...yeah. A decent Strength and Dexterity will get me much further than any of the other scores you say I "need."

    Skills: All classes have even numbers of skill points, and I think you could get away with 6/level here. It's not mandatory, but is is convention, and, while I'm all for breaking convention with good reason, I don't really see a strong reason to break this one. Also, please list the skills in alphabetical order like normal: it makes a skill list much easier to read, as that's what we're all trained to look for.

    Graceful Movement: This ability is fine, although your AC will always be low, as even +7 AC can't live up to a suit of magical armor; hence why the Monk gets his Wisdom bonus as well. Also, you should define what "movement and body related skill checks" means. Finally, you already have a good Reflex save...why are you making it and only it better? I'd rather have that design space for something more interesting.

    Mesmerize: ...interesting? I'm not sure why this is a specific class ability and not a maneuver though. I'm also not sure it's worth my full-round action to Mesmerize creatures, who, at level 1, will get a +10 or +15 bonus to a save against an effect that probably isn't much more than DC 15-19 (on average). Using Perform DCs for Will saves smacks of clunky design and doesn't scale nicely, so I'd recommend against it.

    Harmony: Hm. Kind of cool little flavor ability, I suppose. Only very occasionally useful.

    Fluid Movement: I think you mean my falling distance is effectively reduced, because, as written, I take -10 feet of damage...which means nothing, since damage isn't measure it feet.

    Another one of those sometimes-useful abilities that still leaves me feeling incredibly underwhelmed. Yay...bonuses to skills, and taking the risk out of things. *Yawn*

    So far we haven't seen a lot of engaging or particularly interesting class features.

    Split Mask: Disguise (Costuming)? What the hey? Disguise can already do this without a subskill. Also, since when was the Flowdancer an actor, a master of disguise, a master intimidator, or a buffoon? This ability comes out of nowhere, and I see no logical reason for it; but then again the class has no fluff to speak of, so...yeah.

    Battleflow Dance: ...Stance weapon? Aside from the table, I've seen no mention of stances in my class abilities. The save DC is really bizarre (10 + 1/2 level + modifier or static number is more traditional). Allowing high Con characters to basically auto-succeed isn't a good idea: they already have an advantage for having higher Constitution. Other than that, this ability is fine.

    Mystic Path: I'm assuming the Flowdancer isn't finished? I see no description of any of the paths.


    Stance / Maneuver Analysis
    The Basics: To start with, these aren't stances or maneuvers. Those are mechanical terms used to describe the maneuver and stance system used in Tome of Battle: The Book of Nine Swords, and your system bears only passing similarity to that system. Further, you have no way of refreshing maneuvers, which causes problems in combat, as you only have 8 maneuvers readied at your maximum level.

    Stances: Aside from the require name change, you have a huge balance issue here: you have no real requirements. As such, these all scale horrible: My level 19 stances are pretty much the same as my level 1 stances. This may be intentional (it looks like it is, based on maneuver mechanics of [I think...you don't elaborate on exactly how these things work] requiring a specific stance), but you're just opening up options, not increasing power as well. A dozen level 1 powers do not equal a 19th level power. That thought process gives us the Fighter problem.

    Further, these aren't balanced against each other, and use terminology you haven't explained: adrenaline, stance augments, and so forth. They are also largely poorly worded and/or assembled from a variety of strange and relatively useless abilities: they would be stronger if each one had a tighter theme that granted some more obvious benefits than, say, the ability to put a wick on a sword.

    In short, all of these stances add more complication than I really like to see in a class feature: by that I don't mean that the mechanics are complicated, but merely that there are to many small and/or usually useless features of each that I have to keep track of, and rarely, if ever, something that I'd be really excited about having as a class feature. That's a problem.

    Maneuvers: Forgetting for a moment that you have no level requirements (and thus non-scaling maneuvers and front-loading the class--I'll take all the maneuvers I really want early, leaving the later levels feeling downright depressing), no any rules for the actions required, the manner of refreshing, or anything of the kind, these scale terribly. Your Graceful Motion goes up to +7...so Aftershock, for example, deals 7d4 damage, or 7d4 + 14 damage to Prone creatures. Whoop-de-do...that's 34 damage at 20th level. Huzzah. It's also 1d4 at 1st level: I'd deal more damage hitting the Goblin with a dagger.

    Also, why would I take Aftershock when I could take Churning Earth, Eruption, or Earthquake, which are better in every way and available at the same level?

    Some abilities, like Crystal Wave, seem to be missing parts of their rules: "relieve their conditions?" What is that supposed to even mean, and how would it work?

    Some, like Earth Attunement, are relatively worthless: that's one less attack for something like a 5%-15% chance at lower levels to actually have it ever make a difference. I'd rather use that standard (?) action hurting something.

    Then we have things like Earth Shell: alarmingly complex compared to the others, where I have to check interactions between a number of abilities and my own weight to see if I can make it work. It's incredibly math intensive, relies cross-checking of abilities and lifting capacities, and is just incredibly clunky to use at the game-table.

    Some of your maneuvers seem like utility abilities, some like buffs, some like attacks, and others like completely new things. Yet they're all vying for the same exact place in my limited ability pool, which bothers me from a design perspective: do I want to carry sand and make a shield, or have an armor buff, or have a damaging attack, or...and so on. Spellcasters have many more spells, so that isn't a complicated decision for them, but you're limited to 20 choices.

    Not that it matters, since they scale horribly in both DCs and damage (in fact they start rather low on damage, although some are overpowered in terms of utility and/or other effects at early levels) and you've taken the ones you really want by about 5th level. You don't even have a set mechanical structure for them: look at spells, invocations, vestiges, ToB maneuvers and/or stances, mysterics, truename utterances, and so on: each type of mechanic is laid out in a structured, similar manner. You don't do that here, and, as such, the maneuvers and stances feel piecemeal and poorly designed. It doesn't feel like a consistent mechanic, and that makes the whole end result feel shoddy and slapped together.

    Ending Thoughts
    I still don't know what this class is supposed to be. I'm a Bardic combat dancer with thespian tendencies but also a skilled combatant with a bizarre mastery of the elements and/or the ability to be a spider or a monk or something else completely? It feels like you were trying for a Factotum or Chameleon feel, in which case I think you missed the mark.

    Either way, I'd never play this class. It's complicated, difficult to fathom, has no concept tying it together (that I can see), and is, quite frankly, both alarmingly underpowered and (and this is the real kicker), it becomes more boring as it moves up in levels, as I'd start out taking the abilities I want and be forced to pick from less appealing options as I level up. It also seems unfinished, as many rules and mechanics are missing.

    What I would recommend: Go back to the drawing board. Start by figuring out what a Flowdancer is supposed to be. Then, either decide to use the Tome of Battle mechanics or create your own, but scale them by level rather than by requirements so the higher abilities can be more useful. Select your "disciplines" at level one for a variety of choices, and take individual stances from those disciplines, so the Stances can also scale in power and thus feel more rewarding. Then everything scales, and your later levels feel exciting because you've been looking at those great powers from level 1 onward, rather than picking them up right away.

    Scale things off class level or character level, not off Graceful Movement. Graceful Movement doesn't improve enough to make scaling based on it feel rewarding. Alternatively, allow ability replacement like the Tome of Battle does, and don't really scale anything: in this example, abilities scale by being replaced by high-level abilities later one.

    Finally, standardize things. All your maneuvers should be displayed in the same manner: Tome of Battle, for example, has four things: Stances, Boosts, Counters, and Strikes. You know what role each ability has, and each is displayed in a distinct manner. Try doing the same here...you'll find it increases class readability, class simplicity (in understanding the class, simplicity is best, even if the mechanics are actually rather deep), and general ease of use.

    At the moment, this class is a mess of jumbled ideas and concepts. There is some potential in there, but you have a lot of digging and restructuring to do before it's workable in a game setting. I hope this analysis has helped somewhat.
    Last edited by Djinn_in_Tonic; 2011-09-19 at 11:11 AM.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by Djinn_in_Tonic;11876049
    Some abilities, like [i
    Crystal Wave[/i], seem to be missing parts of their rules: "relieve their conditions?" What is that supposed to even mean, and how would it work?
    I'd just like to point out that a lot of this class is heavily inspired from a certain game called Guild Wars, and most of the maneuvers/mystic path stuff are copied from it and then converted to D&D. Conditions in that game are physical status effects like bleeding, poisoned, wounded, burning, and other stuff, so I'd assume that in D&D terms it means that it removes statuses like sickened, dazed, fatigued, and other similar effects.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    Quote Originally Posted by SlashRunner View Post
    I'd just like to point out that a lot of this class is heavily inspired from a certain game called Guild Wars, and most of the maneuvers/mystic path stuff are copied from it and then converted to D&D. Conditions in that game are physical status effects like bleeding, poisoned, wounded, burning, and other stuff, so I'd assume that in D&D terms it means that it removes statuses like sickened, dazed, fatigued, and other similar effects.
    I figured that much, but I had no idea which conditions, or how it removed them. As Iron Heart Surge has showed us, improper wording of such an ability is just overpowered and/or terribly open to interpretation.

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    Default Re: [3.5 Base Class] Flowdancer (Model IV)

    First off, thanks greatly for providing such a detailed critique, it made me laugh and got to most of the issues I've been too overwhelmed to really get to (at this point theres so much content hidden by spoilers that I can't actually add anymore, making juggling or sorting cumbersome, and I was looking forward to creating a new 8-post thread to re-format.

    The reason for most of the jumbling is due to the massive import lists combined with translating it from this, an outdated system.

    To get to all of your individual questions:

    Quote Originally Posted by Djinn_in_Tonic View Post
    Fluff: Or, rather, the complete lack of it, which I consider a cardinal sin of homebrew. What is a Flowdancer?
    Quote Originally Posted by Djinn_in_Tonic View Post
    While a base class should be able to cover a number of archetypes, it seems like you're reaching for (and this is something I almost never see) to many. Either narrow the concept down, or let us at least see what the concept is.
    The Flowdancer is a master of movement, conjuration, alteration, divination, mitigation, combat, elements, time, mind, gravity, sound, energy, fludity, chaos and order, shadow and light. In essence, physics and matter manipulation stemming from her own physical movement.
    The choices are endless, but the flavors revolve around north and southeastern martial arts, circus and dance, music, weapon form, weapon dance and real life dervishes, and due to popularity some professions from the game Guild Wars, a minmaxing build-based sandbox MMO released years ago, and while I'm planning to import around 800-1000 maneuvers from it, it's not the focus of flavor. This class, as most homebrew tends to be, is around what I enjoy or find interesting and in real life I'm a professional fire performer, musician, martial artist, turning performance volunteer and circus performer (as well as physiology/anatomy/medicine student going into the military as med tech//field med -- going to work in that later which is funneled into int), so most of this kind of circles around my life and interests-- the actual flavor has been left blank because the main purpose of this project was to provide maximum choice, as such it was a future project goal to create character sheets once the groundwork had been established (via mythweavers), with full picture and bios to give example of the class and how it could progress through the levels, giving a 4D representation of what playing the character would be like on many paths.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Ability Requirements: All abilities are equally important? I doubt that heavily. Looking over the class I see almost no real need for any of the mental statistics, so...um...yeah. A decent Strength and Dexterity will get me much further than any of the other scores you say I "need."
    It's not my intent to cause a real dependence on any one stat, but to give incentive to both improving stats they like contextually.
    The character's progression is designed to be thematically dynamic-- this means the flavor of the character you created may be completely different 5 levels down the line.
    In terms of balance, GM or Initiator Level is the limitation and attribute is the power, different maneuvers are powered by different attributes but it's not evident or fleshed yet.

    For rule of thumb, anything that really creates a unique effect only a spell would regularly takes int, if it's supernatural it's usually charisma based and if it's psionic or psychokinetic or somewhat like that it's wisdom. So far anyway.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Skills: All classes have even numbers of skill points, and I think you could get away with 6/level here. It's not mandatory, but is is convention, and, while I'm all for breaking convention with good reason, I don't really see a strong reason to break this one. Also, please list the skills in alphabetical order like normal: it makes a skill list much easier to read, as that's what we're all trained to look for.
    It was 4 but a poster convinced me to raise it by 1, I think it's the right balance for now for reasons already described. Later on depending on how skilltricks fit in. I'll swap the ordering to alphabetical and move that list down to the draft section of model V to save for a reference table if features later boost flowdancer skills based on attribute.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Graceful Movement: This ability is fine, although your AC will always be low, as even +7 AC can't live up to a suit of magical armor; hence why the Monk gets his Wisdom bonus as well. Also, you should define what "movement and body related skill checks" means. Finally, you already have a good Reflex save...why are you making it and only it better? I'd rather have that design space for something more interesting.
    Armor: The low armor is intentional, there are going to be highly effective defensive maneuvers to compensate as you can start to see from the sample dunesong maneuvers. Others will mitigate damage, but the idea is to be able to provide a supportive role-- instead of having equal AC to monk the idea is to be able to share it as a choice, whether its set up to do that well right now or not, not sure!
    Checks: I'll def. fix that!
    Reflex Save: If you want to propose something I'm all ears, but the reflex save like almost all of the class features are put in mainly to establish core flavor, the other saves are balanced in with character options and maneuvers later depending on what type of dancer you are.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Mesmerize: ...interesting? I'm not sure why this is a specific class ability and not a maneuver though. I'm also not sure it's worth my full-round action to Mesmerize creatures, who, at level 1, will get a +10 or +15 bonus to a save against an effect that probably isn't much more than DC 15-19 (on average). Using Perform DCs for Will saves smacks of clunky design and doesn't scale nicely, so I'd recommend against it.
    Good info, I'll shunt this down to a General Maneuver, one that doesn't require much.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Harmony: Hm. Kind of cool little flavor ability, I suppose. Only very occasionally useful.
    Perhaps a clockwork music box that follows you around?
    Anythings possible!

    Quote Originally Posted by Djinn_in_Tonic View Post
    Fluid Movement: I think you mean my falling distance is effectively reduced, because, as written, I take -10 feet of damage...which means nothing, since damage isn't measure it feet.
    Oops, I'll fix that in model V!


    Quote Originally Posted by Djinn_in_Tonic View Post
    Another one of those sometimes-useful abilities that still leaves me feeling incredibly underwhelmed. Yay...bonuses to skills, and taking the risk out of things. *Yawn*
    So far we haven't seen a lot of engaging or particularly interesting class features.
    Well, suggesting enthralling abilities would be nice, if it's interesting to you it'd be a good maneuver, feat or skill trick for me to add!

    Quote Originally Posted by Djinn_in_Tonic View Post
    Split Mask: Disguise (Costuming)? What the hey? Disguise can already do this without a subskill. Also, since when was the Flowdancer an actor, a master of disguise, a master intimidator, or a buffoon? This ability comes out of nowhere, and I see no logical reason for it; but then again the class has no fluff to speak of, so...yeah.
    Actually, this is more like a Craft skill using cha, can disguise be used to pre-make costuming, to alter objects to look mundane?

    Quote Originally Posted by Djinn_in_Tonic View Post
    Battleflow Dance: ...Stance weapon? Aside from the table, I've seen no mention of stances in my class abilities. The save DC is really bizarre (10 + 1/2 level + modifier or static number is more traditional). Allowing high Con characters to basically auto-succeed isn't a good idea: they already have an advantage for having higher Constitution. Other than that, this ability is fine.
    Lol! Man I don't even know what a stance weapon is. I'll have to re-write that but I'm not sure how at this point (means I'll mull the general idea and figure out a better way to word it). The DC is mainly to say "you are likely fatigued unless you invested heavily into con".

    Do you think it'd run better if I removed the save function?

    Quote Originally Posted by Djinn_in_Tonic View Post
    Mystic Path: I'm assuming the Flowdancer isn't finished? I see no description of any of the paths.
    Oh god no, I don't expect to be finished for at least another month, or have the maneuvers done for another year.


    Quote Originally Posted by Djinn_in_Tonic View Post
    Stance / Maneuver Analysis
    The Basics: To start with, these aren't stances or maneuvers. Those are mechanical terms used to describe the maneuver and stance system used in Tome of Battle: The Book of Nine Swords, and your system bears only passing similarity to that system. Further, you have no way of refreshing maneuvers, which causes problems in combat, as you only have 8 maneuvers readied at your maximum level.

    Stances: Aside from the require name change, you have a huge balance issue here: you have no real requirements. As such, these all scale horrible: My level 19 stances are pretty much the same as my level 1 stances. This may be intentional (it looks like it is, based on maneuver mechanics of [I think...you don't elaborate on exactly how these things work] requiring a specific stance), but you're just opening up options, not increasing power as well. A dozen level 1 powers do not equal a 19th level power. That thought process gives us the Fighter problem.

    Further, these aren't balanced against each other, and use terminology you haven't explained: adrenaline, stance augments, and so forth. They are also largely poorly worded and/or assembled from a variety of strange and relatively useless abilities: they would be stronger if each one had a tighter theme that granted some more obvious benefits than, say, the ability to put a wick on a sword.

    In short, all of these stances add more complication than I really like to see in a class feature: by that I don't mean that the mechanics are complicated, but merely that there are to many small and/or usually useless features of each that I have to keep track of, and rarely, if ever, something that I'd be really excited about having as a class feature. That's a problem.
    I've been mulling that over, I was thinking about transforming it into more of a standardized martial adept in terms of maneuvers, it's mainly this way because it took less work the translate from the old system, and provided maximum choices.

    The rule of 7 instead of the rule of 9 was established in scaling to more easily scale weather, weather always has 7 settings and was the basis for that decision.

    As for growth in power, the original plan was to simply create more powerful stances by having the requirement for them 2 other stances, creating a mix.
    It's becoming painfully obvious that instead of a stance progression it should be a discipline progression, and to have the standard levels, but instead have a passive bonus like the stances I had laid down that evolve and mingle depending on what ones you learn.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Maneuvers: Forgetting for a moment that you have no level requirements (and thus non-scaling maneuvers and front-loading the class--I'll take all the maneuvers I really want early, leaving the later levels feeling downright depressing), no any rules for the actions required, the manner of refreshing, or anything of the kind, these scale terribly. Your Graceful Motion goes up to +7...so Aftershock, for example, deals 7d4 damage, or 7d4 + 14 damage to Prone creatures. Whoop-de-do...that's 34 damage at 20th level. Huzzah. It's also 1d4 at 1st level: I'd deal more damage hitting the Goblin with a dagger.

    Also, why would I take Aftershock when I could take Churning Earth, Eruption, or Earthquake, which are better in every way and available at the same level?
    Churning Earth and Eruption are both meant to be listed as full round actions where as aftershock is meant to be somewhat like a counter, used as an action to be used in combination with a slip, a party member's trip, a quick knockdown maneuver or anything of that sort.

    Aftershock should read that it doubles the damage if they are prone.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Some abilities, like Crystal Wave, seem to be missing parts of their rules: "relieve their conditions?" What is that supposed to even mean, and how would it work?
    The idea would be to remove physical debuffs from enemies by using healing crystals in a weaponized manner, there's a draft list of all debuffs posted in the draft section. Applying and removing debuffs is still on the drawingboard so to speak.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Some, like Earth Attunement, are relatively worthless: that's one less attack for something like a 5%-15% chance at lower levels to actually have it ever make a difference. I'd rather use that standard (?) action hurting something.
    It's a pre-buff, would it be better to provide scaling duration at a fixed 70%? I had worried about abuse of spamming.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Then we have things like Earth Shell: alarmingly complex compared to the others, where I have to check interactions between a number of abilities and my own weight to see if I can make it work. It's incredibly math intensive, relies cross-checking of abilities and lifting capacities, and is just incredibly clunky to use at the game-table.
    Hm, well I assumed you'd have done that incredible math and readied it on paper if you learned the maneuver
    The difference in complexity is mainly due to writing them at different concentration levels at different times, when I burn through maneuvers (lots more rough drafted in the draft section) I tend to go for quantity over quality assuming I'll get to it later.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Some of your maneuvers seem like utility abilities, some like buffs, some like attacks, and others like completely new things. Yet they're all vying for the same exact place in my limited ability pool, which bothers me from a design perspective: do I want to carry sand and make a shield, or have an armor buff, or have a damaging attack, or...and so on. Spellcasters have many more spells, so that isn't a complicated decision for them, but you're limited to 20 choices.
    Well that's the argument between wizard and sorcerer, every time I make a caster I feel boxed in not because of the number of spells I can take, but instead the number of spells available to me, and trust me you'll feel much more crammed in a year once you have 50-100 options you want to put in the same slot.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Not that it matters, since they scale horribly in both DCs and damage (in fact they start rather low on damage, although some are overpowered in terms of utility and/or other effects at early levels) and you've taken the ones you really want by about 5th level. You don't even have a set mechanical structure for them: look at spells, invocations, vestiges, ToB maneuvers and/or stances, mysterics, truename utterances, and so on: each type of mechanic is laid out in a structured, similar manner. You don't do that here, and, as such, the maneuvers and stances feel piecemeal and poorly designed. It doesn't feel like a consistent mechanic, and that makes the whole end result feel shoddy and slapped together.
    Yeah I think the whole project is going to go way easier if I default to the standard maneuver system of balance for reference.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Ending Thoughts
    I still don't know what this class is supposed to be. I'm a Bardic combat dancer with thespian tendencies but also a skilled combatant with a bizarre mastery of the elements and/or the ability to be a spider or a monk or something else completely? It feels like you were trying for a Factotum or Chameleon feel, in which case I think you missed the mark.
    Either way, I'd never play this class. It's complicated, difficult to fathom, has no concept tying it together (that I can see), and is, quite frankly, both alarmingly underpowered and (and this is the real kicker), it becomes more boring as it moves up in levels, as I'd start out taking the abilities I want and be forced to pick from less appealing options as I level up. It also seems unfinished, as many rules and mechanics are missing.
    Harsh, but yeah it's pretty raw right now, needs a big overhaul. I guess a rustbucket is a rustbucket until its restored, in which case restoring it to beauty is mostly due to how much finishing the owner wants to invest.

    Quote Originally Posted by Djinn_in_Tonic View Post
    What I would recommend: Go back to the drawing board. Start by figuring out what a Flowdancer is supposed to be. Then, either decide to use the Tome of Battle mechanics or create your own, but scale them by level rather than by requirements so the higher abilities can be more useful. Select your "disciplines" at level one for a variety of choices, and take individual stances from those disciplines, so the Stances can also scale in power and thus feel more rewarding. Then everything scales, and your later levels feel exciting because you've been looking at those great powers from level 1 onward, rather than picking them up right away.

    Scale things off class level or character level, not off Graceful Movement. Graceful Movement doesn't improve enough to make scaling based on it feel rewarding. Alternatively, allow ability replacement like the Tome of Battle does, and don't really scale anything: in this example, abilities scale by being replaced by high-level abilities later one.

    Finally, standardize things. All your maneuvers should be displayed in the same manner: Tome of Battle, for example, has four things: Stances, Boosts, Counters, and Strikes. You know what role each ability has, and each is displayed in a distinct manner. Try doing the same here...you'll find it increases class readability, class simplicity (in understanding the class, simplicity is best, even if the mechanics are actually rather deep), and general ease of use.

    At the moment, this class is a mess of jumbled ideas and concepts. There is some potential in there, but you have a lot of digging and restructuring to do before it's workable in a game setting. I hope this analysis has helped somewhat.
    Great concise advice, got lots of ideas from it and need to lay down the groundwork from this before model V. Looking forward to getting a more coherent model up tbh.

    Quote Originally Posted by SlashRunner View Post
    I'd just like to point out that a lot of this class is heavily inspired from a certain game called Guild Wars, and most of the maneuvers/mystic path stuff are copied from it and then converted to D&D. Conditions in that game are physical status effects like bleeding, poisoned, wounded, burning, and other stuff, so I'd assume that in D&D terms it means that it removes statuses like sickened, dazed, fatigued, and other similar effects.
    Mystic Path is actually original content based on 3 things:
    Divine is based on religion, divine magic and divinitation.
    The Weave is based on mystra's magical weave content for describing how arcane magic dunctions.
    Ascetic is more based on movies and theater than anything, china has had a large history of weapon dance theatrics, here's an example of what an ascetic dancer could look like being defeated by another martial adept: http://www.youtube.com/watch?v=mAWfpJ_w6xo

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