A Monster for Every Season: Summer 2
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  1. - Top - End - #751
    Barbarian in the Playground
     
    Moonwolf727's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Is the caster level from the spell-like abilities enough to qualify for feats that require a specific arcane caster level? Like Obtain Familiar, for example.

    Thanks in advance~
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  2. - Top - End - #752
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Moonwolf727 View Post
    Is the caster level from the spell-like abilities enough to qualify for feats that require a specific arcane caster level? Like Obtain Familiar, for example.

    Thanks in advance~
    Complete Arcane has the hard rules for that on pages 71 and 72. The answer is yes.
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  3. - Top - End - #753
    Dwarf in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    Ho man! I haven't been around GITP in ages, and I stumble on back in here and I find this beautiful piece of Homebrew. I think I'm definitely going to be applying this to something in the campaign I'm running.

    You did an excellent job on this.
    "All humans are weak creatures. It is how those weak creatures fight and grow, that they eventually become strong. If you are weak, don't despair. Fight! --Saitama"


  4. - Top - End - #754
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    thethird's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    So it's not really an evolutioniost prc, but it has something to do with it and I guess I should have asked before brewing, but anyways....

    Biomancer a biollurgy focused grammarist PrC.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  5. - Top - End - #755
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    Default Re: The better man? There is no such thing [3.5 base class]

    So I noticed that the Undead mutations Negaton Shield and Turn Resistance give very little, and yet they don't have any listing for further mutations. It frankly looks like you should be able to stack them, but as it stands you can't. Is that intentional?

  6. - Top - End - #756
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by AmberVael View Post
    So I noticed that the Undead mutations Negaton Shield and Turn Resistance give very little, and yet they don't have any listing for further mutations. It frankly looks like you should be able to stack them, but as it stands you can't. Is that intentional?
    The "-" entry means that there are no special rules about buying them repeatedly. Mutation-granted benefits always stack.
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  7. - Top - End - #757
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    Reality Glitch's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Is there any way to have multiple ascendancies AND get all the benefits of each, like a feat or something.

  8. - Top - End - #758
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Reality Glitch View Post
    Is there any way to have multiple ascendancies AND get all the benefits of each, like a feat or something.
    There is not. The ascendancy is supposed to be a unique choice.
    Last edited by Draken; 2013-12-13 at 01:45 AM.
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  9. - Top - End - #759
    Bugbear in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Draken View Post
    There is not. The ascendancy is supposed to be a unique choice.
    Gestalt Evo/Evo? =]

    Otherwise I'd divide as evenly as you can the options and homebrew the gaps if you absolutely must be a made-up creature type hybrid.

  10. - Top - End - #760
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    Default Re: The better man? There is no such thing [3.5 base class]

    The karish companion feature mentions only vermin, while the template also mentions oozes. Can oozes be chosen for a companion, or are they only included for the purpose of possibly non companion karish monsters?
    Chaotic Evil Orc Barbarian as my character of choice since 2002.
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  11. - Top - End - #761
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Obscurejones View Post
    The karish companion feature mentions only vermin, while the template also mentions oozes. Can oozes be chosen for a companion, or are they only included for the purpose of possibly non companion karish monsters?
    Karish companion is supposed to include Oozes.
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  12. - Top - End - #762
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    Default Re: The better man? There is no such thing [3.5 base class]

    Playing in a 3.P epic campaign. This means I can have a Karish Color From Outer Space. God bless you sir.
    Chaotic Evil Orc Barbarian as my character of choice since 2002.
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  13. - Top - End - #763
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    NecromancerGuy

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    Default Re: The better man? There is no such thing [3.5 base class]

    I was thinking, why is there no outsider PrC that turns you into a Hellfire engine with good social skills? And so I whipped this up. It's a work in progress, but it's a nice and simple 10 level PrC of molten Hellfire.

    Hellfire Scion

    Many of those who embark on the road of the Evolutionist do not know what secrets they can find along the way, what horrors and wonders they will become. Some seek their power among the outer planes, realms of extremes, realms of myths and legends, far less solid then the material world.

    But a few try and emulate the lower planes and its denizens. Often they merely see the power they wield, the might they command, and desire it for themselves. And so they mimic it, making themselves shadows of demons and devils, trying to tap into their power.

    A few have the misfortune to succeed.

    With molten hellfire roaring in their veins, few survive the trials that await them, utterly consumed by the power they thought to master. But a small few manage to harness it. These few Hellfire Scions are no longer truly mortal, but not yet fully diabolic. They exist in between both worlds, a bridge between worlds.

    Prerequisites:
    Alignment; Lawful Evil
    Tetramorphs; Summon
    Mutant Ascendancy; Outsider Ascendancy
    Special; Must have Fire Immunity, Telepathy and Umbravision

    HD; D8
    Class Skills (2 + Int Modifier): The Hellfire Scion can chose the class skills of any one of his base classes to be her class skills for this class, this choice cannot be changed.

    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+0|+0|Mutations, Dark Calling +1
    2|+1|+0|+0|+0|Mutations, Hellfire Gift, Dark Grace, Hellfire Conversion
    3|+1|+1|+1|+1|Mutations, Smouldering Gaze, Hellfire Adaptation
    4|+2|+1|+1|+1|Mutations, Hellfire Gift, Dark Calling +2
    5|+2|+1|+1|+1|Mutations, Dark Grace
    6|+3|+2|+2|+2|Mutations, Hellfire Gift
    7|+3|+2|+2|+2|Mutations, Smouldering Gaze, Dark Calling +3
    8|+4|+2|+2|+2|Mutations, Hellfire Gift, Dark Grace
    9|+4|+3|+3|+3|Mutations, Infernal Tongue
    10|+5|+3|+3|+3|Mutations, Hellfire Perfection, Dark Calling +4 [/table]

    Special;
    Mutations; You gain 3 mutations per level.

    Dark Calling; The maximum CR of creatures you can summon using your Summon Tetramorph ability increases by the listed amount. If you have a spell-like ability that allows you to call outsiders (such as planar ally or planar binding), the maximum HD of the called creature increases by the listed value.

    Hellfire Gift; At 2nd, 4th, 6th, and 8th level, you may pick one of the following abilities;
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    Diabolic Deals; You have learned to tap into a small part of the laws of hell that allow them to offer mortals pacts. You may make The Pact Insideous with mortals.

    Soul Bargain; Requires Diabolic Deals. You may offer mortals The Pact Certian.

    Diabolic Voice; Your voice is your greatest weapon, and few measures can prevent it from reaching its target. You may ignore magical or psionic silence with a caster level less then your mutator level.

    Hellfire Hide; As the fires of hell burn you, they also strengthen you. You gain a profane bonus to AC, Saves and any Damage Reduction you have equal to half your Hellfire Scion level.

    Diabolic Shield; You benefit from a constant Undectectable Alignment effect, and gain a mutation bonus on saves vs mind affecting equal to your Class level.

    Iron Tongue; Once every five rounds, you can force a creature in your telepathy range to do as you will. This mimics a Dominate Monster spell for 1 round. Will save DC (15+1/2 mutator level+Cha mod) to resist. If it successfully saves, it takes 5d6 Fire damage.

    Arcane Retribution; When magic fails to overpower your defences, you can seize brief control of the offender. When a spell of your Hellfire Scion class level or lower fails to overcome your spell resistence you may dominate the caster for 1 round/class level with a will dc save of (10+1/2 mutator level+Cha mod) to resist.

    Intense Fires; Add your Charisma, Intelligence or Constituion modifier to the Fire or Hellfire damage you deal.

    Step Through the Fire; Whenever you use Dimension Door you may deal 5d6 Fire damage to creatures within 10ft of the departure and arrival point.

    Empowered Devils; Lawful Evil outsiders you summon or Call have maximum HP per HD and a profane bonus to all abillity scores equal to half your class level. If you have the Augment Summoning Feat, this increases to your full class level instead.



    Dark Grace; Choose an ability score for which you have the mutation that increases it. You gain +2 to that ability score and +1 to all checks that use it. You may only choose an ability score once.

    Hellfire Conversion; As you bond with Hellfire, your flames slowly change. At 2nd level, mutations you have that deal fire damage are altered. The damage they deal is now half fire damage and half profane damage.

    At 6th level, all the mere fire has been consumed for fuel, by the flames of Hell. Mutations that deal Fire damage now deal Hellfire Damage instead.

    Smouldering Gaze (SU); Choose a gaze from those listed below. You may only have one Smouldering Gaze active at a time, but it is a free action to switch. All are 60ft cones.
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    Roaring Hellfire Pits; Requires Intimidate 10 ranks
    Active; Your eyes are pits of Hellfire, showing the fate of all mortals who dabble in darkness. You may mske a simplified Intimidate check to Demoralize opponets against targets in range. The save DC is (10+Intimdate bonus). Passive; You gain a profane bonus to Intimidate equal to your class level.

    Banked Embers; Requires Bluff 10 ranks
    Active; Creatures that meet your gaze are drawn in, they have nothing to worry about. You gain a gaze that mimics Charm Monster with a Will save of (15+1/2 mutator level+Cha mod) to resist. Passive; You gain a profane bonus to bluff equal to your class level.

    Soul Piercing Flames; Requires Sense Motive 10 ranks
    Active; Your eyes seems to pierce through their body and gaze directing into their soul. You gain a Gaze that mimics a Mind Probe power to all who meet your gaze, with a Will save (DC 15+1/2 mutator level+Cha mod) to resist. Passive; Gain a profane bonus to Sense Motive equal to your class level.

    Inviting Hearthfire; Requires Diplomacy 10 ranks
    Active; Your eyes fires are soft and inviting, like the fire at home. You gain a gaze that makes you seem very reasonable, letting your words carry great weight, mimicking a Mass Suggestion or Suggestion spell with a Will save of DC (15+1/2 mutator level+Cha mod) to resist. Passive; You gain a profane bonus to Diplomacy equal to your class level.


    Hellfire Adaptation; You gain resistance to Hellfire 5 for each class level you have.

    At 9th level, this becomes Hellfire Immunity.

    Infernal Tongue; The subtly of devils is legendary, and you have tapped greatly into what makes them what they are. But while they may exert great force, their specialty lies in their abillity to convince any that listen to them. Creatures immune to mind-affecting are not immune to mind-affecting abilities from the Hellfire Scion, though they do gain a +4 bonus to their saves against such effects.

    Hellfire Perfection; As the fires of Hell burn almost unchecked through your body, you transcend the limits of mortality. Your essence burns eternal, bound to the molten heart of hell, and your death is temporary, for like a phoenix made of pure Hellfire, you return in time.

    You gain the Hellfire Subtype. In addtion, you gain a power simmilar to Fiery Discorporation. Whenever you would be slain, you may make a Will save with a DC (5+Damage dealt). If it succeeds, you explode in a roar of hellfire, dealing 1d6 Hellfire damage per mutator level to everything in a 10ft burst centerned on where you were, and you vanish, along with all your gear and anything you are holding or carrying. 24 hours later, you manifest in a pit in the depths of hell, and must return to where you where slain with your own resources.


    Hellfire Subtype; You have the flames of Hell roaring in you. You are Immune to Hellfire, Fire and Extreme heat. In addtion, Battor is treated as one of your native planes.
    Last edited by Grimsage Matt; 2014-01-08 at 11:18 AM.
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  14. - Top - End - #764
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    Milo v3's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    I made this a few weeks ago on the gramarie thread... somehow forgot to post it here, even though it is a mutator... *Facepalm*

    The Autopilot
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    "I still don’t get what is creepy about telling you guys to get inside me."

    Autopilots were originally created as living weapons by the Xendrik in secret, but soon spies traded this knowledge to the other races. This combined with the fact that autopilot capabilities are sometimes passed onto children has lead to a fair amount of non-military autopilots.

    Most autopilots aren't even aware of their supernatural power to generate a chassis around themselves, leading to dangerous results when it first manifests.

    Game Rule Information
    Alignment: Any
    Hit Die: d10
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: The autopilot’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

    The Autopilot
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+0|+0|Chassis Rage, Monster in Mortal Clothing, Repair Mode

    2nd|+2|+3|+0|+0|Mutations, Puissance Reserve, Uncanny Dodge

    3rd|+3|+3|+1|+1|Determinator (Will), Mutations

    4th|+4|+4|+1|+1|Mutations, Personalized Chassis I

    5th|+5|+4|+1|+1|Improved Uncanny Dodge, Mutations

    6th|+6/+1|+5|+2|+2|Hardness, Mutations

    7th|+7/+2|+5|+2|+2|Fast Healing, Mutations

    8th|+8/+3|+6|+2|+2|Improved Puissance Reserve, Mutations, Personalized Chassis II

    9th|+9/+4|+6|+3|+3|Determinator (Defenses), Mutations

    10th|+10/+5|+7|+3|+3|Copilot, Mutations

    11th|+11/+6/+1|+7|+3|+3|Mutations, Restored Flesh

    12th|+12/+7/+2|+8|+4|+4|Mutations, Personalized Chassis III

    13th|+13/+8/+3|+8|+4|+4|Eldritch Focus, Mutations

    14th|+14/+9/+4|+9|+4|+4|Mutations, Networked

    15th|+15/+10/+5|+9|+5|+5|Determinator (HP), Mutations

    16th|+16/+11/+6/+1|+10|+5|+5|Mutations, Personalized Chassis IV

    17th|+17/+12/+7/+2|+10|+5|+5|Mutations, Tireless Transformation

    18th|+18/+13/+8/+3|+11|+6|+6|Mastered Puissance Reserve, Mutations

    19th|+19/+14/+9/+4|+11|+6|+6|Mutations

    20th|+20/+15/+10/+5|+12|+6|+6|Mutations, Personalized Chassis V, True Monster
    [/table]

    All of the following are class features of the Autopilot.

    Weapon and Armour Proficiencies: Autopilots are proficient with all simple and improvised weapons. They are proficient with all light armour.

    Chassis Rage (Su): Whenever committing an act of self-harm you activate the primal urges in your flesh to create yourself an avatar of destruction from biostructure. Such an act generally takes a standard action to accomplish and must deal at least one point of lethal damage.

    After the action of self-harm, the flesh and bone grows out from the Autopilot, increasing his size one step, gaining a +2 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC.

    If insufficient room is available for the desired growth, the Autopilot attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

    You can remain in Chassis Form without difficultly for a number of rounds equal to your class level, at this end of this time you must make a will save to maintain it (DC 5 per previous will save), though when making this will save you may also add your autopilot level. If you succeed, you remain in chassis form for a number of rounds equal to your class level, at the end of which you must make another save. If you fail, you exit chassis form. You may exit your chassis form early as a full-round action.

    After a Chassis Rage, the Autopilot is Fatigued for a number of rounds equal to the number of rounds he was in Chassis Rage for. An Autopilot cannot enter a new chassis rage while fatigued or exhausted but can otherwise enter chassis rage multiple times during a single encounter or combat.

    If an autopilot falls unconscious while raging, his chassis rage doesn't end.

    Monster in Mortal Clothing (Ex): Your biostructurally tainted nature gives you the traits of abominations. You regain triple the amount of hit points from natural healing, Heal checks, and Heal check based ability than you otherwise would. In addition, you can be healed with the Craft skill as an object.

    Repair Mode (Su): As a full-round action, you can enter an alternate method of chassis rage. Repair mode functions as normal except the autopilot can't take any actions aside from a full-round action to leave chassis form, and the chassis rage lasts till the Autopilot chooses for it to end.

    In addition others may modify it by preparing principles on it, attaching grafts, or anything similar. If they try to change your chassis form in a way that you do not want, you may make opposed will saves against the person modifying your avatar to resist said change. When you leave repair mode these modifications are set to your chassis form, meaning that they disappear when you are in your natural form but reactivate whenever you enter chassis rage or repair mode.

    Mutations: At every level past first, the Autopilot can select three mutations that his Chassis Rage form meets the prerequisites of. The autopilot gains those mutations, but only when in chassis rage. The autopilot has a mutator level equal to one less than his class level.

    Mutations can be found here.

    Puissance Reserve (Su): An autopilot can function as a battery for Puissance, and can store a number of ebbs inside it's body up to half it's class level. At 8th and 18th level, this amount of storage doubles.

    Uncanny Dodge (Ex): At 2nd level, an Autopilot gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An Autopilot with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    If an Autopilot already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead

    Determinator (Ex): A third level Autopilot is an monster that runs on instinct rather than insight, but despite this they are determined strong willed individuals. An autopilot may use their charisma modifier to determine their will save rather than wisdom.

    At ninth level, this determination improves further, gaining a morale bonus to all saves and his armour class equal to his charisma modifier.

    At fifteenth level, an autopilots determination is powerful enough to keep him alive when others would have fallen, granting him temporary hit points equal to his charisma score which is restored at the start of each day, and whenever he enters chassis rage.

    Personalized Chassis: At fourth level and every four levels thereafter, the Autopilot can pick a benefit from a Personalized Chassis, as long as it’s level is equal to or lower than the personalized chassis stage you are and you meet it’s prerequisites. These are identical to Teratomorphs, except it has additional options.

    Improved Uncanny Dodge (Ex): At 5th level and higher, an Autopilot can no longer be flanked. This defence denies a rogue the ability to sneak attack the autopilot by flanking him, unless the attacker has at least four more rogue levels than the target has autopilot levels.

    If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Hardness: Being able to manipulate the biostructure that forms their body, at 6th level the autopilot gains hardness as if an object. His hardness is equal to half of his class level.

    Fast Healing (Su): You have learnt how to produce biostructure in small amounts to restore your body. At seventh level, an Autopilot gains Fast Healing equal to half your hardness (rounded down). This stacks with any other form of fast healing.

    Copilot (Su): Slowly over time programming starts to bleed into your mind as you transform more and more. Upon reaching 10th level, the eldritch intelligence sealed inside your flesh awakens. This copilot has 10 in each of the mental stats, though no other statistics. Having this EI grants you an additional standard action each round, but it can only be used for mental actions.

    In addition, whenever you would lose your intelligence and wisdom scores, you may let the copilot take control of your body in your place, though you lose the additional standard action. An autopilot and his copilot can communicate with each other telepathically.

    Restored Flesh: You can create a giant body from biostructure, so why can’t you grow your legs back as well. At eleventh level, whenever you enter or leave Chassis Rage you regrow any limbs or body parts you have lost (such as bitten of legs or eyes which were cut out).

    Eldritch Focus (Su): With some time, you learn how to use the voice in your head to improve your capabilities. At 13th level, as standard action you can make your EI stop granting additional metal actions in return for one of the below benefits. After having the benefit for at least one full-round, benefit can be changed to a different benefit or return to gaining an additional mental action each turn.

    Databank: You gain an insight bonus to knowledge checks equal to half your level.
    Hazard Detection: You immediately detect any volatile substances that you can sense. In regards to this ability, a volatile substance is anything that easy explode or ignite (such as oil or alchemist fire), or would deal a form of energy damage if you came in contact with it (such as acid).
    Maneuver Prediction: Once per round as a free action, you don't provoke an attack of opportunity when you otherwise would.
    Targeting Assistance: You gain an insight bonus to attack rolls equal to half your class level.

    Networked (Ex): At 14th level the autopilot can direct puissance through your body as if circuit. You can direct ebbs from your puissance reserve to any one gramaric device that is part of your body, as an attack action.

    Tireless Transformation: An autopilot of seventeenth level isn't anywhere near as tired from transformations as they normally would, only being fatigued for a number of rounds equal to a tenth of the rounds you were in chassis form.

    True Monster (Ex): Upon reaching 20th level, you become a true monster. By default you are in chassis form, with the self-inflicted wounds and limited duration instead turning you into your “natural” non-chassis form.

    Personal Chassis’s Additional Teratomorphs
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    Personal Chassis 1
    • Cockpit: Your internal body structure warps and shifts to allow for someone to enter and manipulate your body. This acts as the cockpit described in the Artificial Fleshshape discovery, except that you do not lose your intelligence score, and the DC to control your body is removed unless you are resisting the command of the pilot. If you are resisting the control of your pilot the DC for them piloting you that round changes to your Will Save modifier + 10.
    • Enduring Autonomy 1: You can use Enduring Autonomy 1 as a full-round action. For the next ten minutes, you repeat your actions from last round. For the purposes of your Chassis Rage duration these 10 minutes count as one round.
    • Grafts 1: Select two level one grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.


    Personal Chassis 2
    • Grafts 2: Select two level two or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Metallic Mimicry 1: Select a planetary metal (including crystal). For the purpose of principles and similar effects, your body counts as that material while in your chassis form. You may take this Personal Chassis multiple times.


    Personal Chassis 3
    • Enduring Autonomy 2: You can use Enduring Autonomy 2 as a full-round action. For the next hour, you repeat your actions from last round. For the purposes of your Chassis Rage duration this hour counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 1, though this personalized chassis doesn't replace it.
    • Grafts: Select two level three or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.


    Personal Chassis 4
    • Grafts: Select two level four or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Metallic Mimicry 2: Select an ascended planetary metal (including deep crystal). Your body counts as that material while in your chassis form. To take this personal chassis you must have Metallic Mimicry 1.


    Personal Chassis 5
    • Enduring Autonomy 3: You can use Enduring Autonomy 3 as a full-round action. For the next day, you repeat your actions from last round. For the purposes of your Chassis Rage duration this day counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 2, though this personalized chassis doesn't replace it.
    • Grafts: Select two level five or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.

    Last edited by Milo v3; 2014-01-23 at 09:10 AM.
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  15. - Top - End - #765
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Grimsage Matt View Post
    I was thinking, why is there no outsider PrC that turns you into a Hellfire engine with good social skills? And so I whipped this up. It's a work in progress, but it's a nice and simple 10 level PrC of molten Hellfire.

    Hellfire Scion

    Many of those who embark on the road of the Evolutionist do not know what secrets they can find along the way, what horrors and wonders they will become. Some seek their power among the outer planes, realms of extremes, realms of myths and legends, far less solid then the material world.

    But a few try and emulate the lower planes and its denizens. Often they merely see the power they wield, the might they command, and desire it for themselves. And so they mimic it, making themselves shadows of demons and devils, trying to tap into their power.

    A few have the misfortune to succeed.

    With molten hellfire roaring in their veins, few survive the trials that await them, utterly consumed by the power they thought to master. But a small few manage to harness it. These few Hellfire Scions are no longer truly mortal, but not yet fully diabolic. They exist in between both worlds, a bridge between worlds.

    Prerequisites:
    Alignment; Lawful Evil
    Tetramorphs; Summon
    Mutant Ascendancy; Outsider Ascendancy
    Special; Must have Fire Immunity, Telepathy and Umbravision

    HD; D8
    Class Skills (2 + Int Modifier): The Hellfire Scion can chose the class skills of any one of his base classes to be her class skills for this class, this choice cannot be changed.

    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+0|+0|Hellfire Evolution, Dark Calling +1
    2|+1|+0|+0|+0|Hellfire Gift, Dark Grace, Hellfire Empowerment
    3|+1|+1|+1|+1|Smouldering Gaze, Hellfire Resistance
    4|+2|+1|+1|+1|Hellfire Gift, Dark Calling +2
    5|+2|+1|+1|+1|Smouldering Gaze, Dark Grace, Hellfire Conversion
    6|+3|+2|+2|+2|Hellfire Gift, Hellfire Immunity
    7|+3|+2|+2|+2|Smouldering Gaze, Dark Calling +3
    8|+4|+2|+2|+2|Hellfire Gift, Dark Grace
    9|+4|+3|+3|+3|Smouldering Gaze, Vile Hellfire
    10|+5|+3|+3|+3|Hellfire Perfection, Dark Calling +4 [/table]

    Special;
    Hellfire Evolution; You gain 4 mutations per level.

    Dark Calling; The maximum CR of creatures you can summon using your Summon Tetramorph ability increases by the listed amount. If you have a spell-like ability that allows you to call outsiders (such as planar ally or planar binding), the maximum HD of the called creature increases by the listed value.

    Hellfire Gift; At 2nd, 4th, 6th, and 8th level, you may pick one of the following abilities;
    Spoiler
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    Diabolic Deals; You have learned to tap into a small part of the laws of hell that allow them to offer mortals pacts. You gain Limited Wish as an At Will spell-like abillity, but it may only be used on a mortals behalf, and as part of a bargin that benifits you.

    Diabolic Voice; Your voice is your greatest weapon, and few measures can prevent it from reaching its target. You may ignore magical or psionic silence with a caster level less then your mutator level.

    Hellfire Hide; As the fires of hell burn you, they also strengthen you. You gain a profane bonus to AC, Saves and any Damage Reduction you have ewual to your Hellfire Scion level.

    Diabolic Shield; You benefit from a constant Mindblank and Undectectable Alignment effect.

    Iron Tongue; Once every five rounds, you can force a creature in your telepathy range to do as you will. This mimics a Dominate Monster spell for 1 round. Will save DC (15+1/2 mutator level+Cha mod) to resist. If it successfully saves, it takes 5d6 Fire damage.

    Arcane Retribution; When magic fails to overpower your defences, you can seize brief control of the offender. When a spell of your Hellfire Scion class level or lower fails to overcome your spell resistence you may dominate the caster for 1 round/class level with a will dc save of (15+1/2 mutator level+Cha mod) to resist.

    Intense Fires; Add your Charisma, Intelligence or Constituion modifier to the Fire or Hellfire damage you deal.

    Step Through the Fire; Whenever you use Dimension Door you may deal 5d6 Fire damage to creatures within 10ft of the departure and arrival point.

    Empowered Devils; Lawful Evil outsiders you summon or Call have maximum HP per HD and +2 to all ability scores. If you have the Augment Summoning Feat, this increases to +6 to all ability scores instead.

    Faustian Pactmaker; Requires Diabolic Deals and Infernal Barginer. You may offer Faustian pacts to mortals.


    Dark Grace; Choose an ability score for which you have the mutation that increases it. You gain +2 to that ability score and +1 to all checks that use it. You may only choose an ability score once.

    Hellfire Empowerment; Your flames are touched by hellfire. Half of any fire damage your mutations deal is profane damage.

    Smouldering Gaze (SU); Choose a gaze from those listed below. You may only have one Smouldering Gaze active at a time, but it is a free action to switch.
    Spoiler
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    Roaring Hellfire Pits; Requires Intimidate 10 ranks
    Active; Your eyes are pits of Hellfire, showing the fate of all mortals who dabble in darkness. Those who meet your eyes (100ft cone) are shaken. Will Save Dc of (15+1/2 Mutator level+Cha mod). Passive; You gain a profane bonus to Intimidate equal to your mutator level.

    Banked Embers; Requires Bluff 10 ranks
    Active; Creatures that meet your gaze are drawn in, they have nothing to worry about. You gain a gaze that mimics Charm Monster in 100ft cone, with a Will save of (15+1/2 mutator level+Cha mod) to resist. Passive; You gain a profane bonus to bluff equal to your mutator level.

    Soul Piercing Flames; Requires Sense Motive 10 ranks
    Active; Your eyes seems to pierce through their body and gaze directing into their soul. You gain a Gaze that mimics a Probe Thoughts power to all who meet your gaze in a 100ft cone, with a Will save (DC 15+1/2 mutator level+Cha mod) to resist. Passive; Gain a profane bonus to Sense Motive equal to your mutator level.

    Inviting Hearthfire; Requires Diplomacy 10 ranks
    Active; Your eyes fires are soft and inviting, like the fire at home. You gain a gaze that makes you seem very reasonable, letting your words carry great weight, mimicking a Mass Suggestion or Suggestion spell in an 100ft cone with a Will save of DC (15+1/2 mutator level+Cha mod) to resist. Passive; You gain a profane bonus to Diplomacy equal to your mutator level.


    Hellfire Resistance; You gain resistance to Hellfire 5 for each class level you have.

    Hellfire Conversion; Mutations that would Deal fire damage deal Hellfire damage instead. This replaces Hellfire Empowerment.

    Hellfire Immunity; You are no longer resistant to hellfire, but Immune to its touch.

    Vile Hellfire; Your dark evolution has granted you a connection to powers far beyond mortal reckoning. Your Hellfire shows this, scorching with pure evil. Your Hellfire Damage is now also treated as Vile damage for the purposes of healing.

    Hellfire Perfection; As the fires of Hell burn almost unchecked through your body, you transcend the limits of mortality. Your essence burns eternal, bound to the molten heart of hell, and your death is temporary, for like a phoenix made of pure Hellfire, you return in time.
    You gain a +6 Bonus to Charisma, and the Planar Apotheosis and Planar Renewal II tetramorphs.
    Hmm... Needs work, and might have a bit too much, I think.

    Quote Originally Posted by Milo v3 View Post
    I made this a few weeks ago on the gramarie thread... somehow forgot to post it here, even though it is a mutator... *Facepalm*


    The Autopilot
    Spoiler
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    "I still don’t get what is creepy about telling you guys to get inside me."

    Autopilots are individuals who are innately in touch with the nature of biostructure, but it manifests in a very different way to the similar anabolist. While the anabolist can convert corpses into biostructure and create armies of chassi, the autopilot is more focused on personal manipulation of biostructure, forming immense amounts of biostructure out of determination and rage and using it as a body.

    Game Rule Information
    Alignment: Any
    Hit Die: d10
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: The autopilot’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

    The Autopilot
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+0|+0|Chassis Rage, Monster in Mortal Clothing

    2nd|+2|+3|+0|+0|Mutations, Uncanny Dodge

    3rd|+3|+3|+1|+1|Determinator, Mutations

    4th|+4|+4|+1|+1|Mutations, Personalized Chassis I

    5th|+5|+4|+1|+1|Improved Uncanny Dodge, Mutations

    6th|+6/+1|+5|+2|+2|Fast Healing, Mutations

    7th|+7/+2|+5|+2|+2|Damage Reduction 1/-, Mutations

    8th|+8/+3|+6|+2|+2|Mutations, Personalized Chassis II

    9th|+9/+4|+6|+3|+3|Improved Determinator, Mutations

    10th|+10/+5|+7|+3|+3|Damage Reduction 2/-, Mutations

    11th|+11/+6/+1|+7|+3|+3|Mutations, Restored Flesh

    12th|+12/+7/+2|+8|+4|+4|Mutations, Personalized Chassis III

    13th|+13/+8/+3|+8|+4|+4|Damage Reduction 3/-, Mutations

    14th|+14/+9/+4|+9|+4|+4|Mutations

    15th|+15/+10/+5|+9|+5|+5|Mutations, True Determinator

    16th|+16/+11/+6/+1|+10|+5|+5|Damage Reduction 4/-, Mutations, Personalized Chassis IV

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

    18th|+18/+13/+8/+3|+11|+6|+6|Mutations

    19th|+19/+14/+9/+4|+11|+6|+6|Damage Reduction 5/-, Mutations

    20th|+20/+15/+10/+5|+12|+6|+6|Mutations, Personalized Chassis V, True Monster
    [/table]

    All of the following are class features of the Autopilot.

    Weapon and Armour Proficiencies: Autopilots are proficient with all simple and improvised weapons. They are proficient with all light armour.

    Chassis Rage (Su): By committing an act of self-harm you can activate the primal urges in your flesh to create yourself an avatar of destruction from biostructure. Such an act generally takes a standard action to accomplish, and must deal at least one point of lethal damage.

    After the action of self-harm, the flesh and bone grows of from the Autopilot, increasing his size one step, gaining a +2 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC.

    If insufficient room is available for the desired growth, the Autopilot attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

    When entering Chassis Rage you must make a will save (DC 15 + ½ Class Level) or have your intelligence score lowered to 3 for the duration of the Chassis rage and be unable to stop the chassis rage willingly (cannot make the full-round action to end it and you must attempt to make the will saves to stay in the Chassis Rage). By choosing a goal when you enter Chassis Rage you gain a +10 bonus to this will save, but as soon as you accomplish that goal or stop trying to actively achieve it you have to make the save again at a -5 penalty (without that previous +10 bonus obviously).

    You can remain in Chassis Rage without difficultly for a number of rounds equal to your class level, at this end of this time you must make a Will Save each round to maintain it (DC 10 + the Number of Rounds you have been in the Chassis Rage for past your class level). A Chassis Rage can be ended early willing as a full-round action, unless you failed the will save at the start of the Rage.

    After a Chassis Rage, the Autopilot is Fatigued for a number of rounds equal to triple the number of rounds he was in Chassis Rage for. An Autopilot cannot enter a new chassis rage while fatigued or exhausted but can otherwise enter chassis rage multiple times during a single encounter or combat. If an autopilot falls unconscious, his chassis rage doesn’t end instead acting as though he failed the will save to maintain your mind, lowering his intelligence score accordingly and forcing him to remain in the chassis rage for as long as it can manage.

    Monster in Mortal Clothing (Ex): Your biostructurally tainted nature gives you the traits of abominations. You regain triple the amount of hit points from natural healing, Heal checks, and Heal check based ability than you otherwise would. In addition if your type is humanoid then it changes to Aberration.

    Mutations: At every level past first, the Autopilot can select three mutations that his Chassis Rage form meets the prerequisites of. The autopilot gains those mutations, but only when in chassis rage. The autopilot has a mutator level equal to one less than his class level.

    Uncanny Dodge (Ex): At 2nd level, an Autopilot gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An Autopilot with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    If an Autopilot already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead

    Determinator (Ex): A third level Autopilot is an monster that runs on instinct rather than insight, but despite this they are determined strong willed individuals. An autopilot may use their charisma modifier to determine their will save rather than wisdom.

    At ninth level, this determination improves further, gaining a morale bonus to all saves and his armour class equal to his charisma modifier.

    At fifteenth level, an autopilots determination is powerful enough to keep him alive when others would have fallen, granting him temporary hit points equal to his charisma score which is restored at the start of each day, and whenever he enters chassis rage.

    Personalized Chassis: At fourth level and every four levels thereafter, the Autopilot can pick a benefit from a Personalized Chassis, as long as it’s level is equal to or lower than the personalized chassis stage you are and you meet it’s prerequisites. These are identical to Teratomorphs, except it has additional options.

    Improved Uncanny Dodge (Ex): At 5th level and higher, an Autopilot can no longer be flanked. This defence denies a rogue the ability to sneak attack the autopilot by flanking him, unless the attacker has at least four more rogue levels than the target has autopilot levels.

    If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Fast Healing (Su): You have learnt how to produce biostructure in small amounts to restore your body. At sixth level, an Autopilot gains Fast Healing equal to a third of his class level. This stacks with any other form of fast healing.

    Damage Reduction: Through quick healing of their flesh, an Autopilot can weaken the effects of an attack. At 7th level he gains Damage Reduction 1/-, this damage reduction increases by 1 every three levels thereafter. This damage reduction can be made to stack or overlap with other damage reduction you possess as a full-round action, though if it is stacking it gains the bypass method of the damage reduction it is stacking with.

    Restored Flesh: You can create a giant body from biostructure, so why can’t you grow your legs back as well. At eleventh level, whenever you enter or leave Chassis Rage you regrow any limbs or body parts you have lost (such as bitten of legs or eyes which were cut out).

    True Monster (Ex): Upon reaching 20th level, you become a true monster. By default you are in Chassis Form, with the self-inflicted wounds and limited duration instead turning you into your “natural” non-chassis form.

    Personal Chassis’s Additional Teratomorphs
    Spoiler
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    Personal Chassis 1
    • Cockpit: Your internal body structure warps and shifts to allow for someone to enter and manipulate your body. This acts as the cockpit described in the Artificial Fleshshape discovery, except that you do not lose your intelligence score, and the DC to control your body is removed unless you are resisting the command of the pilot. If you are resisting the control of your pilot the DC for them piloting you that round changes to your Will Save modifier + 10.
    • Enduring Autonomy 1: You can use Enduring Autonomy 1 as a full-round action. For the next ten minutes, you repeat your actions from last round. For the purposes of your Chassis Rage duration these 10 minutes count as one round.
    • Grafts 1: Select two level one grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Hardness 1: You gain 5 hardness.


    Personal Chassis 2
    • Grafts 2: Select two level two or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Interior: You are effected by BIOY 234's Hollow feature, except you don't have a cockpit. You can choose to grow or remove a 5 ft. cube of cockpit as a full-round action if you have the Cockpit Personal Chassis. You must be at least huge in size when in Chassis Rage to take this.


    Personal Chassis 3
    • Enduring Autonomy 2: You can use Enduring Autonomy 2 as a full-round action. For the next hour, you repeat your actions from last round. For the purposes of your Chassis Rage duration this hour counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 1, though this personalized chassis doesn't replace it.
    • Grafts: Select two level three or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Hardness 2: Your hardness increases to 10. You must have Hardness 1 to take this Personal Chassis.


    Personal Chassis 4
    • Grafts: Select two level four or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Wetware: Biostructure objects joined with your interior become classified as "Wetwear". You can make logical decisions and direct ebbs through your wetwear as an EI, except you only get a number of logical decisions equal to your Autopilot level. The bubble for this "EI" is your whole interior, but you can only interact as an EI with Wetware objects. You must have the Interior Personal Chassis to select this Personal Chassis.


    Personal Chassis 5
    • Enduring Autonomy 3: You can use Enduring Autonomy 3 as a full-round action. For the next day, you repeat your actions from last round. For the purposes of your Chassis Rage duration this day counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 2, though this personalized chassis doesn't replace it.
    • Grafts: Select two level five or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.

    I would reduce the number of mutations gained to 2 per level and on all levels.

    Other than that, pretty nice.
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  16. - Top - End - #766
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    NecromancerGuy

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    Default Re: The better man? There is no such thing [3.5 base class]

    Would removing Hellfire Immunity and Dark Grace be a good start? The goal was to boost social abillites (mostly seen in smouldering gaze), pump its summoning and binding options, and convert fire to hellfire.

    Hellfire Perfection needs a lot of work, but the idea is a firey rebirth in hell, combined with a partial merging with Hellfire.

    As for the Hellfire Gifts, they too much? Partially based on the worldshaker, but with a fird/enchantment/devil theme.
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  17. - Top - End - #767
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Grimsage Matt View Post
    Would removing Hellfire Immunity and Dark Grace be a good start? The goal was to boost social abillites (mostly seen in smouldering gaze), pump its summoning and binding options, and convert fire to hellfire.

    Hellfire Perfection needs a lot of work, but the idea is a firey rebirth in hell, combined with a partial merging with Hellfire.

    As for the Hellfire Gifts, they too much? Partially based on the worldshaker, but with a fird/enchantment/devil theme.
    Hellfire Immunity is alright. Smoldering Gaze is the prime issue, since it doesn't really provide any opportunity cost (you will get them all anyway), plus I am planning to bring down the skill bonuses granted by mutations heavily (the current situation of "can become impossible to deal with in certain fields" isn't really ideal).

    The perfection should probably have its own wording instead of borrowing teratomorphisms like that. The effect granting teratomorphisms has the extra issue of empowering stacking t-morphs (Heart of Elements line among others) and somewhat edging into the realm of the Aberration Perfection.

    Vile Hellfire is quite likely too much. It is by all means "unhealable, unresistable damage".

    Dark Grace is ok.

    I should note that while the Worldshaker gains a lot of stuff, it sacrifices the baseline mutation advancement for it (only 3 mutations per level).

    Other than these. I would do the following rewordings.

    1. Collapse Hellfire Empowerment and Conversion into a single feature that explicitates an upgrade at a certain level. This will reduce clutter in the table.

    2. Same for Hellfire Resistance/Immunity.

    3. Change "Hellfire Evolution" to the more standard structure for mutation presentation. I feel like this shift led to the bloat by making the tables look emptier than they actually are. Mutations give a lot.

    4. Gifts:
    - Diabolic Deals needs a harder rule to back it up. Perhaps Geas on the wish-taker.

    - Hellfire Hide is a tad too much raw defensive numbers.

    - Diabolic Shield fondly strokes that part of my mind that thinks passive perfect defenses need to go away from D&D (Mind Blank).

    - Arcane Retribution's save DC is higher than it should be.

    - Faustian Pactmaker references something called Infernal Bargainer which is quite simply nowhere.
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    Default Re: The better man? There is no such thing [3.5 base class]

    It look good now? The Hellfire Perfection is based on a mix of Planar Renewal II and Fiery Discorporation, with the abillity to blast those the buggers that killed you for some revenge. You would still need to pick up plane shift through other means.

    You can only get 2 out of 4 smouldering gaze's now, and cut the mutations from 4/level to 3. Also changed the deals to split the two versions of faustian pacts (return favors vs soul), and gave a 9th level abillity where the fire damage you block heals you..... might replace that with the abillity for enchantment affects to bypass immunities...

    Diabolic shield is now an Undectable Alginment and a bonus on saves VS mind affecting.

    As for Infernal Bargainer, yah, it's nice, but not really needed. Great for binder builds though.

    Edit; Yah, replaced it with a mind affecting immunity bypass.
    Last edited by Grimsage Matt; 2014-01-06 at 11:53 AM.
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  19. - Top - End - #769
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    Default Re: The better man? There is no such thing [3.5 base class]

    For mutation aptitude do you keep adding the plus 1 to all class skills every time that confused me.

    Also theres so much to look at what would you recommend for a tri-stalt Fast tough hero and evoluntionist with genection healing from d20 modern future to take here if he suppose to be and ultimate life form?
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  20. - Top - End - #770
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Elysian Blade View Post
    For mutation aptitude do you keep adding the plus 1 to all class skills every time that confused me.

    Also theres so much to look at what would you recommend for a tri-stalt Fast tough hero and evoluntionist with genection healing from d20 modern future to take here if he suppose to be and ultimate life form?
    Each time you gain evolved aptitude you gain a stacking +1 to all skills. Nothing else to be said really.

    Tristalt... Well. After checking the two aforementioned classes, your best bet is to just pick the evolutionist build of your choice (probably a combatant of some sort, perhaps a Spine-centric archer type) and just use the two classes as minor goodies on the side. Tough hero's Energy Resistance Talents have the benefit of allowing you to skip the energy resistance mutations on your way to elemental offensive. Fast Hero... Eh, Evasion is pretty much all it offers that the evolutionist can't get better.

    ... The d20 modern classes are really underwhelming aren't they. Honestly, I would recommend skipping Fast Hero and going for Strong Hero for the higher BAB instead and go with a melee build of your preference. A gore charger (get improved grab and impale for a rampaging shish-kebab machine), a claw-rake shredder. I bet there isn't a thing in d20 modern that can deal with a large burrower with swallow whole.

    And I have no clue to what "Genection healing" does.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Draken View Post
    Each time you gain evolved aptitude you gain a stacking +1 to all skills. Nothing else to be said really.

    Tristalt... Well. After checking the two aforementioned classes, your best bet is to just pick the evolutionist build of your choice (probably a combatant of some sort, perhaps a Spine-centric archer type) and just use the two classes as minor goodies on the side. Tough hero's Energy Resistance Talents have the benefit of allowing you to skip the energy resistance mutations on your way to elemental offensive. Fast Hero... Eh, Evasion is pretty much all it offers that the evolutionist can't get better.

    ... The d20 modern classes are really underwhelming aren't they. Honestly, I would recommend skipping Fast Hero and going for Strong Hero for the higher BAB instead and go with a melee build of your preference. A gore charger (get improved grab and impale for a rampaging shish-kebab machine), a claw-rake shredder. I bet there isn't a thing in d20 modern that can deal with a large burrower with swallow whole.

    And I have no clue to what "Genection healing" does.
    Genetic healing is from the future and your able to mutate your genes to become able to get fast healing 3
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    Default Re: The better man? There is no such thing [3.5 base class]

    Strictly speaking, if your DM is going to allow a 3.5 class in a d20 future game, you are going to eat everything alive. And with this class? Thats like expecting a level 1 commoner to pose a threat to a level 30 min/maxed wizard. And you aren't the commoner.
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  23. - Top - End - #773
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Grimsage Matt View Post
    Strictly speaking, if your DM is going to allow a 3.5 class in a d20 future game, you are going to eat everything alive. And with this class? Thats like expecting a level 1 commoner to pose a threat to a level 30 min/maxed wizard. And you aren't the commoner.
    Its a pathfinder rifts game.

    There going modern/middle-evil
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Elysian Blade View Post
    Its a pathfinder rifts game.

    There going modern/middle-evil
    Medieval*

    In that setting, this is probably still quite strong. Really though, this class is a lot harder to break than some officially published classes I've seen.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Rizban View Post
    Medieval*

    In that setting, this is probably still quite strong. Really though, this class is a lot harder to break than some officially published classes I've seen.
    Yeah about 80 pages to print it out...
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Rizban View Post
    Medieval*

    In that setting, this is probably still quite strong. Really though, this class is a lot harder to break than some officially published classes I've seen.
    Really? It might just be that I've always used it in gestalt, but to me it's always come across as really powerful. Can give yourself a large smörgåsbord of passive improvements and options, or just focus on one thing into oblivion. Can grapple somebody in an inescapable grip, melt somebody to slag with acid javelins, ect..Plus, it can have a perfect action economy use, thanks to picking powers with different activation times so you can always use them all (melee need more damage for swift? use mutilate! Squishy to escape quick? Dimension Door!)
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Necroticplague View Post
    Really? It might just be that I've always used it in gestalt, but to me it's always come across as really powerful. Can give yourself a large smörgåsbord of passive improvements and options, or just focus on one thing into oblivion. Can grapple somebody in an inescapable grip, melt somebody to slag with acid javelins, ect..Plus, it can have a perfect action economy use, thanks to picking powers with different activation times so you can always use them all (melee need more damage for swift? use mutilate! Squishy to escape quick? Dimension Door!)
    Evolutionist can mold itself into the ideal partner for your other class in gestalt, moreso than any 1st-party class, making it pretty overpowering under those circumstances. Draken has said before that it does weird things in gestalt.

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    Default Re: The better man? There is no such thing [3.5 base class]

    Agreed. Gestalt makes it crazy powerful. Just a straight mutator though is more tame. It's a good tier 2 to high tier 3 class, depending on how it's built.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Rizban View Post
    Agreed. Gestalt makes it crazy powerful. Just a straight mutator though is more tame. It's a good tier 2 to high tier 3 class, depending on how it's built.
    OMG this is so good right now the dm allowed 3000xp for slow in pathfinder two levels preview...

    http://www.myth-weavers.com/sheetvie...sheetid=755065
    Last edited by Elysian Blade; 2014-01-07 at 07:18 PM.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Elysian Blade View Post
    OMG this is so good right now the dm allowed 3000xp for slow in pathfinder two levels preview...

    http://www.myth-weavers.com/sheetvie...sheetid=755065
    ... I am having trouble reading that sheet. It looks like it is somewhere between a level 5 monostalt and a level 2 tristalt, but both situations result in extremely wrong numbers more or less everywhere. Edit: namely, in both situations, you can't have evolve aptitude 5 since you have 2 levels of Evo and no racial HD.
    Last edited by Draken; 2014-01-07 at 07:40 PM.
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