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2012-11-20, 09:25 AM (ISO 8601)
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- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
Thanks!
Mainly only a few nitpicks on these
ARCHITECT OF THE TWOFOLD WAY
-Invocation wise, you're only going progress one or the other's invocations. If you progress both, you'll only ever end up with lesser invocations for both! It seems to me (at least flavor-wise), where the concept is to combine the powers of both classes, it should progress invocations 2/3's of the way (loses progression of invocations once per three class levels). This'll give them access to greater invocations for both classes.
-I like how you made the class eventually become SAD. Although it would be slightly painful to go into from level 1. But there's no really way to change this that I can think of.
-See point #1 for Fortuitous Strike and Voidstrike abilities. Although I like how you made it so you can get above average damage with these later on (Improved fortune of the void), which means it could live with the current progressing. Perhaps allow it gain more uses of the Fortuitous Strike ability with feats, since it'll never be able to use it at will?
Can't think of anything else at this time....... Wait!
Multiclass feats! Always fun to bring to base classes.
Classes that would mesh well with the Nullblade:
-Swordsage (Shadow Hand focused)
-Dread Necromancer
-Binder
-Duskblade (possibly)
-Shadowcaster
-Knight
-Warlock
Classes that would mesh well with the Thaumurai:
-Paladin
-Crusader
-Cleric
-Favored Soul
-Druid
-Healer
-Psion (Shaper)
-Wizard (Conjuration Specialized)
Feat ideas:
-Allow Voidstrike to affect an area, must have the Void-Burst feat.
-Allow Fortuitous Strike to count as turn undead for the purpose of powering feats/items
Hmmmm...... I think that's all I can think of at this time!
Edit:
Also requested Morph Bark put these classes on his base class tiering thread.
And thanks!(member in good standing of the troll-feeder's guild)
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2012-11-20, 09:33 AM (ISO 8601)
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- Jan 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
*Re-reads Invocation progression*
Opps. Missed that line.
Well, it requires feat investments... which you can then hopefully retrain out.
Lol, that's a fun idea. I'll see what I can work up.
And thanks!
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2013-01-30, 02:16 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
ANIMUS
Image!
"There is a balance between all things, which is far less fragile than it seems. It is the way of things that what one man puts out of order, another will restore, and a third will disorder again; this is the Universe's way of maintaining the balance."
An animus is a being in touch with the unity between void and substance, connected to the very essence of the Universe in unique and fundamental ways.
The animus race originally coalesced from the grey misty emptiness of the Astral Plane. However, at some point in the past, the elders of the animi foresaw a great catastrophe, and transplanted the entire race to the Material. Over time, interbreeding produced the current form of the Animus, whose abilities are significantly diluted compared to the founders, but who retain a subtle connection to the primal forces of the Universe.
ANIMUS RACIAL TRAITS- +2 Int, -2 Dex. Animi are quite intelligent, but are somewhat ungainly due to their size.
- Medium size. Animi gain no bonuses or penalties due to their size.
- Planetouched: Animi are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against them, and so does banishment.
- Animus base speed is 30 feet.
- Bastion of thought (Ex): An animus's mind carries great weight, and is difficult for any other creature to alter. Animi gain a +2 bonus to saves vs mind-affecting effects.
- Metaphysical mass (Ex): Animi warp the subtle energy flows of the Universe by their very presence, granting them more control over their surroundings than other races can manage. Whenever an animus makes a check modified by character or class level (including caster level, initiator level, and equivalent), it gains a +1 bonus to the check for every 5 Hit Dice (rounded down, minimum +1).
- Astral heritage: An animus gains a +2 racial bonus on Knowledge (the Planes) checks, and treats all locations on the Astral Plane as one step more familiar for determining travel time (to a maximum of "Very Familiar). See page 50 of the Manual of the Planes for more details.
- Animi gain a +2 racial bonus on Sense Motive checks, as they pick up subtle clues from other creatures' auras.
- Automatic Languages: Common and Anim. Bonus languages: Any except secret languages like Druidic.
- Favored Class: Nullblade, Thaumurai
STARTING AGE
Adulthood: 200 years
Barbarian, Rogue, Sorcerer: +3d10
Bard, Fighter, Paladin, Ranger: +6d10
Cleric, Druid, Monk, Wizard: +9d10
AGING EFFECTS
Middle Age: 600 years
Old: 800 years
Venerable: 1,100 years
Maximum Age: +10d100.
HEIGHT AND WEIGHT
Base Height: Male: 6'1" Female: 6'0"
Height Modifier: +2d8
Base Weight: Male: 300 lbs Female: 280 lbs
Weight Modifier: x2d6
ANIMUS CHARACTERS
Due to their intrinsic intelligence and incredible longevity, Animi are consummate collectors of knowledge of all types. They are in tune with the Universe to an extreme degree, and often become spellcasters of some sort. However, most work very closely with the energy and emptiness in the Universe by becoming Nullblades or Thaumurai.
Adventuring Race: Animi adventure to see more of the Universe, experience more of this strange place that has developed at the crossroads between the Void and the Oneness. They seek knowledge and personal enlightenment, and look to achieve mastery of their chosen philosophical path.
Character Development: In addition to their favored classes, animi make excellent spellcasters. When entering Thaumurai or Nullblade, they tend to take Universal Comprehension or Null Comprehension, to represent the fact that their understanding of the Universe is more cerebral than intuitive.
Character Names: Names in Anim are full of liquid and sibilant consonants and extended vowels. Each one contains information about the individual's place and time of birth, auspicious omens surrounding said birth, and indicators of particularly significant parentage or heritage. Examples include Lullisennuanren, Merrilusoneranuallia, and Ulraulenolram.
ROLEPLAYING AN ANIMUS
As an animus, you are connected with the most basic and fundamental aspects of reality.
Personality: Even if you don't necessarily pay attention to it on a minute-to-minute basis, your baseline of extrasensory consciousness alters your perceptions of the world around you, and adds perspective to the events in which you participate. On the Astral, time is immaterial, but over the millennia your race has learned that things are not much different on the Material (despite what other races may think). You are extremely long-lived, and see events from a long-term perspective, setting plans in motion early on and waiting for them to develop. You have a tremendous font of patience, which causes many to underestimate you; the short-lived and short-sighted races often mistake patience for inaction and weakness. However, you are certainly willing to take quick and decisive action when the moment calls for it, and your awareness of the bigger picture can often make you more effective when it comes time for action than others with a narrow view.
Behaviors: Animi spend much of their time in meditation, communing with the Oneness and Void in their way. Sometimes these meditations take on more robust or violent expressions. Sparring between two animi is a wonder to behold, miraculous and empty at the same time.
Language: The Anim language is a fluid, melodious thing, where inflection and context are far more important than individual phonemes.
ANIMUS SOCIETY
Animi generally live alone or in small groups, a tendency produced by their long lifespans, in which they see many cities and organized societies rise and fall. However, they will band together if necessary to defeat a major threat to their race or to the balance of the universe. Animi tend to focus on the accumulation of knowledge and personal experience, with the most respect given to the wisest and most experienced—not necessarily the oldest. Their culture greatly values patience as a virtue.
Alignment: Animi are generally neutral, a proclivity which stems from their innate connection to both substance and void. Balance is in an animus's very nature, and reflects on its personality.
Lands: Animi live throughout the Material Plane, where their ancestors were forced to migrate from the Astral Plane long ago.
Settlements: Because of their ancestors' extraplanar origins, animi are more likely than most other humanoids to settle in other planes. They can also be found in cities and forests throughout the Prime Material. Small communities can often be found in areas of environmental transition and conjunction: a cliff overlooking an ocean, the foothills of an enormous mountain, or deep in a forest where small streams converge into a river.
Beliefs: Most Animi believe deeply in the profound power of the emptiness and the energy of the universe. They are rarely overtly religious; having seen the discarded husks of dead gods in racial memory, they find divine beings as transient as everything else. The Oneness and the Void are far more universal and lasting.
Relations: Animi often do not get along well with other races; they are more devoted to their learning and to long-term planning than to pleasing others, and often frustrate the short-lived races as a result. They get along better with longer-lived creatures such as elves, who better understand their patient ways.
ANIMUS ADVENTURES
Animi often set out on quests to increase their knowledge of the universe as a whole. Their knowledge of the planes makes them unusually well-suited to a planescape campaign, and exploration of the planes may be what it takes for an experienced animus to see new parts of the universe.
Many thanks to Frathe for helping with the fluff!
ANIMUS NULLBLADESpoiler
Those animi who spend more time contemplating the Void than the Oneness often turn to the path of the Nullblade. An animus has a natural understanding of the fundamental structure of reality which supplements the Nullblade's normal path.
Requirements:
To take an animus nullblade substitution level, a character must be an animus about to take his 2nd, 3rd, or 8th level of nullblade.
Hit Die: d8
Class Skills: Same as nullblade.
{table=head]Level|BAB|Fort|Ref|Will|NullSpellLvl|Special|Invocations
2nd|+1|+0|+0|+3|1st|Astral mind, nullify (tactic)|1
3rd|+2|+1|+1|+3|2nd|Sublimation|2
8th|+6/+1|+2|+2|+6|4th|Profound emptiness|4[/table]
Class Features:
Astral mind (Ex): At 2nd level, an animus nullblade gains the ability to send his mind through the Void, gaining unusual knowledge of his surroundings. Once per day per 4 class levels (rounded down, minimum 1), the animus nullblade can gain the benefit of the clairaudience/clairvoyance spell as an extraordinary ability, with a caster level equal to his caster level for invocations. This ability replaces the nullblade's Will of the Void class feature.
Sublimation (Ex): An animus is used to contemplating the yawning emptiness of the Astral Plane; the smaller, mundane troubles of the adventuring life seem trivial by comparison. Beginning at 3rd level, an animus nullblade can spend a use of his Nullify ability as an immediate action to substitute a Nullify check for any saving throw he makes. He can do this no more often than once per round, even if he has a source of additional immediate actions (such as Touch of the Void). This ability replaces the nullblade's Evasion class feature; instead, he gains Evasion at 13th level, and does not gain Improved Evasion.
Profound emptiness (Ex): Deep within the mind of an animus nullblade is a mental construct representing the Void, allowing him to contemplate it even in the midst of battle. Upon reaching 8th level, an animus nullblade can draw strength from his failures, understanding that nothing is permanent and everything ends. Whenever the animus nullblade rolls a natural 1 on an attack roll or saving throw, he gains a morale bonus equal to his Wisdom modifier on attacks and saves for the rest of the encounter. This ability replaces the nullblade's Void Infusion class feature.
ANIMUS THAUMURAISpoiler
An animus who follows the path of the thaumurai draws parallels between the Astral Plane and the Oneness: each connects everything to everything else, and holds the substance of all creation.
Requirements:
To take an animus nullblade substitution level, a character must be an animus about to take her 2nd, 5th, or 7th level of thaumurai.
Hit Die: d8
Class Skills: Same as thaumurai.
{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations
2nd|+2|+3|+0|+3|Miracle (attack), silver strands|2
5th|+5|+4|+1|+4|Fate of many|3
7th|+7/+2|+5|+2|+5|Astral connection|4[/table]
Class Features:
Silver strands (Ex): An animus thaumurai has an affinity with all things related to the Astral Plane, leading to an intuitive defense. Starting at 2nd level, an animus thaumurai takes minimum damage from all attacks caused by summoned creatures and creatures with the Extraplanar subtype, as well as receiving a +4 bonus to saves against the abilities of such creatures. This ability replaces the thaumurai's Assurance of the Fated class feature.
Fate of many (Su): The Oneness connects all things, and an animus thaumurai of 5th level or higher knows how to capitalize on this fact in dire situations. Whenever the thaumurai and at least one other ally within 30 feet make a saving throw against an effect, each ally who saves against the effect (including the Thaumurai) uses the highest relevant base save bonus among all affected allies for their saving throw. They use their own ability modifier as normal. The animus thaumurai must spend a use of her Miracle ability as an immediate action to activate this ability. This ability replaces the thaumurai's Fateful Aura class feature.
Astral connection (Su): An animus thaumurai of 7th level or higher has learned to form a Oneness with her companions at all times. She can use greater status as a supernatural ability at will, except that instead of spells, she can use any least thaumurai invocations she knows on her allies (even if they normally have a range of Personal). This ability replaces the thaumurai's Improved Fortuitous Strike class feature.Last edited by sirpercival; 2013-02-09 at 07:50 AM.
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2013-01-31, 11:41 PM (ISO 8601)
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- Feb 2007
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- Canada, British Columbia
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
I just want to re-iterate, I really like these classes
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2013-02-01, 07:12 AM (ISO 8601)
- Join Date
- Oct 2011
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2013-02-06, 04:11 PM (ISO 8601)
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- Dec 2010
Re: Yin & Yang classes (d&d 3.5) [PEACH]
I know it's not usual, but did you consider making ACFs for the Architect? Yes, you dont normally see ACFs for PrCs, but you also dont normally have a 14 level PrC either.
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2013-02-06, 04:16 PM (ISO 8601)
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- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2013-02-06, 04:52 PM (ISO 8601)
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- Jul 2012
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- Across the spiraling sea.
Re: Yin & Yang classes (d&d 3.5) [PEACH]
This looks really cool. Also, I noticed what looks like a typo in the aging section. Is the maximum age really 1100 + 100d100?
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2013-02-06, 05:38 PM (ISO 8601)
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- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2013-02-06, 09:28 PM (ISO 8601)
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- Nov 2010
Re: Yin & Yang classes (d&d 3.5) [PEACH]
I do think it's odd just how much variance they have in their lifespans. 11100 max, 1200 min, that's a 9.25:1 ratio. That makes lifespans very very random. Children will frequently outlive their parent, grandparents, and even great-great-great-grandparents. An average of 83% of an Animus's life is spent with the creaking joints of venerable age.
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2013-02-06, 09:32 PM (ISO 8601)
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
(member in good standing of the troll-feeder's guild)
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Super boss Muscle Wizard avvie by Ceika.
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2013-02-22, 09:55 PM (ISO 8601)
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- Feb 2013
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- New Zealand
Re: Yin & Yang classes (d&d 3.5) [PEACH]
That thaumurai class was masterfully done.
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2013-02-22, 10:36 PM (ISO 8601)
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- Oct 2011
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2013-03-04, 01:12 AM (ISO 8601)
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2013-03-04, 01:34 AM (ISO 8601)
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- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
(member in good standing of the troll-feeder's guild)
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Super boss Muscle Wizard avvie by Ceika.
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2013-03-04, 04:14 PM (ISO 8601)
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2013-03-05, 10:17 PM (ISO 8601)
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
Hi again, I almost forgot to put this on the previous post but..What if your current in level uses exceed the charisma modifier like you are level 4 having for 4 uses and your modifier is +3, is this still limited by your modifier?
Last edited by Yas392; 2013-03-05 at 10:18 PM.
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2013-03-05, 10:22 PM (ISO 8601)
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- Oct 2011
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2013-05-01, 02:25 AM (ISO 8601)
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- Feb 2013
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
I am not sure about the smite evil part when using bolstering touch if you have unlimited fortuitous strike? Can you clarify?
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2013-05-01, 09:14 AM (ISO 8601)
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- Oct 2011
Re: Yin & Yang classes (d&d 3.5) [PEACH]
Sure. So, at Thaumurai 19, you can do Fortuitous Strike an unlimited number of times per day. However, you're still limited when spending FS uses as Smite Evil attempts; you can only spend Chamod FS in place of Smite Evil (and not unlimited).
Bolstering Touch says that it counts as Smite Evil for determining the number of times per day that you can do it. So even when you hit 19th level, you're sitll limited to Chamod per day (assuming you spend your Smite Evil equivalent uses only on Bolstering Touch).
Did that help?(member in good standing of the troll-feeder's guild)
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2013-05-01, 05:30 PM (ISO 8601)
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
Thanks. I thought it degraded in uses but I am glad that I read it like you described.
Last edited by Yas392; 2013-05-01 at 05:30 PM.
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2016-05-10, 07:43 PM (ISO 8601)
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Re: Yin & Yang classes (d&d 3.5) [PEACH]
It's been a long time since my last post. I have a few questions.
Are the bits in bold intentional? So if a thaumurai reached level 14, the miracle range is removed as long as he can see the person he is trying to aid? I can see that the bolded bit on the inspire creation might be a typo. It should be maximum instead of minimum. Most healing/conjuration spells have a casting time of a standard action unless you using summon x line. If not, we are restricted to summoning spells or spells that have a casting time longer than full-round actions?Last edited by Yas392; 2016-05-19 at 01:58 AM.