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  1. - Top - End - #751
    Bugbear in the Playground
     
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    First, a suggestion for the Sunrise Strike Rogue ACF:
    If the Rogue has a feat or class feature that allows her to apply special effects to her Sneak Attack in exchange for lowered Sneak Attack Dice can be used as a special secondary component that can only be applied to Sunrise Strike.
    This component has a mote cost equal to three the Sneak Attack dice it costs, and applies the effects of the feat to the Sunrise Strike.
    Example: A Sunrise Strike Rogue with the Sickening Strike feat could use the following secondary components for her Sunrise Strike:
    Sickening Strike:
    [Mote Cost: 3m]
    The target of this strike is sickened for one round.



    Second, regarding Changing Heart feats:
    I love the idea, but i want to point out some issues with the feat selection:

    Heart of Brilliance: Lots of Exalted feats require class features a Empath won't have and are thus unavailable. Vow Feats could use clarification - do you only need to maintain your Vow while in the proper Persona?
    However, this is excellent for Neutral/Evil Magical Girls that want to pass as good.
    Suggestion: Allow Wisdom instead of Charisma for prerequisites and effects. Vows only have to be kept while in that Persona.

    Heart of Darkness: The selection is again very small, especially since quite a few feats require Charisma.
    Again, great for social stuff.
    Suggestion: Allow Wisdom instead of Charisma for prerequisites and effects

    Heart of Devotion: Action Economy kills the vast majority of these feats, since you need a Full-Round action to activate them. Some require caster levels you won't have (such as Sacred Radiance). You don't get actual turning, making a lot of these feats useless since they modify it. Charisma-dependency is once again a problem.
    However, this might be too good for Multiclassers - taking three Empath levels to get unlimited turn attempts to modify divine spells gained from a caster class.
    Suggestion: Remove the Full-Round action to get the Turning, or allow the feat to be activated with the same action (so you don't need a full-round+standard to get the benefit). Grant a virtual divine caster level for fulfilling prerequisites and calculating effects. Allow Wisdom instead of Charisma for prerequisites and effects. Disallow mote-buy to modify any actual divine spell. Maybe allow actual turning when feats that modify it are taken.

    Heart of Fortune: This one is great, nothing to suggest here.

    Heart of War: Everyone can find something useful here. Maybe grant virtual fighter levels for prerequisites.

    Heart of the Wild: This one actually strikes me as too strong. At third level and for only three motes, the following is available: Pounce (Lions Pounce), permanent flight (Eagles Wings), +4 to Fortitude, +4 to AC AND a natural attack (Stone Form), a secondary poisoned bite (Serpents Venom).
    All that is pretty powerful compared to the other options - why would i take Fighter feats instead of Pounce, for example?
    Suggestion: I dunno actually - the idea is great, but the cost just seems to low. Maybe make it cost a swift action and 3m each round, or something like that?


    Oh, and i also have suggestions for new Heart Fragments!
    Heart of the Soul: The Empath's bonus feats must be chosen from the list of Incarnum Feats. She does not gain essentia from these feats, but can instead invest motes as a swift action to gain 1 point of Essentia per 2 invested motes. She may invest or release motes in this fashion as part of the same action she uses to invest motes in her costume elements.
    The flavor of incarnum goes well with Magical Girls, why not combine those two?
    Heart of the Mind: The Empath's bonus feats must be chosen from the list of Psionics Feats. She gains Psionic Focus that can be expended and regained normally. She can also regain her Psionic Focus as a move action by spending motes equal to her Evoker level.
    Psionic Feats fit perfectly into Persona Feats.
    Heart of Creation: The Empath's bonus feats must be chosen from the list of Item Creation Feats. She treats her Evoker level as her caster level for the purpose of crafting magical items, and can make a Spellcraft Check (DC 15+spell level of the required spell) to fulfill any spell prerequisites for the item. If she fails the skill check, the crafting process is arrested though she does not lose any invested gp or xp. She can re-try the check when she gains a level, or fulfill the spell prerequisite with a scroll or similar item. She can not create spell completion items in this way.
    Same as Shining Schemata for the Stargazer, except slightly harder (because it requires Intelligence which a Empath is less likely to have, and a more obscure skill).

  2. - Top - End - #752
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    I'm curious about something: How would any of you go about representing a Puella Magi-style Magical Girl, in the literal sense of "Made a contract with an Incubator"? Taking a level in a Magical Girl class and slapping on some Soul Gem mechanic seems simple enough, but it seems unpreferable to me to just hand out a free level-up alongside the wish they're already receiving, and it's especially inelegant to do in the middle of a campaign with a character that isn't a level 1 Commoner human preteen.

  3. - Top - End - #753
    Ettin in the Playground
     
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by AuraTwilight View Post
    I'm curious about something: How would any of you go about representing a Puella Magi-style Magical Girl, in the literal sense of "Made a contract with an Incubator"? Taking a level in a Magical Girl class and slapping on some Soul Gem mechanic seems simple enough, but it seems unpreferable to me to just hand out a free level-up alongside the wish they're already receiving, and it's especially inelegant to do in the middle of a campaign with a character that isn't a level 1 Commoner human preteen.
    That is more or less an origin story with a campaign-specific easy-resurrection mechanic, I would say.
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    Homebrewing

  4. - Top - End - #754
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Where are you getting the easy-resurrection mechanic from?

    For clarification, I'm not talking about literally repeating the show's storyline, so much as just dumping an Incubator in a Tome of Radiance-friendly campaign world.

  5. - Top - End - #755
    Ettin in the Playground
     
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by AuraTwilight View Post
    Where are you getting the easy-resurrection mechanic from?

    For clarification, I'm not talking about literally repeating the show's storyline, so much as just dumping an Incubator in a Tome of Radiance-friendly campaign world.
    Don't the phylactery things let them respawn on death?

    Either way. The Incubator could be an NPC (if it is a shared origin story) or a familiar if it is a single-character thing (I believe there is a feat for it? Or did that mechanic from the old thread never get translated?).
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  6. - Top - End - #756
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    If you don't want it as an origin story because you want it to happen mid-campaign, but you don't want to give a free level, there's two options:

    1: Time it so the contract happens when everyone else is leveling too.

    2: Alter things a bit so the power isn't gained instantly, and just make sure it's not too long to the level.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  7. - Top - End - #757
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Don't the phylactery things let them respawn on death?
    Not quite. If they're too far from the body, they become meat-puppets.

    Either way. The Incubator could be an NPC (if it is a shared origin story) or a familiar if it is a single-character thing (I believe there is a feat for it? Or did that mechanic from the old thread never get translated?).
    Being a familiar probably won't be appropriate. :P But statting out the Incubator's another matter I think I can handle well enough on my own.

    If you don't want it as an origin story because you want it to happen mid-campaign, but you don't want to give a free level, there's two options:

    1: Time it so the contract happens when everyone else is leveling too.

    2: Alter things a bit so the power isn't gained instantly, and just make sure it's not too long to the level.
    I've considered something like making a template that offers things like a basic armament and mote pool, with the latter scaling at a slower rate than a bonefied Child of Light, to represent how the Incubator's kind of corrupting the process.

    Or, alternatively, the Mote pool is bigger and/or there's some other benefit, with the added corrupted Soul Gem mechanic creating a "Shines bright, burns quickly" effect.

  8. - Top - End - #758
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by AuraTwilight View Post
    I've considered something like making a template that offers things like a basic armament and mote pool, with the latter scaling at a slower rate than a bonefied Child of Light, to represent how the Incubator's kind of corrupting the process.

    Or, alternatively, the Mote pool is bigger and/or there's some other benefit, with the added corrupted Soul Gem mechanic creating a "Shines bright, burns quickly" effect.
    Have you considered making it a bloodline? That could work well if you don't want it to be a full fledged class right off the bat, and would allow it to scale if the want to keep taking levels in other things. You might be able to also work something out for them to convert over to the magical girl class and/or a specific PRC later, similar to how a fallen paladin can convert levels to blackguard.

    Anyway, on a separate note, thought I'd mention that Blazing Aegis needs to be updated given the expanded device list (also the . It also should note how it interacts with effects, given shields can be enchanted as both armour and weapons it would be worth knowing if it can gain benefits from costume and/or device effects (or if it should have it's own category). Should also likely have a means of getting a shield spike, for the magical girl that wants to fight with her shield. At the moment I'm working on an updated version of the Radiant Armourer shall make allowances for the things noted (other than requirements), but may be edited if official rules are put in place.

    Owrtho
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  9. - Top - End - #759
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Have you considered making it a bloodline? That could work well if you don't want it to be a full fledged class right off the bat, and would allow it to scale if the want to keep taking levels in other things. You might be able to also work something out for them to convert over to the magical girl class and/or a specific PRC later, similar to how a fallen paladin can convert levels to blackguard.
    *facepalms*

    Goodness gracious, a bloodline is exactly what I wanted. How could this have slipped my mind, I use bloodlines all the time!

    Well, thanks a lot, everyone! Maybe I'll post something when I work it out.

  10. - Top - End - #760
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Right so, in a previous post I made note of changes that could be made to the Radiant Armourer to make it compatible with the updates to radiant armaments. As I had a moment, I figured I might as well make the changes myself. As such below is an updated version.

    Radiant Armourer

    I can't summon any more swords... Time to use magic to invoke an arrow now!
    - Chloe von Einzbern, a Radiant Armourer

    All evokers learn to summon a costume and device. Few however decide to refine the art of of creating weapons and armour from the light. Those that do are Radiant Armourers. Some focus on equipping their allies, while other focus on using their vast arsenal themselves. Either way, they make a number of weapons.

    Requirements
    To become a Radiant Armourer, you must fulfil the following criteria:
    Feats: Radiant Arsenal, Twinned Device
    Skills: Craft (Armorsmithing) 8 Ranks, Craft (Weaponsmithing) 8 Ranks

    Class Skill List: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [All skills, taken separately] (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
    Skill Points at Each Additional Level: 4 + Int modifier.

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    No changes needed here.


    Radiant Armourer
    Hit Dice: d8

    Level
    Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save

    Special

    AEL

    AEP

    Illuminations
    1st
    +0
    +2
    +0
    +2
    Radiance Wrought Arsenal, Standard Issue, Armament Effects
    +0
    +1
    2nd
    +1
    +3
    +0
    +3
    Radiant Arsenal, Cartridges +1
    +1
    +1
    +1 level of existing class
    3rd
    +2
    +3
    +1
    +3
    Reforged Radiance
    +1
    +1
    +1 level of existing class
    4th
    +3
    +4
    +1
    +4
    Radiant Arsenal, Blast Forged Device
    +1
    +2
    +1 level of existing class
    5th
    +3
    +4
    +1
    +4
    Cartridges +2, Reflected Radiance
    +2
    +2
    6th
    +4
    +5
    +2
    +5
    Radiant Arsenal
    +2
    +2
    +1 level of existing class
    7th
    +5
    +5
    +2
    +5
    Allied Assault
    +2
    +3
    +1 level of existing class
    8th
    +6
    +6
    +2
    +6
    Radiant Arsenal
    +2
    +3
    +1 level of existing class
    9th
    +6
    +6
    +3
    +6
    Cartridges +3
    +3
    +3
    10th
    +7
    +7
    +3
    +7
    Radiant Arsenal, Effective Arsenal, Mass Assault
    +3
    +4
    +1 level of existing class
    † AEL = Armament Effect Limit
    ‡ AEL = Armament Effect Pool


    Spoiler
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    The BAB, saves, HD, etc. worked before. No need to change them now. Minor changes to the table to account for differing abilities, as well as new columns for the addition of the armament effect pool as well as the change in how armament effect limits progresses.


    Weapon and Armor Proficiency: A Radiant Armourer gains no additional weapon or armour proficiencies.

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    The dropping of class requirements for device and costume archetypes makes the weapon and armour proficiency changes no longer necessary.


    Illuminations: A Radiant Armourer loses little of her power as an evoker, but she does lose some, focusing on the creation of Radiant Armaments has downsides. At each indicated level, a Radiant Armourer gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a Radiant Armourer, she must decide to which class to add each level for the aforementioned purposes.

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    A minor change to wording to make it match with the most recent official PRC.


    Radiance Wrought Arsenal (Ex): A Radiant Armourer is known for the armaments she can create. These armaments are drawn from her radiance wrought arsenal, hereafter referred to simply as her arsenal. The arsenal of the Radiant Armourer consists of all devices, costumes, and radiant shields she may create, from those granted by classes to those granted by the radiant arsenal and blazing aegis feats. All of these are referred to as her armaments, and the sum of all the above is the total number of armaments the Radiant Armourer possesses. When summoning her device or costume, either normally or with the twinned device feat, she may select any of her armaments of the appropriate type. While she only has so many distinct armaments, the radiant armourer may summon as many copies of a single armament as she desires, provided she has enough motes to do so.

    Unlike other evokers, the Radiant Armourer is also more adept at making use of the twinned device feat. Rather than being limited to making additional copies of devices, she may make additional copies of any armament she may produce, however costumes and shields made this way and not held or worn grant her no benefit. If she has the blazing aegis feat, the Radiant Armourer may select shields in place of choosing a device or costume archetype when gaining the radiant arsenal feat.

    Lastly, for every level in Radiant Armourer, she is treated as having two motes invested in twinned device. These motes do not count toward the normal limit of how many motes may be invested at any given time.

    Spoiler
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    Major rewording here to hopefully increase clarity as well as allow easier wording of later abilities. So far as what it does, it isn't much different.


    Standard Issue (Ex): Unlike other magical girls who primarily use their armaments themselves, the Radiant Armourer has learned to make her armaments more intuitive to use with only a few basic tips. By spending 15 minutes training an individual, the Radiant Armourer may teach them to treat her devices as common weapons (Stance, Implement, and Marksman are treated as Simple, while all others are treated as Martial). Similarly, costumes may be treated as Light, Medium, Heavy, or no armour by one so trained (for light, medium, heavy, and aura costumes respectively). Shields in turn may be treated as any type of shield for proficiencies and abilities, though the type must be set for that given armament.
    When the Radiant Armourer summons her device, she may also summon devices into the hands of allies within 30 feet, while when she summons her costume, she may summon costumes onto allies within 30 feet. In either case she must have invested the needed number of motes into twinned device to make the desired number of armaments. If the Blazing Aegis feat is possessed she may also provide shields much like devices. These shields gain the full shield bonus from any motes invested in the feat, but do not grant it to adjacent allies when used by others.
    While in the hands of others, the devices are still at the Radiant Armourer's command. If she so chooses, she may apply her merciful feature to any attacks made by devices she created as a free action, causing the subsequent damage to be non-lethal.

    Unfortunately, armaments used by others are not as effective as those used by the Radiant Armourer herself. As such they may only have a single armament effect at any time, even if the Radiant Armourer herself could have more (see below for more details). Further they may not have motes invested in their armament effects. Note that the aura costume archetype is an exception here, in when being used by others it grants half it's usual number of motes, and may have those motes invested in armament effects applied to itself, though they may not be applied to other armaments unless they have been prepared with reforged radiance (see below).

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    Mostly this was just some wording edits as well as adjusting some things to take into account the new archetypes.

    Edit: Added the bit about the aura costume archetype since it has been changed since this fix was first made, and would have been useless without said fix.


    Armament Effects: A Radiant Armourer is more skilled than most evokers at applying armament effects. At second level and every fourth level thereafter (2, 5, 9) she may apply an additional armament effect to her armaments. Further, unlike other evokers, she has a pool of armament effects to draw on for all her armaments. At first level and every third level thereafter (1, 4, 7, 10) she gains one more armament effect in her pool than her maximum amount of armament effects able to be applied to armaments. How this works, is that when selecting armament effects as normal for an evoker, she instead selects a distribution of effects split between each of the three types of armaments (costumes, devices, and shields). She then selects what armament effects are in her pool, making sure that there are at least as many in each category as the number of effects applied to armaments in that category (note that shields may have both costume and device effects applied to them). For each of her armaments, she may then assign it any combination of armament effects of the appropriate type, so long as the total number does not exceed the amount of effects allotted number of effects for that armament category. If this number is greater than two, when summoning the armament she chooses which effect will be the primary one. It is the primary effect that individuals other than the radiant armourer herself gain when using the armament. Note that multiple copies of a given armament need not have the same primary effect.

    If the Radiant Armourer would always have a given armament effect applied due to a feature from another class, it is always applied to devices, costumes, or shields she makes as appropriate. If it would always be treated as having motes invested in it, it is treated as having half that many motes invested in it when used by others. These motes do not count toward any normal limits on motes imbued in devices used by others for Radiant Armourer abilities.

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    Right, this is essentially a new ability replacing Enhanced Armoury, Enhanced Weaving, and most of Arsenal Effects due to the changes. armaments. Wording seems a bit clunky, but I think overall it is simpler than how it used to be dealing with Enhanced Armoury.


    Radiant Arsenal: At every even level, the Radiant Armourer gains Radiant Arsenal as a bonus feat.

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    There was no need to change this.


    Cartridges (Su): At second level the Radiant Armourer gains the ability to make a cartridge for use with her devices. This acts as the champion ability of the same name and stacks with it.

    Additionally, the Radiant Armourer may as a swift action load cartridges into devices and costumes she made that are being used by allies, if adjacent to them. The cartridges may be used by the one wielding the device or wearing the costume as a free action on their turn.

    The Radiant Armourer gains an additional cartridge at levels 5 and 9.

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    Also no need to change this.


    Reforged Radiance (Su): Unlike other magical girls, a Radiant Armourer has learned to rework her Armaments. Starting at third level, she may spend one hour to reforge a single armament. In this process she may change the archetype and/or the type of the armament so long as she retains at least one costume and one device in her arsenal. If she has the blazing aegis feat she must also have at least one shield among the armaments in her arsenal. She may use this process to select or change the type of shield the armament counts as and add or remove shield spikes if applicable for that type of shield. This adjusts the AC bonus granted by the shield as normal for the Blazing Aegis feat.

    Additionally, she may forge the armament in such a way that it may be imbued with motes even if she is not wielding it herself. An armament forged this way may be prepared such that it can hold a number of motes equal to half the Radiant Armourer's evoker level. As with most evokers, these motes may be applied toward enhancing the effects of armament effects the armament possesses. If this is done, the Radiant Armourer must determine how many of the chosen type of motes can be invested in each effect applied to the armament. She may also use this process to change armament effects applied to the given armament so long as she is selecting other armament effects in her armament effect pool. If she later replaces an armament effect in her pool with another, she may automatically reassign the preparation to be imbued with motes to the new effect for the device. If the device would not gain the replacing effect, she must reforge it to allow motes to be allocated to another effect.

    More than just allowing motes to improve armament effects though, the Radiant Armourer can forge armaments such that the imbued motes enhance it in other ways. She forge it such that up to half her class level motes may be applied toward granting the armament an enhancement bonus or one or more enchantments of lesser or equal value to the enhancement bonus she could grant (as well as an enhancement bonus for the remainder if she so chooses). If she chooses an enchantment, at least as many motes as that enchantment equates to in an enhancement bonus must be imbued in this effect for it to have any affect.

    In the case of shields, in addition to the above options, the Radiant Armourer may prepare it to allow 2 motes to be imbued in a shield armament used by others. If this is done, the shield will grant those adjacent to the user the shield bonus it provides much like if the Radiant Armourer had imbued motes into the blazing aegis feat and was using the shield herself.

    The Radiant Armourer can imbue or stop imbuing motes in armaments she creates but does not wielded in the same action she would imbue motes in to the armaments she is using herself. Additionally, if the one using the armament is capable of producing motes, she is capable of imbuing her own motes in these armaments up to the noted limit.

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    Fairly big change here. The loss of armament enhancements made this ability far less useful in the original version. It has been changed to allow armaments to change types and archetypes, while also allowing mote imbuing for others and enchanting. Not entirely happy with wording on this one as I feel it got kinda sloppy and confusing partway through. Suggestion to fix that are welcome.

    Edit: Adjusted for the change to Blazing Aegis that allows it to be different shield types already.


    Blast Forged Device (Su): Radiant Armourers are more focused on crafting radiant armaments than other magical girls. Even the power of illuminations may be put toward this task. Starting at 4th level, a Radiant Armourer gains access to a unique Blast illumination secondary component.

    Device [Radiant Armourer]
    [Mote Cost: 3m/rank]
    Where most blasts consist of raw power, Radiant Armourers have taken to including devices in them. For each rank in this component, select one device you may summon. When this blast is used, add the damage and effects of that device to the damage and effects of the blast (Note it does not get Strength to damage, it does however gain the benefits of mote imbued in it if any would be). You may select the same device multiple times. If an attack roll is made, the devices in the blast may get critical hits. Roll once to confirm all criticals. Only the damage of devices that succeeded on the critical is increased, and only effects of criticals innate to the devices occur (such as those from enchantments but not those from feats). If the Radiant Armourer has the blazing aegis feat she may also choose shields for this ability, in which case it is treated as being used for a shield bash attack.

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    Not much change here. Only really made note of imbued motes and that shields may be used in place of devices for shield bashes.


    Reflected Radiance (Su): Starting at fifth level, the Radiant Armourer becomes more in tune with her armaments even when not using them. When she imbues motes into an armament she is using all other armaments she creates of the same type (both through twinned device and the device blast augmentation) are treated as having half as many motes imbued in them, if they able to through the reforged radiance ability.She may still choose to individually imbue motes in armaments she is not using herself, though they are not counted for this effect and would be in addition to any mote from this effect. She must choose what these motes would be applied to for the armaments upon imbuing the armaments she herself is using.

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    This would replace the part of Arsenal Effects from the original Radiant Armourer not already covered in Armament Effects above, though with some minor changes. Might need slightly better wording.


    Allied Assault (Su): Starting at 7th level, the Radiant Armourer becomes able to imbue her allies' attacks with power akin to illuminations. As a standard action, the Radiant Armourer may expend up to evoker level in motes. Each ally who is wielding one of her devices may choose to apply the effects of a Blast/Assault illumination the Radiant Armourer has prepared costing 1/2 of the motes spent this way (round down) to one attack made before the beginning of the Radiant Armourer's next turn. Using this effect must be declared before the attack is rolled.

    The Radiant Armourer also gains one extra prepared illumination. It may cost up to half her evoker level motes rounded down and must be a Blast illumination with the assault shape, even if she would normally not be able to make use of Blast illuminations or the assault shape when preparing illuminations. She may change this illumination as she can others when she gains an evoker level so long as it still meets the above requirements. While the allied assault ability my use this illumination, it may also use any other appropriate illuminations the Radiant Armourer has prepared.

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    So, this was almost completely changed to the suggestion by kestrel404. Differences though are the illumination having to be one the Radiant Armourer has prepared, and also giving her one extra illumination that always fits the requirements. I considered making the extra illumination only usable via this ability, but figured it wasn't that big a deal if she could use it herself.

    Edit: Minor change in in wording to allow evokers who selected companion illuminations to still get an assault blast for this ability.


    Effective Arsenal (Su): Upon reaching tenth level, the Radiant Armourer becomes even more skilled at applying armament effects. Armaments not used by the Radiant Armourer herself may benefit from two armament effects instead of just one. This secondary armament effect is chosen in the same way as the primary armament effect.

    Spoiler
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    Right, this was changed to just allow two effects for armaments used by others. Hopefully it is clear enough in its meaning.


    Mass Assault (Su): A Radiant Armourer at tenth level is a master of imbuing her devices with her power such that even those not wielded by anyone may be imbued. When using making a full attack and having her floating devices aid her as per the twinned device feat, she may apply an assault blast to the attack of the floating weapons. This blast only effects creatures that fail the reflex save for half damage, and is only applied a single time, rather than for each weapon taking part. The mote cost of assault blasts used this way may not exceed half the Radiant Armourer's evoker level.

    Spoiler
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    This ability didn't seem to need any change. It also is able to benefit from the illumination granted by the allied assault ability.


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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Owrtho View Post
    Radiant Armourer
    With a cursory glance, looks awesome. Looks like Enhanced Armoury is still hiding in the text, though, even though it's been expunged from the table.
    Last edited by Yarghenforgen; 2013-10-02 at 09:33 AM.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Gah, could have sworn I'd deleted that. Fixed now.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    A question on the matter of multiclass Evokers and Armament effects: do the numbers of effects stack? That is, can a Champion 1 / Stargazer 1 / Empath 1 manifest 3 Armament effects simultaneously? If the effects are tied to the Armaments they were manifested into, can it be circumvented by, say, Champion 1 selecting a Nimble Costume, then, as a Stargazer, selecting a Protective Device and then manifesting them at the same time, effectively gaining 2 Armaments at level 2?
    What about higher levels? How much Effects can a Champion 10/Stargazer 10 have active simultaneously?

    And, last but not he least, how about Champion 3/Stargazer 3/Empath 4/Shining Princess 10? She has 3 Devices and 3 Costumes, barring the Arsenal feats, but what about he Effects?
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    ...as the author of the Shining Princess, I can definitively answer that with HEY LOOK, THE KUKLA!
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by jamieth View Post
    A question on the matter of multiclass Evokers and Armament effects: do the numbers of effects stack? That is, can a Champion 1 / Stargazer 1 / Empath 1 manifest 3 Armament effects simultaneously? If the effects are tied to the Armaments they were manifested into, can it be circumvented by, say, Champion 1 selecting a Nimble Costume, then, as a Stargazer, selecting a Protective Device and then manifesting them at the same time, effectively gaining 2 Armaments at level 2?
    What about higher levels? How much Effects can a Champion 10/Stargazer 10 have active simultaneously?

    And, last but not he least, how about Champion 3/Stargazer 3/Empath 4/Shining Princess 10? She has 3 Devices and 3 Costumes, barring the Arsenal feats, but what about he Effects?
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    Well, looking at the descriptions of abilities, it seems like as written you would end up with 3 effects if you took one level of each. I'm pretty sure they would not end up tied to a specific classes armaments though. That said, while that would b how it seems to work by RAW, it is likely not the intended effect. My first thought was to just treat each class after the first as providing one less effect for a given level, but realized that would have issues of providing far to few effects if you tried to keep even levels between the classes. The better option would be if it was made to act akin to fractional BAB, though there is an issue here that none of the classes have consistent intervals upon which they gain a larger effect pool (though you could admittedly address this with them providing non-uniform fractions, it just gets messier). Even then you would need to treat classes after the first as providing one less effect to avoid the problem of having three effects at level 3.

    Anyway, as a side note the wording of Shining Princess is poor when it comes to being able to have more armament effects. Given that a magical girl automatically has access to all the armament effects, and is just limited in how many she can use at a time, wording along the lines of her being able to use an additional armament effect at a time would likely be better than saying she may select a new one.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by jamieth View Post
    Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.
    Ignore me, I can't count.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Epsilon Rose View Post
    You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?
    This is not true. The prerequisites cost 10 levels, the prc similarly is 10 levels, meaning you can take the 10th level as level 20. Given that epic does not begin till level 21, you can obtain all 10 levels without going epic.

    Edit: Ninja'd

    On a more unrelated note, I have noticed some issues with the Twinned Device feat. Specifically, with the devices not wielded aiding you in your attacks option. While the rules depicted there work fine if you're just have one device, they get a bit trickier if you have multiple devices and make use of different ones. Further it does not specify what the DC of the reflex save is. As such, I shall present advanced rules for it:

    Twined Device
    Full Attack (Advanced)
    Weapons that you do not or cannot wield are still capable of aiding in your attacks. Whenever you take a full attack action, enemies within reach of your melee devices that are not being wielded, or within 10' of your target (the target included) if you have any ranged devices you are not wielding must make a reflex save with a DC equal to that of your illuminations or be injured by your unwielded devices. If multiple types of devices are used, check the relevant areas for all devices, and if any enemies are in an overlapping area, they make a single save against this effect for all devices that will target that area. In the case of ranged devices, they cannot target more than 3 range increments away for this effect. If a device can be either melee or ranged, declare which it will be used for upon using this ability. Enemies in range of this ability take damage equal to the sum of all base damage dice the devices they are in range of would deal. Device effects are not taken into account with this ability. Enhancement bonuses and enchantments may apply, but only those of a single device in those that are able to hit the target. A successful reflex save halves this damage and prevents any enchantment effects that require a successful hit.


    Bah, that could use wording clean-up, and possibly an example or two. Still, figured I'd get a basic form out there for people to look at. Mainly I noticed this was an issue when making the updated Radiant Armourer. If someone has a mix of devices floating around, the standard rules don't really work. Damage may be easy enough to figure out, bat varying reaches can be a pain (or a mix of melee and ranged weapon).

    Also something I noticed, it may be worth noting that when a magical girl gains a device, she may choose to have it count as a single weapon type of her choice that is similar enough (at DM discretion) for the purposes of other abilities and feats. This wouldn't change the stats or abilities innate to the device. Mainly, it would allow for some builds that mix between magical girl and some form of weapon specialist.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Epsilon Rose View Post
    You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?
    Quote Originally Posted by jamieth View Post
    Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.
    I very specifically chose the prerequisites so that you'd finish at 20
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    So, a question if you will oblige:

    If one were to have a device, would one be able to take Weapon Focus (Device). Or would they have to take Weapon Focus (Device Archetype) or Weapon Focus (insert Device Name Here).

    And assuming that one could take Weapon Focus in one of those forms, would one be able to take the Weapon Specialization line of feats as well?
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Well, Valkyrie PrC has a Weapon Focus (Device) as a requirement, so I would assume such a feat does exist :-) And, since it does, I see no problems with allowing any weapon-specific feat (Focus, Spec, Imp. Critical, whatever) to be taken for a Device - though the "minimum fighter level" prereq makes some of them suboptimal, IMO :-)
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    So if one had Weapon Focus (Device) and multiple devices, would one apply the bonus to all, or would it affect only one type. Because a chain of hearts is quite different from a glaive or a gun.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    But magical girls always seem to understand how their weapons work after they train with them, so I'm sure it's all very similar in the end
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    But isn't "understanding how to use a weapon" covered by a proficiency? I am pretty sure you can be extra good with just a particular form of your Device... then again, it hurts Armomrers, Fashionistas and Princesses, and it's not like Weapon Focus is overpowered anyway, is it?

    Now, Lix Lorn, back to the question of Armament Efeect stacking: disregarding the nuancews of wording, what do you, as a PrC creator, feel to be a correct number of ArmEff's a Shining Princess 10 can have active at the same time?
    (Speaking of, I'll probably PM you a bit later, there are some more questions on the Shining Princess I have, but these are more of "did I do it right" variety)
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Well, personally, I get really frustrated with how few effects you get normally, so I'd be in favor of the reading that gives you as many as possible.

    Edit: I accidentally a weird new class.
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    The Many As One
    ‘Okay, so I can’t blend magic power and psionic will like you can… but I can use the arcane… and I can use the psionic… and I could duel Reshar to a standstill. So who's really better here?’

    Most Empaths are content in dipping into other selves, other identities. Some, in fact, are terrified by the concept, fearing for their identity even with what they already do. Others are not. Some Empaths take their identity as a single being, and reject it, taking on dozens of identities - herself, through a tinted glass, a hundred times over.

    Prerequisites
    This class may only be taken in a gestalt game. You may never possess more levels of The Many As One then you have of Empath.

    Hit Die: d8
    Class Skills-The Many As One laughs at the concept of unfamiliarity with any facet of existence. She treats all skills as class skills.
    Skill Points per Level: 6 + Int Modifier
    Skill Points at first Level: 6 + Int Modifier


    Many As One
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +1
    +1
    +1
    Identity?
    2nd
    +1
    +1
    +1
    +1
    Walking Many Paths (1)
    3rd
    +1
    +2
    +2
    +2
    Walking Many Paths (2)
    4th
    +2
    +2
    +2
    +2
    Different Paths, Walking Many Paths (3)
    5th
    +2
    +3
    +3
    +3
    Walking Many Paths (4)
    6th
    +3
    +3
    +3
    +3
    Mental Labyrinth
    7th
    +3
    +3
    +3
    +3
    Walking Many Paths (5)
    8th
    +4
    +4
    +4
    +4
    Different Paths, Walking Many Paths (6)
    9th
    +4
    +4
    +4
    +4
    Walking Many Paths (7)
    10th
    +5
    +5
    +5
    +5
    Walking Many Paths (8)
    11th
    +5
    +5
    +5
    +5
    Endless Lives
    12th
    +6/+1
    +5
    +5
    +5
    Different Paths, Walking Many Paths (9)
    13th
    +6/+1
    +6
    +6
    +6
    Walking Many Paths (10)
    14th
    +7/+2
    +6
    +6
    +6
    Walking Many Paths (11)
    15th
    +7/+2
    +7
    +7
    +7
    Walking Many Paths (12)
    16th
    +8/+3
    +7
    +7
    +7
    Different Paths, Practiced Ease
    17th
    +8/+3
    +7
    +7
    +7
    Walking Many Paths (13)
    18th
    +9/+4
    +8
    +8
    +8
    Walking Many Paths (14)
    19th
    +9/+4
    +8
    +8
    +8
    Walking Many Paths (15)
    20th
    +10/+5
    +9
    +9
    +9
    Different Paths, Infinite Worlds, Walking Many Paths (16)

    Spoiler: Chassis
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    The Many as One gives up the abilities of a straight single class. In return, it receives a better baseline. As a note, for fractional saves, the average saving throw formula is 1+2/5ths level.
    Unsure: Base attack bonus. The average competence would suggest upping it to ¾, but this negates parts of the aspects which are so central. What do?


    Weapon and Armour Proficiency: The Many As One are proficient with all simple weapons, and with light and medium armor.

    Identity?: A Many As One must always have at least one persona active. He may not dismiss a persona without also activating a new one. This means that he cannot bear his own, unchanged identity without access to the Moon Persona.

    In return, the Many has greatly improved Personas. Firstly, their alignments may differ from his own. Secondly, when he takes an aspect, he may choose to designate them as a race different to his own. This must be a race with LA equal or less than his own, and his traits, abilities, and ability scores may change in that form as this implies. (Skill points and feats are unaffected. He always qualifies for prerequisites, excepting those of Different Path and for anything else exclusive to that one aspect, as if using his original ability scores.)
    Thirdly, a Persona may have differing Armaments to one another - one may wield a great glaive and heavy armor, while another is unarmored and wields shimmering ribbons.

    In addition, he may rearrange each Persona’s ability scores, before applying racial modifiers.
    As a note, these personae are almost always recognisable as the same character. He may make a disguise roll when he first adopts their form, ignoring any penalties from changed gender, race, or age, but gains no bonus.

    As one final benefit, his Manifest Persona ability becomes (Ex), although their granted abilities remain (Su).

    Spoiler: Other Races
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    Optionally, a Many As One who gains a new persona at a later level may choose a race with LA/RHD higher than his own. However, he subtracts their total from the number of levels granted by his Walking Many Paths feature, and may not choose a race that would reduce that number below 0.


    Walking Many Paths (Ex): A Many As One’s personas are not like those of her fellow Empaths. Rather than herself, with shaded hair, they bear entire fields of knowledge different to her own.

    At each level marked with this feature, a Many As One chooses a single class level for each of his persona, making all relevant decisions. In effect, each persona takes a different class. Benefits from a class may only be used in the relevant persona. Class traits such as BAB, HD, saves, and Skill Points use the better of the chosen class and the Many As One

    If you have actual levels in a class, they stack, although not to higher than your character level.

    For the sake of your DM, it is recommended that Personae have simple class progressions - generally a single class for all 16 levels - rather than more complex dip-laden prestige class builds, but the choice is ultimately up to you and them.

    Different Paths: What use has the Priestess for the knowledge of a crippling thrust? What use has a rogue for a holy symbol? A Many As One of 4th level chooses a single feat for each of his Personae. He is treated as possessing that feat while in that aspect, as well as for choosing new feats with this ability. He uses the traits of that aspect to qualify for this feat, rather than his own.

    He does the same thing at 8th level, and each 4th level thereafter.

    Mental Labyrinth (Ex): A Many As One of 6th level can flutter between different selves with an instant’s notice. Once per encounter, she may change from one Persona to another as an immediate action, even during another character’s turn. If she does this in response to an effect that requires a will save, the effect is lost in the labyrinth of identities within her mind.

    Endless Lives/Infinite Worlds: A Many As One has more lives than most Empaths could dream of possessing, and is a master of accessing them.
    At 11th level, and again at 20th level, a Many As One adds one to her Personas known.

    Practiced Ease (Su): A Many as One has the entire infinite wellspring of knowledge to draw upon. She has approximate knowledge of many things.
    She no longer automatically fails any kind of roll on a 1. She is treated as having one rank in every skill, and thus can make skill checks as if trained.

    Finally, once per encounter, she may take 20 on a single d20 roll without increasing the time taken to take the action. This is not considered a natural 20, and does not trigger critical hits, Vorpal weapons, automatic successes, or similar effects.

    Spoiler: Feats
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    Finding Wisdom in Study and Laughter
    Prerequisites: About to or have already taken at least one level of Empath.
    Effects: Empath class features, including Illuminations, which would normally be based on Wisdom, are instead based on your choice of either Intelligence or Charisma.
    Special: If you possess the Identity? class feature, this feat is improved. You may choose which of these three ability scores defines your Empath class features separately for each of your Personae.
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    Spoiler
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    Quote Originally Posted by Lix Lorn View Post
    The Many As One
    ‘Okay, so I can’t blend magic power and psionic will like you can… but I can use the arcane… and I can use the psionic… and I could duel Reshar to a standstill. So who's really better here?’

    Most Empaths are content in dipping into other selves, other identities. Some, in fact, are terrified by the concept, fearing for their identity even with what they already do. Others are not. Some Empaths take their identity as a single being, and reject it, taking on dozens of identities - herself, through a tinted glass, a hundred times over.

    Prerequisites
    This class may only be taken in a gestalt game. You may never possess more levels of The Many As One then you have of Empath.

    Hit Die: d8
    Class Skills-The Many As One laughs at the concept of unfamiliarity with any facet of existence. She treats all skills as class skills.
    Skill Points per Level: 8 + Int Modifier
    Skill Points at first Level: 8 + Int Modifier


    Many As One
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +1
    |
    +1
    |
    +1
    |Identity?
    2nd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Walking Many Paths (1)
    3rd|
    +1
    |
    +2
    |
    +2
    |
    +2
    |Walking Many Paths (2)
    4th|
    +2
    |
    +2
    |
    +2
    |
    +2
    |Different Paths, Walking Many Paths (3)
    5th|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Walking Many Paths (4)
    6th|
    +34
    |
    +3
    |
    +3
    |
    +3
    |Mental Labyrinth
    7th|
    +3
    |
    +3
    |
    +3
    |
    +3
    | Walking Many Paths (5)
    8th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Different Paths, Walking Many Paths (6)
    9th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Walking Many Paths (7)
    10th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Walking Many Paths (8)
    11th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Endless Lives
    12th|
    +6/+1
    |
    +5
    |
    +5
    |
    +5
    |Different Paths, Walking Many Paths (9)
    13th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    |Walking Many Paths (10)
    14th|
    +7/+2
    |
    +6
    |
    +6
    |
    +6
    |Walking Many Paths (11)
    15th|
    +7/+2
    |
    +7
    |
    +7
    |
    +7
    |Walking Many Paths (12)
    16th|
    +8/+3
    |
    +7
    |
    +7
    |
    +7
    |Different Paths, Practiced Ease
    17th|
    +8/+3
    |
    +7
    |
    +7
    |
    +7
    |Walking Many Paths (13)
    18th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Walking Many Paths (14)
    19th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Walking Many Paths (15)
    20th|
    +10/+5
    |
    +9
    |
    +9
    |
    +9
    |Different Paths, Infinite Worlds, Walking Many Paths (16)[/table]

    Spoiler: Chassis
    Show
    The Many as One gives up the abilities of a straight single class. In return, it receives a better baseline. As a note, for fractional saves, the average saving throw formula is 1+2/5ths level.
    Unsure: Base attack bonus. The average competence would suggest upping it to ¾, but this negates parts of the aspects which are so central. What do?


    Weapon and Armour Proficiency: The Many As One are proficient with all simple weapons, and with light and medium armor.

    Identity?: A Many As One must always have at least one persona active. He may not dismiss a persona without also activating a new one. This means that he cannot bear his own, unchanged identity without access to the Moon Persona.

    In return, the Many has greatly improved Personas. Firstly, their alignments may differ from his own. Secondly, when he takes an aspect, he may choose to designate them as a race different to his own. This must be a race with LA equal or less than his own, and his traits, abilities, and ability scores may change in that form as this implies. (Skill points and feats are unaffected. He always qualifies for prerequisites as if using his original ability scores.)

    In addition, he may rearrange each Persona’s ability scores, before applying racial modifiers.
    As a note, these personae are almost always recognisable as the same character. He may make a disguise roll when he first adopts their form, ignoring any penalties from changed gender, race, or age, but gains no bonus.

    As one final benefit, his Manifest Persona ability becomes (Ex), although their granted abilities remain (Su).

    Spoiler: Other Races
    Show
    Optionally, a Many As One who gains a new persona at a later level may choose a race with LA/RHD higher than his own. However, he subtracts their total from the number of levels granted by his Walking Many Paths feature, and may not choose a race that would reduce that number below 0.


    Walking Many Paths (Ex): A Many As One’s personas are not like those of her fellow Empaths. Rather than herself, with shaded hair, they bear entire fields of knowledge different to her own.

    At each level marked with this feature, a Many As One chooses a single class level for each of his persona, making all relevant decisions. In effect, each persona takes a different class. Benefits from a class may only be used in the relevant persona.

    If you have actual levels in a class, they stack, although not to higher than your character level.

    For the sake of your DM, it is recommended that Personae have simple class progressions - generally a single class for all 16 levels - rather than more complex dip-laden prestige class builds, but the choice is ultimately up to you and them.

    Different Paths: What use has the Priestess for the knowledge of a crippling thrust? What use has a rogue for a holy symbol? A Many As One of 4th level chooses a single feat for each of his Personae. He is treated as possessing that feat while in that aspect, as well as for choosing new feats with this ability. He uses the traits of that aspect to qualify for this feat, rather than his own.

    He does the same thing at 8th level, and each 4th level thereafter.

    Mental Labyrinth (Ex): A Many As One of 6th level can flutter between different selves with an instant’s notice. Once per encounter, she may change from one Persona to another as an immediate action, even during another character’s turn. If she does this in response to an effect that requires a will save, the effect is lost in the labyrinth of identities within her mind.

    Endless Lives/Infinite Worlds: A Many As One has more lives than most Empaths could dream of possessing, and is a master of accessing them.
    At 11th level, and again at 20th level, a Many As One adds one to her Personas known.

    Practiced Ease (Su): A Many as One has the entire infinite wellspring of knowledge to draw upon. She has approximate knowledge of many things.
    She no longer automatically fails any kind of roll on a 1. She is treated as having one rank in every skill, and thus can make skill checks as if trained.

    Finally, once per encounter, she may take 20 on a single d20 roll without increasing the time taken to take the action. This is not considered a natural 20, and does not trigger critical hits, Vorpal weapons, automatic successes, or similar effects..

    Spoiler: Feats
    Show
    Finding Wisdom in Study and Laughter
    Prerequisites: About to or have already taken at least one level of Empath.
    Effects: Empath class features, including Illuminations, which would normally be based on Wisdom, are instead based on your choice of either Intelligence or Charisma.
    Special: If you possess the Identity? class feature, this feat is improved. You may choose which of these three ability scores defines your Empath class features separately for each of your Personae.


    I would dare say that level 6 is extremely overpowered and level 7 is a monumental nerf.
    Spoiler
    Show

    Spoiler
    Show

    Homebrewing

  29. - Top - End - #779
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
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    Usaki City, Syona
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Well, it was OP, it did need the nerf.

    Thanks.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  30. - Top - End - #780
    Ettin in the Playground
     
    jamieth's Avatar

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    Jul 2012
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Once again, I sound the call - Tome of Radiance needs some Iconics!
    I could really use some pre-generated Evokers to put in the ToR PDF, and, while I can build them myself, of course, I don't want enforce my perspective on "what is important for a Magical Girl" on the readers - it isn't my project, after all. So, 3, maybe 4 characters, representing 3 base classes? Anyone?

    Also, since I'm mostly concerned with PF version of the ToR, a question/suggestion: since Pathfinder now has official rules for young characters, is the "child penalties not apply" clause necessary? After all, that would also negate the +2 Dex, which might actually harm some Champion builds. So, what would you say about the following wording:
    "Characters in the Young age category may freely select Evoker classes. This is an exception to the rule that restricting young characters to NPC classes only."?

    That also allows for a Cure Ace feat:

    Mature Radiance
    Your desire to further the Light's cause is so great it overcomes the limitations of your age. When you don your Radiant Costume, your body changes physically, appearing like you would at the age of between 20 and 25 (for a human; estimate equivalent for other races)
    Prerequisites: Evoker level 1, Young age category.
    Benefit: while wearing your Costume, you are treated as Young Adult: your Str, Con and Wis are increased by 2 each, but your Dex is reduced by 2. These are not bonuses and penalties of any kind, but rather a direct change of your basic Abilities; you may qualify for feats using either set of Abilities, but you can't use any feats requirements of which you do not meet, as usual.
    Special: Upon reaching Young Adutl age category, you may swap this feat for a General, Lightforge or Soulbond feat you qualify for.
    Tome of Radiance, a Magical Girl sourcebook for 3.5/PF.

    "Jamie" is fine. TH is mostly there to make sure the name would be free on any forum I'd want to register :-)

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