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    Mephibosheth's Avatar

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    Default The Giver d20 - Please help with necromancy PrC! [3.5]

    Hello!

    A little over a year ago, I posted the Receiver of Memory, a base class based on The Giver by Lois Lowry. I recently ran across the class again and decided to resurrect it. I modified some of the memories, completed those I had yet to write, and added a few new ones. Then I got inspired to spend some more time expanding on the Receiver of Memory's basic mechanic; the ability to Give and Receive memories as buffs, debuffs, attacks, and other quasi-magical effects.

    This thread contains my revised version of the Receiver of Memory base class, a d20 fantasy interpretation of the character from Lois Lowry's book. I will also be posting expanded content as I complete it; prestige classes, feats, and other items of homebrew that expand on the Receiver's abilities in a fantasy context. I would love any comments or suggestions.




    The Basics of Memories in d20

    In the interest of making this accessibly without slogging through an admittedly long base class, here's everything you need to know about Memories in one paragraph.

    Memories are brief, concrete experiences of a specific sensation, emotion, or event. They are divided into different types based on emotions or experiences, with each type having different effects but with the DM and the player free to make up the details of each individual memory. A Receiver of Memory can take memories from willing or non-willing subjects and experience them herself or Give them to others. Each memory has different effects based on the memory's theme; buffs, debuffs, damage, special abilities, etc. A memory's effects last for a short while before fading away. A Receiver of Memory has a maximum capacity equal to twice her class level + her Wisdom modifier, and can use her ability to Receive and Give memories at will as long as she has memories remaining. Much like a wizard can prepare multiple spells with the same effect, a Receiver of Memory can have multiple memories of the same type. But once she Gives a specific memory, it's erased from her mind forever!
    Last edited by Mephibosheth; 2013-03-18 at 10:56 AM.
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  2. - Top - End - #2
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    Default Re: The Giver d20: Back from the Depths! [3.5]

    Receiver of Memory



    He leaned back, resting his head against the back of the upholstered chair. ďItís not my past, not my childhood that I must transmit to you. Itís the memories of the whole world. Before you, before me, before the previous Receiver, and generations before him.Ē - The Giver



    Receivers of Memory are unique individuals gifted with extraordinary power over memories. They can remove a memory from a person's mind with only a touch. They can store that memory and relive it whenever they desire. They can insert that memory into the mind of another. They are recorders, historians, researchers, and sages. And through their memories, they can have profound impacts on the world around them.

    Memories are more than just images in the hands of a Receiver. Their abilities make experiencing a memory feel just like it did when the memory was first formed. If there was pain, the memory's target will feel pain. If there was joy, the target will be uplifted. When Given or Relived by a Receiver, a memory is a potent weapon.

    Adventures: Most Receivers of Memory are revered members of their communities; elders, statesmen, and scholars. These Receivers adventure on behalf of their community. They may be the leaders of diplomatic missions. They may be seeking outside solutions for problems plaguing their community. They may be working frantically to stave off an attack.

    Other Receivers are more conventionally adventurous. These Receivers travel to seek out and preserve forms of knowledge that might otherwise be lost. They define knowledge very broadly, so almost every interaction is a potential source of new memories.

    Characteristics: A Receiver draws her power from the memories she keeps in her mind. As such, their abilities reflect the diversity of experiences of the world. Some memories are potent offensive weapons, able to deal damage or tear down defenses. Others are more defensive, bringing health, strength, and skill. What abilities a Receiver has depends solely on what memories are in her repetoir.

    Alignment: Many Receivers feel strong ties to their communities, giving them a lawful bent. However, just as many are driven to wandering in search of new knowledge and tend to lean chaotic. Given the depth of their understanding and experience, most Receivers are strongly empathetic and tend toward the good end of the alignment perspective. However, some can become overwhelmed by the callousness of life and, in their despair, give in to evil thoughts.

    Background: All Receivers have at least cursory training by another, more experienced Receiver. Often, especially in communities where a Receiver of Memory is a crucial member of society, new Receivers are carefully selected and undergo a long training process with the community's most experienced Receiver. In other cases, however, where the ability to interact with memories is less well-developed, a burgeoning Receiver's training is limited to a few basic lessons with a passing itinerant Receiver.

    Other Classes: Receivers interact well with wizards, clerics (especially cloistered clerics), bards, and other classes with reputations for knowledge and wisdom. However, if a Receiver is not herself well-traveled, she has access to the memories of many wanderers and works well with individuals of all experiences and bents.

    Role: A Receiver is at her best when in a support role. She can deal some damage and can even swing a sword if need be, but her true talent lies in buffing her allies and de-buffing her enemies. She functions best when there are other party members to fill the holes in her skill set while she uses her memories to enhance their effectiveness.



    Hit Die: d8
    Class Skills: The Receiver of Memoryís class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, and Spot (Wis)
    Skill Points at 1st level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Table 1: Receiver of Memory
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+0|+2|Receive memories (faint), relive, back and back and back
    2|+1|+3|+0|+3|The capacity to see Beyond
    3|+2|+3|+1|+3|Give memories
    4|+3|+4|+1|+4|Mettle, bonus feat
    5|+3|+4|+1|+4|The capacity to see Beyond (magic)
    6|+4|+5|+2|+5|Depth of emotion, DR 2/-
    7|+5|+5|+2|+5|Bonus feat
    8|+6/+1|+6|+2|+6|Receive memories (vivid)
    9|+6/+1|+6|+3|+6|Share memories, DR 4/-
    10|+7/+2|+7|+3|+7|The capacity to see Beyond (invisibility)
    11|+8/+3|+7|+3|+7|Bonus feat
    12|+9/+4|+8|+4|+8|DR 6/-
    13|+9/+4|+8|+4|+8|Fatal remembrance
    14|+10/+5|+9|+4|+9|Dual consciousness
    15|+11/+6/+1|+9|+5|+9|Receive memories (overpowering), DR 8/-, bonus feat
    16|+12/+7/+2|+10|+5|+10|The capacity to see Beyond (true seeing)
    17|+12/+7/+2|+10|+5|+10|Amnesia
    18|+13/+8/+3|+11|+6|+11|DR 10/-
    19|+14/+9/+4|+11|+6|+11|Bonus feat
    20|+15/+10/+5|+12|+6|+12|Release of memories[/table]


    Class Features

    Weapon Proficiencies: A Receiver of Memory is proficient with all simple weapons and with light armor.

    Receive Memories (Su): A Receiver of Memory is a receptacle for memories too difficult for others to comprehend. At first level, a Receiver learns to Receive the memories of others, her most crucial skill.

    In order to receive a memory, the Receiver must be in bodily contact with the current holder of that memory. As a standard action, the Receiver touches the target (a melee touch attack) and extracts a single memory. Unwilling targets may make a Will save to resist this ability (DC 15 + half the Receiverís class level + the Receiverís Wisdom modifier). If the target fails the save or willingly releases the memory, the target is stunned for 3 rounds and the memory in question is erased from the targetís mind and transferred to the Receiver, as if she had experienced it herself. The target of this ability must have an Intelligence score of 3 or higher.

    For the purpose of this ability, a memory is defined as the unique experience of a specific moment, usually only a few moments in length. Memories are divided into a number of types based on the nature of the experience. The details and effects of the types of memories are described below. The Receiver specify the type of memory she wishes to Receive when using this ability. It is assumed that every creature has at least one memory of each type.

    A Receiver of Memory begins the game with no memories and must accumulate memories using this ability. At any one time, she can have a total number of memories equal to twice her class level + her Wisdom modifier. She can have any number of memories of the same category, as long as her total number of memories does not exceed this limit.

    When receiving a memory, a Receiver experiences that memory in all its detail. Upon Receiving the memory, the Receiver is affected by the memoryís normal effects, as described below. Because of her extensive experience with memories, she is more capable than most at ignoring or suppressing any negative effects of the memories she Receives. She can make a Will save when she initially Receives the memory and every two rounds thereafter to completely suppress any effects of a memory, even if a save is not normally allowed or if the memory normally requires a Fortitude or Reflex save. The DC for this save is equal to the memory's normal save DC. If she fails this save, she experiences the full effects of the memory until she succeeds on her Will save. She need only succeed on a single Will save to suppress the effects of a Received memory.

    In addition to being divided by types, memories have different strengths; faint, vivid, and overpowering. At first level, a Receiver of Memory can Receive faint memories. She can Receive more intense memories as shown on Table 1. For example, an 8th level Receiver of Memory can choose to receive a faint or vivid memory whenever she Receives a memory. Each memory, regardless of strength, counts as one memory with regard the Receiverís total memory capacity.

    A Receiver of Memory can also, at any level, attempt to Receive more intense memories, though she must exceed the targetís hit dice on a class level check to do so safely. If her class level check fails, she still Receives the memory, but is also nauseated for 3 rounds. She can only use this ability to Receive memories one step more intense than she can normally Receive safely.

    Sidebar: The Receiver of Modify Memory
    The spell Modify Memory can be used in one of two ways by a Receiver of Memories. When cast on the Receiver, it can allow them to Receive a number of memories of the casterís choice equal to the casterís spellcasting ability modifier, with all the details determined by the caster. Alternatively, it can remove the same number of memories from the Receiverís pool, as if the Receiver had Given those memories (see below)
    Relive (Su): A first level Receiver of Memory can also relive any memory she has Received at any time. Reliving a memory is a swift action that requires only mental effort on the part of the Receiver. The Receiver is affected by the full effects of the memory, as described below. Reliving a memory does not erase that memory from the Receiverís mind.

    Back and Back and Back (Ex): A Receiver of Memory has access to the experiences and knowledge of generations of sentient beings and can call on this knowledge at need. She can make a special knowledge check with a bonus equal to her class level + her Wisdom modifier to see whether she knows some relevant information about notable places, historical events, legendary items, or other related topics. If the Receiver of Memory has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She cannot take 10 or 20 on this check.

    {table=head]DC|Type of Knowledge
    10|Common, known by at least a substantial minority of the local population.
    20|Uncommon but available, known by only a few people, legends.
    25|Obscure, known by few, hard to come by.
    30|Extremely obscure, known by very few (if any) individuals currently alive, forgotten by most who once knew it, possibly known only by those who donít understand the significance of the knowledge.[/table]

    The Capacity to See Beyond (Su): The wisdom a Receiver of Memory gains through accessing the memories allows her to see deeply into the truth of things and to notice that which might otherwise seem unimportant, an ability Receivers of memory call ďseeing Beyond.Ē The preliminary signs of this ability are often used to identify potential new Receivers. For some Receivers of Memory, this initially manifests as a clearer and sharper appreciation of colors. For others, the nuances of music and sound are more distinct. There are as many variations of seeing Beyond as there are Receivers of Memory. Over time, however, these powers of perception develop into uncanny, in many ways supernatural, senses.

    Beginning at 2nd level, the Receiver of Memory gains an insight bonus on Listen, Search, Sense Motive, and Spot checks equal to half her class level. This is a constant bonus and does not need to be activated and deactivated like later manifestations of her capacity to see Beyond. At 5th level, she gains the ability to Detect Magic (as the spell) for a number of minutes per day equal to her class level, divided up into one-round increments as she desires. She can activate and deactivate this ability as a free action. At 10th level, whenever she activates her capacity to see Beyond, she gains the ability to See Invisibility (as the spell) as well. At 16th level, whenever she activates her capacity to see Beyond, she gains True Seeing (as the spell) as well. Her caster level for these effects is equal to her class level.

    Give Memories (Su): Beginning at 3rd level, a Receiver of Memory is able to transmit some of her memories to others. Giving a memory is a standard action that requires the Receiver to succeed on a melee touch attack. If she succeeds, the target of this ability, whether willing or unwilling, is immediately affected by the memory the Receiver chooses to Give, gaining any bonuses or abilities, taking any penalties, and being affected by any conditions stipulated in the memoryís description (below). Constructs, plants, and creatures that lack Intelligence scores are unaffected by memories. Intelligent undead are affected by memories, even if they would normally be immune to the effects. The effects of the memory last a number of rounds equal to the Receiver of Memoryí class level.

    If a Receiver of Memory successfully Gives a memory to another creature, the memory is permanently removed from the Receiverís available memories. A Receiver of Memory is not limited in the number of memories she can Give per day, as long as she has memories remaining. A Receiver of Memory can choose to experience any memory she Gives alongside the memoryís intended recipient. In this case, both the Receiver and the memoryís recipient are affected by the memory.

    Mettle (Ex): A Receiver of Memory is practiced at resisting physical and emotional pain. She can more easily shrug off effects that might harm another creature. At 4th level and higher, if a Receiver makes a successful Will save or Fortitude save against an attack that normally would have a lesser effect on a successful save, she instead completely negates the effect. An unconscious or sleeping Receiver does not gain the benefits of mettle.

    Depth of Emotion (Ex): Through the memories, a Receiver experiences far more of life than most individuals. Her emotions are correspondingly more complex and intense, as she has personally experienced so many emotionally powerful moments. Beginning at 6th level, a Receiver takes a -2 penalty on Will saves to resist effects that impose morale penalties. Additionally, whenever she is affected by an ability, condition, spell, or other effect that grants a morale bonus, the bonus the Receiver gains is equal to (normal bonus + 1).

    Damage Reduction (Ex): Many memories deal with physical and emotional pain. A Receiver of Memory deals with this pain on a daily basis, and as such has become somewhat inured to the experience of pain. She gains damage reduction as shown on Table 1.

    Bonus Feats: A Receiver of Memory relives innumerable experiences throughout her lifetime, giving her access to knowledge she would otherwise find difficult to acquire. As her connection to the memories intensifies, she learns to use the memories to help in her daily life, taking techniques and experiences from the memories and applying them to new situations. At 4th, 7th, 11th, 15th, and 18th levels, a Receiver of Memory gains a bonus feat. This feat can be any feat for which the Receiver meets the prerequisites.

    Share Memories (Su): Beginning at 9th level, a Receiver of Memory learns to Give memories to multiple targets. Doing so follows all the normal rules for Giving memories, save that the Receiver can target a number of willing creatures equal to her Wisdom modifier with the memory. She must still be able to touch the creatures in order to Give memories.

    Fatal Remembrance (Su): At 13th level, a Receiver of Memory learns to Receive a special type of memory; the memory of the moment of a creatureís death. Receiving such a memory is somewhat difficult. The Receiver must make a melee touch attack (a standard action) immediately after it dies, usually by readying an action to do so. If the Receiver succeeds, she automatically Receives the creatureís fatal remembrance. Such is the power of a fatal remembrance that the Receiver is nauseated for 3 rounds after Receiving one. A Receiver can only have one fatal remembrance at a time.

    Any time the Receiver Gives a memory, she can choose to Give her fatal remembrance instead of a normal memory. The target must make a Will save (DC 10 + half the Receiverís class level + the Receiverís Wisdom modifier) or die. If the creature succeeds on its Will save, it still takes 1d6 points of damage for every two class levels the Receiver has.

    Dual Consciousness (Ex): When she Receives a memory, part of a Receiverís consciousness is aware of the real world while another part is caught up in the memory. As she gains experience and becomes increasingly accustomed to this nuance of awareness, a Receiver of Memory learns to apply the same principles in other contexts. If a Receiver of Memory is affected by an illusion spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    Amnesia (Su): Beginning at 17th level, a Receiver of Memory can completely strip an opponent of its memories, leaving it with no recollection of its life and identity. As a full round action, the Receiver must succeed on a melee touch attack. If she succeeds, the target must make a Will save (DC 10 + half the Receiverís class level + the Receiverís Wisdom modifier) or have its entire memory erased. A Receiver of Memory can use this ability once per day.

    The amnesia caused by this ability has a number of effects. First, the Receiver automatically Receives enough memories to fill her memory capacity. The Receiver is able to choose which memories she Receives. Second, the target loses its ability to use any feats, skill ranks, class abilities, spells, spell-like abilities, and racial abilities. The target retains its base attack bonus, ability scores, and saving throw modifiers, though the scores change to reflect the loss of many of the creatureís abilities. Third, the creature loses all knowledge of its identity and the details of its life. No memories can be Received from the creature until the amnesiaís duration expires.

    The amnesia caused by this ability is temporary, lasting a number of minutes equal to the Receiver of Memoryís class level. After the amnesiaís duration expires, the target regains access to its abilities and memories (except those memories Received by the Receiver of Memory).

    Release of Memories (Su): Receiving memories, especially traumatic ones, can be quite dangerous for the psyche of those caught unprepared. At 20th level, a Receiver of Memory learns to use this phenomenon to overwhelm the mental defenses of her opponents with a barrage of memories.

    Using this ability is a full round action that does not provoke an attack of opportunity. The Receiver of Memory loses a number of memories of her choosing, though this number must equal or exceed 20 memories in order for the ability to work. All creatures within 60 feet of the Receiver who are capable of Receiving memories must make a Will save (DC = 5 + the number of memories the Receiver loses in using this ability + the Receiverís Wisdom modifier) or be stunned for 1 minute and confused for 1 hour. Additionally, they automatically and without saving suffer the effects of 5 of the memories the Receiver lost (chosen by the Receiver when she uses the ability). The Receiver can designate a number of creatures equal to her Wisdom modifier who are excluded from this ability. The other memories are all experienced as normal, but their effects are lost amid the chaos of Receiving so many memories.

    Memories

    A memory is defined as the unique experience of a specific moment. Memories are divided into a number of types based on the nature of the experience, as described here. Because each memory pertains only to one specific event, it is assumed that every creature always has at least one memory of each type.

    Memories are also divided into categories based on their strength and vividness. Memories of different strengths have different effects, as described here. Faint memories are the simplest and weakest of memories and typically pertain to events from childhood and early life. They can also be memories of a single facet of an experience. Vivid memories are clear and powerful, usually relating to major events from adolescence or adulthood. Overpowering memories are the most powerful of all, usually pertaining to traumatic events or major life turning points. A memory only grants the effects outlined in its description and does not include the effects of memories of lower intensity. Remember that a Receiver of Memories experiences them as they were originally experienced, so the intensity of the memory depends very much on the state of mind of the source. What was a faint memory for one individual might very well be vivid or even overpowering for another.

    Unless otherwise noted, the effects of a memory last for a number of rounds equal to the Receiver of Memoryís class level. The DC for any saves associated with a memory is equal to 15 + half the Receiver of Memoryís class level + the Receiverís Wisdom modifier. All level-dependent variables are determined using the Receiver of Memoryís class level. While Giving and Receiving memories are considered supernatural abilities, the memories themselves are not. A creature under the effects of a memory continues to experience them in an anti-magic field or other location where magical and supernatural abilities are suppressed.

    Memory of Calm
    A memory of extreme relaxation flows into the targetís mind. Perhaps itís a lazy summer afternoon in a hammock or the feeling of floating in a still pond. Whatever it is, the target feels profoundly calm.
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    Faint: The target must succeed on a Will save or be affected as if by the Calm Emotions spell for the duration of the memory.
    Vivid: The target must succeed on a Will save or fall asleep for the duration of the memory. This memory even affects targets normally immune to sleep effects, introducing the experience of sleep to creatures otherwise unfamiliar with relaxation of that intensity.


    Memory of Cold
    A memory of frigid temperatures fills the targetís mind; from the bite of the winter wind, to the creeping, wet cold of snow-soaked clothing, to desperate attempts to survive an arctic night.
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    Faint: The targetís joints stiffen and movement becomes slow and lethargic. The target takes a -2 penalty to Strength and Dexterity for the duration of the effect.
    Vivid: The cold seeps into the targetís body, causing physical pain. The target takes 3d6 points of cold damage every round for the duration of the effect. A successful Fortitude save each round halves the damage for that round.
    Overpowering: The target behaves as if encased in ice. It is paralyzed for the duration of the effect.


    Memory of Confusion
    Some events defy our ability to comprehend them, even years after the fact. Fragmented images, chaotic moments, and incomplete recollections fill the targetís mind, making it difficult to separate the real from the unreal.
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    Faint: The target takes a -2 penalty on all Intelligence, Wisdom, and Charisma-based checks for the duration of the effect.
    Vivid: The target is confused for the duration of the effect.
    Overpowering: The targetís mind cannot cope with the confusion of the memory. The target takes 2d6 points of Intelligence and Wisdom damage.


    Memory of Courage
    A feeling of power and invulnerability fills the target. A memory of a courageous last stand or a great victory flashes through the targetís mind.
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    Faint: The target gains a +4 bonus on saves against fear as well as on saves to resist effects that impose morale penalties. Any fear effects currently influencing the target are suppressed for the duration of the memory.
    Vivid: The target is immune to charm, compulsion, fear, and negative morale effects for the duration of the memory.


    Memory of Endurance
    The target remembers the satisfying feeling after long exercise or productive work. Her muscles and her mind feel the ache of exertion.
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    Faint: The target gains a +2 bonus to her Constitution score. When the Receiver reaches 8th level, the target gains a bonus to her Constitution score equal to the Receiverís Wisdom modifier for the duration of the effect.
    Vivid: The target is immune to fatigue and exhaustion for the duration of the effect. Any non-lethal damage from hustling or forced marching is eliminated and she, if she is already fatigued or exhausted, she is so no longer.
    Overpowering: The target gains DR/- equal to half the Receiverís class level for the duration of the effect.


    Memory of Exertion
    The targetís limbs ache and head throbs, as if from prolonged work or strenuous activity. She struggles to keep her eyes open and her head held up.
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    Faint: The target is fatigued for the duration of the memory. In addition, she takes a penalty equal to the Receiverís Wisdom modifier on saves against sleep effects, effects that cause fatigue or exhaustion, and effects that deal damage to her physical ability scores.
    Vivid: The target is exhausted for the duration of the effect.
    Overpowering: The target's limbs are sapped of their vitality and power. The target takes 2d6 points of Strength damage. It must also make a Fortitude save or immediately fall prone and drop everything it is carrying.


    Memory of Family
    The targetís mind is filled with the happy memories of family, safety, and belonging.
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    Faint: Whenever one or more allies are within 10 feet, the target gains a +2 bonus to AC and saves. If two or more allies are affected by this memory at the same time, the bonus is equal to the Receiverís Wisdom modifier. However, all creatures affected by this memory take a -2 penalty on AC and saves if an ally within 10 feet dies or falls unconscious from hit point loss or ability damage. This penalty remains the same even if multiple allies are killed or rendered unconscious.
    Vivid: The target gains the ability to Aid Another as a swift action instead of a standard action. If successful, the bonus granted is equal to the Receiver's Wisdom modifier.
    Overpowering: The target gains spell resistance for the duration of the memory equal to 10 + 2 * the number of allies within 10 feet when the target is affected by the memory. If two or more allies are affected by this memory at the same time, the spell resistance increases further by an amount equal to the Receiverís Wisdom modifier.


    Memory of Fear
    Images of a horrific murder, a creepy abandoned house, a ghostly apparition, or the terrifying feeling of losing oneís sanity fill the mind of the target.
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    Faint: The target is shaken and takes a penalty equal to the Receiverís Wisdom modifier on saves against fear effects for the duration of the memory.
    Vivid: The target cowers for the duration of the memory.
    Overpowering: The memory the Receiver impart is so terrifying, it momentarily stops the targetís heart. The target falls unconscious for the duration of the memory and remains unconscious thereafter until awoken. Waking the target requires a full-round action by an adjacent ally or the passage of 8 hours, whichever occurs first.


    Memory of Friendship
    The target remembers the joy of meeting a new friend, the trust that develops through companionship, and the contentment that only comes in the presence of true friends.
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    Faint: The target's attitude towards the Receiver and her allies improves one step for the duration of the memory.
    Vivid: The target must succeed on a Will save or be affected as if by the Charm Monster spell for the duration of the memory. However, the target does not gain a +5 bonus on its save if it is being threatened or attacked by the Receiver and her allies. The target also takes a -4 penalty on opposed Charisma checks while under the influence of this memory.


    Memory of Grief
    The target remembers the death of a parent, separation from a friend or lover, or the loss of a treasured possession.
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    Faint: The target begins to cry and is dazzled for the duration of the memory because of the tears in its eyes.
    Vivid: The target is affected as if by the Crushing Despair spell for the duration of the memory. In addition, the target takes a further -2 penalty on saves to resist effects that impose morale penalties or effects that are described as caused by grief or sadness. Finally, the duration of all such effects is doubled for the target of this memory, even if that duration lasts beyond the other effects of the memory.
    Overpowering: The target automatically fails all saves against effects that impose a morale penalty. The target can be affected by morale penalties even if it would normally be immune to mind-affecting abilities.


    Memory of Hate
    The target fills with loathing, remembering an experience of being wronged or of being filled with deep-seated prejudice.
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    Faint: The target enters a rage, as the spell of the same name. The target is subject to all the bonuses, penalties, and limitations normally associated with this spell.
    Overpowering: The target is blinded by hatred. It experiences all the effects of a faint memory of hate. In addition, it must spend its actions each round attacking the nearest creature friend or foe. If multiple creatures are equidistant from the target, the Receiver chooses which creature the target attacks. Overcome by its hatred, the target abandons ranged attacks, spells, and other abilities even if these would be more effective. Instead, the target attempts to attack the nearest creature in melee to the best of its ability. It can use any feats and abilities related to melee attacks, but must make at least one attack on the nearest creature each round.


    Memory of Healing
    The target recalls the pleasant orange-like flavor of a healing potion, the rush of positive energy knitting damaged sinews back together, or the joy of running after a long convalescence.
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    Faint: The target gains fast healing 1 for the duration of the memory. At 4th level and every 4 levels thereafter, the amount of fast healing granted by this memory increases by 1, to a maximum of fast healing 6 at 20th level.
    Vivid: The target is affected as if by a Restoration spell.
    Overpowering: The target is affected as if by a Heal spell or by a Greater Restoration spell.
    Note: This memory, while powerful, relies on the mindís ability to fool the body into recovery. As such, it can only work a number of times per day equal to the Receiverís Wisdom modifier on any given target.


    Memory of Heat
    The targetís skin feels uncomfortably warm as memories of scorching desert days, house fires, and prolonged exposure to intense sunlight.
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    Faint: The target experiences the sensation of severe sunburn or a similar condition, taking 1d6 points of non-lethal damage per class level (max 5d6). Additionally, the target takes a penalty on saves against fire damage and the negative effects of heat equal to the Receiverís Wisdom modifier for the duration of the memory.
    Vivid: The target experiences the sensation of intense, harmful burns, taking 1d6 points of fire damage per class level. The target may make a Fortitude save to halve this damage.


    Memory of Joy
    The target is filled with feelings of happiness, contentment, and joy. Memories of holidays, first kisses, and other joyful events push all other thoughts from her mind.
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    Vivid: All fear effects as well as all effects that impose penalties on attack rolls, damage rolls, ability checks, skill checks, and saving throws (but not ability damage, ability drain, negative levels, or any similar effects) are suppressed for the duration of the memory. Additionally, at the end of the memoryís duration, the target can make a Will save (DC 10 +2 for every effect that had been suppressed). If she is successful, all effects are ended instead of simply suppressed.


    Memory of Love
    The targetís heart swells with strong emotion as memories of love fill her mind. She remembers first kisses, joyful time spent with close friends and family, and quiet mornings with a spouse.
    Spoiler
    Show
    Vivid: A memory of love lends strength to the targetís arms, speed to her feet, and vigor to her actions. The target gains a bonus equal to the Receiverís Wisdom modifier on all attack rolls, damage rolls, saves, skill checks, and ability checks.
    Overpowering: All enchantments, transmutations, and curses currently affecting the target are broken, as the Break Enchantment spell, except no level check is necessary to remove the effects.


    Memory of Pain
    The targetís skin starts to crawl and memories of pain fill her mind; broken limbs, severe burns, and other moments of extreme discomfort.
    Spoiler
    Show
    Vivid: The target takes 3d6 points of negative energy damage every round for the duration of the effect. A successful Fortitude save each round halves the damage for that round.
    Overpowering: The target is completely overcome with pain. She is knocked prone and can do nothing but writhe in agony, taking no other actions for the duration of the memory.


    Memory of Strength
    The targetís mind and body rush with the memories of power and might; of heroic battles, of adrenaline-powered feats of strength; of skills resulting from long hours of practice and training.
    Spoiler
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    Faint: The target gains a +2 bonus on attack and damage rolls with melee weapons for the duration of the memory. This bonus increases by an additional +1 when the Receiver of Memory reaches levels 5, 10, 15, and 20.
    Vivid: The target gains a bonus to her Strength score equal to the Receiver of Memoryís Wisdom modifier. This bonus lasts for the duration of the memory.


    Memory of Surprise
    The targetís awareness slackens as her mind is overcome with the memory of falling for a cunning trap or a stealthy opponent.
    Spoiler
    Show
    Faint: The target is dazed for one round. In addition, the target falls to the end of the initiative order for the duration of the memory.
    Vivid: The target is considered flat-footed for the duration of the memory.


    Memory of Thirst
    The targetís mind fills with a desperate struggle for survival in the desert or drinking the few drops of water from inside a cactus.
    Spoiler
    Show
    Faint: The memoryís thirst slowly creeps up on the target. It immediately takes 1d6 points of non-lethal damage and is fatigued. Finally, every two rounds while the memory remains in effect, the target must make a Constitution check (DC 11 + 1 for every previous check) or take an additional 1d6 points of non-lethal damage.
    Vivid: The memoryís intense thirst strikes the target all at once, as if days without water had already passed. The target takes 1d6 points of desiccation damage (Sandstorm, p. 15) per two class levels and is fatigued for the duration of the memory. The target may make a Fortitude save to halve this damage, but is still fatigued.


    Memory of Urgency
    The target is overcome with memories of an impending deadline and of the imperative to act quickly and decisively.
    Spoiler
    Show
    Faint: The target gains a bonus to initiative equal to the Receiver's Wisdom modifier. If this memory is Given during a combat that has already begun, the bonus granted by this memory is added to the target's already-rolled initiative result. The target moves up in the initiative order as dictated by its new initiative result, but moves back to its original position if the duration of the memory expires before the end of the combat.
    Vivid: The target can choose to take a single extra move action or standard action at some point before the end of the memory's duration. It can choose to take this action whenever it so desires, even if it is not currently its turn.


    Memory of War
    All of the targetís sense are overwhelmed by a single powerful memory of war; the smell of fire and death; the cries of pain, shouts of anger, and clash of steel on steel; the anguish of a fresh wound or the death of a friend; the terror of facing a powerful enemy.
    Spoiler
    Show
    Overpowering: The target is disabled for the duration of the memory, even though her hit point total is not affected. She takes all the penalties associated with the disabled condition. If she performs a standard action or any other strenuous action, she loses one hit point and, if this brings her hit point total to -1 or lower, she falls unconscious. However, she continues to act as normal as long as her hit point total remains above -1, losing one hit point whenever she takes a standard action or any other strenuous action. Additionally, the target takes a penalty equal to the Receiverís Wisdom modifier on attack rolls, damage rolls, ability checks, skill checks, saves, and armor class for the duration of the memory.


    Memory of Warmth
    The targetís mind fills with the feelings of a warm summerís day, of a lazy morning under a warm quilt, or the soothing feeling of sun on its skin.
    Spoiler
    Show
    Faint: The target gains the benefits of the Endure Elements spell for the duration of the memory. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memoryís target maintains the grapple.
    Vivid: For the duration of the memory, the target gains energy resistance to cold and fire equal to the Receiverís class level plus the Receiverís Wisdom modifier. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memoryís target maintains the grapple.
    Sidebar: Receivers of Memory in the Scroungers Campaign Setting

    The first receivers of memory appeared among the sea dwarves of Qileka, a race notable even in nostalgia-obsessed Stha Lui for an overwhelming preoccupation with ancient legends and dimly-remembered homelands. The early receivers were scholarly in a rough-and-ready way, eagerly seeking out memories that could be preserved for future generations. Their goal was both to reclaim as much information as possible about the sea dwarven past and to preserve current memories for future generations.

    The early receivers of memory traveled widely, so it wasn't surprising when new receivers began to crop in other communities. Needing only a brief instruction by another receiver, new receivers soon assumed prominent places in many communities where their unique role as town historian and semi-magical problem solver accorded them high honor. These days, receivers of memory are found in every race and region of Stha Lui.
    Last edited by Mephibosheth; 2013-04-15 at 08:56 AM.
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    Default Re: The Giver d20: Back from the Depths! [3.5]

    Chronicler of Wars Forgotten

    Most Receivers of Memory fill their lives with fleeting experiences; the momentary joys and sorrows and pains that permeate the mortal experience and bring understanding and wisdom. They are eclectic by design; their goal is to preserve as complete a picture of mortal life as possible.

    However, there are some Receivers for whom the preservation of memories of conflict becomes an overriding obsession. Whether they served during a time of war, lost a family member or close friend to violence, or are simply interested in times of upheaval, these Receivers, known as Chronicler of Wars Forgotten, collect memories of war and violence with single-minded intensity.

    And from that intensity they are able to derive a level of understanding impossible to more eclectic Receivers. They preserve not only the experiences of war, but also the skills and abilities of their subjects. And they are able to call upon these experiences at need.

    Adaptation: Any campaign that includes Receivers of Memory can also include Chronicler of Wars Forgotten. They might be civilian scholars who are trying to better understand the causes of armed conflict. They might be members of a formal military organization bent on developing better tactics through study of past conflicts.

    Hit Dice: d8
    Requirements:
    BAB: +3
    Skills: Knowledge (history) 8 ranks
    Special: Receive memories as a class ability
    Special: Must have Received at least one memory of courage, strength, or war
    Class Skills:
    The Chronicler of Wars Forgotten class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), and Tumble (Dex)
    Skill Points at Each Level: 4 + Int modifier

    Table 2: Chronicler of Wars Forgotten
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+2|Memories, receive martial prowess (skills), military training
    2|+2|+3|+0|+3|Receive martial prowess (feats)
    3|+3|+3|+1|+3|--
    4|+4|+4|+1|+4|Receive martial prowess (class abilities)
    5|+5|+4|+1|+4|--
    6|+6|+5|+2|+5|Receive martial prowess (Ex abilities)
    7|+7|+5|+2|+5|--
    8|+8|+6|+2|+6|Receive martial prowess (spellcasting)
    9|+9|+6|+3|+6|--
    10|+10|+7|+3|+7|Tabula Rasa[/table]

    Class Features

    Weapon and Armor Proficiencies: A Chronicler of Wars Forgotten is proficient with simple and martial weapons, light and medium armor, and shields (except tower shields).

    Memories (Su): At each level a Chronicler improves her ability to Receive and Give memories as if she had gained a level in the Receiver of Memory class. This ability improves:
    • The Receiverís total memory capacity
    • The intensity of the memories she can safely receive
    • Any level-dependent effects of her memories
    • The save DCs to resist her ability to Receive and the effects of her memories.

    This ability does not grant her any other class features related to Receiving or Giving memories.

    Receive Martial Prowess (Su): A Chroniclerís trademark skill is her ability to Receive the martial prowess of others. She gains this ability at 1st level. It functions much like her ability to Receive memories. It requires that she make a touch attack on the target and that the target fail a Will save. The DC for this save is equal to the DC to avoid the effects of the Chronicler's memories. However, instead of Receiving memories, the Chronicler Receives some of the targetís combat abilities. Received abilities take effect immediately; she cannot hold them for use another time or Give them to another individual. She can use this ability a number of times per day equal to half her class level (minimum 1/day). At the end of the day, all abilities and skills she has Received are removed from her mind and she must accumulate them anew for the new day.

    This ability, in all the forms described below, has two basic effects. First, it grants the Chronicler the abilities described for the remainder of the day. Second, it prevents the target from using the abilities described for a number of rounds equal to the Chroniclerís class level.

    At 1st level, the Chronicler begins to Receive more deeply and gains a measure of her targetís abilities. When she uses this ability, she can immediately learn what skills the target has ranks in and can choose to Receive her targetís skill ranks instead of a specific memory. She can choose one skill to Receive and can use this skill for the remainder of the day as if she had a number of ranks in the skill equal to the targetís ranks in that skill. Additionally, the target functions as if it had no ranks in this skill for the duration of this effect.

    At 2nd level, the Chronicler continues to focus on martial skill. When she uses this ability she immediately learns what feats the target has and can choose to Receive one of these feats. She does not need to meet the prerequisites in order to Receive and use a feat. The target is unable to use this feat and any feats dependent upon it for the duration of this effect.

    At 4th level, when the Chronicler uses this ability she immediately learns what (if any) extraordinary class abilities the target has and can choose to Receive one of these abilities. The target is unable to use the class ability and any improvements of it for the duration of this effect. The Chronicler uses the ability as per its normal rules, using her character level for any level-dependent variables.

    The Chronicler can only choose to Receive a class ability that the target gained at a class level equal to or less than her class level. For example, a 6th level Chronicler who uses this ability on a 10th level barbarian could Receive any one extraordinary class ability that occurs before 6th level in the barbarian class. Note that the Chroniclerís choice is limited by the class level of the ability, not the character level at which the target gained the ability. For example, a 6th level Chronicler using this ability on a rogue 10/barbarian 6 could gain any extraordinary barbarian class ability and any extraordinary rogue class ability that comes before 7th level in the rogue class progression, even if the specific target gained the ability after reaching character level 7.

    If the Chronicler Receives a class ability that improves in a set, level-based progression (for example, a rogue's sneak attack ability), she uses her class level to determine how powerful the ability is. For example, a 6th level Chronicler who Receives the sneak attack ability from a rogue would deal 3d6 points of extra damage on a successful sneak attack.

    At 6th level, when the Chronicler uses this ability she immediately learns what (if any) extraordinary abilities, special attacks, or special qualities (regardless of source) the target has and can choose to Receive one of these abilities. The target is unable to use the ability and any improvements of it for the duration of this effect. The Chronicler uses the ability as per its normal rules, using her character level for any level-dependent variables.

    At 8th level, when the Chronicler uses this ability she immediately learns what (if any) spells the target knows or has prepared. She can choose to Receive one of these spells and can use it as a spell-like ability a number of times equal to her Wisdom modifier until the end of the normal duration. The Chronicler can only choose to Receive a spell whose spell level is equal to or less than her class level Ė 3. She uses her Wisdom modifier to determine any saves and here character level for any level-dependent variables. The target cannot cast this spell for the duration of the effect.

    Military Training (Ex): Because of her intense study of combat, a Chronicler counts as a fighter of her class level for the purpose of qualifying for feats.

    Tabula Rasa (Su): At 10th level, a Chronicler reaches the height of her skill and power. She gains the ability to completely wipe a targetís combat ability clean. As a standard action, she makes a tough attack on the target. The target must then make a Will save (DC 10 + the Chroniclerís class level + the Chroniclerís Wisdom modifier). If the target fails, two things happen. First, the Chronicler may select one skill, one feat, one class ability, and one spell to gain access to. Second, the target loses access to the skills, feats, and abilities the Chronicler Received. Except as noted here, this ability functions exactly like the Chroniclerís receive martial prowess ability.
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    Default Re: The Giver d20: Back from the Depths! [3.5]

    General Feats

    DISCIPLINE OF LONG MEMORY
    Your contemplation of the memories has given you discipline and precision beyond what is possible for normal combatants.
    Prerequisites: Flurry of blows class ability, Give memories class ability, stunning fist
    Benefits: Once per round you can deliver a memory with a successful unarmed strike as a standard action or as part of a full-round attack. You must spend a use of your stunning fist feat in addition to expending a memory in order to do so. In addition, your levels in Monk and Receiver of Memories stack for determining:
    • Your unarmed strike damage
    • Your monk AC bonus
    • Any level-dependent effects of your memories
    • The intensity of the memories you can Receive
    • The save DCs to resist your ability to Receive and the effects of your memories.

    FONT OF LEGENDS
    You are immersed in the stories and memories of the past; collecting them, cataloguing them, and retelling them.
    Prerequisites: Inspire courage bardic music ability, Give memories class ability, perform 8 ranks
    Benefit: Whenever you activate your inspire courage bardic music ability, as part of the same action you can expend one memory that grants a bonus or other positive effect in order to increase the bonus granted by your inspire courage ability by one. In addition, your levels in Bard and Receiver of Memories stack for determining:
    • Your daily uses of bardic music
    • The bonus granted by your inspire courage ability
    • Any level-dependent effects of your memories
    • The intensity of the memories you can Receive
    • The save DCs to resist your ability to Receive and the effects of your memories.


    Metamemory Feats

    Metamemory feats allow you to modify the effects of memories that you Give. To use a metamemory feat you must expend additional memories beyond the memory to which you apply the metamemory feat, as outlined in the feat descriptions. At least one of the extra memories you expend must be of the same intensity as the memory to which you are applying the metamemory feat. The extra memories are removed from your available memories but are not Given and therefore do not go into effect. You can choose which memories are expended.

    EMPOWER MEMORY [metamemory]
    Prerequisites: Give memories class ability
    Benefit: All variable, numeric components of an empowered memory are increased by one half. An empowered memory deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Empowering a memory requires that you spend one extra memory.

    EXTEND MEMORY [metamemory]
    Prerequisites: Give memories class ability
    Benefit: An extended memory lasts twice as long as usual. Extending a memory requires that you spend one extra memory.

    INTENSIFY MEMORY [metamemory]
    Prerequisites: Give memories class ability, one other metamemory feat
    Benefit: When you apply this feat to a memory, you increase its intensity. Instead of its normal effects, it has the effects of a memory of its new intensity. For every two extra memories you expend, the intensity of the memory to which you are applying this feat increases by one step. For example, if you expend 6 extra memories and apply this feat to a faint memory of cold, the memory of cold would act as an overpowering memory rather than a faint one, immobilizing the target instead of penalizing its Strength and Dexterity.

    RANGED MEMORY [metamemory]
    Prerequisites: Give memories class ability
    Benefit: You may Give a memory at a range of up to 30 feet. Doing so requires a successful ranged touch attack. A ranged memory requires that you spend four extra memories.

    TWEAKED MEMORY [metamemory]
    Prerequisites: Give memories class ability, one other metamemory feat
    Benefit: You can use bits of different memories to create a new memory of a similar type. The new memory need not be one you currently have in your repertoire, but must be thematically linked to the memories you expend in using this feat, as agreed upon by the player and the DM. For example, you might expend memories of courage, strength, pain, or grief to create a memory of war. At least one of the memories you expend must the same intensity as the memory you intend to create. You must expend 3 memories for every level of intensity of the memory you intend to create.
    Last edited by Mephibosheth; 2013-05-01 at 05:19 AM.
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    Default Re: The Giver [3.5]

    Posted some new feats for Receivers of Memory to take. Metamemory feats that duplicate metamagic or metapsionic feats and one multiclassing feat for Bard/Receivers. If anyone has any ideas for new feats or new memories, I'd definitely be very interested.

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    Default Re: The Giver [3.5]

    *Bump!*

    No one's interested? I know it's a lot to take in, but I haven't made any fundamental changes since the first thread and people seemed interested then. Would a summary of the bare bones help? Are there any changes I can make to make this more interesting? Is their anything egregiously-exploitable? Any game-breaking combos that come to mind?
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    Default Re: The Giver [3.5]

    I love the book (one of my favorites from when I was younger), and I love this idea. I don't have time to give it a thorough read-through, but once I do, I bet I'll want to write some stuff for it, if you're willing ;)
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    Default Re: The Giver [3.5]

    I like it. I haven't read through all the memories yet, and I might be able to do a more thorough critique when I have, but nothing is jumping out as overpowered. And the fluff is definitely spot on, reading the class is very evocative of the book.

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    Default Re: The Giver [3.5]

    I posted a brief summary of the basics of the memory mechanic, hopefully making things more accessible. It's in the first post, but I'm also putting it here. I'd definitely appreciate any comments and would love to see other people's memory-based homebrew!

    The Basics of Memories in d20

    In the interest of making this accessibly without slogging through an admittedly long base class, here's everything you need to know about Memories in one paragraph.

    Memories are brief, concrete experiences of a specific sensation, emotion, or event. They are divided into different types based on emotions or experiences, with each type having different effects but with the DM and the player free to make up the details of each individual memory. A Receiver of Memory can take memories from willing or non-willing subjects and experience them herself or Give them to others. Each memory has different effects based on the memory's theme; buffs, debuffs, damage, special abilities, etc. A memory's effects last for a short while before fading away. A Receiver of Memory has a maximum capacity equal to twice her class level + her Wisdom modifier, and can use her ability to Receive and Give memories at will as long as she has memories remaining. Much like a wizard can prepare multiple spells with the same effect, a Receiver of Memory can have multiple memories of the same type. But once she Gives a specific memory, it's erased from her mind forever!
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    Default Re: The Giver [3.5]

    Anamnetic Scholar

    Receivers of Memory are concerned with preserving knowledge that should not be lost. However, they often find that the wisdom they seek to preserve is not contained within any living memory. Ancient civilizations, isolated populations, even secretive individuals all might be the source of invaluable knowledge that leaves the world with their deaths.

    Anamnetic Scholars are special Receivers who begin their investigations with these sorts of seemingly hopeless situations. They know that even an ancient corpse still contains a vestige of the memories it had in life. They have developed techniques to extract these corpses and even return a semblance of life to dead bodies. They know that death is far from the end.

    Adaptation: Any campaign that includes Receivers of Memory can also include Anamnetic Scholars. They might be specialist members of organizations devoted to Receiving memories and preserving wisdom. Or they might be independent scholars who spend their lives rummaging through crumbling ruins and ancient tombs, looking for lost and forgotten sources of knowledge. Writers and scholars who have made important breakthroughs may hire a Anamnetic Scholar to Receive the memories of their discoveries after their deaths in order to avoid recrimination for heretical beliefs, to prevent the misuse of the information, or to ensure that they receive credit for their discoveries in perpetuity.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (religion) 8 ranks
    Special: Ability to Give memories
    Special: Must have been the target of a successful negative energy-based attack, whether negative energy damage, ability damage, ability drain, or energy drain
    Class Skills:
    The Anamnetic Scholarís class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, and Spot (Wis)
    Skill Points at Each Level: 4 + Int modifier

    Table 3: The Anamnetic Scholar
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+0|+2|Memory of death, memories of the mindless
    2|+1|+3|+0|+3|Memory of unlife (faint)
    3|+2|+3|+1|+3|Awaken memory of life 1/day
    4|+3|+4|+1|+4|Dead recollection
    5|+3|+4|+1|+4|Memory of unlife (vivid)
    6|+4|+5|+2|+5|Awaken memory of life 2/day
    7|+5|+5|+2|+5|Dead recollection
    8|+6|+6|+2|+6|Memory of unlife (overpowering)
    9|+6|+6|+3|+6|Awaken memory of life 3/day
    10|+7|+7|+3|+7|Awaken unlife[/table]

    Class Features

    Memories (Su): At each level an Anamnetic Scholar improves her ability to Receive and Give memories as if she had gained a level in the Receiver of Memory class. This ability improves:
    • The Receiverís total memory capacity
    • The intensity of the memories she can safely receive
    • Any level-dependent effects of her memories
    • The save DCs to resist her ability to Receive and the effects of her memories.

    This ability does not grant her any other class features related to Receiving or Giving memories.

    Memory of Death (Su): Beginning at 1st level, an Anamnetic Scholar gains the ability to Give a special memory; a memory of experiences of negative energy. This ability counts as a faint memory and deals 1d6 + Wisdom modifier points of negative energy damage. She can use this ability at will, generating it from her own experiences rather than Receiving the memory of others, but it otherwise follows all the normal rules for Giving a memory.

    Memories of the Mindless (Su): Beginning at 1st level, an Anamnetic Scholar can affect mindless undead with her memories, even if they would normally be immune to the effects.

    Memory of Unlife (Su): At 2nd level, an Anamnetic Scholar gains her most iconic ability. She learns to Receive the memory of the process of returning to unlife from any creature of the undead type she encounters. Receiving a memory of unlife stuns the creature for 3 rounds (even if it is normally immune to stunning) and deals 2d6 per class level points of damage. Attempting to Receive a memory of unlife from a non-undead creature has no effect. Memories of unlife function as normal memories and count toward the Anamnetic Scholarís total memory capacity. Unlike normal memories, the Anamnetic Scholar does not experience the effects of a memory of unlife when she Receives it.

    An Anamnetic Scholar can also Give memories of unlife. Memories of unlife only function when Given to a corpse. The corpse must be more-or-less intact but need fulfill no other specific requirements. When Given to a corpse, it rises as an undead creature under the Anamnetic Scholarís control.

    An Anamnetic Scholar can Receive and Give memories of unlife of different intensities, as shown on Table 3. When she Gives a faint memory of unlife to a corpse, it rises as a zombie or skeleton. When she Gives a vivid memory of unlife to a corpse, it rises as a ghast or wight. When she Gives an overpowering memory to a corpse, it rises as an allip or mummy. An Anamnetic Scholar can control a number of hit dice of undead creatures equal to twice her class level at any given time. However, each allip hit die counts as two hit dice for determining how many undead an Anamnetic Scholar can control. An Anamnetic Scholar cannot use this ability to raise more undead than she can control.

    A memory of unlife is more tenacious than a normal memory; it lasts a number of minutes equal to twice the Anamnetic Scholarís class level. Once the memoryís duration has expired, the corpse reverts to its inert state. However, if the Anamnetic Scholar expend an additional memory of unlife, the duration resets. An Anamnetic Scholar can maintain an undead creature in this manner indefinitely as long as she has memories of unlife to spend.

    Except as noted here, Receiving and Giving a memory of unlife follows all the normal rules for Receiving and Giving memories.

    Awaken Memory of Life (Su): At 3rd level, an Anamnetic Scholar learns to impart faint recollections of life in the undead she creates. When she Gives a memory of unlife to a corpse, she can choose as part of the same action to Give one other memory to that corpse. The resulting undead creature is under the effect of this memory for the entire duration of its unlife, though its duration does not extend if the Anamnetic Scholar uses additional memories of unlife to maintain an undead creature for longer than normal. The Anamnetic Scholar can use this ability once per day at 3rd level and gains additional daily uses as shown on Table 3.

    Dead Recollection (Su): At 4th level, an Anamnetic Scholar can access the memories of a dead creature, gaining information about that creatureís life. Using this ability requires that she concentrate for 10 minutes while remaining in physical contact with the creatureís corpse. It functions as the Speak with Dead spell, except instead of answering the Anamnetic Scholarís questions, the corpse shows her its memories exactly as it experienced them. The save DC to resist this ability is 10 + the Anamnetic Scholarís class level + the Anamnetic Scholarís Wisdom modifier. Use the Anamnetic Scholarís class level plus her Receiver of Memory levels to determine her caster level for this ability. The Anamnetic Scholar must remain in physical contact with the corpse for the entire duration of this ability.

    At 7th level, an Anamnetic Scholar can read a corpseís memories with greater precision and detail. Whenever she uses it, in addition to the normal effect she can Receive one memory of her choice.

    Awaken Unlife (Su): At 10th level, an Anamnetic Scholarís power over unlife has reached its peak. She gains the ability to Give a memory of unlife to a non-undead creature. The creature gains the undead type and is under her control (as if under the effect of the Control Undead spell) for the duration of the memory, but otherwise retains all of its normal attack bonus, saves, abilities, feats, skills, class abilities, and racial abilities except for those that it has solely by virtue of its creature type. Do not recalculate its hit points. At the end of the memory's normal duration, the target reverts to its original type and is no longer under the Anamnetic Scholar's control. An unwilling creature can attempt a Will save to resist this effect. If the Anamnetic Scholar chooses to use additional memories of unlife to extend the duration of this ability, the target gets an additional Will save each time.


    Please help! I haven't really done too much with undead before and want to make sure I'm not misjudging the balance of this PrC, especially the types of undead they can create with their memory of unlife ability. Any input on this issue would be very much appreciated, as would any other comments, suggestions, or criticisms.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Anamnetic Scholar:

    Looking at this, everything seems fine. The character is level 16 before any dangerously powerful undead are unlocked, and that seems fair. In addition, the level cap keeps it from being too dangerous at all.

    In fact, if I understand it, this class just replaces extra abilities that the Giver would get, such as Fatal Remembrance, Dual Conciousness, and an increase in DR. Is that correct?

    Under "Memory of Unlife" it says that it deals 2d6/Level damage against the single Undead Targeted. This will auto-kill a number of enemies. Is that intentional? It's a solid attack, and takes an entire turn, so it would make sense. BUT, I wanted to make sure that was your plan.

    Minor Notes: The table says "Awaken Memories of Life", when it should say "Unlife."
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Thank you so much for your comments!

    Quote Originally Posted by SamBurke View Post
    In fact, if I understand it, this class just replaces extra abilities that the Giver would get, such as Fatal Remembrance, Dual Conciousness, and an increase in DR. Is that correct?
    Yes, that is the case. Your ability to Give and Receive memories is the same as if you had gone straight Receiver.

    Quote Originally Posted by SamBurke View Post
    Under "Memory of Unlife" it says that it deals 2d6/Level damage against the single Undead Targeted. This will auto-kill a number of enemies. Is that intentional? It's a solid attack, and takes an entire turn, so it would make sense. BUT, I wanted to make sure that was your plan.
    Again, yes. I wanted it to be a very powerful attack, basically stealing away the magic that keeps an undead creature ambulatory. But I didn't want it to be too overpowered. I figured that 20d6 at 16th level is reasonable compared to the things that other classes are able to do at that level.

    Quote Originally Posted by SamBurke View Post
    Minor Notes: The table says "Awaken Memories of Life", when it should say "Unlife."
    Haha! It's actually the other way around; the text is wrong. The ability basically gives the undead access to a memory of a living creature.

    Thanks again for your comments. You've eased my mind significantly about this.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by Mephibosheth View Post
    Again, yes. I wanted it to be a very powerful attack, basically stealing away the magic that keeps an undead creature ambulatory. But I didn't want it to be too overpowered. I figured that 20d6 at 16th level is reasonable compared to the things that other classes are able to do at that level.
    It feels about right to me, but I'll ask a question: If I understand the math correctly, it's 32d6 Damage at level 16. (16 Class levels of various things x2d6=32d6).

    ALSO: I'll be critiquing the rest of the class in a second. But, since I want to do a good job, it may take a while.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by SamBurke View Post
    It feels about right to me, but I'll ask a question: If I understand the math correctly, it's 32d6 Damage at level 16. (16 Class levels of various things x2d6=32d6).

    ALSO: I'll be critiquing the rest of the class in a second. But, since I want to do a good job, it may take a while.
    Class level = the number of levels in a single class
    Character level = the sum of the character's various class levels

    So a Receiver of Memory 5/Anamnetic Scholar 10 would have an Anamnetic Scholar class level of 10 and a character level of 15 and, because her memory of unlife damage is based on class level, would deal 10 x 2d6 or 20d6 damage.

    Really looking forward to the rest of the critique!
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    I said I'd give you a long critique, and it's time to Deliver!

    NOTE: THIS IS AN EFFING MASSIVE CRITIQUE, WHOSE WALL-OF-TEXT NATURE HAS BEEN BROKEN UP AS BEST AS POSSIBLE.

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    Quick Notes:
    I'm making this with the presumption that the goal is to have the three levels for all memories. Is it possible to make it 4 levels (Faint, Vibrant, Vivid, and Overpowering, or something like that), which would make it easier to level up? Just a suggestion.

    Good organization. That's a huge thing that a lot of people really miss. It's easy to find stuff, it's easily labeled, pleasant to look at. When there's a lot of homebrew on my "Read this" list, aesthetics help.

    You mention that a Giver must take the memories from someone. How does this work? Does it hurt? Do you know it's happening? Can a Giver get any memory they want from any person's head? An Overpowering memory is supposed to be an incredibly traumatic event... not everyone has a traumatic memory of every thing. Does it change personality for someone to have such a life-changing event removed from their memory? What's it like to live in the head of a Giver? What's it like for them to have those memories swirling around? Are the memories categorized neatly, or do they have a mind of their own?

    That's just a bunch of interesting questions to provoke thought.

    One minor grammar note: The table doesn't have a lot of abilities capitalized.

    Chassis:

    D8, Medium Progression. Feels about right for Pathfinder, though perhaps a bit combat focused for 3.5. Saves are normal. Nothing to see.

    Skills appear to be all Int/Cha/Wis skills, with Concentration. Lotta skill points for this class, which doesn't appear to be all that skillful. However, considering that the most important skills in this class are all the Knowledge skills, those fit thematically.

    Basic Abilities:

    Memories. We'll get to these in a second.

    Damage Reduction. This is an interesting feature, and makes me think that this class is intended to be in combat quite a bit... which it most certainly can do. It's got the buffs and debuffs for it. I don't know if it fits with the whole "Old, Burdened, Giver of Knowledge" feel.

    Back and Back and Back. A very cool, very thematic ability. I'd have fun Roleplaying it. But the qualifications seem vague. What sort of things does he remember? Just major things, things tied to specific Knowledge skills, things based on DM Fiat? At the very least, an expanded list of examples would help.

    The Capacity to See Beyond. Again, another thematic ability. The crunch and fluff seem to conflict a little, however. Seeing invisible stuff doesn't really flow from the idea of having a better appreciation for music because of memories of a thousand songs. BUT, it's a good crunch ability. So, Crunch is good, fluff is great, but not sure if they totally fit. Perhaps include something about how they know the signs of an invisible creature, or they have reflexes from past memories?

    Mettle. Useful, but uninteresting.

    Depth of Emotion. This ability, interestingly enough, appears to be mostly fluff. It has use, though, and I like it. The "cool factor" outweighs the situational nature of morale bonuses.

    Bonus Feats. If I understand these correctly, the main purpose is to fill in dead levels. Which, of course, is admirable. But "bonus feats", to me, always feel like a plastered-on solution. Perhaps if there was some better synthesis of the fluff and crunch? The description you have is really intriguing there, and I think it could be added to just a bit to help sell a hard idea.

    Fatal Remembrance. MMMM. This is an almost perfect tie together of a great description and a cool, useful, ability. I like the aesthetic element of being Nauseated.

    Amnesia. WOW. WOW. Sizzlin' hot, this little ditty is everything every other ability wishes it was. The power level is solid, and makes me want to stay in the class. The explanation matches perfectly with the action, leading to a great, great, part of the class. Perhaps there could be a way to make it permanent? That's the only thing I could think of to make it even cooler.

    Release of Memories. Well, after the last two, I was afraid the capstone couldn't measure up. "Never have I been so wrong!" (-Thorin Oakenshield.)

    Release of Memories is quite an AoE, and would be fun as all get out to RP. That second one alone is enough to do it. BUT, the crunch helps make the fluff better, and vice versa. These last few levels of the class are brilliant.

    Memories:
    So, this is a note: Memories can be given up, and then the effects go to enemies or allies. OR, you can use them as free buffs on yourself. This means that self healing is continual (if you're Out of Combat), but it's balanced because you expend the memory by giving it. I'll also note that it takes quite a few levels before you can be an effective team buffer. Level 9, to be exact.

    As to the specific memories, I don't see all of the ones that I hope to, but I can critique and suggest.

    Calm. I like these, though Sleep is a 1st Level spell. Though, the fact that effects Elves and Undead makes up for that. Perhaps the Overpowering one is a Stasis effect?

    Cold. Do these stack? I mean, does the damage of Vivid's effect include the Str and Dex penalties of Faint?

    Confusion. Solid, just solid. I love it.

    Courage. Perhaps give some sort of Pounce ability on a charge...? The other option for Overpowering that I could think of was an Iron Heart Surge sort of thing.

    Exertion. For Overpowering, what if they drop all items, go prone, and go to sleep?

    Family. For the Vivid effect, maybe give a benefit relating to Aid Another checks?

    Friendship.Faint: +4 to Diplomacy to or by this creature? Sanctuary? Overpowering: Geas? Dominate? Perhaps they're your friend, as if by Planar Binding...? (For a time)

    Grief. Faint: Target is blinded (Dazzled?) because of the tears in their eyes. Overpowering: Auto-fail all saves against morale effects, and are effected even if immune to Mind-Affecting abilities.

    Hate. Maybe the Faint version could be as the spell version of Rage, or Pathfinder's Murderous Rage? Overpowering: Target is compelled to kill its allies to the best of its abilities, even if it would die, until this memory is ended.

    Heat.Overpowering ideas: maybe able to throw a wave of heat that becomes a fireball? Perhaps all people in the room have to make a Fort check or be fatigued?

    Joy. Faint: +1 (2?) on Saving Throws? Overpowering: Works as a Break Enchantment, Break Curse, or Remove Spell.

    Love.Faint: Pathfinder has a spell called "Unnatural Lust" which may be nice.

    Pain. Negative energy damage, all the way. Maybe some ability damage, too?

    Strength.Something like the Dungeoncrasher feat...?

    Surprise. Faint: Target doesn't act in the Surprise round when they would, or does when they wouldn't. Overpowering: All targets lose Dodge, Dexterity, and Shield bonuses to AC, +2 to Crit Confirm rolls. Or, +1 to Crit Range against this target.

    Thirst.Overpowering Ability... Hm. I think there's a spell in Sandstorm somewhere that'll help. Perhaps they think they're buried in a sand dune?

    Urgency. For the Overpowering Memory, perhaps there could be a one round Time Stop ability?

    War. Vivid: All hits against this character (Or by this character?) automatically confirm critical hits. Faint... Perhaps +1 to AC for every three Class Levels?

    Warmth. Uh... a resurrection effect...?

    Fluff:
    I'll be short and sweet here, as it's impossible to judge fluff. IT'S. EPIC. I love, love, love, this class' feel, and the way it will interact with the party. Is it possible for you to include some small plot hooks or descriptions, like "How a Giver fits in in your world" or something like that? I'd love to know as much about this class and how it works as possible.

    Feats:
    Font of Legends.Why doesn't this increase Bard Spells? Is the non-increase intentional? I suppose it would make the two classes rather powerful... perhaps a choice as to whether you'd increase the number of memories or number of spells?

    Empower Memory. Seems a bit, well, powerful. +.5 to everything. On the other hand, that's really only *2* things: Target Number and Damage/Buff. Perhaps this can be done two times a day if you expend 3 Memories?

    Extend Memory. Does this stack with itself?

    Intensify Memory. This seems like a harsh tax for a very hard to use ability. It'd only be useful for low-level characters, who don't have many memories to use anyway.

    Ranged Memory. Again, a little tough, though not too bad. Perhaps make it just three memories to use?

    Tweaked Memory. I don't understand how this actually benefits... is it a "create your own memory" thing, or is it a "You didn't prepare Memory of War today, so now you can use it?"

    Chronicler of the Wars of Ages Past:
    First off: change the name. Please. It's really, really, really, long. Yes, all of it is flipping awesome. I completely agree. But, it'd be easier to say and remember as "Memory Chronicle" or "War Remembrance," "Battle's Memories" or something like that. "Chronicle of War," even.

    The requirements are pretty tame, even for PrC standards. However, the meat of the PrC is found only in:

    Receive Martial Prowess
    This is a very cool ability, and a great buff/debuff double header. Well... not at first. Gaining some skill points is alright, but not great. Few enemies are going to have the sorts of skills that this would be worth spending an action on.

    As to proficiencies, the problem with that is the whole "Only for the day" bit. So it's not worth it to lug around a weapon int he hope that we'll hit an enemy who has that proficiency, tag him, THEN get it out because I can finally use it. Not too useful, sadly.

    What is useful, though, comes at level 4. The ability to gain a new feat is cool. Almost as cool as Extraordinary Class abilities. NOW this PrC's kicking up some ground. Spells takes this idea, and kicks it up to 11. MMMMMMME GUSTA. It does cap out at 7th level, but it's still cool.

    The Capstone is similarly nice: Tabula Rosa is the triple threat of sounding wicked cool, BEING wicked Cool, and having a fluff-based tie-in.

    The Problem. What is the problem? All those awesome abilities come late into the class. Levels 1-3 are, IMO, strictly worse than the Giver class itself. You gain 6/10 progression, which is pretty bad, even for PrC standards. Besides that, the abilities you gain do require some dangerous stuff (A touch attack on a martial enemy, provoking an AoO, isn't always the hottest idea). Besides that, you have fewer skills, meaning that you're worse off generally without much to show for it. You do get full BAB, though... Hm.

    Note that most enemies in the game have HORRIBLE feat choices. This means that the feats you'll get at level 4 aren't great. The other problem is the word "Class" abilities at level 6. A good chunk of the enemies I face in games don't have many class levels, being monsters. If they do, they often don't have Ex abilities, or good ones at that. So, that could be a downside.

    I personally wouldn't start at level one with it. If, however, it was a part of a build I was developing at or around level 13 or so, I'd take some levels in it, to get those abilities.

    The Solution. I'd make the class more powerful to start with. Perhaps you're always under the effect of one memory at level one? Gaining a lot of proficiencies permanently might help, too.

    Ultimately, I'd look at what a Chronicler is supposed to do, and ask, "How can I make him do that?" and do what it takes to make up the discrepancies between those two.


    Now. If that ain't a critique, there ain't a critique on Earth!
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    EEEEEEEEEEEEE you revived the class! You have no idea how happy this makes me! No time for a long review (besides, I doubt my review would be as well done as SamBurke's anyways, and I agree with pretty much everything he said), but I do have some small suggestions.

    1.) Every memory should have at least two levels of strength, if not all three. For example, Friendship could have a faint memory that acts as the spell suggestion.

    2.) OH GOD Memory of Thirst. Best offensive touch attack I've ever seen, since dessication damage is such a PITA to heal. This class is worth taking to 20 just for the ability to deal 30d6 dessication damage a round (assuming Empowering). I'd almost go so far as to say that's too powerful; two uses kills pretty much everything, and barring some very obscure magic or an extended rest to drink a full gallon of water and heal, you can't do anything about it. Even spells and other class abilities from Sandstorm only let you do around 5d6 dessication damage. You might want to consider dropping it to 1d6 per two levels, or make this an overpowering memory.

    3.) CotWoAP should make you count as your level in the fighter class for the purpose of feat qualifications. That gives you access to some of the more obscure combat feats, but certainly doesn't break anything. Also, fill those dead levels. Dead levels are a terrible idea in any PrC unless the overall power of the class is EXTREEEEEEEEEME, which this isn't. Even if you don't want to do much, give him some free proficiency feats in those levels. And speaking of proficiencies, why does he not gain any more permanent proficiencies? It's no long stretch to give him a handful of martial proficiencies (5 is a good number) and medium armor proficiency. I very much like the idea of the class as a whole though.

    I have an idea for a PrC for this mechanic. When I find some free time in my schedule, would you object to me writing it up and posting it here?

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Thank you so much for excellent, excellent comments, SamBurke and Noctis Vigil! *takes a deep breath*

    Quote Originally Posted by SamBurke
    Quick Notes:
    I'm making this with the presumption that the goal is to have the three levels for all memories. Is it possible to make it 4 levels (Faint, Vibrant, Vivid, and Overpowering, or something like that), which would make it easier to level up? Just a suggestion.
    I don't really have a goal of all three intensity levels for each type of memory. Some memories like war are naturally going to be more intense than others and I'm OK with some of them only having one or two intensity levels. But more memory options are always good so most of them will have at least two if not three intensities.

    I thought about this and seriously considered adding a new intensity, but I'm pretty happy with the general balance of the memories and, to be honest, don't really want to mess with them right now. Maybe my mind will change as I look at things more.

    Quote Originally Posted by SamBurke
    You mention that a Giver must take the memories from someone. How does this work? Does it hurt? Do you know it's happening? Can a Giver get any memory they want from any person's head? An Overpowering memory is supposed to be an incredibly traumatic event... not everyone has a traumatic memory of every thing. Does it change personality for someone to have such a life-changing event removed from their memory? What's it like to live in the head of a Giver? What's it like for them to have those memories swirling around? Are the memories categorized neatly, or do they have a mind of their own?
    All good questions that I don't want to dictate too much. I think these sorts of things should be up to the DM/player; I always like to give players a lot of liberty to describe how their abilities take effect. That said, when I get a chance I will write out more fluff and description.

    Quote Originally Posted by SamBurke
    Damage Reduction. This is an interesting feature, and makes me think that this class is intended to be in combat quite a bit... which it most certainly can do. It's got the buffs and debuffs for it. I don't know if it fits with the whole "Old, Burdened, Giver of Knowledge" feel.
    The main reason is a mechanical one; the touch attack requirement means that these guys are going to be in melee more often than is good for them. However, fluff-wise they've been toughened by their exposure to memories of pain and suffering.

    Quote Originally Posted by SamBurke
    Back and Back and Back. A very cool, very thematic ability. I'd have fun Roleplaying it. But the qualifications seem vague. What sort of things does he remember? Just major things, things tied to specific Knowledge skills, things based on DM Fiat? At the very least, an expanded list of examples would help.
    So this is basically bardic knowledge which is similarly vague. I added the bardic knowledge chart to give some more guidelines. But players and DMs should get creative with this.

    Quote Originally Posted by SamBurke
    The Capacity to See Beyond. Again, another thematic ability. The crunch and fluff seem to conflict a little, however. Seeing invisible stuff doesn't really flow from the idea of having a better appreciation for music because of memories of a thousand songs. BUT, it's a good crunch ability. So, Crunch is good, fluff is great, but not sure if they totally fit. Perhaps include something about how they know the signs of an invisible creature, or they have reflexes from past memories?
    I've added some more fluff text that hopefully reconciles things a little bit. I've read through your posts and can't figure out whether you've read The Giver or not. If not, the music and colors examples are pulled right from the book. I tried to find a way to mechanically represent the abilities described in the book in ways that were thematically appropriate, but most of the perception-based D&D abilities are visual. And I didn't want to get into stuff like blindsense because that's not supported at all in the book. Obviously I can't hew too closely to the original text since The Giver isn't D&D, but I'm trying to be more-or-less faithful to the spirit of the book, at least in the base class.

    Quote Originally Posted by SamBurke
    Bonus Feats. If I understand these correctly, the main purpose is to fill in dead levels. Which, of course, is admirable. But "bonus feats", to me, always feel like a plastered-on solution. Perhaps if there was some better synthesis of the fluff and crunch? The description you have is really intriguing there, and I think it could be added to just a bit to help sell a hard idea.
    I've added some more fluff to talk about applying knowledge from memories to new situations. Helpful? Not enough?

    Quote Originally Posted by SamBurke
    Fatal Remembrance. MMMM. This is an almost perfect tie together of a great description and a cool, useful, ability. I like the aesthetic element of being Nauseated.

    Amnesia. WOW. WOW. Sizzlin' hot, this little ditty is everything every other ability wishes it was. The power level is solid, and makes me want to stay in the class. The explanation matches perfectly with the action, leading to a great, great, part of the class. Perhaps there could be a way to make it permanent? That's the only thing I could think of to make it even cooler.

    Release of Memories. Well, after the last two, I was afraid the capstone couldn't measure up. "Never have I been so wrong!" (-Thorin Oakenshield.)

    Release of Memories is quite an AoE, and would be fun as all get out to RP. That second one alone is enough to do it. BUT, the crunch helps make the fluff better, and vice versa. These last few levels of the class are brilliant.
    Thanks! Maybe a target affected twice by the amnesia ability within a certain (very brief) duration would have a permanent amnesia effect. Thoughts?

    Quote Originally Posted by SamBurke
    Memories:
    So, this is a note: Memories can be given up, and then the effects go to enemies or allies. OR, you can use them as free buffs on yourself. This means that self healing is continual (if you're Out of Combat), but it's balanced because you expend the memory by giving it. I'll also note that it takes quite a few levels before you can be an effective team buffer. Level 9, to be exact.
    Don't forget that they can only affect one character with memory of healing a few times per day. They can probably be very effective out-of-combat healers with a high Wisdom score (which Receivers will probably have), but it is limited. This is true even when the Receiver relives a memory.

    Quote Originally Posted by SamBurke
    As to the specific memories, I don't see all of the ones that I hope to, but I can critique and suggest.
    Any suggestions for what's missing? I went through your list in the last thread and implemented some, though a fair number were too...flashy for the base class. The base class memories should be more subtle, along the lines of what we have already. I also implemented a fair number of your suggestions below. Most of those that I didn't implement were for similar reasons of flashiness.

    Quote Originally Posted by SamBurke
    Cold. Do these stack? I mean, does the damage of Vivid's effect include the Str and Dex penalties of Faint?
    Nope. I clarified in the memories overview section.

    Quote Originally Posted by SamBurke
    Courage. Perhaps give some sort of Pounce ability on a charge...? The other option for Overpowering that I could think of was an Iron Heart Surge sort of thing.
    Not sure where I want to go on this one. Jury's still out. I want to do something, though...

    Quote Originally Posted by SamBurke
    Love.Faint: Pathfinder has a spell called "Unnatural Lust" which may be nice.
    I'll have to check that out when I get a chance. Is it in the SRD?

    Quote Originally Posted by SamBurke
    Strength.Something like the Dungeoncrasher feat...?
    Not sure where I want to go with this. I might modify it to be more bull rush/overrun/etc. focused, in which case this would fit well.

    Quote Originally Posted by SamBurke
    Fluff:
    I'll be short and sweet here, as it's impossible to judge fluff. IT'S. EPIC. I love, love, love, this class' feel, and the way it will interact with the party. Is it possible for you to include some small plot hooks or descriptions, like "How a Giver fits in in your world" or something like that? I'd love to know as much about this class and how it works as possible.
    Definitely on my to-do list when I have time.

    Quote Originally Posted by SamBurke
    Feats:
    Font of Legends.Why doesn't this increase Bard Spells? Is the non-increase intentional? I suppose it would make the two classes rather powerful... perhaps a choice as to whether you'd increase the number of memories or number of spells?
    You basically answered your own question. Increasing both would be pretty overwhelming. Plus, multiclassing feats don't typically advance spellcasting.

    Quote Originally Posted by SamBurke
    Empower Memory. Seems a bit, well, powerful. +.5 to everything. On the other hand, that's really only *2* things: Target Number and Damage/Buff. Perhaps this can be done two times a day if you expend 3 Memories?
    These feats work just like metamagic feats; a Receiver can do it as many times per day as she wants as long as she has enough memories.

    Quote Originally Posted by SamBurke
    Extend Memory. Does this stack with itself?
    No. I'll clarify.

    Quote Originally Posted by SamBurke
    Intensify Memory. This seems like a harsh tax for a very hard to use ability. It'd only be useful for low-level characters, who don't have many memories to use anyway.
    I've lowered the cost to make it more useful to lower level Receivers. Hopefully this helps.

    Quote Originally Posted by SamBurke
    Ranged Memory. Again, a little tough, though not too bad. Perhaps make it just three memories to use?
    This is another instance of faithfulness to the source material trumping pure balance. In the book, touch is the only way to transmit memories. However, in the last thread people were very concerned about the durability of Receivers who are otherwise forced to enter melee. So this is a compromise. It's difficult enough that it can't be used frivolously, but at least gives the option.

    Quote Originally Posted by SamBurke
    Tweaked Memory. I don't understand how this actually benefits... is it a "create your own memory" thing, or is it a "You didn't prepare Memory of War today, so now you can use it?"
    The first one. It lets you basically spend thematically similar memories to Give a memory that you don't have access to at the moment.

    Quote Originally Posted by SamBurke
    Chronicler of the Wars of Ages Past:
    First off: change the name. Please. It's really, really, really, long. Yes, all of it is flipping awesome. I completely agree. But, it'd be easier to say and remember as "Memory Chronicle" or "War Remembrance," "Battle's Memories" or something like that. "Chronicle of War," even.
    But I like the name! You're right, it is long. That's why I just called it "Chronicler" in the text!

    Quote Originally Posted by SamBurke
    The rest of SamBurke's comments
    I've made some changes, granting full memory progression and earlier access to the juicer abilities. I also added non-class Ex abilities at 6th level. I'm not sure about it yet; I want to limit it but can't really think of a good way where non-class abilities are concerned. Now I'm just relying on CR, basically that limiting comes from DMs not throwing wildly-inappropriately CR'd encounters at their players.

    Quote Originally Posted by Noctis Vigil
    OH GOD Memory of Thirst. Best offensive touch attack I've ever seen, since dessication damage is such a PITA to heal. This class is worth taking to 20 just for the ability to deal 30d6 dessication damage a round (assuming Empowering). I'd almost go so far as to say that's too powerful; two uses kills pretty much everything, and barring some very obscure magic or an extended rest to drink a full gallon of water and heal, you can't do anything about it. Even spells and other class abilities from Sandstorm only let you do around 5d6 dessication damage. You might want to consider dropping it to 1d6 per two levels, or make this an overpowering memory.
    Good point. Change made. I guess it's been a while since I've read Sandstorm; I forgot about how difficult it is to heal dessication damage. I'll double check when I get a chance.

    Quote Originally Posted by Noctis Vigil
    CotWoAP should make you count as your level in the fighter class for the purpose of feat qualifications. That gives you access to some of the more obscure combat feats, but certainly doesn't break anything. Also, fill those dead levels. Dead levels are a terrible idea in any PrC unless the overall power of the class is EXTREEEEEEEEEME, which this isn't. Even if you don't want to do much, give him some free proficiency feats in those levels. And speaking of proficiencies, why does he not gain any more permanent proficiencies? It's no long stretch to give him a handful of martial proficiencies (5 is a good number) and medium armor proficiency. I very much like the idea of the class as a whole though.
    I've added the fighter thing and am trying to think about how to fill the dead levels. I'm not too concerned about it because they also get full memory progression, but you're right that there should be at least something. We'll see what I come up with.

    Quote Originally Posted by Noctis Vigil
    I have an idea for a PrC for this mechanic. When I find some free time in my schedule, would you object to me writing it up and posting it here?
    Knock yourself out! I'd love to see what you've got up your sleeve. Anyone should feel free to use the memory system.

    I think that's just about everything. I hope I haven't forgotten anything. Thank you so much for such thoughtful comments!
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Just a very quick suggestion: rename CotWoAP to something like "Chronicler of Wars Forgotten" or something like that. Still conveys the epicness without the uberlongness.

    Also, I'll try and get my PrC idea up here soon, but no promises; school is OH GOD WHY levels of work at the moment (why oh why did I decide to take three programing languages at once?!?!), and all my D&D materials were recently stolen. For now I'll tease you with a tentative name: Magus Comedenti.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    This seems interesting. Couple nitpicks:
    -I think 'The Capacity to See Beyond' can be shortened to simply 'See Beyond'. Five words seems excessive for the name of one feature.
    - How many saves do you have to make to completely suppress the effects of a Received memory? It doesn't specify.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by Noctis Vigil
    Just a very quick suggestion: rename CotWoAP to something like "Chronicler of Wars Forgotten" or something like that. Still conveys the epicness without the uberlongness.
    Fine. You win.

    Quote Originally Posted by Noctis Vigil
    Also, I'll try and get my PrC idea up here soon, but no promises; school is OH GOD WHY levels of work at the moment (why oh why did I decide to take three programing languages at once?!?!), and all my D&D materials were recently stolen. For now I'll tease you with a tentative name: Magus Comedenti.
    Good luck with the programming! Can't wait to see your PrC.

    Quote Originally Posted by Ajadea
    I think 'The Capacity to See Beyond' can be shortened to simply 'See Beyond'. Five words seems excessive for the name of one feature.
    That one, unfortunately, comes right out of the book so I'm even more reluctant to change it than I was Chronicler of Wars Forgotten.

    Quote Originally Posted by Ajadea
    How many saves do you have to make to completely suppress the effects of a Received memory? It doesn't specify.
    This is a good point. My intention was one, but it wasn't clear. I've clarified; hopefully that fixes it.

    Thanks for the comments!
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Memory Thief

    {table]
    Size/Type:
    |Small Aberration
    Hit Dice:
    |8d8+16 (52 hp)
    Initiative:
    |+6
    Speed:
    |30 ft. (6 squares), climb 30 ft.
    Armor Class:
    |17 (+2 Dex, +1 size, +4 natural armor), touch 13, flat-footed 15
    Base Attack/Grapple:
    |+6/+8
    Attack:
    |Bite +8 (1d8+2)
    Full Attack:
    |Bite +8 (1d8+2)
    Space/Reach:
    |5 ft./5 ft.
    Special Attacks:
    |Attach, memory drain
    Special Qualities:
    |Darkvision 60 ft., telepathy 50 ft.
    Saves:
    |Fort +3, Ref +4, Will +7
    Abilities:
    |Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 12
    Skills:
    |Climb +13, Jump +9, Listen +6, Spot +7
    Feats:
    |Improved Initiative, Weapon Focus (Bite), Improved Toughness, Improved Grapple [b]
    Environment:
    |Underground
    Organization:
    |Solitary or guild (2-5 memory thieves)
    Challenge Rating:
    |5
    Treasure:
    |None
    Alignment:
    |Usually neutral evil
    Advancement:
    |8-10 HD (Small), 10-16 HD (Medium)
    Level Adjustment:
    |--[/TABLE]

    A memory thief is a disgusting creature. A small rounded body is suspended at the joining of four splaying clawed limbs. The two fore limbs are longer than the rear limbs, giving the creature a slanted appearance. It's eyes, large, bulbous, and white, are located on the underside of its rounded central body just above the creature's mouth. This mouth is its most distinguishing characteristic. It strongly resembles a solitary, over-sized, pulsating version of the suction cups that dot the limbs of octopi and squid. Needle-like teeth are just visible past the creature's swollen lips. The creature's skin is damp, clammy, and knobbly.

    Memory thieves live underground, scuttling along the ceilings and walls of damp caverns. They feed on the memories of sentient beings. They latch on with their claws and sucker mouth, sucking memories through their target's nervous system as they feed. As they feed, their frenzy and strength grows.

    While memory thieves are fairly intelligent, they rarely remain around other sentient beings long enough to learn languages. Some rare memory thieves can speak halting undercommon or abyssal.

    Combat

    Attach (Ex): If a memory thief hits with a bite attack, it uses its powerful, suction cup-like jaws to latch onto the opponentís body and automatically deals bite damage each round it remains attached. An attached memory thief loses its Dexterity bonus to Armor Class and has an AC of 15. An attached memory thief can be struck with a weapon or grappled itself. To remove an attached memory thief through grappling, the opponent must achieve a pin against the creature.

    Memory Drain (Su): A memory thief can drain memories from creatures it damages with its suction cup-like bite. Whenever it deals damage to a target with a bite attack, it sucks a single memory from the target. The memory thief chooses the intensity of the memory it takes with this ability. If the target of this ability is a Receiver of Memory, she can choose which memory the memory thief drains with this ability, though the memory thief still chooses the intensity. The memory is removed from the Receiver's memory capacity.

    A memory thief derives sustenance from the memory; it is not affected by the memory's normal effects and cannot relive or otherwise make use of the memories. However, it gains enhanced vitality and strength from feeding in this manner. For each intensity level of memory it drains, a memory thief gains 5 temporary HP and a +1 bonus on attack and damage rolls. For example, a memory thief would gain 10 temporary HP and a +2 bonus on attack and damage rolls if it drained a vivid memory. These temporary hit points are lost before the memory thief's normal hit points and last for 1 minute or until they are lost in combat, whichever comes first. The bonus on attack and damage rolls lasts as long as the temporary hit points. A memory thief can gain a maximum of 25 temporary hit points and a +5 bonus to attack and damage rolls at any given time. If it loses temporary hit points or attack/damage bonus points, it can benefit from draining new memories but only up to the maximum stated here. If a memory thief is below the maximum temporary hit points but at the maximum attack/damage bonus (or vice versa), it can still drain a memory and gain a benefit to the aspect that is not maximized. A memory thief can drain a memory even when it cannot otherwise benefit.

    Skills: Memory thieves have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
    Last edited by Mephibosheth; 2013-03-29 at 08:23 AM.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Love the critter; it has a great sinister but bestial feel about it. The only thing I noticed that needs to be fixed is that it currently has no cap on how strong it can get by eating memories. This thing can gain 75HP, +15 attack and +15 damage by attacking unsuspecting or sleeping PCs/NPCs, then move on to the next victim and get the same bonuses indefinitely. In 10 rounds it can potentially get +150HP, +30 to attack, and +30 to damage, and that will last for another 59 minutes, during which he can boost those bonuses even higher.

    So yeah, I'd say give this a hard cap, and possibly change the cap per creature to 15 intensity levels or it's HD in intensity levels, whichever is lower.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    You're right; that was too much. How 'bout a cap of 9 intensity levels (so, max 45 temporary HP and +9 to attack/damage) and the bonuses last for 1 minute? Sound more reasonable?

    Edit: My calculation puts this at CR 5. Anyone have thoughts on whether or not this is appropriate?
    Last edited by Mephibosheth; 2013-02-26 at 05:25 PM.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    I would have ballparked it at about that, yeah. Keep in mind I'm a horrid judge of CR, as I GM strictly gestalt high-power games, so take that with a grain of salt.

    Also, you have a random "[b]" inside your table under the feats line.

    Oh, this thing has Int10. Can it communicate in any way? Does it have a language? I kind of think telepathy makes more sense in a way, personally.

    I think that's about all I see that needs clarification...I like it.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by Noctis Vigil View Post

    Also, you have a random "[b]" inside your table under the feats line.
    *Facepalm* That indicates a bonus feat.

    Edit: To try to help with CR, I'll quote someone who's helped me.
    Quote Originally Posted by Debihuman View Post
    This is a pretty good way to estimate CR (it's not exact but it's one I use often)

    Vorpal Tribbleís CR estimator

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.

    Debby
    Last edited by Frathe; 2013-02-26 at 09:33 PM.
    Quote Originally Posted by Doxkid View Post
    You have created an abomination the likes of which this world was not prepared for.

    What have you DONE?!

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Yep, that's the formula I use. But like Debihuman said, it's not always exact so I like to double-check.

    Also, another memory monster!

    Reminiscence Ooze

    {table]
    Size/Type:
    |Large Ooze
    Hit Dice:
    |10d10+50 (105 hp)
    Initiative:
    |-5
    Speed:
    |30 ft. (6 squares)
    Armor Class:
    |4 (-1 size, -5 Dex), touch 4, flat-footed 4
    Base Attack/Grapple:
    |+7/+14
    Attack:
    |Slam +10 (1d10+3)
    Full Attack:
    |Slam +10 (1d10+3)
    Space/Reach:
    |10 ft./10 ft.
    Special Attacks:
    |Constrict (1d10+3), improved grab, reminiscence
    Special Qualities:
    |Blindsight 60 ft., split, ooze traits
    Saves:
    |Fort +8, Ref -2, Will -2
    Abilities:
    |Str 17, Dex 1, Con 21, Int --, Wis 1, Cha 1
    Skills:
    |--
    Feats:
    |--
    Environment:
    |Underground
    Organization:
    |Solitary
    Challenge Rating:
    |8
    Treasure:
    |None
    Alignment:
    |Neutral
    Advancement:
    |11-15 HD (Large), 16-20 HD (Huge)
    Level Adjustment:
    |--[/table]

    A reminiscence ooze is composed of viscous, semi-solidified memories. Its amorphous body slides quickly over the ground, lashing out with slender pseudopods and stretching and contracting its body as it moves. Its color is constantly shifting through subtle, dark hues as different types of memories surface and recede.

    Combat

    Constrict (Ex): A reminiscence ooze deals automatic slam damage with a successful grapple check. It can also target a grappled opponent with its reminiscence ability.

    Improved Grab (Ex): To use this ability, a reminiscence ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Reminiscence (Su): Whenever a reminiscence ooze damages an opponent with its slam attack, it can also Give that opponent one of the many memories that swirl around in its body. Except as noted here, this functions as a Receiver of Memoryís Give Memories class ability, with the reminiscence oozeís hit dice counting as its class level for all purposes related to this ability. A reminiscence ooze is only able to give faint memories and can only Give each creature one memory per encounter. Because it is literally made of memories, a reminiscence ooze is always considered to have at least one of each type of memory available.

    Split (Ex): Slashing and piercing weapons deal no damage to a reminiscence ooze. Instead the creature splits into two identical oozes, each with half of the originalís current hit points (round down) and each one size category smaller than the original. An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
    Last edited by Mephibosheth; 2013-02-26 at 09:47 PM.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by Frathe View Post
    *Facepalm* That indicates a bonus feat.
    Ah. See, I read it as him opening a bold typeface on the forum.

    Like the ooze a bunch. I see a powerful Receiver of Memory dying and his thoughts leaking out of a head injury into a living blob. With the right setting/fluff, this thing could be terrifying to an unsuspecting party.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    i have to admit that i liked the idea of this class. i have read the book and i found your class captures its spirit.

    i would definitely like to give this a playtest.

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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    Quote Originally Posted by dysprosium View Post
    i have to admit that i liked the idea of this class. i have read the book and i found your class captures its spirit.

    i would definitely like to give this a playtest.


    By all means and welcome! If you do, please let me know how it goes! I'd love feedback about what works and what doesn't in actual gameplay.
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    Default Re: The Giver d20 - Please help with necromancy PrC! [3.5]

    WANDERING RECEIVER
    You spend your life on the road, traveling from village to village and collecting memories as you go.
    Prerequisites: Receive memories class ability, Skirmish +1d6/+1 AC
    Benefit: Your receiver of memory and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 3rd level scout/2nd level receiver of memory would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout.

    In addition, when you are skirmishing, you gain a bonus on touch attacks made to Give or Receive a memory and the DCs to resist the effects of these abilities. This bonus is equal to your skirmishing AC bonus.
    Special: A scout can select Wandering Receiver as one of her scout bonus feats.

    SHARING OF LIFE'S RICHNESS
    You grant another individual a glimpse of the life you experience through memories.
    Prerequisite: Depth of emotion class ability
    Benefit: You can grant another creature access to your depth of emotion class ability. The target of this feat must be a creature you could affect with your memories. You must make a touch attack as a standard action. If you are successful, the creature is under the effect of the depth of emotion class feature for one hour. You can use this ability a number of times per day equal to your Wisdom modifier.

    LIVE BEYOND
    Your awareness is so attuned by exposure to the memories that your senses are heightened.
    Prerequisites: The capacity to see Beyond, Listen 5 ranks
    Benefit: A number of times per day, you can take a standard action to open all your senses to the world around you. You gain blindsense for one minute, enabling you to pinpoint the location of a creature within 30 feet if you have line of effect to that creature (see page 306 of the Monster Manual).
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