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    Default King Arthur. Hercules. Medusa. 25 More. Call power from legends: Servant Soul[3.5]

    Edit: As of 19/7 this class has moved here! Sorry, I needed more room for it. And I edited so much that I would have to reformat the entire thing anyway.


    The Servant Soul

    Design Goals: This is a class based off of a magical girl anime/manga which is in turn based off of a visual novel (convoluted, I know). In the manga, the main characters are mages who find things called "Class Cards". Each class card represents an idealized hero from history, and they're able to - by first including, then installing, these class cards onto themselves - instantiate weapons and powers from the legends of heroes. Mechanically, this works out a little like a binder/barbarian who contracts vestiges that give different rages, plus weapon conjuration and spells. Hey, I never said it made sense.

    Introduction
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    “Thou body be mine, thou sword be at my hand! Heed my call in desire and reason! Swear to me now – the hand that protects the balanced circle of control! INSTALL!!”
    -Miyu Edelfelt, a Servant Soul

    Some people become such heroes of great renown that their legend lives on in an idealized form long after they die and are forgotten as people. The Soul Servant is a person who connects to the Heroic Spirit of a legend and draws power from it. By allowing part of the power of a Heroic Spirit into her soul, a Servant Soul gains abilities related to that hero in an effort to emulate the abilities of that hero in their idealized form. Heroic Spirits exist in group of classes, and a Servant Soul learns to harness abilities from each class in turn.

    Adventures: Servant Souls, with their power of sharing the souls of others, are ill-suited to home life requiring them to remain the same person. In addition, the influence of these significant heroes may inspire a Servant Soul to go out and change the world. Because of this, most Servant Souls, either on the road or sedentary, are visible agents in the world around them.

    Characteristics: The Servant Soul is primarily a melee combatant, with 5 unique melee weapons to choose from built into her power. Her weapons will grow in power as she levels, and eventually she’ll gain the ability to change herself in specialized ways when wielding each one. Her most powerful attacks, the Noble Phantasms, can only be used sparingly but will alter the course of a battle every time.
    Servant Souls have diversity in use, although said diversity is very strictly regulated. They can fight ranged, but are only proficient with longbows, and only while including them; they can cast spells, but their caster level is low except when installing Caster. Their class will give them additional abilities, but only one or two at a time, each tied to specific heroic spirits. Still, having 7 unique options allows a Servant Soul to perform many tasks for a party, both in and out of combat.

    Alignment: Most Servant Souls are good, emulating the heroes of legend. But for every time a child cheered the tyrant in a bedtime story, there was another evil hero, and the possibility of a Servant Soul following her. Similarly, while it requires some focus to bind oneself with a Heroic Spirit, a looseness of mind can help when adapting oneself to multiple. Because of this, powerful Servant Souls can come from any alignment.
    However, not all heroic spirits are equally adaptable. Servant Souls that change alignment risk losing their contracts, as their patrons turn from their new philosophies.

    Religion: Many Servant Souls were taught at monasteries or temples, and will often be religious as a result. However, a Servant Soul is as pious as she was before learning the class, her skills not requiring any special devotion to deities. The most common deities worshipped by a non-human Servant Soul are the deities of their race, such as Corellon Larethian and Moradin. Human Servant Souls will worship strong deities that lend themselves well to heroism, such as Pelor for Servant Souls shining as beacons of light, St. Cuthbert for Servant Souls bringing justice to the untamed, or Erythnul for the servants that make spectacle of slaughter.

    Background: Servant Souls are not very organized, but learning the class does require another Servant Soul teaching the basic precepts and helping the acolyte bond to her first heroic spirit. Some of these teachers will take up residence in temples to their god or other friendly ones, offering to train devotees that don’t have the desire to become clerics or paladins; others wander the road, rarely taking apprentices. Servant Souls are welcome anywhere their alignment would allow them normally.

    Races: Humans, with their large numbers, adaptable nature and unabashed hero-worship, are commonly found among the ranks of Servant Souls. Elves, with their long lives, are known to produce heroic spirits with which to share power. Dwarves, with long histories and many heroes to choose from, are also apt to train as devotees of the past. Other common races are rare among the Servant Souls.

    Other Classes: Much of a Servant Soul’s outlook depends on her alignment, but they share abilities with spellcasters foremost. With Arcane casters they can discuss their own spells, whereas with divine casters they can bond over drawing power from extraplanar entities. While Servant Souls often make it a habit of hitting people with metal, their outlook is nothing like that of a barbarian, fighter or rogue.

    Role: Although lacking the strong hit point pool associated with fighters, a Servant Soul is commonly found among first- and second-line attackers. Most of a Servant Soul’s abilities relate to striking with weapons, so she will spend her battles with the general goals of hitting her opponents, making her a damage dealer first and foremost. However, she also has a moderate casting ability and some abilities associated with stealth, so her versatility is greater than most other attackers.


    Game Rule Information
    Abilities: Constitution determines how long a Servant Soul can include and install heroic spirits, as well as her hit points and fortitude save, making it the most important ability for most Servant Souls. A Servant Soul uses intelligence to cast spells both normally and when installing the Caster spirit, and other spirits use either strength or dexterity to hit with their weapons.

    Difficulty: Moderate.
    Starting Gold: 2D4*10 GP (50 GP).
    Alignment: Any; but, see Servant Souls and Alignment, below, for servant souls that change alignments.
    Hit Die: d8.

    Class Skills
    The Servant Soul’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Table: The Servant Soul


    Class Features
    All of the following are class features of the Servant Soul.

    Weapon and Armor Proficiency: A Servant Soul is proficient with all simple weapons, as well as light and medium armor. She is also proficient with all weapons summoned through her servant soul class abilities, or any weapons used as a function of her servant soul class abilities.

    Although servant souls cast arcane spells, she may freely wear light armor without a risk of her Servant Soul spells failing from it.

    Spells: A Servant Soul casts spells as a bard, but with intelligence as the primary casting ability, determining durations, spell effectiveness, bonus spells, and the like. Her caster level is equal to half of her Servant Soul level, except when installing, at which point her caster level increases to her full class level. Her spells by day are listed on table: The Servant Soul. A Servant Soul ignores arcane spell failure chances for wearing light armor when casting her Servant Soul spells. Servant Souls incur no penalty for casting spells while holding a weapon granted by any Servant Soul class feature.

    Spells Known: A Servant Soul begins play knowing two 0-level spell and two first-level spells from the Servant Soul spell list. At every new Servant Soul level, she learns one new spell from the Servant Soul spell list, which must be within the level of Servant Soul spells she can cast.

    Every time a Servant Soul contracts a heroic spirit, she gains access to one special spell of each level, based on that spirit’s class. She automatically learns all spells on the heroic spirit’s spell list of levels she can cast, and every time she gains access to a new level of Servant Soul spells, she automatically learns her heroic spirit’s spells of that level as well. In general, these are the only spells that a Servant Soul can use while installing that spirit.

    Heroic Spirits: A Servant Soul can, one by one, form contracts with heroic beings of legend. A first-level Servant Soul begins play contracted to a single heroic spirit of her choice. As she levels, she may contract another spirit every odd-numbered level until 13, as seen on Table: The Servant Soul. Each of these spirits must be of a different spirit type (Spirit types are Archer, Assassin, Berserker, Caster, Lancer, Rider, and Saber). These contracts determine which heroic spirits she can include and install, as well as allowing her to learn new spells.
    Shifting alignments can cause Heroic Spirits to terminate their contract; see Servant Souls and Alignment, below.

    Heroic Spirit Include (Su): This ability allows a servant soul to manifest a weapon favored by a heroic spirit she knows. As a conjuration (creation) ability, this allows her to summon a facsimile of the original weapon to her, but her limited magical capacity will inhibit the power of the resulting weapon and the powers it grants. This ability is activated as a move action, and summons a weapon of the given type of a size able to be wielded by her. As seen below, the benefits of this weapon increase as the Servant Soul levels. At level 10, using includes is a free action.

    The weapon lasts for one round per constitution bonus of the Servant (minimum 1) plus an additional round for every two class levels the Servant possesses (minimum 1). Each known servant’s special weapon can be included once per encounter (once per five minutes outside encounters).

    All granted weapons have the following properties: Masterwork and a +1 enhancement bonus per 3 levels (rounded down) to a maximum of +5 at 15th level. In addition, each weapon has specific special abilities, as outlined in the heroic spirit description. Each weapon created is unique and thus any abilities it has do not depend on other weapons previously summoned.

    Additional includes cannot be used while installing a servant, and installing a servant different from the one whose weapon you wield removes from creation any weapons currently included.

    Every class’s Include also allows for a separate ability, known as a noble phantasm. Usage of a noble phantasm will immediately end the Include upon its completion. If used during an Install, the noble phantasm will reduce the duration of the Install by a set number of rounds. If there are not enough rounds left in the Install, the noble phantasm will still trigger, and end the Install upon its resolution. Unless otherwise noted, all listed noble phantasms are full-round abilities that do not provoke attacks of opportunity, and any noble phantasm with a save DC use the DC 10 + 1/2 the user’s class level + the user’s constitution modifier. Almost all noble phantasms are supernatural abilities, although some instead call within the servant soul special reserves of strength and speed, as extraordinary abilities.

    At the end of the Include, any weapons created through it disappear from existence.

    Eschew Materials: A Servant Soul must be able to cast spells with weapons in one hand. At 2nd level, she gains Eschew Materials as a bonus feat to simplify her casting.

    Heroic Spirit Install (Su):A Servant Soul of sufficient level is capable of manifesting a small amount of a heroic spirit’s power, effectively infusing her soul with a hero’s for a short period of time. This has the effect of summoning the hero’s weapon, as well as changing the appearance of the Servant’s garb to appear more closely to be the hero, returned from beyond. This lasts an amount of time equal to half of her class levels (minimum 1) plus her (new) constitution modifier (minimum 1), and can be used once per day with every heroic spirit the Servant Soul access to. This takes a standard action to activate initially, but this reduces to a move action at 14th level. Dismissing an Install early, unless otherwise noted, is a free action.

    All installs will give a bonus to one or more abilities used by the spirit, and most will grant a bonus to either fortitude or reflex saves. This will grant a bonus to that save type equal to the difference between the base will save granted by the servant soul’s class levels and the base save of the save specified in the spirit’s description. Effectively, it will temporarily turn the class’s base save from poor progression, to good progression, for the duration of the install. For instance, a level 10 servant soul has a base reflex save of +3 and a base will save of +7. When installing Assassin, who gives a bonus to reflex saves, she gains a +4 bonus on her reflex saves. Installing a heroic spirit also increases the servant soul’s caster level to her class level, although most spirits restrict the spells that can be cast.

    When a servant soul installs a heroic spirit, she includes that servant’s weapon for free, gaining access to the include’s noble phantasm. The include, and the weapon, will last as long as the install. Because of this, a Servant Soul may not install a heroic spirit whose weapon she cannot include (due to having included it too recently), even if she has not yet installed it that day. Using the include’s noble phantasm in the install will reduce the duration by the specified number of rounds.

    In addition, a servant installing gains access to a new noble phantasm for each class. Using these noble phantasms will reduce the duration of the Install, just as the other noble phantasms do. As with other noble phantasms, if not enough rounds are left in the Install, the phantasm will conclude and terminate the install. Unless otherwise noted, all phantasms are full-round actions. Unless otherwise specified, any noble phantasm with a save DC uses the DC 10 + 1/2 the user’s class level + the user’s constitution modifier. Almost all noble phantasms are supernatural abilities.

    Bonus Servant Soul Feat: At 8th level and every five levels after (13th and 18th levels), a Servant Soul gains a bonus Servant Soul feat for which she meets the prerequisites.

    Heroic Spirit Mastery: This ability allows a Servant Soul to master a heroic spirit, although some restrictions apply. Every other level from 15 to 19, a Servant Soul may choose one of her 7 heroic spirits to master. Mastery of a spirit does the following:

    Every mastered spirit grants a Servant Soul one more heroic spirit install per day (from 7 before gaining any heroic spirit mastery, to 8 at level 15, 9 at 17, and 10/day at level 19).

    Mastery of a spirit allows a Servant Soul to use more than one of her installs per day on that spirit. For instance, a 15th level Servant Soul who had mastered assassin could install assassin twice and all other servants once, or assassin 5 times and 3 other servants once in a day, or any combination so long as she remains within her correct installs per day and only installs un-mastered spirits once. However, she cannot install the same spirit again before its weapon can be re-included (and thus, a Servant Soul can normally only install the same heroic spirit once per encounter).

    Heroic Transcendence: At level 20, a Servant Soul becomes a heroic being of legend. She changes her creature type to outsider (native) and ceases taking penalties from aging. An intrinsic part of reality, she does not die unless killed.

    In addition, she may choose a heroic spirit for which she has taken heroic spirit mastery. If she does, she may summon that spirit’s weapon at any time by making a full-round action, and is considered proficient with it. If the weapon leaves her possession for more than one round, it disappears. If she summons another weapon, the first disappears. These instantiations are considered the same weapon for purposes of daily abilities.
    Although this is a weapon normally granted by heroic spirit includes, she may not use any noble phantasms unless she is in the appropriate include or install. When she includes or installs a heroic spirit with this weapon held or on her person, this weapon is temporarily removed, but returns when the include or install ends.
    Every time she refreshes her spells, she may change which heroic spirit grants her weapon. It must be a spirit with which she has heroic spirit mastery.

    Servant Soul Spell List
    0: Cure Minor Wounds, Daze, Detect Magic, Electric Jolt (SpC), Flare, Inflict Minor Wounds, Read Magic, Resistance
    1: Cure Light Wounds, Inflict Light Wounds, Kelgore’s Fire Bolt (PHBII), Thunderhead (SpC), Sleep, Swift Expeditious Retreat (PHBII)
    2: Combust (SpC), Cure Moderate Wounds, Electric Loop (SpC), Hideous Laughter, Inflict Moderate Wounds, Protection from Energy
    3: Corporeal Instability (SpC), Cure Serious Wounds, Fireball, Fly, Inflict Serious Wounds, Lighting Bolt
    4: Arc of Lightning (SpC), Channeled Pyroburst (PHBII), Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Phantasmal Killer
    5: Earth Reaver (SpC), Harm, Heal, Moonbow (SpC), Overland Flight, Wrack (SpC)

    Heroic Spirits

    Archer
    Heroic Spirit Include: The Archer spirit summons a quiver of 40 arrows and a composite elvencraft (RotW) longbow (with a strength bonus equal to the user’s, maximum +5) crafted to strike down her opponents from safety. The bow becomes Seeking at 7th level, Force at 11th level, and Distance at 16th level.

    A Servant Soul including archer has the ability to use the noble phantasm Caladbolg, shooting a conjured sword from her bow. As a full-round action, she must first shoot her bow at a target within her maximum range, taking only half of the normal penalty for range increments. If she succeeds on a touch attack against her target, her bow deals 1d6 damage per two class levels (minimum 1D6), in addition to the enhancement bonus and any strength bonus from the longbow being composite. Use of this phantasm during an install reduces the remaining install duration by 2 rounds.

    Heroic Spirit Install: A servant soul installing Archer will gain the appearance of wearing a dark breastplate and a red trench coat. She receives a +2 bonus to dexterity, with an additional +2 per 10 class levels (+2 before level 10, +4 between levels 10 and 19, and +6 at level 20). In addition, she gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves (as specified in the Heroic Spirit Install description), as well as access to the Precise Shot feat while wielding a longbow for the duration of the Install. She is also under the effects of the Arrow Mind (SpC) spell for the duration of the install (with caster level equal to her class level). However, when installing Archer, a Servant Soul cannot cast any spells not on the Archer spell list.

    Installing Archer gives access to a noble phantasm called Rho Aius, a wall made to block all attacks. Using this noble phantasm is an immediate action, and creates a wall of force with caster level equal to the Servant Soul’s class level. However, this wall is dismissed immediately upon conclusion of the Install (or after 1 round, whichever is longer). Using this ability reduces the remaining Install by 2 rounds.


    Archer’s Spells: 1 – Guided Shot (SpC), 2 – Splinterbolt(SpC), 3 – Ring of Blades (SpC), 4 – Quill Blast (SpC), 5 – Blade Barrier

    Assassin
    Heroic Spirit Include: The Assassin spirit summons daggers designed to weaken and incapacitate her target. The weapon takes the form of a Gauntlet of Infinite Blades (MIC) with 0 charges capable of producing masterwork daggers, which after level 2 are magical daggers with the given enhancement bonus. At level 7, the gauntlet gains 2 charges, as well as the ability to give a dagger drawn from it the Diseased (UE) special ability by using one charge (this replace the gauntlet’s written power in the MIC). At level 11, the gauntlet gains four additional charges and the ability to give any dagger drawn from it the Wounding special ability by expending two charges. At level 16, the gauntlet increases for the last time to a total of 8 charges, and gains the ability to add Deadly Precision (MIC) to a dagger drawn from it by expending one charge.

    A Servant Soul including assassin can use the noble phantasm Delusional Heartbeat to instantly incapacitate a foe. To do this, she must first make a ranged touch attack on a single living target within 30 feet. If it hits, that target must make a will save. If the target fails, he is dazed for 2D3 rounds. At 5th level, the target is instead dazed for 1d3 minutes and stunned for 2d3 rounds. At 10th level, the target is dazed for 1d6 minutes, stunned for 1d3 minutes, and put to sleep for 2d3 rounds. At 15th level, the target is dazed for 1d12 minutes, stunned for 1d6 minutes, asleep for 1d3 minutes, and paralyzed for 2d3 rounds. The usage of this ability during an install reduces the install’s duration by 3 rounds.

    Heroic Spirit Install: Installing Assassin will give a servant soul loose, flowing blue clothes and seem to cloud her in shadow. A Servant Soul installing Assassin gains a bonus to dexterity equal to 2 plus 2 per 10 levels (rounded down), a bonus on attack rolls equal to one fourth her class level (rounded up), and a bonus on reflex saves. In addition, she also gains the Dark template (ToM), access to the Weapon Finesse and Quick Draw feats while using daggers, and +1D6 sneak attack per four class levels. However, when using the install, she is unable to cast any spells not cast from the Servant Soul’s Assassin spell list.

    Installing Assassin gives a Servant the noble phantasm Zabaniya: Illusion. This phantasm creates and controls a duplicate of her, with one quarter her hit points and nonmagical copies of all of her equipment (except for the gauntlet of infinite daggers, which works as normal except that every dagger it creates is non-magical). Treat this as a conjuration (creation) effect with a caster level equal to her class level. Upon creation of the double, which occupies her space, either she or the double (her choice) takes a single 5-foot step. The double lasts exactly as long as the Assassin install lasts or until reduced to 0 hit points, at which point it disappears. The double cannot cast spells or use any supernatural abilities or phantasms, and may not terminate her Assassin install. Assassin cannot create more than one double at a time. Using this noble phantasm reduces the time remaining in the install by 2 rounds.


    Assassin’s Spells: 1 – Ray of Enfeeblement, 2 – Spectral Hand, 3 – Mind Poison (SpC), 4 – Shivering Touch (FB), 5 – Night’s Caress (SpC, cast as though it has no [Evil] Descriptor)

    Berserker
    Heroic Spirit Include: The Berserker spirit summons a longaxe (CAdv) made to beat the opponent with raw power. It becomes Sizing (MIC) at 4th level, Berserker (MIC) at 7th level, Domineering (MIC) at 11th level, and Brutal Surge (MIC) at 16th level.

    A Servant Soul including Berserker has access to a noble phantasm called Nine Lives, which allows her to make multiple attacks quickly. This ability is activated as a swift action at the start of her round. If she spends the round performing a full attack, she can make a second full attack action with the same bonuses to attack. Unlike other include noble phantasms, Nine Lives cannot be used during her install; only during Berserker’s Include can this ability be used.

    Heroic Spirit Install: A Servant Soul installing Berserker wears powerful metal bracers and her skin gains an adamantine sheen. She receives a bonus on her constitution of 2 plus 2 per 10 servant soul levels, increasing the duration of her install appropriately for her new constitution bonus. In addition, she gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains the Diehard and Steadfast Determination (PHBII) feats, powerful build (allowing her to include a larger weapon), damage reduction/adamantine equal to 2 per class 5 class levels, and Spell Resistance equal to 10 plus her class level for the duration of the install. However, while Berserker is installed, the Servant Soul may not cast spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing berserker counts as Rage. Unlike other installs, a Servant Soul may not end her Berserker install prematurely, nor can she use the noble phantasm from her include (Nine Lives).

    When a Servant is installing Berserker, she gains access to a passive ability referred to as the God Hand. God Hand is activated any time a Berserker servant would be reduced to or below -10 hit points. When this happens, she must make a fortitude save equal to her negative hit points minus four. If she succeeds this save, her number of rounds remaining reduces by 3, and then her hit points are reset to twice the number of rounds remaining in her install (minimum 0).

    Berserker's Spells: 1 – Enlarge Person, 2 – Lion’s Charge (SpC), 3 – Crown of Might (PHBII), 4 – Stoneskin, 5 – Draconic Might (SpC)

    Caster
    Heroic Spirit Include: The Caster spirit summons a dagger made to cut through opponent’s powers. The dagger becomes Dispelling (MIC) at 7th level, Banishing (MIC) at 11th level, and Greater Dispelling (MIC) at 16th level.

    A Servant including Caster can use the noble phantasm Rule Breaker. Doing so allows her to take control of spells cast by opposing spellcasters. To use this ability, she must first target an active conjuration spell with conjured material within 60 feet of her location (such as a summoned monster attacking her). She then spends a full round attempting to wrest control from the original caster. Both she and the caster make opposed rolls, each adding their caster level and relevant ability modifiers (intelligence for the Servant Soul). A Servant Soul gets -3 on this check, due to the difficulty of the task. If the Servant Soul meets or exceeds the roll made by the original caster, she gains control of the spell. Although the spell still uses the original duration and other effects determined at time of casting (such as orders to a called entity), it now treats her as the caster, allowing her to order a summoned creature, dismiss a wall, or perform any other action allowed by the caster. Using this ability in an install reduces the install by a number of rounds chosen by the Servant Soul (ranging from a minimum of 1 to a maximum of 5), giving her a +3 bonus on her roll for each round eliminated. She may not reduce the install by more than 1 round unless she has that many rounds remaining in her install.

    Heroic Spirit Install: A Servant Soul installing Caster will gain a long, dark, hooded robe to wear over her clothing for the duration of the transformation. She gains an intelligence bonus of 2 plus 2 per 10 class levels. Like all spirits, installing caster grants a bonus on her servant soul caster level equal to half her class level (rounded up, to a maximum of her character level). She also gains Fly 40 (Perfect) for the duration of the install as a supernatural ability. Every round during the Install (lasting from the start of her turn to the end of the turn before hers in the next initiative order), she gains the ability to apply up to 4 levels of metamagic effects to the spells she casts without increasing cast times or spell levels, chosen from this list: Consecrate Spell (+1, CDiv), Corrupt Spell (+1, CDiv), Empower Spell (+2), Enlarge Spell (+1), Fortify Spell (+1-+4, CArc), Heighten Spell (+1-+4), Maximize Spell (+3), Searing Spell (+1, Sand), and Quicken Spell (+4). Multiple metamagics can be applied to the same spell as long as she has enough metamagic levels remaining that round to use them all, and she need not have the metamagic feats to use these in this way during the install, although using any normally, even during the install, requires the feat in question. Installing caster places no restrictions on casting servant soul spells, although other spells are still restricted.

    Installing Caster gives access to a noble phantasm known as Argon Coin. Except as noted here, treat this as using a Summon Monster spell with a caster level equal to her class level. Using this phantasm allows her to summon a True Dragon with an alignment within 1 step of her own. This dragon must have HD equal to or less than her class level. It obeys her commands and will attack her enemies to the best of its ability until the Install ends, when it is dismissed automatically. Using this reduces the duration of an install by 3 rounds.

    Caster’s Spells: 1 – Magic Missile, 2 – Blast of Force (Spc), 3 – Force Missiles (SpC), 4 – Wings of Flurry (RotD), 5 – Disintegrate

    Lancer
    Heroic Spirit Include: The Lancer spirit summons a spear that delivers devastating attacks and imparts luck on the wielder. At level 4, his weapon is coated in Kaorti Resin, increasing its critical modifier to x4. It becomes Lucky at 7th level, Parrying (MIC) at 11th level, and Maiming (MIC) at 16th level.

    A Servant Soul including Lancer can use the noble phantasm Gae Bolg, the spear of barbed death. When it is used, target a threatened enemy. This target is automatically struck by the Servant’s spear. This strike deals damage as though it were a critical hit. Using this attack during an install decreases the remaining duration by 3 rounds.

    Heroic Spirit Install: A Servant Soul installing Lancer will change her armor to appear as cobalt blue plate mail and bracers. She receives a bonus to strength equal to 2 plus 2 for every 10 Servant Soul levels. In addition, she gains a bonus on attack rolls equal to her class level divided by four (rounded up), a bonus on reflex saves, and access to the Deflect Arrows feat (usable only with a spear) for the duration. However, while installing Lancer, a Servant Soul cannot cast spells except for the spells from the Lancer List.

    Installing Lancer gives access to a noble phantasm named Gae Bolg, the Spear of Striking Flight. When using this phantasm, the Servant may move up to her double move in any direction (provoking no attacks from leaving her starting square), and then throw her spear up to 100 feet. Anyone within 20 feet of where the spear lands takes 1D6 points of force damage per class level (with a reflex save equal to 10 + half her class level + her strength modifier for half damage) as the spear explodes in a violent shockwave. At the end of the attack, the spear reforms in her hand. Usage of this noble phantasm reduces the duration of the install by 3 rounds.

    Lancer’s Spells: 1 – Jump, 2 – Stretch Weapon (PHBII), 3 – Blink, 4 – Greater Blink (SC), 5 – Brilliant Weapon (SC)

    Rider
    Heroic Spirit Include: The Rider spirit summons a spiked chain designed to keep foes under control. The chain becomes Paralyzing (MIC) at 7th level, Collision (MIC) at 11th level, and Sweeping (MIC) at 16th level.

    A Servant Soul including Rider can use the noble phantasm Blood Fort Andromeda. When activated, it deals 1d6 damage per three class levels to anyone within 30 feet of her (fortitude save negates). This is negative energy damage, although it has no effect on undead. She then gains hit points equal to half of the damage dealt, rounded down for every target. Treat this phantasm as a necromancy spell with caster level equal to her class level. Using this during an install reduces the duration by 2 rounds.

    Heroic Spirit Install: A Servant Soul installing the Rider spirit gains a black bodysuit and a blindfold that does not impair her vision. She gains a bonus to dexterity of 2 plus 2 for every 10 class levels, a bonus on attack rolls equal to one per four class levels (rounded up), and a bonus on reflex saves. She also gains the Weapon Finesse feat for the duration of the Install. A Servant Soul installing Rider must then choose whether to install Mounted or Unmounted, the choice affecting the remaining abilities she receives during the Install. While installing either form of Rider, a Servant Soul cannot cast spells, excepting spells from the Rider spell list.

    If a Servant Soul chooses to install Rider Unmounted, she gains an untyped improvement to her base move speed equal to +10 feet per 5 levels and the Spring Attack feat during the install. At level 15 and above, she also gains the Bounding Assault feat for the duration of the install.
    A Servant Soul installing Rider unmounted gain access to the noble phantasm Breaker Gorgon, where she lifts her blindfold and turns her foes to stone. Treat this ability as a gaze attack with a range of 30 feet. The first round it is in use, the Servant must spend the turn removing her blindfold, and can take no actions besides the gaze; subsequent rounds allow her to move normally while retaining the gaze attack, unless she chooses to dismiss it (a free action). Any creature with less than half of her hit dice is turned to stone (no save); all other creatures must make a fortitude save. Failure means any creature with less than her hit dice are turned to stone; creatures with her hit dice up to double her hit dice are knocked unconscious; and creatures with more than double her hit dice are dazzled. All rounds where Breaker Gorgon is active incur an additional 2 round penalty on the duration of the Install.

    If a Servant Soul chooses to install Rider mounted, she gains the Mounted Combat and Animal Affinity feats, as well as a +4 competence bonus on ride checks during the install. In addition, during the install, she summons and automatically mounts a Pegasus mount. This Pegasus will only be summoned if there is room for it and disembodies when it dies, at the end of the install, or when the Servant Soul dismounts. Treat the Pegasus as an animal companion, with the Servant Soul’s effective druid level equal to her Servant Soul level minus six. The Pegasus wields a Mouthpick (LoM) Lance of appropriate size and with the same enhancement bonus as her included spiked chain.

    A Servant Soul installing Rider mounted gains access to a noble phantasm called Bellerophon. To use this, she makes a charge attack at an enemy at least 20 feet away as a full-round action. At the end of this charge, after her attack, her Pegasus makes a single attack on the charged enemy with its lance, which automatically hits and deals damage as though it were a critical hit. Using this reduces the remaining time of the install by 4 rounds.

    Rider’s Spells: 1 – Whelm (PHBII), 2 – Daze Monster, 3 – Hold Person, 4 – Mind Fog, 5 – Hold Monster

    Saber
    Heroic Spirit Include: The Saber spirit summons a bastard sword designed to strike down her enemies. At level 7, it gains the Magebane special ability. At level 11, it gains the Holy or Unholy special ability, whichever is suited to the Servant’s alignment (neutral servants get to pick which their weapon instantiates). At level 16, it gains the Holy Surge (or Unholy Surge) special ability.

    A Servant Soul with including Saber can use a noble phantasm called Excalibur, firing a deadly beam of energy. She uses this phantasm by making an attack roll, and it fires in the form of a 60 foot line attack, dealing 1d6 points of holy (or unholy damage, for evil and by choice for neutral Servant Souls) damage per two Servant Soul levels to any beings within the affected squares. Such beings can attempt a reflex save (with a save DC equal to her attack roll) to take half damage from the attack. Using this attack while installed reduces the duration of the install by 2 rounds.

    Heroic Spirit Install: A Servant installing the Saber spirit gains the appearance of wearing a steel kilt or dress and gauntlets over elegant, dark-colored formal clothes. She receives a bonus to strength of 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains spell resistance equal to 10 + her class level and the benefits (but not the drawbacks) of the Mage Slayer feat (CArc) while installing, and after level 14, the benefits (but not the drawbacks) of Pierce Magical Concealment (CArc). However, while installing Saber, a Servant Soul cannot cast any spells not from the Saber spell list.

    Installing Saber gives a noble phantasm called Avalon. This ability is activated as an immediate action, and transports the Servant to a safe spot on the astral plane for up to one round, avoiding any attacks that were pending against her. At the end of the full round or when dismissed (a free action), she reappears in the spot she was in when she activated the ability. If that square is occupied, she reappears in the closest unoccupied square, determined randomly if there are multiple. Treat this ability as a Plane Shift with a caster level equal to her class level. Every use of this ability reduces the duration of the install by 3 rounds.

    Saber’s Spells: 1 – Lesser Deflect (PHBII), 2 – Deflect (PHBII), 3 – Energy Aegis (PHBII), 4 – Lesser Globe of Invulnerability, 5 – Antimagic Field

    Servant Souls and Alignment
    While a Servant Soul can find beings of all types from which to draw power, not all of them are equally flexible. A Servant Soul who changes her alignment by one step has half a chance to lose favor with a Heroic Spirits she’s bonded, and can no longer Include or Install any lost spirit (which spirits are lost are determined randomly; roll separately for every step change in alignment). She must perform a special ritual of at least 1 day, during which she spends at least 8 hours in meditation, to contract a new heroic spirit. She may choose which class of spirit she contracts from all of the ones she lost. She may perform this as many times as necessary to gain back all of the spirits she lost. New classes of heroic spirit may not be contracted in this way.

    Any spirits gained back are mechanically equivalent to the ones lost. Changing alignments is not a shortcut to the Alternate Hero feat.

    If she loses access to any Heroic Spirits for which she has taken feats (such as Unlimited Include), then she may apply the feat to the new Heroic Spirit of the same class without penalty.

    Epic Servant Souls
    An epic Servant Soul is the pinnacle of devotions, always fashioning herself to learn more from the heroes of old. Either famous or infamous, an epic Servant Soul will be known wherever she goes.
    Hit Die: D8.
    Skill Points at Each Additional Level: 4 + Int Modifier
    Spells: A Servant Soul’s caster level is equal to half of her class level, as normal. Her spells per day do not increase past 20th level, but she gets a new spell known every level, as normal.
    Heroic Spirit Include: The duration of this ability continues to scale with level, as normal.
    Heroic Spirit Install: At level 22, installing becomes a swift action. Those with the Quicker Install feat can instead install as a free action.
    Durations and other level-based effects continue to scale based on level, as normal. However, bonuses on attack rolls and saves stop increasing after 20th level.
    At level 22, installing any servant that grants bounding assault also grants rapid blitz for the duration of the install. Installing any servant that grants improved two-weapon fighting also grants greater two-weapon fighting for the duration of the install.
    Caster: When installing caster, add Enhance Spell [Epic] (+4) to the list of metamagics available for her metamagic use.
    Bonus Servant Soul Feat: A servant soul gains a bonus servant soul feat for which she meets the prerequisites at 23rd level and every five levels after (28th, 33rd, etc.).
    Heroic Spirit Mastery: At 21, 23, 25, and 27, a Servant Soul masters a new heroic spirit, to a maximum of all heroic spirits mastered and 14 installs per day at level 27. If she gained access to further spirits through feats, she may continue to master spirits every other level.
    Bonus Feats: An epic Servant Soul gets one bonus feat every fourth level past 20 (24, 28, etc.).
    Epic Servant Soul Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Prowess, Epic Speed, Epic Spell Penetration, Exceptional Deflection, Great Constitution, Spell Knowledge

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    Default Alternative Class Features and Feats

    Alternative Class Features

    Class Specialist
    By selecting this class feature, a servant soul will only contract heroic spirits of a single class (Archer, Assassin, Berserker, Caster, Lancer, Rider or Saber). However, she will become more powerful with those spirits.
    Level: 1st
    Replaces: If you select this class feature, do not contract with more than one class of heroic spirits. This prevents you from taking their includes, installs, or spells.
    Benefit: Every time you would normally get a new heroic spirit or heroic spirit mastery, you may do one of two things. You may contract a heroic spirit of your chosen class, or you may take a bonus servant soul feat for which you meet the prerequisites. Your heroic spirits are considered separate, similar to how the feat Spirit Duality treats them. Starting at level 17, you may choose to take heroic spirit mastery for one known spirit instead.

    Legacy Hero
    By selecting this class feature, a servant soul gives up the weapons granted by her heroic spirits in exchange for increased fighting ability.
    Level: 1st
    Replaces: If you select this class feature, you gain no weapons from heroic spirit includes (or the ability to summon weapons or treat things like weapons). Essentially, heroic spirit includes grant nothing but the ability to use a phantasm. Heroic Spirit Install inherits its weapons from include, and therefore you cannot summon weapons with either. You also no longer gain bonuses on attack rolls for installing any spirits.
    Benefit: If any noble phantasms require an attack roll or use of a weapon, you may use any weapon of the appropriate type (melee, thrown or ranged) in that phantasm. In addition, you gain full base attack bonus.

    Initiate Soul
    By selecting this class feature, a servant soul gives up her spellcasting in exchange for access to the sublime way. She leads her contracted martial spirits in this new form of battle.
    Level: 1st
    Replaces: If you select this class feature, you do not gain spellcasting.
    Benefit: You gain the ability to use maneuvers. Servant soul levels count as levels in an initiator class.
    Maneuvers and Stances Known: A Servant Soul starts knowing 2 maneuvers and 1 stance of the white raven discipline. Each time she gains access to a heroic spirit, she may learn 2 maneuvers and one stance ofd that sprit class’s school, which are then associated with that spirit. She must have the necessary initiator levels and prerequisites to learn all maneuvers and stances. The spirit class / Discipline pairs are shown below:

    Every time the servant soul levels up, she may swap a maneuver or stance of the appropriate discipline on a spirit she has contracted, or in her base white raven maneuvers. If she knows fewer than 4 maneuvers on another spirit or in her base maneuvers, she may also add a maneuver of the appropriate discipline to that spirit or to her white raven base maneuvers.

    Base Maneuvers Readied: Out of combat, she may have 2 known white raven maneuvers readied as well as one maneuver of each spirit she has contracted, and she may be in any stance she knows. She may spend a full-round action to swap or recover one maneuver within these bounds. Maneuvers readies are modified by Heroic Spirit Include and Heroic Spirit Install, discussed below.

    Heroic Spirit Include: When she includes a heroic spirit, she automatically readies one maneuver of that spirit. Once per round during the include, if she used any maneuver in the previous round, she may ready another maneuver of the spirit as a free action. When leaving the include, she swaps her maneuvers readied for 2 random known white raven maneuvers as well as one random maneuver from each known spirit. Weapons gained from Heroic Spirit Include count as weapons in the discipline of the heroic spirit class for purposes of all maneuvers.

    Heroic Spirit Install: When she installs a heroic spirit, she automatically swaps to the stance of that heroic spirit. She readies all maneuvers associated with that spirit but unreadies all other maneuvers. In addition, during installs, she may pay a number of rounds of her install equal to a maneuver’s level to learn that maneuver and ready it once during the install. The maneuver must be of the appropriate school and she must meet the required initiator level and prerequisites. When leaving an install, she replaces her readied maneuvers with two random white raven maneuvers and one random maneuver from each contracted spirit.

    When entering a caster install, she does not unready all other maneuvers. When leaving caster install, she may choose which maneuvers to ready (they must still be 2 white raven maneuvers and one from each contracted spirit).

    Martial Soul
    By selecting this class feature, a servant soul gives up her spellcasting in exchange for stronger powers in combat.
    Level: 1st
    Replaces: If you select this class feature, you do not gain spellcasting. In addition, installs no longer increase attack rolls or saves.
    Benefit: You have full base attack bonus, good fortitude and reflex saves, 6+Int skill points per level (x4 at first level), and a D12 Hit die.

    Sealing Enforcer
    By selecting this class feature, a servant soul gives up her ability to master heroic spirits in exchange for the ability to borrow the talents of a being with the strength of a heroic spirit.
    Level: 15th
    Replaces: If you select this class feature, you do not gain heroic spirit mastery.
    Benefit: At 15th level, you gain familiarity with Bazett Fraga McRemitz, presented below:

    Bazzett Fraga McRemitz
    Heroic Spirit Include: The Bazett spirit uses unarmed strikes of a monk of her class level. These strikes gain the enhancement bonus to attack and damage of her normal weapons, and are considered magical. In addition, all of her unarmed attacks against living targets gain the Brilliant Energy ability.

    A servant soul including Bazzett is capable of extraordinary feats of power. As a swift action, she can increase all physical abilities by +6, and gain a +10 foot increase to her base land speed and a +4 dodge bonus to armor class. These bonuses last 1 round. This reduces the duration of an install by 2 rounds.

    Heroic Spirit Install: Installing Bazzett grants a servant soul a fitted burgundy suit and black gloves covered in arcane marks. She gains a bonus to all physical ability scores equal to 2 plus an additional 2 for every 10 class levels. In addition, she gains a bonus to fortitude and reflex saves, a bonus to attack rolls equal to her class level divided by 4 (rounded up), and the power attack, cleave, and leap attack feats for the duration of the install. While installing Bazzett, she may cast spells only from the Bazzett list.

    Installing Bazzett grants the noble phantasm Fragarach, the Retaliator. This can be used one of two ways, both immediate actions. First, it can be used when an opponent attacking her scores a critical threat. If used in this way, the opponent rolls the critical confirmation roll. If it beats their own armor class, they score a critical on themselves with their own attack; if not, the attack is a miss. The second way it can be used is if she is subject to a spell or effect and has just rolled her save. She may wait until she after she finds out whether her save is a success or a failure to activate this power. The spell or effect automatically fails, and instead affects its own source if possible. The source makes the save normally. For instance, a charm or compulsion spell would be voided, but have no effect, because there is penalty for having charmed oneself. An area of effect spell will fail to go off normally, and affect the caster of the spell as though they were the only one inside the spell’s range. Either use reduces the duration of the install by 5 rounds.

    Bazzett’s Spells: 1 – Mighty Wallop (RotD), 2 – Bull's Strength, 3 – Greater Mighty Wallop (RotD), 4 – Indomitability (SC), 5 –Transformation

    Spiritual Dilettante
    By selecting this class feature, a servant soul continues to contract new heroic spirits instead of forming deeper bonds with their current ones.
    Level: 15th
    Replaces: if you select this class feature, you do not gain heroic spirit mastery.
    Benefit: At 15th level and every two levels afterwards, gain familiarity with a new spirit. This works otherwise like the feat Spirit Duality.

    Servant Soul Feats
    All Servant Soul feats have Heroic Spirit Include as a prerequisite ability.



    Alternate Hero [Servant Soul]
    You can contract two heroic spirits of the same class.
    Benefit: Choose a heroic spirit you are familiar with. You may choose to gain familiarity with another spirit of the same class. However, this does not change the number of heroic spirits you can manifest at one time. Every time you refresh spells, you must choose 1 heroic spirit you cannot access for the day. If you choose to access two of the same class, their includes and installs count separately, allowing you to use both back to back, as though they were different types.
    For instance, if a servant soul takes this ability at level 6 while she knows caster, lancer, and berserker, she could take Black Knight berserker using this feat. Every morning as she wakes, she decides which berserker she would like to include, and this determines which berserker’s spells she can use. If she wants to use both berserkers one day, she can instead exclude caster or lancer for the day, and treat the two berserkers as her 3rd and 4th spirits.
    Mastery of a heroic spirit applies to only one spirit. You may master both heroes of the same class separately, however.
    Special: You may take this feat multiple times. Each time you do, choose an alternate version of a spirit with which you are familiar. You add this spirit to spirits known, but must now exclude another spirit from your repertoire every time you prepare spells, and cannot use that spirit for the rest of the day, as above.

    Crystallized Memory [Servant Soul]
    One spirit’s noble phantasms gain incredible power.
    Prerequisite: Prana Concentration, Familiarity with spirit
    Benefit: Choose one spirit with which you are familiar. Save DCs of Noble phantasms from that spirit increase by an additional 3.
    Special: You may take this feat multiple times. It does not stack. Each time, select a different spirit with which you are familiar.

    Empowered Install [Servant Soul]
    With care, you can bind a fraction more power from certain types of heroes.
    Prerequisite: Heroic Spirit Install
    Benefit: Choose a type of heroic spirit. When installing spirits of that type, if the install would grant you a bonus to one or more ability scores, all ability score increases granted by the install are now 4 higher. (Spirit types are Archer, Assassin, Berserker, Caster, Lancer, Rider, and Saber.)
    Special: You may take this feat multiple times. It does not stack. Each time, select a different type of spirit.

    Extraordinary Contract [Servant Soul]
    Your ability to call on the power of heroes surpasses traditional understanding of magic.
    Prerequisite: Heroic Spirit Install
    Benefit: Using Heroic Spirit Include and Heroic Spirit Install are extraordinary abilities for you. Any weapons involved are still considered magical, any spells invoked during installs or as noble phantasms are still spells, and any persistent magical effects (such as gaining Fly) are still supernatural.

    Faster Phantasm [Servant Soul]
    You can create miracles more easily.
    Benefit: All full-round noble phantasms are instead standard actions to activate. This has no effect on phantasms that are not full-round actions to activate.
    If a full-round noble phantasm is a melee attack (a single attack roll with a weapon to deal damage), it can now be used in a charge.

    Increased Output [Servant Soul]
    You can create miracles more easily.
    Benefit: Choose a type of heroic spirit. When including spirits of that type, you may use the noble phantasm twice before the include is dismissed. If the noble phantasm consumes a variable number of rounds, you are assumed to have spent the minimum. (Spirit types are Archer, Assassin, Berserker, Caster, Lancer, Rider, and Saber.)
    Special: You may take this feat multiple times. It does not stack. Each time, select a different type of spirit.

    Phantasmal Pounce [Servant Soul]
    You can use more phantasms when charging.
    Prerequisite: Faster Phantasm
    Benefit: If a full-round noble phantasm is multiple melee attacks (attack rolls with a weapon to deal damage), it can now be used in a charge.

    Prana Concentration [Servant Soul]
    Your noble phantasms can become more potent.
    Benefit: The save DCs for your noble phantasms increase by 1.

    Reinforced Bond [Servant Soul]
    Despite straying from the path, you are able to maintain a connection with your patron spirits.
    Prerequisite: Heroic Spirit Install
    Benefit: Treat your servant soul level as 7 higher for the purposes of your Heroic Spirit Install ability for purposes of duration, granted ability increases, and other level-based effects besides increases to attacks or saves. This cannot increase your effective level higher than your character level.
    Special: You may take this feat multiple times. Its effects stack. Every time it increases your effective level by 7 more, but never past your character level.

    Spirit Affinity [Servant Soul]
    You bind a closer contract to a heroic spirit, allowing you to borrow slightly more of her power.
    Prerequisite: Familiarity with the chosen Heroic Spirit
    Benefit: Pick a Heroic Spirit. Includes and installs with this spirit last 3 rounds longer than otherwise.
    Special: You may take this feat multiple times. It does not stack. Every time you take this feat, choose a different Heroic Spirit to apply it to.

    Spirit Devotion [Servant Soul]
    You form a binding contract with a single heroic spirit, giving you more of her power in exchange for the power of others.
    Prerequisite: Spirit Affinity with the chosen Heroic Spirit
    Benefit: Include and installs with the chosen Heroic Spirit last 4 more rounds in addition to the benefit from Spirit Affinity. Includes and installs of all other heroic spirits suffer a -2 round penalty. You may Install the chosen spirit 1 more time per day. Even if you have heroic spirit mastery with another spirit, you cannot use the extra Install granted by this feat on another spirit, meaning that if you use all installs in a day, at least one must be with this spirit.
    Noble phantasms of the chosen heroic spirit reduce the rounds of heroic installs by 1 fewer (minimum 1 round). This reduction has no effect on phantasms that reduce every round they are active, such as Rider’s Breaker Gorgon.

    Spirit Duality [Servant Soul]
    You can maintain a grasp on an additional heroic spirit.
    Prerequisite: Alternate Hero
    Benefit: Choose a spirit from a class where you are familiar with more than one spirit (through Alternate Hero). You may always prepare spells and include weapons from the chosen spirit. If you have Heroic Spirit Install, you may install that spirit once per day. These are in addition to your normal spirits from which you include, install, and know spells. In effect, this overrides the limitations placed when you gained familiarity with this spirit using alternate hero, and allows you to treat the new spirit just as you treat all of your others.
    Special: The extra install interacts with heroic spirit mastery just like an install from any other heroic spirit.

    Spirit Specialization [Servant Soul]
    By unbinding another heroic spirit, you are able to form a deeper contract with your chosen hero.
    Prerequisite: Spirit Devotion with the chosen Heroic Spirit, Spirit Mastery of the chosen spirit, Empowered Install with the class of the chosen spirit
    Benefit: Includes and Installs with the chosen Heroic Spirit last 5 more rounds, in addition to the benefits from Spirit Affinity and Spirit Devotion. However, every time you take this feat, choose a different servant you would otherwise have access to. You exile that spirit, and may no longer include or install any spirit of that class.
    You may include and install the spirit once every 2 minutes. You gain two fewer installs per day, but installs with this spirit no longer count towards your installs per day.
    Special: In addition to no longer being able to include or install the Heroic Spirit you chose to exile, the spells given to you by contracting the spirit are also removed from your spell list (unless you gained them through another source). If you have no further spirits to exile, this feat grants no benefit.
    You may take this feat multiple times. Each time, it grants you 5 additional rounds when installing the chosen Heroic Spirit, but you must exile another Heroic Spirit. You may not take this feat for more than one spirit.

    Strengthened Connection [Servant Soul]
    By honing your skills, you are able to better the weapons you gain from your patrons.
    Benefit: Treat your Servant Soul level as 7 higher for purposes of the Heroic Spirit Include ability, up to your character level. This increases the duration of the summon as well as a weapon’s enhancement bonus and special abilities.
    Special: You may take this feat multiple times. Its effects stack. Every time, it increases your effective servant soul level for includes, but never to above your character level.

    Quicker Install [Servant Soul]
    You may summon heroic powers more quickly.
    Prerequisite: Heroic Spirit Install ability
    Benefit: Installing is a faster action for you. If it would normally be standard action, it instead requires only a move action; if it is normally a move action, it requires only a swift action.

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    Default Servant Souls in the game

    Servant Soul Lore
    Characters with ranks in knowledge (Nobility And Royalty) can research Servant Souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
    DC 10: They originate from myths and legends. People who have accomplished great exploits and have been acknowledged as heroes. A Servant Soul seeks to emulate the heroes of old.
    DC 15: Every heroic spirit has their own personal armament, a weapon so powerful it can accomplish miracles. These miracles are known as noble phantasms, and Servant Souls wield the phantasms of the spirits they contract.
    DC 20: A Servant Soul can obtain a copy of “a fraction of a hero’s power”. Their own existence can be partially overwritten with this false summon. In other words, to become a hero. That is their true power.
    DC 25: A Character that succeeds in a check this successful should learn information about specific Servant Souls in the world.

    Servant Souls In The Game
    Servant Souls can fit easily into any campaign setting, for what setting lacks heroes? All that the Servant Soul needs is the ability to contact and draw power from these legends. Their presence can easily be added by the fact that they tend to keep low numbers and a somewhat lower profile than the heroes that power them.

    Adaptations
    The most obvious way to adapt this class is to simply change the source of their power: With very little work, the Servant Souls could be recast as divine crusaders, with seven different types of holy vengeance at their fingertips. Even if their arcane spellcasting is kept, this does not preclude the ability to draw power from the gods. While Clerics can become a powerful force in melee themselves, even they are unable to dish out the guaranteed damage of Lancer or take the beating of Berserker.

    Sample Encounter
    An encounter with a Servant Soul should give her enough time to use multiple of her installs and summons, showcasing her ability to use multiple types of powers, and possibly spellcasting as well. The Servant Soul should engage enemies with low health, such as spellcasters, in melee, using her powerfully damaging Phantasms. If she finds herself at a loss, she can back off and attack with powerful ranged effects (Lancer makes an excellent retreat, since Lancer’s noble phantasm allows a Servant Soul to move double her normal speed while performing devastating attacks).

    EL 8. Miyu Edelfelt became a mage by accident, but soon learned the power of Heroic Spirits and set off to learn their use. Miyu fights only for her friends, so she may fight adventurers if she thought that they were after a magical item that a companion needed, or one with destructive powers that she feels the need to secure for their safety. As a friend, Miyu will gladly help the party eliminate a threat to the common good, nearby towns, or anyone she treasures. She does not look forward to fighting but, due to her trusting nature, can be tricked into attacking those that do not deserve it.

    Miyu Edelfelt CR 8
    Female Human Servant Soul 8
    NG Medium Humanoid
    Init +1; Senses Listen +11, Spot +0
    Languages Common, Draconic
    AC 19, Touch 12, Flat-footed 18 (+1 Dex, +6 armor, +1 Deflection, +1 Natural Armor)
    HP 63 (8 HD)
    Fort +7, Ref +5, Will +8 (+1 against Energy Drain, death spells, death effects, and inflict spells)
    Speed 20 ft. (4 squares)
    Base Atk +6; Grp +9
    Special Actions Heroic Spirit Include (Su, Move Action, duration 7 rounds with Lancer, Rider and Caster, 10 with Saber), Heroic Spirit Install (Su, Move Action, duration 7 rounds with Lancer, Rider and Caster, 10 with Saber), Haste 3/day, Belt of Healing activation
    Servant Soul spells Known (CL 4th):
    3rd (1/day) – Blink, Energy Aegis (PHBII), Force Missiles (SpC), Lighting Bolt (DC 14), Hold Person (DC 14)
    2nd (3/day) – Blast Of Force (SpC) (DC 13), Combust (SpC) (DC 13), Cure Moderate Wounds, Daze Monster (DC 13), Deflect (PHBII), Inflict Moderate Wounds (DC 13), Protection from Energy, Stretch Weapon (PHBII)
    1st (5/day) – Cure Light Wounds, Jump, Kelgore's Fire Bolt (PHBII) (DC 12), Lesser Deflect (PHBII), Magic Missile, Sleep (DC 12), Whelm (PHBII) (DC 12)
    0 (4/day) – Detect Magic, Cure Minor Wounds, Read Magic
    Abilities Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 8
    Feats Battle Caster, Quicker Install, Eschew Materials, Power Attack, Faster Phantasm, Spirit Affinity (Saber)
    Skills Concentration +14, Knowledge (Arcana) +2, Knowledge (History) +6, Knowledge (Nobility and Royalty) +6, Listen +11, Spellcraft +12, Use Magic Device +10
    Posessions Healing Belt, +1 Glamered Speed Light Fortification Breastplate, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2, Handy Haversack, Least Crystal of Lifekeeping, Gauntlets of Ogre Power

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    Default Alternative Heroic Spirits

    Alternative Heroic Spirits
    The first time a Servant Soul learns a new spirit of any one of the seven types, she may choose to learn one of the alternate heroic spirits discussed below. Once made, this decision cannot be changed. Every alternative spirit includes an Include (with weapon and noble phantasm), an Install (with a noble phantasm), and a spell list to replace all game information of the original spirit.

    Use these if you want to make the Servant Soul class more flexible, but be wary, because it’s easy to lock yourself out from abilities you will later find very useful. Consider the Alternate Hero feat.

    Fate/Apocrypha Archer: Atalanta
    Atalanta, the Chaste Huntress, replaces normal Archer (Emiya), and is the archer of choice for servant souls that need strong ranged damage combined with devastating mental compulsions.

    Heroic Spirit Include: A servant soul including Atalanta, the Chaste Huntress summons a quiver of 40 arrows and a composite longbow with a strength bonus equal to her own, up to +5. It becomes Precise (MIC) starting from 7th level, and Splitting (CoR) starting from her 13th level.

    A Servant Soul including Atalanta can use Seven Arrows of the Big Dipper, a barrage of arrows ventilating a target. As a full round action, she makes a full attack with her bow, and gains extra attacks (and attack penalties, as appropriate) equivalent to the Flurry of Blows of a monk her level. For instance, a 9th level Servant Soul gains one extra attack at her highest bonus and no penalty. However, she must use all of these attacks on as few targets as possible, switching targets only when her current target drops or is killed. Use of this ability during an install reduces the duration by two rounds.

    Heroic Spirit Install: A Servant installing Archer Atalanta appears to wear green armor and a single leather bracer. She receives a bonus to dexterity equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves. Her movement speed increases by 10 feet for every 6 class levels, and for every arrow that damages a living enemy, she gains 1 hit point for every 4 damage dealt. However, while installing Archer, a Servant Soul cannot cast any spells not from the Archer Atalanta spell list.

    Installing Archer gives a servant soul the noble phantasm Complaint on the Arrow. To use this ability, she must be under the open sky, and must fire an arrow straight up as a full-round action. At the start of her next turn, a barrage of arrows falls from the sky in a 20 foot radius area of her choice, centered somewhere within 200 feet of her current location. This attack deals 1D8 piercing damage per class level to anybody within the area (reflex half; DC 10 + 1/2 servant soul level + dexterity bonus). Anybody that fails the reflex save and takes damage from this attack is constricted by the arrows in their body and the arrows on the ground, and is considered flat-footed for the rest of the round. This ability reduces the remaining install duration by 3 rounds.

    Archer Atalanta’s Spells: 1 – Incite (SpC), 2 – Mindless Rage (SpC), 3 – Miser’s Envy (SpC), 4 – Confusion, 5 – Song of Discord

    Fate/Apocrypha Archer: David
    David, King of Israel, replaces normal Archer (Emiya), and is the preferred archer for servant souls that need would rather suppress than kill those they face.

    Heroic Spirit Include: A servant soul including David summons 40 sling bullets and a sling. The sling becomes Merciful (MIC) at 7th level, Paralytic Burst (MIC) at 11th level, and Impact (MIC) at 16th level.

    A Servant Soul including David can use the noble phantasm Hamesh Avanim, a storm of rocks that can end a fight before it starts. Use of this ability during an install reduces the duration by two rounds. As a full-round action, she makes a full attack with her sling, and gains extra attacks (and attack penalties, as appropriate) equivalent to the Flurry of Blows of a monk her level. She can always load sling bullets as a free action during this attack. Each sling bullet deals an additional 1D6 damage for every 4 servant soul levels, but all damage from this phantasm is nonlethal regardless of whether she is currently using her sling as Merciful. Using this during an install reduces the install’s duration by two rounds.

    Heroic Spirit Install: A Servant installing Archer David appears to wear simple leather armor and sandals. She receives a bonus to dexterity equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves. She gains the benefits of the Point Blank Shot and Precise Shot feats, and can load sling bullets as a free action, while installing. If at least 15th level, she gains the benefits of the Improved Precise Shot feat for the duration of the install. However, while installing Archer, a Servant Soul cannot cast any spells not from the Archer David spell list.

    Installing Archer gives a servant soul the noble phantasm Chest of the Covenant. In order to use this, she must make a melee touch attack against a foe. This attack deals 1D6 holy damage per servant soul level (or unholy damage from evil servant souls; neutral aligned servant souls may choose) and exhausts the target. If the target succeeds a fortitude save, it deals half damage and fatigues them instead. This ability reduces the duration of an install by 2 rounds.

    Archer David’s Spells: 1 – Sanctuary, 2 – Shield Other, 3 – Divine Insight (SpC), 4 – Tongues, 5 – Mass Sanctuary (SpC)

    Fate/Apocrypha Assassin: Jack the Ripper
    Jack replaces normal Assassin (Hassan), and specializes in shutting down and destroying enemies one by one.

    Heroic Spirit Include: Jack the Ripper’s assassin spirit summons a cleaver-shaped handaxe in one hand and a dagger in the other. Both weapons become Revealing (MIC) at 7th level, gain the Mindcrusher (MiC) property at 11th level, and become Vanishing (MiC) at 16th level. In addition, at the end of any attack, full attack or phantasm in which the servant soul threw her dagger, it disappears from its current location and reforms in her hand. This does not allow her to throw it more than once in a full attack.

    A servant soul including Assassin Jack can use the Holy Mother of Dismemberment, a deadly incapacitating attack. To use it, she must throw her dagger as a full-round action at a target within her maximum range, taking only half of the penalty for throwing at a distance. If the dagger hits, roll for damage normally. The target must make a fortitude save with DC equal to the damage that was rolled. If the target fails, he is dazed for 2D3 rounds. At 5th level, the target is instead dazed for 1d3 minutes and stunned for 2d3 rounds. At 10th level, the target is dazed for 1d6 minutes, stunned for 1d3 minutes, and put to sleep for 2d3 rounds. At 15th level, the target is dazed for 1d12 minutes, stunned for 1d6 minutes, asleep for 1d3 minutes, and paralyzed for 2d3 rounds. This attack deals no damage; the damage roll was to determine the save DC only. Use of this ability during an install reduces the duration by two rounds.

    Heroic Spirit Install: A servant soul installing Assassin Jack appears to wear a black vest and wrapped bandages on her forearms. She receives a bonus to dexterity equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves, a bonus to saves against all mind-effecting affects equal to her class level divided by three. She gains the benefits of the Two-Weapon Fighting, Weapon Finesse, Point-Blank Shot, and Double Hit feats, and 1D6 Sneak Attack damage per 5 levels. If at least 15th level, she gains the benefits of the Improved Two-Weapon Fighting feat for the duration of the install. However, while installing Assassin, a servant soul cannot cast any spells not from the Assassin Jack spell list.

    Installing Assassin give a servant soul the noble phantasm Darkened Misty Metropolis, control over the mist around her. She may use this as a free action at the start of her turn. To use the noble phantasm, she can pay one, two, or three rounds of her install, and must have at least that many rounds remaining. If she pays one round, she can see through all foglike and mistlike effects, both mundane and supernatural, as though they were not there until the start of her next turn. If she pays two rounds, she gets that benefit, but also can move without fog or mistlike effects impeding her. If she pays three rounds, she gains both previous benefits, takes no damage from any fog or mist effects, and automatically succeeds any save forced on her by being within the range of a fog or mist-based spell or effect.

    Assassin Jack’s Spells: 1 – Obscuring Mist, 2 – Fog Cloud, 3 – Stinking Cloud, 4 – Solid Fog, 5 – Cloudkill

    Fate/Stay Night Assassin: Sasaki Kojiro
    Kojiro replaces normal Assassin (Hassan), and specializes in smart defense and quick, penetrating strikes.

    Heroic Spirit Include: Sasaki Kojiro’s assassin spirit summons a katana (mechanically equivalent to an Elven Courtblade from Races of the Wild) that moves too fast to be tracked. It becomes Eager (MIC) at 7th level, Blurstrike (MIC) at 11th level, and gains Defensive Surge (MIC) at 16th level.

    A servant soul including Kojiro can use Tsubame Gaeshi, a deadly technique of striking multiple times at once. This technique can only be used when standing on solid ground. As a full round action, she makes a full attack with her sword, and gains extra attacks (and attack penalties, as appropriate) equivalent to the Flurry of Blows of a monk her level. For instance, a 9th level Servant Soul gains one extra attack at her highest bonus and no penalty. Use of this ability during an install reduces the duration by two rounds.

    Heroic Spirit Install: A servant soul installing Kojiro’s Assassin appears to wear purple-colored formal underclothes designed to be worn under heavier armor. She receives a +2 bonus to strength and dexterity, with an additional +2 to each ability for every 6 Servant Soul levels, not for every 10 levels like most heroic spirit installs. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She is also under the effect of a Mind Blank spell for the duration of the install, with a caster level equal to her class level, and gains the benefits of the Combat Expertise and Combat Reflexes feats for the duration of the install. However, while installing Assassin, a servant soul cannot cast any spells not from the Kojiro Assassin spell list.

    Installing Assassin gives no additional noble phantasms or abilities.

    Kojiro Assassin’s Spells: 1 – Foundations of Stone (SpC), 2 – Mountain Stance (SpC), 3 – Know Opponent (SpC), 4 – Nature’s Rampart (SpC), 5 – Zone of Respite (SpC)

    Fate/Apocrypha Berserker: Frankenstein’s Monster
    Frankenstein’s Monster replaces normal Berserker (Heracles), and excels in taking magical punishment while shocking her enemies.

    Heroic Spirit Include: Frankenstein’s Berserker summons a heavy mace that shocks her foes into submission. It becomes Shocking at 7th level, Shocking Burst at 11th level, and Psychokinetic (MIC) at 16th level.

    A servant soul including Frankenstein’s Berserker gains the noble phantasm Lighting Tree of Crucifixion. As a full-round action, she plants the handle of her mace in the ground, and the head detonates. This deals 1D6 damage to all creatures within 30 feet of her, and half of that to all creatures within 60 feet. Half of this damage is electricity and half of it is force (reflex half). However, she herself takes the phantasm’s force half of damage (no save). Use of this power during an install reduces the duration by 1 round.

    Heroic Spirit Install: A servant soul installing Frankenstein’s Berserker wears loose, white clothing and has visible metal bolts in her head. She receives a bonus on constitution equal to 2 plus 2 for every 10 servant soul levels. She also gains a bonus on attack rolls equal to her servant soul level divided by 4 (rounded up), and a bonus to fortitude saves. She also gains immunity to any spell or ability allowing spell resistance for the duration of the install, with the following exceptions: Any electricity damage heals her instead of damaging her; and any fire damage deals full damage to her. She does not get a save against electricity or fire damage, but can save against any other effects of these spells normally. During this install, she may not cast any spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing berserker counts as Rage.

    A servant soul installing Berserker gains the ability Scream of the False Lifeform. Use of this ability is a full-round action, during which she lets loose an unearthly wail. Anybody within 30 feet is affected. Those with fewer hit dice than half of her class level are dazed for 1D4+1 rounds (no save); those with hit dice equal or greater than half of her class level, up to hit dice equal to her class level, must make a will save or be nauseated for 1D4 rounds; and those with more HD than her class level must make a will save or be staggered for 1D3 rounds. This ability reduces the duration of her install by 3 rounds.

    Frankenstein’s Berserker’s Spells: 1 – Shocking Grasp, 2 – Electric Vengeance (PHBII), 3 – Orb of Electricity, 4 – Greater Electric Vengeance (PHBII), 5 – Ball Lighting (SpC)

    Fate/Zero Berserker: Black Knight
    Black Knight Berserker replaces normal Berserker (Heracles), and forms a more flexible, slippery battle bruiser.

    Heroic Spirit Include: The Black Knight Berserker spirit does not summon a weapon, but rather grants the ability to use anything around as a weapon with power equal to his strongest weapons. While including or installing Black Knight Berserker, a servant soul is capable of using any weapon or item around her as her weapon, with an enhancement bonus equal to her normal included weapons. Any improvised weapon can be used as a simple, martial, or exotic weapon that it superficially resembles. The emulated weapon is unable to make ranged attack (except for being thrown). For instance, a broom handle can be used as a rapier or longsword, a piece of rope can be used as a whip or spiked chain, a plank of wood can be used as a bastard sword or greatsword, or a broken bottle can be used as a dagger or kukri. The power of the Include will imbue the weapon with the ability to act as a weapon of the same type, including in hit points and hardness. In addition, this weapon deals an additional 1D4 damage starting at class level 4, which becomes 1D6 at level 8, 1D8 at level 12, 1D10 at level 16, and 1D12 at level 20. Any improvised item can only emulate one type of weapon per round, and only one item can be treated as Berserker’s weapon at a time. If wielding a weapon that is already magical, Berserker’s granted enhancement bonus and bonus damage override any enhancement bonus and special weapon abilities already present on the weapon.

    Black Knight Berserker grants an including servant soul the ability to use Protection of the Fairies, a noble phantasm preventing harm. This noble phantasm is activated as an immediate action, and grants the Servant Soul a +10 bonus on the next saving throw she makes within the round. If she makes no saving throws by the end of the round, the effect is wasted. If used during an install, this ability reduces the duration of the install by 3 rounds.

    Heroic Spirit Install: A servant soul installing Black Knight Berserker appears to be covered in dark-colored plate armor and surrounded by a black shadowy fog. She receives a bonus to strength and constitution equal to 2 plus 2 for every 10 servant soul levels. She also gains a bonus on attack rolls equal to her servant soul level divided by 4 (rounded up), resistance to all energy types equal to her class level, evasion as a rogue of her class level, and Mettle (CWar) as a Hexblade of her class level. During this install, she may not cast any spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing berserker counts as Rage.

    Installing Berserker gives the servant soul the noble phantasm For Someone’s Glory, affinity with the shadows around her. Once per round, she may apply quicken spell and Still Spell to a single spell on the black knight berserker spell list without increasing its level or casting time, which she can then cast. This is the only way she may cast spells while installing black knight berserker. Using this phantasm reduces her install by a number of rounds equal to the level of the spell quickened.

    Black Knight Berserker’s Spells: 1 – Shadow Mask (SpC), 2 – Shadow Spray (SpC), 3 – Shadow Phase (SpC), 4 – Shadow Conjuration, 5 – Shadow Evocation

    Fate/Extra CCC Caster: Hans Christian Anderson
    Anderson Caster replaces normal Caster (Madea), and supports his allies with powerful healing magic.

    Heroic Spirit Include: Anderson’s caster does not give a weapon when included. Rather, the servant soul gains a wand of Cure Minor Wounds with charges equal to her class level. When the included weapon would be +1, she instead includes a wand of Cure Light Wounds. When the included weapon would be +2, she gets a wand of Cure Moderate Wounds. When the included weapon would be +3, her wand becomes a wand of Cure Serious Wounds. At +4, the wand becomes a wand of Cure Critical Wounds. When weapons would be +5, she gets a Scepter (LEoF) of Heal.

    Anderson Caster grants a servant soul the noble phantasm Marchen Meines Lebens, the power to help her allies better tell their story. It is used as an immediate action. When used, a single ally within 60 feet, which can be she, gains the ability to reroll a single attack, save or check any time within the next round. If the reroll is used, the target must accept the result, even if it is worse. If not used within 1 full round, the reroll is wasted. Use of this ability during an install reduces the duration of the install by 2 rounds. This ability may not be used to reroll a roll that was already rerolled, by this ability or another.

    Heroic Spirit Install: A servant soul installing Anderson Caster diminishes slightly in size and dons a bowtie, a vest and a striped shirt. She receives a bonus on intelligence equal to 2 plus 2 for every 10 servant soul levels. Like all installs, she gains a bonus on her servant soul caster level equal to half her class level (rounded up, to a maximum of her character level). She radiates a heroic aura, granting all allies within 60 feet a morale bonus on attack rolls and saves against fear equal to 1 for every 4 class levels. Installing caster places no restrictions on casting servant soul spells, although other spells are still restricted.

    Installing Caster gives the servant soul the ability to support and heal her friends using High Speed Aria. As a swift action, she may give up a number of rounds in her install in order to cast a conjuration (healing) spell from the cleric spell list of level equal to the rounds lost. The level of the spell cannot exceed the highest level of servant soul spell she can cast, and she must have at least that many rounds in her install. The spell must have a verbal component, it must have a cast time of no greater than 5 rounds, and she must provide any expensive material components as well as pay any XP cost associated with the spell.

    Anderson Caster’s Spells: 1 – Remove Fear, 2 – Harmonic Chorus (SpC), 3 – Allegro (SpC), 4 – Greater Resistance (SpC), 5 – Heroes’ Feast

    Fate/Zero Caster: Bluebeard
    Bluebeard, or Gilles De Rais, replaces normal Caster (Madea), and allows for unlimited, but unpredictable, spellcasting power.

    Heroic Spirit Include: Including Bluebeard Caster does not grant a servant soul a traditional weapon. Rather, she gets a staff that acts like a Tentacle Rod (MIC), except as noted here. The rod has one tentacle plus one for each +1 enhancement bonus granted her included weapons. The rod uses her normal melee attack bonus. Each tentacle gets a bonus to hit and to damage equal to the enhancement bonus on her included weapons. The rod’s Slow effect triggers if 3 tentacles hit the same target, and uses her normal save DC.

    A servant soul including Bluebeard Caster is more adept at magecraft. This ability is used as part of casting a servant soul spell that she knows and has the intelligence to cast, although she need not have a spell slot for it. The spell is treated as normal level when cast, but uses a lower-level spell slot. She may reduce the level of the spell slot consumed by up to 1 per 4 servant soul levels (minimum 0). If she has no slots of that level remaining, she may use a higher-level slot to cast it, as normal. If she has no spell slots of that level or any higher level spell slots, she may not cast the spell. If used as part of an install, this reduces the duration by 1 round.

    Heroic Spirit Install: A servant soul installing Bluebeard Caster appears to wear a bulky, unwieldy dark cloak with a thick, red-accented collar, and holds a book in the hand not holding her rod of tentacles. She receives a bonus on intelligence equal to 2 plus 2 for every 10 servant soul levels. Like all installs, she gains a bonus on her servant soul caster level equal to half her class level (rounded up, to a maximum of her character level), and a bonus on concentration checks and saves against all mind-affecting effects equal to her class level divided by 3. She also gains a 30-foot Fear Aura for the duration of the install, which frightens enemies with HD of less than half of her class level and shakes enemies with HD up to her class level if they fail a will save to resist. These effects last for 3D10 rounds, but if still active, will end 1 round after the end of her install. A creature that makes the save is immune to her Fear Aura for 24 hours. Installing caster places no restrictions on casting servant soul spells, although other spells are still restricted.

    Installing Caster gives a servant soul the noble phantasm Prelati’s Spellbook, an infinite font of magical power. As a standard action, she may open the book conjured with her install. In any subsequent rounds of the install, she may choose to cast a servant soul spell powered by the book instead of powered by her spells per day. She may do use this to cast a spell even if she has no remaining spell slots of that level, but she must retain the minimum ability scores to cast it. If she casts a spell using Prelati’s Spellbook as her power source, she may not cast that spell again in any fashion for a number of rounds equal to 1D4 + 1/2 the level of the spell. The round spent opening the book reduces the remaining rounds in her install by 1.

    Bluebeard Caster's Spells: 1 – Spirit Worm (SpC), 2 – Summon Swarm, 3 – Girallon’s Blessing (SpC), 4 –Vipergout (SpC), 5 – Spider Plague (SpC)

    Fate/Apocrypha Lancer: Vlad III
    Vlad III, the Lord Impaler, Lancer of Black, replaces normal Lancer (Cú Chulainn), and is a heroic spirit with fantastic anti-army phantasms and the ability to steal the life of his foes.

    Heroic Spirit Include: Installing Vlad Lancer gives a servant soul a longspear that drains the life force of her foes. The weapon becomes Bloodfeeding (MIC) at 7th level, Vampiric (MIC) at 11th level, and Shattermantle (MIC) at 16th level.

    A servant soul including Vlad Lancer can call upon a technique called Demonic Defender. To use this ability, she concentrates for a full round and disrupts the magic in the air around her. From the start of this action until the start of her next turn, any enemy within 90 feet that attempts to cast or concentrate on a spell, or use a spell-like ability, takes 1D6 negative energy damage per servant soul level (or positive energy if they are undead). They may make a will save to avoid this damage, but if they were casting or concentrating on a spell, the DC is increased by the level of the spell. Usage of this power during an install reduces the install by 3 rounds.

    Heroic Spirit Install: A servant soul installing the Vlad Lancer wears dark royal robes and seems to chill the air around her. She receives a bonus to constitution equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains fast healing equal to her constitution bonus for the duration of the install. In addition, all enemies within 30 feet of her are shaken unless they succeed a will save; they may try at the start of the install if within range, or every time they enter the range. Success makes one immune to this effect for 24 hours. This lasts for the duration of the install or until they leave the range, and is a mind-affecting effect. However, while installing Lancer, a servant soul cannot cast any spells not from the Vlad Lancer spell list.

    Installing Lancer gives a noble phantasm of the Kaziki Bei, the field of spears. This is a full-round action where the servant soul shoots magical spears from the earth to impale her enemies. To use it, she reduces the duration of the install by 2 rounds and fires spears from the ground in a 30 foot radius, centered somewhere at most 200 feet from her location. Anybody within this area takes 1D6 magical piercing damage for every 2 servant soul levels (reflex half) and, if they fail and take damage, they are also pinned to their current location, and must make a strength check (a move action at the same DC) to free themselves. The next round, if the servant soul has rounds remaining and wishes to continue the effect, she deducts 3 rounds from her install, and everybody within the 30 foot radius takes 1D6 damage per servant soul level, while anybody from 30-40 feet takes 1D6 per two levels. The reflex save, and impalement with a strength check to free, are the same within these areas. The next round, if she has rounds remaining and wishes to annihilate any survivors, the servant soul may deduct 4 rounds from her install. This deals 1D10 damage per servant soul level to everybody within 40 feet of the phantasm’s center, while anybody 40-50 feet from the center takes 1D6 damage per level. The same reflex save, impalement, and strength checks to free themselves apply. Only the first round of the phantasm requires a full-round action, as both following rounds require only that she will the effect to continue.

    Vlad Lancer’s Spells: 1 – Chill Touch, 2 – Ghoul Touch, 3 – Vampiric Touch, 4 – Contagion, 5 – Fleshshiver (SpC)

    Fate/Zero Lancer: Diarmuid Ua Duibhne
    Diarmuid replaces normal Lancer (Cú Chulainn), and is a heroic spirit famous for his ability to puncture through all armor, and deal wounds that never heal.

    Heroic Spirit Include: The Diarmuid Lancer spirit summons either or both of two weapons, which can be used singly or together. The first is a one-handed spear (treat this as a trident) able to circumvent all defense. It gains Impaling (MIC) at 7th level, Transmuting (MIC) at 11th level, and Ghost Touch at 16th level. The second is a shortspear that gains Weakening (MIC) at 7th level, Enervating (MIC) at 11th level, and Stygian (MIC) at 16th level.

    A servant soul including Diarmuid Lancer can call upon a noble phantasm called Eye of the Mind. She may activate this power when flanking an enemy. She makes a normal full attack, but the bonuses for flanking are increased by an additional +2 to attack and damage for every 4 servant soul levels. In addition, anybody flanking with her gains these bonuses until the start of her next action. If used during an install, this reduces the rounds remaining by 2.

    Heroic Spirit Install: A servant soul installing the Diarmuid Lancer spirit gains the appearance of wearing a form-fitting teal breastplate and acrobatic boots. She receives a bonus to strength equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains spell resistance equal to 10 + her class level and the benefits of the Two-Weapon Fighting, Two-Weapon Defense and Double Hit feats while installing. If she is at least 15th level, she gains the Improved Two Weapon Fighting feat while installing. For the duration of the install, her shortspear is treated as having the Cursed Blade (SpC) spell on it, with a caster level of her class level. However, while installing Lancer, a servant soul cannot cast any spells not from the Diarmuid Lancer spell list.

    Installing Lancer gives a noble phantasm of the Mystic Face. This is a full-round action where the servant soul gazes at a target and attempts to overpower their will. Treat this as a Dominate Person, with a caster level equal to her class level, except that it lasts only until the end of the install and it uses the standard save DC for noble phantasms. If she is at least 16th level, treat this as a Dominate Monster spell instead. A servant soul must reduce the rounds remaining in her install by a variable amount of at least one and at most four, although she cannot reduce it by more than the number of rounds remaining in her install. For each round reduced, she adds +1 to the save DC of this effect and +2 to any checks for overcoming spell resistance.

    Diarmuid Lancer’s Spells: 1 – Countermoon (SpC), 2 – Earthbind (SpC), 3 – Suppress Breath Weapon (SpC), 4 – Spark of Life (SpC), 5 – Ghost Trap (SpC)

    Fate/Apocrypha Rider: Saint George
    George replaces normal Rider (Medusa), and is the favored spirit for servant souls like flashy smiting of their chosen foes.

    Heroic Spirit Include: St. George’s Rider spirit summons a fullblade (AEG) that smites his favored foes. It gains Bane (Dragon) at 7th level, Dragondoom (MIC) at 10th level, Fiercebane (Dragon) at 13th level and Binding at 16th level.

    A servant soul including Rider St. George can call upon a noble phantasm called Interfectum Dracones, slayer of dragons. She throws a lance of light from her sword as a ranged touch attack against a target within 60 feet, taking no penalties for distance within this range. If she hits, she rolls damage as though she had struck her target with her sword in melee, but does an additional 1D6 points of holy damage (for good servant souls) or unholy damage (for evil servant souls; neutral servant souls may choose) to the target for every two class levels. Use of this phantasm reduces the duration of an install by 3 rounds.

    Heroic Spirit Install: A Servant installing Rider St. George appears to wear rust-colored, serpentine-themed full-plate under a cross-emblazoned surcoat. She receives a bonus to strength equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains benefits of the diehard and mounted combat feats, and a +4 competence bonus on ride checks for the duration of the install. As part of the process of installing, she summons a Phantom Steed (as the spell, using her servant soul caster level, although the caster level is considered her class level for purposes of dispels) in her square and may automatically mount it. She also gains spell resistance equal to 10 + her class level for the duration of the install. However, while installing Rider, a servant soul cannot cast any spells not from the Rider St. George spell list.

    Installing Rider gives a servant soul the noble phantasm Abyssus Draconis: Thou Shalt a Serpent Become. To use it, she sends a blast of power out from her surcoat at a non-dragon target within 200 feet. The target must make a fortitude save and a will save. If the fortitude save fails, their features change to be slightly more draconic, and they are treated as being a creature of the dragon type for purposes of spells and effects (such as the servant soul’s weapon) for the remainder of her install. If they fail the will save, they are staggered for one round. This is a transmutation effect. A servant soul using this power reduces the duration of her install by 2 rounds.

    Rider St. George’s Spells: 1 – True Strike, 2 – Fell the Greatest Foe (SpC), 3 – Antidragon Aura (SpC), 4 – Hide From Dragons (SpC), 5 – Vulnerability (SpC)

    Fate/Extra Rider: Francis Drake
    Nero replaces normal Rider (Medusa), and is the favored spirit for servant souls that need large-scale control of the environment around them.

    Heroic Spirit Include: Francis Drake’s Rider spirit summons a pair of hand crossbows to dispatch enemies from a distance. Both become Aquatic (MIC) at 4th level, Quick-Loading (MIC) at 7th level, Doom Burst (MIC) at 11th level, and Knockback (MIC) at 16th level.

    A servant soul including Rider Drake can call upon a noble phantasm called Golden Wild Hunt, in which massed cannons fire onto the battlefield, decimating enemy lines. She designates an area no more than 200 feet away as the target, and anybody standing within 40 feet of the chosen spot takes 1d6 damage/two levels (reflex half). In addition, anybody within 10 feet of the designated center who failed the save and took damage also catches on fire. Use of this phantasm reduces the duration of an install by 3 rounds.

    Heroic Spirit Install: A Servant installing Rider Drake’s spirit appears to wear a brown choker collar and a garish captain’s coat over long boots. She receives a bonus to dexterity equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves. She also gains benefits of the Two-Weapon Fighting feat for the duration of the install. Starting level 15, she gains the benefits of the Improved Two-Weapon Fighting feat while installing. However, while installing Rider, a servant soul cannot cast any spells not from the Rider Drake spell list.

    Installing Rider gives a servant soul the noble phantasm called Night of the Storm. This is activated as a full-round action, during which the sky fills with clouds. This activation round reduces the install’s remaining rounds by an additional 2. For the remainder of the install, she may use a move action to either change the winds within 200 feet of her (this acts otherwise like Control Winds, except that its effects end when the install ends) or to lance lighting down from the clouds to her enemies. When summoning lighting, she may designate either one target, or two targets within 30 feet that have a clear line of space between them, all targets being within 200 feet of herself. These targets take 1D6 electricity damage for each of her servant soul levels, and are stunned for a number of rounds equal to her constitution modifier, minimum one (Reflex half for the damage, a fortitude save negates the stun). She may alter the winds and call lighting in the same round if she wishes to use two actions to do so, but she may not call lighting twice in a round. After the initial round, this phantasm does not require more rounds of the install to function.

    Rider Drake’s Spells: 1 – Endure Elements, 2 – Gust of Wind, 3 – Control Water, 4 – Eye of the Hurricane (SpC), 5 – Tidal Surge (SpC)

    Fate/Apocrypha Saber: Joan of Arc
    Joan of Arc replaces normal Saber (Heroic Spirit Arturia), and is the favored spirit for servant souls that value intelligence gathering and control.

    Heroic Spirit Include: The Joan of Arc Saber spirit summons a longsword made to destroy illusions before her. The sword becomes Illuminating (MIC) at 4th level, Illusion Bane (MIC) at 7th level, Illusion Theft (MIC) at 11th level, and Resounding (MIC) at 16th level.

    A servant soul including Joan of Arc Saber can call upon a noble phantasm called La Pucelle. When used, flames from her sword conjure a pyre under her feet, which sears her enemies. This attack deals divine damage if she is good and vile damage if she is evil, with neutral servant souls able to choose. All enemies within 30 feet take 1D6 damage per servant soul level (reflex half), but she takes 1D6 fire damage every two servant soul levels herself (no save). If used during an install, this reduces the duration by three rounds.

    Heroic Spirit Install: A Servant installing the Joan of Arc Saber spirit gains the appearance of wearing polished half-plate over a black doublet waistcoat. She receives a bonus to strength and charisma equal to 2 plus 2 for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains spell resistance equal to 10 + her class level, and a bonus to all charisma-based skills except for bluff equal to her class level divided by three, for the duration of the install. During the install, she also gains regeneration 1 (bypassed by all types of energy damage). However, while installing Saber, a servant soul cannot cast any spells not from the Joan of Arc Saber spell list.

    Installing Saber gives a servant soul an ability called Revelation. This ability is activated as a swift action, and costs one to three rounds, although she cannot reduce her install by more rounds than remain. If she reduced her install by one round, she gains low-light vision, darkvision, blindsense 30 feet, and a +2 enhancement bonus to spot until the start of her next round. If reduced by two rounds, she gains superior low-light vision, darkvision 120, blindsight 60, and a +4 enhancement bonus to spot until the start of her next action. If reduced by three rounds, she gains the above as well as the effects of a True Seeing spell and a +6 enhancement bonus to spot until the start of her next action.

    Joan of Arc Saber’s Spells: 1 – Spontaneous Search (SpC), 2 – Analyze Portal (SpC), 3 – Arcane Sight, 4 – Locate Creature, 5 – Telepathic Bond

    Fate/Extra Saber: Nero
    Nero replaces normal Saber (Heroic Spirit Arturia), and is the favored spirit for servant souls that value overpowering offense and crippling their enemies.

    Heroic Spirit Include: The Nero Saber spirit summons a greatsword designed to destroy her enemies with powerful strikes. This sword becomes Keen at 7th level, Impedance (MIC) at 11th level, and Screaming (MIC) at 16th level.

    A servant soul including Nero Saber can call upon a noble phantasm called Aestus Estus. When activated as part of an attack, she adds her intelligence bonus to hit and her servant soul level as a modifier to damage. If used during an install, this reduces the duration by two rounds.

    Heroic Spirit Install: A Servant installing the Nero Saber spirit gains the appearance of wearing flowing red formal clothes over a discreetly armored frame. She receives a bonus to strength equal to 2 plus for every 10 Servant Soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. She also gains spell resistance equal to 10 + her class level and the benefits of the feat power attack while installing. However, while installing Saber, a servant soul cannot cast any spells not from the Nero Saber spell list.

    Installing Saber gives a noble phantasm called Domus Aurea. This is a full-round action where the servant soul attacks a single enemy with her greatsword. If the attack succeeds, the target is struck with a -2 curse penalty to attacks, skill checks, ability checks, and saves, as well as a -1 penalty to Armor Class. The next round, the target may attempt a fortitude save. Success means that the save remains unchanged, whereas failure causes the curse to worsen to -4/-2 (to rolls and AC respectively). The third round, the target may attempt another saving throw at the same DC. Success means that the curse remains unchanged, whereas failure causes it to worsen by another -2/-1 (to rolls and AC, respectively). The fourth round, the target may reattempt the save, and a successful save ends the curse; the curse ends regardless the round after. Using this phantasm reduces the rounds remaining in the install by 3.

    Nero Saber’s Spells: 1 – Shock and Awe (SpC), 2 – Zeal (SpC), 3 – Haste, 4 – Dirge of Discord (SpC), 5 – Dirge (SpC)

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    Default Iconic Spirits, Prestige Classes, Design Notes

    Iconic Spirits

    This set of heroic spirits represents some of the iconic characters in Dungeons and Dragons.

    Archer: Soveliss
    Soveliss, Elven Ranger, replaces normal Archer (Emiya), and is a strong choice for Servant Souls that spend time in the wilderness.

    Heroic Spirit Include: Archer Soveliss’s spirit summons en elven double bow (AEG) with a quiver of 40 arrows built to strike fast and hard. It becomes Hunting (MIC) at 7th level, and Exit Wound (CW) at 11th level, and the arrows become Assassination (CiS) at 16th level.

    A servant soul including Archer Soveliss can use the noble phantasm Out Of Sight. This is a full-round action. During it, she makes a hide check, and is considered hidden, even by those observing her, even if she has no cover or concealment, unless they see her with a spot check. If she has no cover or concealment she gets a -2 on this hide check. If used during an install, this reduces the duration by 2 rounds.

    Heroic Spirit Install: A servant soul installing Soveliss appears in sturdy leather and a green cape, with huge numbers of things slung over her shoulders. She gains a +2 bonus to dexterity with an additional +2 for every 10 servant soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves. In addition, she gains Favored Enemy (+2) towards a single creature type, which works identically to the ranger ability, and may be chosen by her every time she installs. If at least 16th level, she instead gains favored enemy (+4) towards one type and (+2) towards a second. She also gains Wild Empathy, Woodland Stride, and Trackless Step (as a druid). While installing Soveliss, she may not cast any spells except for those on the Archer Soveliss spell list.

    Soveliss’s install allows use of the noble phantasm Sure Strike. This is during a single attack. Any arrows from that attack that strike a target force the target to make a fortitude save and a will save at her normal phantasm DC. A target that fails a fortitude save takes 1D6 constitution damage, while a target that fails a will save takes 1D3 damage to each mental ability. This reduces the duration of an install by 2 rounds.

    Archer Soveliss’s Spells: 1 – Primal Hunter (DM), 2 – Primal Instinct (DM), 3 – Primal Senses (DM), 4 – Primal Speed (DM), 5 – Bloodfreeze Arrow (CoR)

    Assassin Lidda
    Lidda, Halfling Rogue, replaces normal Assassin (Hassan), and is the premier choice for skilled Servant Souls.

    Heroic Spirit Include: Assassin Lidda’s spirit summons a shortsword for emergencies. It becomes Hideaway (MIC) at 4th level, Last Resort (CW) at 7th level, and Finesse (ECS) at 13th level.

    A servant soul including Assassin Lidda can use the noble phantasm Old Rogue New Trick. As a free action, she may choose one skill trick she qualifies for but does not have. She gains it and may start using it in the next round. At the end of her next round she loses it, but if it takes multiple turns to use, she may continue its current use. Use during an install reduces the duration of the install 2 rounds.

    Heroic Spirit Install: A servant soul installing Lidda appears to be wearing earth-tone skintight leathers and entirely too many belts. She gains a +2 bonus to dexterity with an additional +2 for every 10 servant soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves. In addition, she gains a bonus to all skills for the duration of the install equal to her class level divided by 3. For purposes of skill trick prerequisites and use of trained-only skills, she is considered to have this many additional ranks in all skills. While installing Lidda, she may not cast any spells except for those on the Assassin Lidda spell list.

    Lidda’s install allows use of the noble phantasm Footpaddin’. She may activate this when using a skill that requires multiple rounds to complete or requires her to slow some activity. The number of rounds to complete her task, or the amount she is penalized by the skill use, is halved with no penalty. For instance, instead of moving silently reducing her speed by half, it reduces her speed by one quarter. If this phantasm reduces an action by 1 or 2 rounds, it requires that many rounds from her install. In all other cases it requires 3 rounds from her install.

    Assassin Lidda’s Spells: 1 – Immediate Assistance (CM), 2 – Improvisation (SpC), 3 – Heroism, 4 – Unfailing Endurance (DotF), 5 – Greater Heroism

    Berserker Krusk
    Krusk, Half-Orc Barbarian, replaces normal Berserker (Heracles), and specializes in demoralizing enemies.

    Heroic Spirit Include: Berserker Krusk’s spirit summons a terrifying greataxe. It becomes Fear Burst (MH) at 7th level, and Frightful (DaD) at 13th level.

    A servant soul including berserker Krusk can use the noble phantasm Roar as a swift action. This allows her to make an intimidate check to demoralize any single foe within 60 feet. If used during an install, reduce the install duration by 2 rounds.

    Heroic Spirit Install: A servant soul installing Krusk appears in animal hides ornamented with bones of her enemies, along with random items strapped to her limbs. She gains a +2 bonus to strength with an additional +2 for every 10 servant soul levels. She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on fortitude saves. In addition, she gains a frightening presence, and any foe that is within 30 feet of her while she attacks or performs a special attack must make a will save or be shaken until the round after the end of her install. If their total hit dice is less than half of her class level, they are instead frightened. Any foe that was shaken when this effect started will instead be frightened (or panicked), and any foe that was frightened will become panicked (or cowering), as appropriate. Anybody that succeeds on this save will be immune to the effect for the remainder of the install. In addition, she gains spell resistance equal to 10+ her class level, and a bonus to intimidate checks equal to 1/2 her class level. However, while Berserker is installed, the servant soul may not cast spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing berserker counts as Rage.

    Krusk’s install unlocks the noble phantasm Indomitable. As a move action, she targets an enemy within 60 feet. That enemy takes -4 to all saves and rolls against intimidate and fear effects for 2D6 rounds. This ability has a different effect if the foe is immune to fear. In that case, Incomitable allows her fear and intimidate effects to pierce that immunity, but the enemy gets a +4 on saves and rolls to resist them. This reduces her install by 1 round.

    Berserker Krusk’s Spells: 1 – Cause Fear, 2 – Scare, 3 – Fear, 4 – Greater Rebuke (SpC), 5 – Wail of Doom (SpC)

    Caster Mialee
    Mialee, Elven Wizard, replaces normal Caster (Madea) and specializes in wide spell access to fit any situation.

    Heroic Spirit Include: Mialee’s caster spirit summons a staff with charges equal to her class level, capable of using charges to cast spells. At first it can only expend a single charge to cast Mage Hand. When her summoned weapon would be +1, it gains the ability to use 2 charges to cast Mage Armor. When it would be +2, it can use 3 charges to cast Acid Arrow. When it would be +3, it can use 4 charges to cast Lightning Bolt. When it would be +4, it can spend 5 charges to cast Cone of Cold. When it would be +5, it can spend 6 charges to cast Dismissal.

    A servant soul including Mialee can use the noble phantasm Renewal. This grants her included staff one additional charge. If used during an install, this reduces the install by one round. Use of this power also prevents the staff from disappearing from existence for 1 full round, even if the current include or install ends.

    Heroic Spirit Install: A servant soul installing Mialee’s Caster appears frail, and wears clothing with many odd points jutting out and a seemingly endless number of pockets. She receives a +2 bonus to intelligence, with an additional +2 for every 10 Servant Soul levels. She also gains the benefits the feat Spell Penetration, and the feat Spell Focus for a single school of her choice. In addition, once per turn, she may apply a single metamagic feat from the following list to a single spell she is casting, without increasing its effective level or casting time: Silent Spell, Still Spell, or Ghost Touch Spell (Gho).

    A servant soul installing Mialee can use the noble phantasm Spell Pact. In order to do this, as a full-round action, she first pays between 1 and 10 rounds of install, and must have that many remaining. She then chooses a spell level that is equal to or lower than the highest level servant soul spell she can cast, and is at most half the number of rounds she paid (a 0-level spell is considered 1/2 level for this purpose). She may then choose a wizard spell of the appropriate level. She may cast the chosen spell so long as she begins casting before the end of her next turn. She must provide all components and foci of the spell except for those covered under Eschew Materials, including XP components, if any.

    Caster Mialee’s Spells: 1 – Distract Assailant (SpC), 2 – Sonorous Hum (SpC), 3 – Spell Enhancer (SpC), 4 – Spell Matrix, Lesser (SpC), 5 – Surge of Fortune (CC)

    Lancer Ember
    Ember, Human Monk, replaces normal Lancer (Cú Chulainn) and uses special attacks to circumvent her enemy’s guards.

    Heroic Spirit Include: Ember’s Lancer spirit summons a Monk’s Spade (SoS) built for many unconventional utilities. The spade becomes Disarming (CW) at 7th level, Grasping (AEG) at 11th level, and Sweeping (MIC) at 16th level.

    A servant soul including Ember can use the noble phantasm Overpower. This is used as a free action while performing a special attack. It grants her a bonus equal to half her class level to the next touch attack or opposed roll made as part of the special attack. If used during an install this reduces it by three rounds.

    Heroic Spirit Install: A servant soul installing Lancer Ember wears simple wrappings over much of her body, and her skin ripples with power. She receives a +2 bonus to strength, with an additional +2 for every 10 Servant Soul levels. She gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), as well as a bonus on fortitude and reflex saves. She also gains the benefits the feats Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Sunder, and Improved Trip. Her base land speed increases by 10 feet for every 5 servant soul levels. During the install she can only cast spells from the Lancer Ember spell list.

    A servant soul installing Ember can use the noble phantasm Ensnare. It is activated as a swift action upon completing a melee attack. If the target of her attack is a legal target for the maneuver, she may immediately initiate a bull rush, disarm, grapple, sunder, or trip attack against that enemy. Begin the attack as though any necessary touch attacks had already been succeeded. To use this, she pays 2 rounds from her install. If she has at least 3, she can instead pay 3, and her opponent cannot react to turn the attack on her if her opposed check fails (falling prone from a bull rush, being disarmed while disarming, or being tripped while tripping). This does not protect against other negative circumstances, such as being pinned after initiating a grapple.

    Lancer Ember’s Spells: 1 – Fist of Stone (SpC), 2 – Fearsome Grapple (SpC), 3 – Entangling Staff (SpC, treats the Monk’s Spade as a staff), 4 – Heart of Earth (CM), 5 – Irresistible Force (Gho)

    Rider Alhandra
    Alhandra, Human Paladin, replaces normal Rider (Medusa) and focuses on undead foes and powerful charges.

    Heroic Spirit Include: Alhandra’s Rider spirit summons a Lance built to kill enemies in one strong strike. The lance becomes Valorous (UE) at 7th level, Fierce (AEG) at 11th level, and Charging (MIC) at 16th level.

    A servant soul including Alhandra can use the noble phantasm Circle of Life, in which she creates a burst of positive energy. This heals all living creatures within 30 feet by 1D6 per 2 class levels and harms undead by the same amount; any creature can make a will save to halve the healing or damage. If used during an install this reduces it by two rounds.

    Heroic Spirit Install: A servant soul installing Rider Alhandra appears dressed in scale mail with spiked pauldrons and bracers. She receives a +2 bonus to strength and charisma, with an additional +2 for every 10 Servant Soul levels. She gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), as well as a bonus on fortitude saves. If there is room, she may instantly summon and mount a heavy warhorse, which is advanced as though she were a druid of her servant soul level minus three, and she gains the benefits of the feats Mounted Combat, Ride-by Attack, and Spirited Charge. During the install she can only cast spells from the Rider Alhandra spell list.

    A servant soul installing Alhandra can use the noble phantasm Channel. This is used as a standard action. It allows her to turn undead as a good cleric of her servant soul level. It reduces the time of the install by 2 rounds.

    Rider Alhandra’s Spells: 1 – Detect Undead, 2 – Spawn Screen (SpC), 3 – Spark of Life (SpC), 4 – Incorporeal Nova (SpC), 5 – Life’s Grace (SpC)

    Saber Vadania
    Vadania, Half-Elf Druid, replaces normal Saber (Arturia) and connects close to nature.

    Heroic Spirit Include: Saber Vadania’s spirit summons a scimitar for melee or ranged use. The scimitar becomes Throwing at 7th level, Returning at 10th level, Dessicating (MIC) at 13th level, and Desiccating Burst (MIC) at 16th level.

    A servant soul including Vadania can use the noble phantasm Shifter’s Speech as a swift action. For 3 rounds, she can speak normally and cast spells that require speech unless physically gagged or within the area of a silence effect. Use during an install reduces the install’s duration by 2 rounds.

    Heroic Spirit Install: A servant soul installing Saber Vadania immediately transforms into a small or medium animal with HD less than or equal to her class level, acting otherwise like the Druid’s Wild Shape ability. She gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), as well as a bonus on fortitude saves. She can turn into large animals starting at 10th level, tiny animals at 13th level, huge animals at 16th level, and diminutive animals 19th level. During the install she can only cast spells from the Saber Vadania spell list.

    A servant soul installing Alhandra can use the noble phantasm Conjure Clasp. This phantasm is a free action upon installing Vadania and cannot be used any other time. To use it, she reduces the duration of her install by any number of rounds. She may make that many worn items not merge with her form when she enters the install. These items, if necessary, change size and shape to fit her new form so long as it makes sense that the form be capable of wearing that type of item.


    Saber Vadania’s Spells: 1 – Hide From Animals, 2 – Woodland Veil (RotW), 3 – Control Temperature (FB), 4 – Repel Vermin, 5 – Antilife Shell

    Prestige Classes

    Spiritual Vassal

    Sometimes a servant soul reveres one heroic sprit above all others. Pledging herself to her borrowed ideals, she gains increased power and abilities from her lord or lady.
    Hit Die: D8

    Requirements
    Base Attack Bonus: +3
    Feats: Spirit Devotion with selected spirit.
    Spellcasting: Must be able to cast her chosen spirit’s second-level spell.

    Class Skills
    The spiritual vassal has the same class skills as the servant soul.
    Skill Points At Each Level: 4 + Int modifier.

    Table: The Spiritual Vassal


    Class Features
    All of the following are class features of the spiritual vassal prestige class.

    Weapon and Armor Proficiency: A spiritual vassal gains no proficiency in any weapons or armor.

    Spellcasting: When a new level in spiritual vassal is gained, the character gains an increased caster level, new spells known and new spells per day as though she had gained a level in a spontaneous spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefits of this class. She must choose which class to apply this benefit to when she takes her first level of spiritual vassal. She does not gain this benefit on her fifth level in the class.

    Heroic Spirit Include: Levels in spiritual vassal stack with levels in servant soul for determining the heroic spirit include benefits for spiritual vassals.

    Chosen Install: If the character does not have heroic spirit install before entering the spiritual vassal prestige class, the class does not grant it. However, levels in spiritual vassal stack with levels in servant soul for determining the benefits of heroic spirit install for their chosen spirit.

    Attunement: A first level spiritual vassal can connect more closely with her lord. She gains a +1 bonus on attack and damage rolls with her spirit’s weapon, and gains a +1 bonus to her caster level when casting spells from her heroic spirit’s spell list. These bonuses increase to +2 at third level and +3 at fifth level.

    Spiritual Resonance: A second level spiritual vassal is a better receptacle for the energy her lord provides. Includes and installs with her chosen spirit last 1 additional round. This increases to 2 rounds at fourth level.

    Superior Crafting: A second level spiritual vassal can summon stronger weapons. When including her chosen spirit, the enhancement bonus of the weapon is 1 higher. In addition, she may at the time of include choose to summon a weapon made of adamantine, alchemical silver, or cold iron. These changes also change any ammunition summoned with the weapon.

    Heroic Body: A third level spiritual vassal gains a +2 ability increase to any abilities increased in her chosen spirit’s install.

    Spirit Mastery: A fourth level spiritual vassal gains spirit mastery with her chosen spirit. This works exactly like the servant soul ability, above. If she does not have heroic spirit install, this grants her 1 install per day.

    Apotheosis: A fifth level spiritual vassal can maintain her heroic spirit include for any length of time and can dismiss and restart her include as a free action, but only with her chosen spirit. However, this comes with two caveats: Any weapon with abilities that refresh daily can only refresh these abilities once every encounter, and heroic spirit include phantasms can only be used once every encounter (or twice with the appropriate feat).
    She may also choose to gain the appearance of her install when including her chosen spirit, but gains no other benefits of her install unless using the install ability.

    Spiritual Boon: A fifth-level spiritual vassal gains a special boon, based on the class of her chosen spirit. These benefits are always active, except when installing a different spirit.

    Archer: A spiritual vassal of an archer-type spirit gains a +5 bonus to spot and deals +5 damage with all projectiles. In addition, once per round she may fire an arrow or other projectile as a 100-foot line attack, hitting all opponents in the affected squares, although they may make a reflex save (DC 10+1/2 her character level + her dexterity modifier) for half damage. This is an attack, and may be used as part of a full attack.

    Assassin: A spiritual vassal of an assassin-type spirit gains a +5 bonus on move silently, as well as a +2D6 increase to sneak attack. In addition, she gains concealment.

    Berserker: A spiritual vassal of a berserker-type spirit gains temporary hit points equal to half of her character level. At the start of her turn, her last round’s temporary hit points are removed and replaced with new ones. In addition, she gains +4 to resist bull rushes, disarms, overruns, and trips, and a +4 bonus to grapple checks. She gains proficiency with heavy armor, and may use medium or heavy armor without incurring spell failure for her servant soul spells. As with all spiritual boons, this does not apply when installing spirits other than her chosen spirit.

    Caster: A spiritual vassal of a caster-type spirit gains an additional spell per day of every level she can cast. These are added to the class she chose when using spiritual vassal to advance spellcasting. In addition, unlike all other spirits, caster gains an additional level of spellcasting at fifth level.

    Lancer: A spiritual vassal of a lancer-type spirit gains an additional 5 feet of reach. If huge size or above, she instead gains 10 feet of reach. She also gains 1 additional attack of opportunity per round.

    Rider: A spiritual vassal of a rider-type spirit gains a +20 foot increase to her move speed, as well as the move speed to all mounts she rides and all vehicles she drives. In addition, once per round when performing an action that would provoke an attack of opportunity, she may choose to not provoke an attack from a single opponent.

    Saber: A spiritual vassal of a saber-type spirit gains +5 to balance, climb, jump, and tumble and may use all skills untrained. In addition, she gains a +2 bonus to her armor class, which is either sacred or profane, depending on her alignment. She may use medium armor without incurring spell failure for her servant soul spells.

    Spiritual Vassal Lore
    Characters with ranks in knowledge (Nobility And Royalty) or Knowledge (The Planes) can research Spiritual Vassals to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
    DC 10: A spiritual vassal is a person deeply connected to a single spirit or heroic ideal.
    DC 15: By pledging fealty to a historical of mythological figure, a spiritual vassal learns to draw on more of their power.
    DC 20: Unlike a servant soul, a spiritual vassal can hold onto a single spirit all day.
    DC 25: A Character that succeeds in a check this successful should learn information about specific spiritual vassals in the world.

    Spiritual Vassals In The Game
    Spiritual Vassals belong anywhere servant souls can be found. As long as it’s possible for someone to sign seven contracts, it’s possible for someone to give seven times the devotion to one.

    Adaptations
    The most obvious change to make to spiritual vassal is to change the boons granted by each class. While each one was designed to be tailored to the class’s general strength, this does not mean every servant can make use of each one. Sasaki Kojiro, for instance, has little synergy with the assassin boon to stealth skills and sneak attack (although concealment is always welcome). Matching the boon to the player’s chosen spirit and play style can make this class go from skipped to essential.

    Sample Encounter
    An encounter with a spiritual vassal of sufficient level will almost always begin with them already in the garb of their lord, and players with knowledge (history) or knowledge (nobility and royalty) may roll a DC25 check to recognize it. If they do, they will instantly understand the outlook and general abilities of who they are meeting.

    EL 9. Kuro Von Einsbern began her life in the shadow of her sister. After she contracted heroic spirit Archer, she set out on her own. Hotheaded and brash, but never mean, Kuro is ruthless to those she thinks mean her ill will, and would rather get rid of them than ask them their real intentions.

    When in combat, her goal is to get out of reach and keep firing. She does no good in melee combat, and if forced into it she will use her spells to lash out at those around her. Otherwise, she will use her magical items to evade enemies and pelt them with ever more arrows as she runs.

    Kuro Von Einsbern CR 9
    Female Human Servant Soul 4/Spiritual Vassal 5
    N Medium Humanoid
    Init +2; Senses Listen -1, Spot +16
    Languages Common, Sylvan
    AC 19, Touch 14, Flat-Footed 15 (+4 Dex, +4 Armor, +1 Natural Armor) (+5 against Ranged Attacks)
    HP 62 (9 HD)
    Fort +7, Ref +9, Will +10
    Speed 30 ft. (6 squares)
    Melee +3 Elvencraft Longbow +10/+5 (1D6+4)
    Ranged +3 Seeking Composite Elvencraft Longbow (+1 Strength Bonus) +13/+8 (1D8+9) (Can substitute 1 attack/round for 100 foot line attack, DC 18 Reflex Save for anybody in affected squares for half damage)
    Base Atk +6; Grp +8
    Special Actions Heroic Spirit Include (Su, Move Action, Unlimited duration with Archer, can use noble phantasms once per encounter or every two minutes, no cooldown on include otherwise), Heroic Spirit Install (Su, Move Action, Duration 18 rounds with Archer, can install once every two minutes, +8 Dexterity), Healing Belt activation(Standard to heal), Chronocharm activations(Immediate to reroll certain rolls or move), Bracers of Quick Strike activation (Swift for extra attack), Anklet of Translocation activation (swift to move), Hawkfeather Armor activation (standard to fly or boost charisma), Potions
    Servant Soul spells Known (CL 4th):
    3rd (1/day, DC 14) – Ring of Blades (SpC), Fly
    2nd (3/day, DC 13) – Splinterbolt (SpC), Combust (SpC), Cure Moderate Wounds, Hideous Laughter, Protection From Energy
    1st (5/day, DC 12) – Guided Shot (SpC), Cure Light Wounds, Kelgore's Fire Bolt (PHBII), Swift Expeditious Retreat (PHBII)
    0 (4/day) – Detect Magic, Light, Read Magic
    Abilities Str 12, Dex 19, Con 14, Int 13, Wis 8, Cha 10
    Feats Spirit Affinity (Archer), Spirit Devotion (Archer), Eschew Materials, Faster Phantasm, Empowered Install (Archer), Spirit Specialization (Archer)
    Skills Concentration +14, Intimidate +6, Knowledge (Religion) +13, Spellcraft +13, Spot +17, Use Magic Device +10
    Possessions Hawkfeather Armor (+1 Natural Armor), Lesser Crystal of Arrow Protection, Healing Belt, Bracers of Quick Strike, Anklet of Translocation, Gloves of Spell Disruption (+2 Dex), Chronocharms of the Horizon Walker, Grand master, and Celestial Wanderer, Robe of Resistance +3, 3 Potions of Cure Light Wounds, 2 Potions of Shield of Faith



    Theurgic Servant
    While the spirit Caster is built for raw arcane power, it is limited by the spells and spell progression of the Servant Soul. Some enterprising Servant Souls have learned to harness the power of the Caster spirits and infuse them with magical power from another source.
    Hit Die: D4

    Requirements
    Heroic Spirits: Must have contracted at least one Caster-class spirit.
    Heroic Spirit Include: Must be able to summon magical weapons.
    Spellcasting: Must be able to cast second-level spells from a class other than servant soul.

    Class Skills
    The theurgic servant’s class skills (and the key ability for each skill) Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points At Each Level: 2 + Int modifier.

    Table: The Theurgic Servant


    Class Features
    All of the following are class features of the theurgic servant prestige class.

    Weapon and Armor Proficiency: A theurgic servant gains no proficiency in any weapons or armor.

    Spellcasting: The theurgic servant advances the spellcasting of two classes. The first is servant soul. When a character gains a new level, assuming she can cast spells as a servant soul, she may advance her servant soul spellcasting by one level for purposes of spells per day and spells known. In addition, her servant soul caster level increases by two, when not installing a heroic spirit, to a maximum of her character level. This replaces any caster level increases granted by installing heroic spirits. She gains none of these benefits at level 6 of this class.

    In addition, the theurgic servant advances the spellcasting of another class. This class must be able to cast second-level spells when the first level of theurgic servant is gained, and cannot be changed. Its caster level, spells per day, and spells known increase every level of the class after level one.

    Caster Include: All features of Heroic Spirit include are advanced at every level of theurgic servant as though gaining a level in servant soul, but for caster spirits only. This means that, for instance, a servant soul 3/wizard 3/theurgic servant 7 would be able to include caster as a free action, and summon a +3 weapon, but would need a move action to include other heroic spirits she knows and they would only have +1 weapons.

    Theurgic Casting: At second level, a theurgic servant can use spells from other spellcasting classes while installing heroic spirits. She may cast spells of a spell level up to her level in theurgic servant while installing a heroic spirit. (Heroic Spirit Include never restricts spellcasting.)

    Theurgic Phantasm: Any time a theurgic servant of at least third level uses a noble phantasm from a caster-class spirit, if that noble phantasm can apply to a spell she can cast, she may apply it to a spell from her other casting class. However, the level of the spell she is affecting must be, at most, half of her theurgic servant class level. Any ability that costs or retains spell slots can be transferred to a prepared caster by costing or retaining prepared spells of the appropriate level.

    Heroic Spirit Install: A theurgic servant of at least 4th gains heroic spirit install, as the servant soul ability. Levels in servant soul and theurgic servant stack to determine duration and abilities granted by the install.

    Extra Caster: At fifth level, and again at tenth level, a theurgic servant can choose a caster-class spirit with which she is not familiar. She gains familiarity with that servant. If she already has alternate hero or spirit duality for that spirit, she may select a single bonus feat for which she meets the prerequisites.

    Theurgic Install: At sixth level, a theurgic servant can apply any changes to spellcasting gained in heroic spirit installs to spells of her other casting class. However, she may only use spells of a level up to half of her theurgic servant class level. Any ability that costs or retains spell slots can be transferred to a prepared caster by costing or retaining prepared spells of the appropriate level.

    Bonus Metamagic Feat: At seventh level, a theurgic servant gains a bonus metamagic feat for which she meets the prerequsites.

    Theurgic Metamagic: A theurgic servant of at least eighth level can power metamagic with servant soul spell slots. She may apply a metamagic feat she knows to a spell of her other casting class by sacrificing a servant soul spell slot of the same level or higher as the level increase of the metamagic feat. She may apply this only once to a spell, although a prepared caster can apply it to a spell prepared with other metamagic feats. She must be able to cast a spell of the modified level, even if the spell is still being cast from the same spell slot.

    If she is applying this ability to a prepared spell, its casting time increases. Any spell with a casting time measured of one round or more requires double the casting time. Any spell that is cast as a standard action is instead cast as a full-round action. Any spell cast as a move action is used as a standard action, and all other spells are cast as move actions. If the applied metamagic feat changes the casting time, it changes this altered casting time.

    Heroic Spirit Mastery: A ninth level theurgic servant gains heroic spirit mastery for a single caster spirit with which she is familiar. This works like the servant soul ability.

    Caster Fusion: A tenth-level theurgic servant gains the ability to recharge her spellcasting with her other casting classes. She may remember any spell cast, or any spell slot expended, from either of her two casting classes by expending a prepared spell or spell slot of the same level or higher from the other class. This works otherwise like Mage’s Lucubration, although it can be used with spell slots instead of spells. Use of this ability is a swift action.

    Playing a Theurgic Servant

    Advancement
    While many theurgic servants may go back to whatever base casting class they were in before joining, others have some unique prestige classes. A prepared caster can go into Ultimate Magus to continue advancing the casting of both of her classes. A spontaneous caster, however, has the option to go into Spiritual Vassal for the Caster spirit, which grants full spellcasting and additional spells per day. This will also grant an additional heroic spirit mastery if she enters using a second caster spirit, +2 intelligence, and other benefits. Still others may enter Legacy Champion or Uncanny Trickster in order to use caster’s abilities with higher levels of spells.

    Theurgic Servant Lore
    Characters with ranks in knowledge (Arcana) or Knowledge (History) can research Theurgic Servants to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
    DC 10: A theurgic servant blends their own spellcasting powers with a contract to heroic beings of legend.
    DC 15: Theurgic servants can be arcane or divine. They gain abilities like empowering spells on the fly or casting spells from either magical reserve.
    DC 20: Unlike most servant souls, a theurgic servant sees their heroic contracts as a means to an end. They use their heroic spirit’s power to increase their primary abilities, and are spellcasters to the core, ill-suited for martial combat.
    DC 25: A Character that succeeds in a check this successful should learn information about specific theurgic servants in the world.

    Theurgic Servants In The Game
    Theurgic Servants are an adaptable class. They make an excellent prestige class for wizards due to their intelligence focus, but can help other practitioners of the arcane arts. They can also be used as an easy way for a cleric or other divine spellcaster to increase their metamagic abilities. Anywhere servant souls teach how to contract heroic spirits, there can be spellcasters interested for their own ends.

    Adaptations
    With a little bit of work, Theurgic Servants could be molded into a psionic prestige class, for servant soul/psions, although this may require some modification of the heroic spirit’s abilities to adapt to powers. Other alterations could include shuffling the abilities gained at each level, or even trading them out. Allowing the feat-for-familiarity trade to be optional instead of mandatory means a player that only likes one caster can stock up on extra metamagic feats.

    Sample Encounter
    Theurgic Servants behave in most respects as normal mages, and have the same inclinations as mages may have. However, if a fight begins, they may start reading their spells from a very magical book, or don dark robes and cast spells twice as fast. After a combat ends, a theurgic servant will often take out a wand and begin to heal the wounded.

    EL 12. Luvia Edelfelt is a prideful, fiercely competitive mage who nonetheless commands respect from those around her, due to her mastery of the arcane arts. She is careful to always act proper among her superiors, but can lash out at those she considers threats to her standing. Despite this, she does care for those that can tolerate her eccentricities.

    Luvia Edelfelt CR 12
    Female Human Servant Soul 1/Wizard 3/Theurgic Servant 8
    CN Medium Humanoid
    Init +1 (+6 with Nerveskitter); Senses Listen +1, Spot +5
    Languages Common, Draconic, Elven
    AC 17, Touch 11, Flat-Footed 16 (+1 Dex, +6 Armor) (20% miss chance)
    HP 70 (12 HD)
    Fort +8, Ref +7, Will +15 (Ring of Counterspelling: Greater Dispel Magic)
    Active Spells Greater Resistance, Hero’s Feast, Extended Overland Flight, Extended Greater Mage Armor
    Speed 30 ft. (6 squares), Fly 40 ft, Average Maneuverability
    Base Atk +5; Grp +4
    Special Actions Heroic Spirit Include (Su, Move Action, Duration 5 rounds with Caster Bluebeard, 14 rounds with Caster Madea, 2 Noble Phantasms per include), Heroic Spirit Install (Su, Standard Action, Duration 4 rounds 1/day with Caster Bluebeard, 13 rounds 2/day with Caster Madea), Anklet of Translocation activation (Swift, 10 foot teleport), Third Eye Clarity activation (Immediate, immunity to negative conditions), Gloves of Fortunate Striking activation (Swift, reroll attack), Healing Belt Activation (Standard, heal self or touch)
    Servant Soul spells Known (CL 12th):
    3rd (3/day, DC 20) – Cure Serious Wounds, Force Missiles (SpC), Girallon’s Blessing (SpC)
    2nd (5/day, DC 19) – Combust (SpC), Cure Moderate Wounds, Electric Loop (SpC), Protection from Energy, Blast of Force (SpC), Summon Swarm
    1st (6/day, 4 Remaining, DC 18) – Cure Light Wounds, Swift Expeditious Retreat (PHBII), Kelgore’s Fire Bolt (PHBII), Magic Missile, Spirit Worm (SpC)
    0 (4/day, DC 17) – Cure Minor Wounds, Detect Magic, Read Magic
    Wizard Spells Known (CL 10th):
    5th (DC 22) – Baleful Polymorph, Dominate Person (Cast: Overland Flight)
    4th (DC 21) – Greater Invisibility, Solid Fog, Black Tentacles (Cast: Greater Resistance (SpC))
    3rd (DC 20) – Dispel Magic x2, Fireball, Explosive Runes (Cast: Greater Mage Armor (SpC))
    2nd (DC 19) – Minor Image, Glitterdust, Alter Self, Invisibility, Ray of Stupidity x2 (SpC)
    1st (DC 18) – Nerveskitter (SpC) x3, Charm Person, Grease, Shield
    0 (DC 17) – Light, Acid Splash, Mending, Ray of Frost
    Abilities Str 8, Dex 13, Con 14, Int 24, Wis 12, Cha 10
    Feats Strengthened Connection, Extend Spell, Empower Spell, Increased Output, Spirit Affinity (Caster Madea), Split RaySpirit Devotion (Caster Madea)
    Skills Concentration +17, Diplomacy +9, Knowledge (Arcana) +22, Knowledge (Nobility and Royalty) +22, Spellcraft +22, Spot +5, Use Magic Device +15
    Possessions Headband of Intellect +6, Minor Cloak of Displacement, Third Eye Clarift, Ring of Counterspelling, Anklet of Translocation, Gloves of Fortunate Striking, Healing Belt, Horn of Plenty, Spellbook.
    Spellbook 0 – All; 1st – Obscuring Mist, Charm Person, Shield, Shock and Awe, Sleep, Mount, Nerveskitter, Grease; 2 – Invisibility, Alter Self, Web, Glitterdust, Ray of Stupidity, Minor Image; 3 – Dispel Magic, Explosive Runes, Haste, Greater Mage Armor, Fireball; 4 – Greater Mirror Image, Black Tentacles, Dimension Door, Minor Creation, Solid Fog, Lesser Geas, Greater Invisibility, Polymorph, Greater Resistance, Orb of Electricity; 5 – Teleport, Dominate Person, Baleful Polymorph, Overland Flight, Duelward



    Class Design
    Goals
    • Tier-3 power level
    • Capable striker also able to sub into other party roles, containing many utility abilities.
    • A spellcaster with shaped and limited powers and spell lists
    • Able to multiclass but reward single-classing heavily. A player should want all 20 levels.
    • Balance spirits against each other. Some may dominate others for certain play-styles, and some are tilted towards low/high level play, but all are viable and no servants are clearly better than the others.
    • Introduce a unique play-style with its own mechanics and a few unique abilities
    • No overlap: No two spirits should occupy exactly the same niche in combat. No two servants should get the same weapon. No two weapons should share an ability. No spell should be repeated. More basically, no servant soul should have a spell that duplicates its weapon powers, install buffs, or phantasms.
    • The extended heroic spirit list should unlock a variety of different playstyles, from concealment modifiers, to powerful healing, to unlimited spellcasting, to powerful curses. Servants contain single-target and area effects, melee and ranged damage, weapon and spells, offense and defense.
    • A party can consist of 3 servant souls with essentially no overlap in abilities, or 3+ servant souls with functionally no overlap in combat styles. Lacks trapfinding, but has small amounts of stealth; can do a small amount of blasting or a large amount of healing using caster; and strong in melee using the majority of servants, or at range with Archer or Rider.
    • Faithfulness to the source material, Fate/Kaleid Liner Prisma Ilya
    • Faithfulness to the source material, Fate/Stay Night


    Major Version Changes
    1.0: Release
    1.1: Tweaked Spells per day, added flavor blocks.
    1.2: Changed Caster’s noble phantasms, tweaks.
    1.3: Huge spell list revisions.
    1.4: Changed and updated feats list, other tweaks.
    1.5: Tweaked Assassin’s includes.
    1.6: Updated and changed feats, overhauled Assassin’s include.
    1.7: Alternative servants, large reorganization, added pictures
    1.8: Alternative servants, massive cleanup, removed extraordinary include as a feat – it’s an instantaneous conjuration past level 10, the feat is redundant. Extraordinary install was rolled into “Ext. Contract”. Changes to the base Spell list. “Spirit Duality” feat added.
    2.0: Includes 1/Encounter; Removed feats Extra Include and Unlimited include; added feats Crystallized Memory, Empowered Install, Increased Output, Prana Concentration. Updated Install save bonuses to explicitly give bonus equaling the difference between “poor” and “good” save progressions. Increased ability boosts slightly. Updated a few installs (scaled bonuses, changed some servants’ granted save, round up on Caster’s caster level increase).
    2.0.1: Berserker gets Steadfast Determination from PHBII; replaced Archer's force damage spells with piercing damage/Sword spells. Small clarification/debuff to Anderson Caster's include and install. Added new feat "Phantasmal Pounce".
    2.1: Clarified Archer’s include phantasm. Fixed issue with Extraordinary Contract. Buffed Saber’s CL when installing. Altered Saber’s metamagic access. Increased caster level across the board when installing. Updated Miyu’s statblock, which had grown increasingly out of date. Gave Ripper sneak attack (less than Hassan!).
    2.1.1: Clarified Arcane Spell Failure language. Clarified language on spirit contracts. Changed Assassin's includes... again.
    2.2: Fixed typo on Spirit Devotion. Changed two Assassin include phantasms to debuff instead of killing. Added new prestige class: Spiritual Vassal. Tweaked epic heroic spirit mastery.
    2.2.1: Fixed error on Miyu statblock. Slight tweak to Spiritual Vassal’s superior crafting and Spirit Mastery. Clarified issue in Spirit Specialization. Added Spiritual Vassal pictures and fluff, including a statblock for level 9 Kuro Von Einsbern (and she is MEAN). Added four alternative class features: Class Specialist, Legacy Hero, Martial Soul and Spiritual Dilettante.
    2.3: Added a new prestige class (Theurgic Servant) as well as a new alternative class feature (Sealing Enforcer). Fixed an issue in Kuro’s stat block (feat qualifications).
    2.4: Introducing 7 new heroic spirits, based on the D&D Iconics! In order to accommodate them, Berserker (Heracles) slightly changed weapons. Also buffed the Class Specialist ACF (mastery arrives, albeit late), Martial Soul ACF (increased HD and skills), and Sealing Enforcer ACF (Brilliant Energy is optional), and introduced a new ACF: Initiate Soul. Removed typos from Theurgic Servant.
    2.4.1: Fixed typos and clarified language in Vadania’s include and install, and buffed her install. Buffed Krusk’s install. Buffed Black Knight’s spells, and swapped Arturia’s 5th level spell. Fixed a typo on Saber Joan’s entry.

    Balance Notes: Why is the Servant Soul tier 3?
    Simply put, because it has no powers that could rival a full caster. The spell list contains 6 spells per level + 5 more per servant. So the average servant soul would know a total of 75 spells. This sounds like a lot until you realize that under the majority of combat situations, only 5 of them can be used. In addition, although I occasionally cribbed from level+1, their spells only go to level 5. The most powerful spells on their spell list are Heal/Harm, Wrack, Freedom of Movement, Break Enchantment, plus some alternate hero spells (Shadow Conjuration, Song of Discord, Hero’s Feast).

    The class is MAD as hell and not going to take it anymore. Designed for largely melee fighting with a D8 HD and light armor, meaning that it requires Dex and Con to not keel over and explode. The class uses weapons on nearly all Spirits and all of the weapons use STR (including composite bows, slings, and spiked chains). The class casts its spells off of Int, and has some limited utility in its skill list as well. CON makes a comeback when it comes to noble phantasm save DCs. A servant soul can maybe justify dumping WIS or CHA.

    The class is feat-heavy. Not as bad as some I’ve seen, but I can’t justify building a Servant Soul pre-epic and not including Quicker Install. Faster Phantasm is a gimme pick as well. In general, I’d say a Servant Soul needs Battle Caster to boost its pitiful AC, and power attack of course, especially since when fighting it has full BAB but with 3/4 BAB worth of attacks. Even if some installs give a few bow feats or what have you, the class needs some investment, even given the bonus feats throughout its career (I’d recommend spending one on Extraordinary Contract so you’re not borked in AMF – It’s pretty feat-taxy).

    The class similarly punishes multiclassing. When I build classes I like to make a class you want to take 20 levels in, due to its solid progression of power and abilities you can’t pass up. I avoided the concept of “dead levels” entirely, making sure that every level contained at least one goodie (discrete class feature, iterative attack, spell level). I made feats for if a player really wanted to multiclass, but if you want the full power of the Spirits you possess, you need to take 2 of them every 7 levels – in other words, all of your feats. If somebody wanted to dip the class for 1 level and spend half of his feats on Strengthened Connection for a single kickass weapon + phantasm, I won’t stop him. I don’t think it’s a good build, but I won’t stop him. Giving up two of the 3 noteworthy abilities - installs at 6, mastery at 15 – makes the class somewhat dull.

    So when does the class peak in power? Level 4, with Lancer’s noble phantasm, Gae Bolg, dealing 4D8+6*STR as a full attack. Every level after that is just diluting that beautiful, beautiful damage spike with increased monster HD.

    Special thanks
    Nekomata2 was my collaborator, balance adviser, and playtester when developing the class. Any errors found in the class are his fault entirely mine.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    OK, I just skimmed, but this is freakin' awesome.

    I do want to comment that Assassin's Include should have a smoother scaling on the charges; heck, you could even do the following:

    Assassin Include: bla bla bla You gain the ability to conjure a mundane dagger at will as part of an attack action (include whatever other boilerplate necessary).

    At Xth level, you may expend a spell slot of at least 1st level when conjuring a dagger with this ability to add the Venemous quality to the dagger.

    At Yth level, you may expend a spell slot of at least 2nd level when conjuring a dagger with this ability to add the Wounding quality to that dagger.

    And so on and so forth.

    EDIT: I think you need a different limit on the Includes; 1/hour is rarely used, because it is one of the easier timeframes to just slip by.

    Consider: if it was once every X rounds, well, any time you focus on rounds, you know how many rounds pass (since pretty much everything uses them for duration); if it was 1/day, well, that's easy to keep track of.

    But 1/hour? I've played as a class that had 1/hour abilities and it was a mess.

    May I suggest making them all 1/encounter? You can fluff it as the fact that Heroes respond to conflict, thus allowing you to draw their power once again.

    SECOND EDIT: And you might as well just have the bonus to ability scores from Install be +2, and then explicitly state that it increases to +4 at 12th level (and perhaps +6 at 20th? You might as well...) It looks neater, that's all.
    Last edited by Amechra; 2013-08-25 at 06:18 AM.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    First off.


    Wow.


    Just wow.



    Now that that's out of the way, I just gave this a skim.


    I think the spells chosen for Archer are unfitting, first off.


    I'd suggest more like...


    Hawkeye (SpC), Whirling Blade (SpC), Lesser Weapon Augmentation (ECS, Infusion), Arrow Storm (SpC), and Blade Barrier.

    That gets some of the fluff from both the inherent archiness of the Servant Class, as well as, well... Archer himself. 'course, LWA, while useful, isn't exactly the best option, but that was a five-minute hack together of thematic spells.



    Other than that, I agree with Amechra's analysis regarding Include limits and Install scaling.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Amechra View Post
    OK, I just skimmed, but this is freakin' awesome.

    I do want to comment that Assassin's Include should have a smoother scaling on the charges; heck, you could even do the following:

    Assassin Include: bla bla bla You gain the ability to conjure a mundane dagger at will as part of an attack action (include whatever other boilerplate necessary).

    At Xth level, you may expend a spell slot of at least 1st level when conjuring a dagger with this ability to add the Venemous quality to the dagger.

    At Yth level, you may expend a spell slot of at least 2nd level when conjuring a dagger with this ability to add the Wounding quality to that dagger.

    And so on and so forth.
    It's a thought, but frankly, the Gauntlet is easier to write from an elegance standpoint, it has built-in rules for weapon lifetime and draw actions, etc. And the charge scaling was mostly because all of the daggers are already +5, and in almost every case, I don't see why you'd need all 3 weapon abilities on the same dagger. Spread the charges out and you can use them when they matter; damage isn't Assassin's strong suit in the first place. And if it is, then just take 8 deadly precision daggers in a row.

    I definitely wouldn't spend spells. The spell progression of the servant soul is based on the duskblade, except with new spell levels 1 level earlier, and about half the spells per day. If I had 1st and 2nd level spells in the double digits like duskblades, spending slots would be a gimme.

    Quote Originally Posted by Amechra View Post
    EDIT: I think you need a different limit on the Includes; 1/hour is rarely used, because it is one of the easier timeframes to just slip by.

    Consider: if it was once every X rounds, well, any time you focus on rounds, you know how many rounds pass (since pretty much everything uses them for duration); if it was 1/day, well, that's easy to keep track of.

    But 1/hour? I've played as a class that had 1/hour abilities and it was a mess.

    May I suggest making them all 1/encounter? You can fluff it as the fact that Heroes respond to conflict, thus allowing you to draw their power once again.
    It's a thought. 1/Day for includes is obviously too little. I picked 1/Hour mostly because I could progress it using feats. I could probably change it to 1/Encounter but:
    • I'd have to remove Extra Include. What could it do, make them 2/encounter? That removes scarcity altogether and basically doubles the class's power. 1/Encounter already eliminates 80% of the planning required to play (until level 6 when daily installs come). See also: 1 per Encounter is just a fluffed way of saying 1 per 5 minutes. Currently you need 2 feats to get there for a single servant, so that would be adding some amount of power to the class (although admittedly in only the fringe situations where that would come up).
    • Similarly, Unlimited Include is gone. With both of those eliminated, suddenly giving extra feats is iffier too. And dropping the bonus feats creates a dead level at 18, which is against my design goals. Yes, I know that nobody would stay in the class for 17 levels and then drop it because of a dead level, but I stand by my design goal.
    • Similar issues with Spirit Specialization. The idea is that if you're level 15+, you can basically specialize hard in 1 heroic spirit and walk around as them all day, if you choose to allocate your feats to do such. If you scale by encounter the progression, instead of being linear, is all out of whack.


    And yes, this is somewhat of a cop-out answer. "There are moving parts! It's all coupled! I would have to do work!" But the point is, the feat progression is one of my favorite parts of the class. It essentially allows a player to willingly regress from the versatility of tier 3, to awesome power in one area, but flexibility edging closer to a tier 4. I like having that available, but I wouldn't just want it to be "take one feat and done". You know? So I don't know what I'd replace that with. I mean, you could make Extra/Unlimited include be something like "You can use it 2/Encounter but you must have 10 rounds between the end of one and the start of the next." And now you're in an even worse spot, because instead of walking along the overworld and having the GM tell you "an hour has passed", you're ticking clocks down on the 4 includes you blew through in the last 5 rounds from phantasm cycling, and you're doing this as a versatile class that has to make decisions mid-combat. Basically, Starting at 1/Encounter - a power level that requires 2 feats to get for a single servant in the current build - means you can't go up, so feat progressions would need to be massively retooled or people could get Spirit Specialization using their bonus feats alone (Affinity at 8, Devotion at 13, Specialization at 18).

    If there's a fix for those issues - perhaps some feats to buff servants in some new ways - then I'd be fine replacing the include time feats with it.

    Quote Originally Posted by Amechra View Post
    SECOND EDIT: And you might as well just have the bonus to ability scores from Install be +2, and then explicitly state that it increases to +4 at 12th level (and perhaps +6 at 20th? You might as well...) It looks neater, that's all.
    Among other tendencies, I really like making everything scale smoothly and logically into epic (even though I never run or play in games of those levels). If I take this suggestion, I'd probably say "Goes to +4 at 10th level and +6 at 20th level" so that in the epic entry I'd be able to clarify that the bonuses continue to be awarded linearly. Obviously, this would buff levels 10 and 11, a change about which I feel nothing. At 11th level a barbarian is already rocking +6 to two abilities... of course, rage is all numerical, and thus lacks the mechanical fun of a class like this.

    Although, it worries me that I thought this class was fairly high in tier 3, yet 1 of your suggestions is to reduce bookkeeping by buffing the class significantly, and another is to reword some stuff... and also buff it because why not. Does it look underpowered to you? I've only done limited playtesting, and none at level 15+, so your thoughts are appreciated.

    Quote Originally Posted by The-Mage-King View Post
    First off.


    Wow.


    Just wow.
    I'm hoping that's a good wow.

    Quote Originally Posted by Amechra View Post
    Hawkeye (SpC), Whirling Blade (SpC), Lesser Weapon Augmentation (ECS, Infusion), Arrow Storm (SpC), and Blade Barrier.
    Possibly. I tried to keep spells granted each servant onto as tight a mechanical theme as I could, to justify giving them such large numbers of spells known. I also tried to avoid duplicating anything. No spells duped between servants, no weapon abilities (although I may have missed one or two on the last rounds of revision), And definitely no duplicates between spells granted and servant features gained without them (barely any duplicate granted feats, too). That's why Fate/Zero Lancer didn't get Cursed weapon as a spell - because it fit mechanically to grant the power persistently, but only during installs.

    With that in mind:
    • Hawkeye could work, but honestly once you have a distance weapon, do you need another +50% on range? It feels to me like an unnecessary duplication. Granted, it would come far earlier in the cycle.
    • Whirling blade is right out. If someone installs archer, I don't want them putting their bow down. I know it's not 100% faithful to the original source, but it's much more fitting to the mechanical niche I was placing archer in. And whirling blade requires a slashing weapon, so they can't even hit with the nonmagical quarterstaff of their elvencraft bow.
    • Lesser weapon augmentation also doesn't fit the niche. This class is designed to be used with a weapon that hits +9 by level 16. If they need more agumentations than that, something is wrong. And it doesn't fit the combat flow to summon a weapon the first round of combat, then spend it buffing your already-pretty-good weapon. The only real use of weapon aug would be to buff a non-servant soul weapon. In other words, it's a nice way of ignoring all of your class features...
    • Arrow Storm could work, actually. I was going to give it to F/A Archer Atalanta until her list got solidified as mind-affecting. Although since I would like a theme for the class list, it would be a bit awkward to mesh with force affects.
    • Blade barrier could work. It would provide an interesting counterpoint to Rho Aius.


    Some amount of Archer's spell list was to ensure nontrivial blasting options when installing caster, but I'll give some thought to reforming it.

    ---

    One other goal of the class is to allow multiple distinct builds. Among other things, that means nothing should obviously overpower the rest. There are 21 servants, and although some (like David) wouldn't work well for specialization in your standard adventuring party, the class still hopefully supports a number of valid playstyles - among them, spamming alternate hero and spirit duality for expanded options, or spirit specialization for a servant of your choice. Hopefully, I've made a class with as many valid builds as fighter, but without needing 30 splatbooks to do so.

    How would you build a Servant Soul? While it's very dependent on party makeup, I tried to make it subbable into a number of roles. My favorite is to take Anderson as your first caster (Alternate Hero and maybe Spirit Duality later for Madea, because her metamagics are great for blasting). Taking Anderson = You can do arbitrary amounts of out-of-combat healing, plus once a day cast Panacea, Restoration, or even (at level 16) Raise Dead and Revivify as a cleric. (Anderson was annoying to design, because I had to give him a bunch of cool stuff even though it's obvious nobody would use him mid-combat, so most of it was wasted.) I'm also partial to all of the Archers at midlevels, and Riders at high levels, so I'd probably never even get to the Spirit Affinity line of feats, too busy expanding my repertoire...

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by bekeleven View Post
    I'm hoping that's a good wow.
    Oh, it is. I've always said Nasuverse fans are insane in the good way. You proved it again.

    Possibly. I tried to keep spells granted each servant onto as tight a mechanical theme as I could, to justify giving them such large numbers of spells known. I also tried to avoid duplicating anything. No spells duped between servants, no weapon abilities (although I may have missed one or two on the last rounds of revision), And definitely no duplicates between spells granted and servant features gained without them (barely any duplicate granted feats, too). That's why Fate/Zero Lancer didn't get Cursed weapon as a spell - because it fit mechanically to grant the power persistently, but only during installs.
    Entirely reasonable design goals.

    With that in mind:
    • Hawkeye could work, but honestly once you have a distance weapon, do you need another +50% on range? It feels to me like an unnecessary duplication. Granted, it would come far earlier in the cycle.
    • Whirling blade is right out. If someone installs archer, I don't want them putting their bow down. I know it's not 100% faithful to the original source, but it's much more fitting to the mechanical niche I was placing archer in. And whirling blade requires a slashing weapon, so they can't even hit with the nonmagical quarterstaff of their elvencraft bow.
    • Lesser weapon augmentation also doesn't fit the niche. This class is designed to be used with a weapon that hits +9 by level 16. If they need more agumentations than that, something is wrong. And it doesn't fit the combat flow to summon a weapon the first round of combat, then spend it buffing your already-pretty-good weapon. The only real use of weapon aug would be to buff a non-servant soul weapon. In other words, it's a nice way of ignoring all of your class features...
    • Arrow Storm could work, actually. I was going to give it to F/A Archer Atalanta until her list got solidified as mind-affecting. Although since I would like a theme for the class list, it would be a bit awkward to mesh with force affects.
    • Blade barrier could work. It would provide an interesting counterpoint to Rho Aius.


    Some amount of Archer's spell list was to ensure nontrivial blasting options when installing caster, but I'll give some thought to reforming it.
    Well, I was throwing ideas out for you. Those sprung to mind as fitting for Archer, so...
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    That last spoiler wasn't me.

    The thing is, the difference between 1/encounter and 1/hour is less "I am more powerful" and more "I have more staying power."

    Also, you'd still specialize; after all, with Spirit Specialization, you can't Install a spirit more than once a day.

    I said "add the +6 at 20th" because I misread it as an enhancement bonus; I do think you could get away with your combat Installs increasing your BAB to full and increasing a save to the Good progression, rather than having discrete scaling bonuses.

    As for how I would handle Extra Include and Unlimited Include... Well, you could have them give you an extra use of your Noble Phantasm before your Include ends. Give them slightly stricter requirements, and they end up being just fine.

    Of course, one suggestion I'd make is that Installing gives you a "free" Include effect, that doesn't count towards your encounterly allowance, that you can only use to activate a Noble Phantasm. As it is, round accounting is kinda fiddly.

    So, what I'm suggesting is:

    Include: Lasts X rounds, you can use your Noble Phantasm once.
    Install: Get the benefits of Include; you may use one of two Noble Phantasms once for free, expend the Include effect to use it a second time, and end the Install effect to use it one more time.

    Then rename Unlimited Include and Extra Include to Extra Phantasm and Unlimited Phantasm. Have Extra Phantasm let you use the Noble Phantasm once without expending your Include while both Including a spirit and Installing it, and then Unlimited Include gives you another use of it for free.

    So you go from:

    Free
    Include
    Install

    to

    Free
    Free
    Free
    Include
    Install


    You could also then make the durations something like, I don't know, a flat minute each (Spirit Specialization increases it to 5 minutes each), since you wouldn't have to spend rounds to do stuff.

    Anything that has a cost in rounds per round would instead use up a "use" every round or two.

    Thoughts?
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Amechra View Post
    The thing is, the difference between 1/encounter and 1/hour is less "I am more powerful" and more "I have more staying power."
    I see it as, either you're just walking along outside and probably won't fight twice in an hour, or you're in some sort of dungeon or what have you with a possibility of doing so.

    In the first case you barely change, in the second you go from phantasm cycling every round to sticking around with weapons and blowing phantasms when your durations are up, since you're keeping half of your includes on the docket for ambushes. I would definitely call it more powerful.

    I said "add the +6 at 20th" because I misread it as an enhancement bonus; I do think you could get away with your combat Installs increasing your BAB to full and increasing a save to the Good progression, rather than having discrete scaling bonuses.
    The BAB I kept as an untyped bonus because I didn't want to grant iterative attacks. You're only mimicking the warriors of old. I think giving the class a 4th iterative attack would make it too good a choice when compared to other full BAB classes, especially the tier 4s that it's already mostly outshining. Also, none of the warriors are grapplers, so it's purely a bonus to attack rolls. For simplicity's sake, I could reword the save bonus, since that's effectively what it does.

    As for how I would handle Extra Include and Unlimited Include... Well, you could have them give you an extra use of your Noble Phantasm before your Include ends. Give them slightly stricter requirements, and they end up being just fine.
    I could see doing this. Replace Unlimited Include with a feat saying, "Choose a spirit with which you are familiar. When including that spirit, you may use their noble phantasm twice before the include is automatically ended. If the phantasm consumes a variable number of rounds, you must use the minimum." This could lead to an odd case where at low levels/low con bonus the include would allow more phantasms than the install, but the clarifying wording would just overcomplicate things.

    Of course, one suggestion I'd make is that Installing gives you a "free" Include effect, that doesn't count towards your encounterly allowance, that you can only use to activate a Noble Phantasm. As it is, round accounting is kinda fiddly.

    So, what I'm suggesting is:

    Include: Lasts X rounds, you can use your Noble Phantasm once.
    Install: Get the benefits of Include; you may use one of two Noble Phantasms once for free, expend the Include effect to use it a second time, and end the Install effect to use it one more time.

    ...

    Anything that has a cost in rounds per round would instead use up a "use" every round or two.

    Thoughts?
    I definitely don't like this one. Each phantasm has an opportunity cost and I don't want to equalize them. Gae Bolg uses 3 rounds, while the Lighting Tree of Crucifixion uses 1 round, because one is one of the largest sources of combat power for the class and the other is an aoe that hurts you with no save. And that's not because I couldn't equalize them. It's because the class is more interesting to play, and builds more interesting to plan, when the molds aren't all identical.

    So to sum up, a possible revision to the class:
    • Make includes 1/Encounter.
    • Remove Extra Include and Unlimited Include.
    • Add a feat that allows a second phantasm per include.
    • Potentially add another feat buffing a servant, just to make Spirit Specialization more rare - and more rewarding, of course. Potential ideas: Increase ability boost while using a specific spirit; increase bonuses to attack or saves (penalizes specializing in Caster); flat DC increase to saves with a spirit's phantasm (doesn't improve the straight martial spirits that much... or Casters for that matter). Maybe implement all of the above as feats, but only use the ability increase as a prerequisite for specialization?


    And other notes:
    • Simplify wording on base save increases.
    • Potentially simplify wording on ability boosts.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    The point of 3.5 was never to round up to a number; you do that in many places and it seems to be an unfair advantage.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Debihuman View Post
    The point of 3.5 was never to round up to a number; you do that in many places and it seems to be an unfair advantage.
    Would it stop being an unfair advantage if I instead gave +2 to an ability with an additional +2 for every 12 levels, rounded down? Because to me it just looks more verbose*.


    *And like it advances marginally slower in epic levels.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    The system starts breaking down about 15th level anyway.

    Balancing anything around Epic is, well...

    It is mildly absurd.

    Because Epic doesn't work, on a Mathematical level.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by bekeleven View Post
    Would it stop being an unfair advantage if I instead gave +2 to an ability with an additional +2 for every 12 levels, rounded down? Because to me it just looks more verbose*.


    *And like it advances marginally slower in epic levels.
    If you are getting a benefit every 12 levels you are at most getting it twice since this class only has 20 levels. However, I was more concerned with things like this: " She also gains a bonus on attack rolls equal to her class level divided by 4 (rounded up), and a bonus on reflex saves equal to her class level divided by three (rounded up)." Other classes get bonuses too but have to round down.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Debihuman, those bonuses are roughly equivalent to saying that they get full BAB and an extra good save while they are Installing them.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    And your point about rounding up or down is what exactly?
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    That it really doesn't factor into balance one way or another?

    Someone who has 3/4th BAB and gains a bonus of 1/4[Ceiling] of their level literally has the same attack bonus as someone with 1/1 BAB, but without the 4th iterative attack or any of the other bonuses BAB gives you (like a larger Power Attack limit, and so on and so forth.)

    In other words, it still is within the same bounds as full BAB.

    For the save bonus, it becomes slightly more... "awkward", since it essentially is a smooth grade instead of a 2 + half level. You end up with a save bonus 1 point higher than someone with a good save bonus... at level 19.

    Quite frankly, your statement was a kneejerk reaction. While rounding down is the assumption, that just means that you have to explicitly call out the exceptions.

    EDIT: Also, think of it this way: Rogues get a number of sneak attack dice equal to half their level rounded up. It doesn't explicitly state that, but that is the formula used.

    What I'm curious about is why the "Practiced Spellcaster" type feat gives you a +7 bonus to your effective level rather than the standard +4.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Amechra View Post
    What I'm curious about is why the "Practiced Spellcaster" type feat gives you a +7 bonus to your effective level rather than the standard +4.
    That's because there are 2 such feats, 1 for includes and 1 for installs. Technically, if I wanted to balance it with practiced spellcaster, they'd both give +8. I wanted to allow for someone dipping for a weapon and pumping it or, conversely, finding a weapon so cool that they decide to stop advancing servant soul and instead just pump their existing installs through feats.

    As a side note, "Highest level spell that can be cast" is also half level, rounded up, for all tier 1 casters. You also round up crafting times. (ok, these are getting pretty obscure)

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    "Rounding Fractions
    In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

    Exception: Certain rolls, such as damage and hit points, have a minimum of 1."

    It's counter-intuitive to round up for that reason. That's all I was saying about it. The fact that you had written (rounded up) at total of 61 times just seemed silly (spell checker on Word caught it).

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Updated Servant Soul to 2.0. Changelog is as follows:

    2.0: Includes 1/Encounter; Removed feats Extra Include and Unlimited include; added feats Crystallized Memory, Empowered Install, Increased Output, Prana Concentration. Updated Install save bonuses to explicitly give bonus equaling the difference between “poor” and “good” save progressions. Increased ability boosts slightly. Updated a few installs (scaled bonuses, changed some servants’ granted save, round up on Caster’s caster level increase).
    Debi, you'll be happy to know that although 21 instances of the phrase "rounded up" remain the the class, they refer to only 2 mechanically distinct powers: All servants besides caster use rounding to increase their attack bonus up to their class level, and all caster servants use it to increase their caster level up to their class level.

    I haven't taken archer spell changes off the table, but I wanted to deal with what people saw as more glaring mechanical issues first.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    After looking, I propose this as an alternative, non-force-damage spell list for Archer:

    1 - Guided Shot (SpC), although Hail of Stone (SpC) would've been nice if it dealt piercing.

    2 - Splinterbolt (SpC)

    3 - Ring of Blades (SpC) with an option on Word of Binding (SpC)

    4 - Quill Blast (SpC), or Sudden Stalgmite (SpC)

    5 - Blade Barrier or possibly Wall of Iron

    Think it's mechanically consistent?



    As a side note, while looking through, I found Gutsnake and Crawling Darkness for bluebeard, but I'm not sure his list has room...

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    It's so nice to see some love for TYPE-Lunacy. Would someone be willing to run a playtest for it?
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Looks like your table is gone. Perhaps you should put it into a coded table? Here's a tutorial and empty table provided.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Fearan View Post
    It's so nice to see some love for TYPE-Lunacy. Would someone be willing to run a playtest for it?
    Me and Nekomata2 have tested the class, but I'm not sure we've ever done so in a campaign that ran to level 7+, so Install was barely if at all touched upon.

    I tend to use homebrew whenever a DM allows, mostly because I design the type of class I really like playing: Powerful but not game-breaking, with tons of versatility and combat options. I'm currently in a campaign playing a level 6 Shifter (the other class I've posted on GitP).


    Quote Originally Posted by Morph Bark View Post
    Looks like your table is gone. Perhaps you should put it into a coded table? Here's a tutorial and empty table provided.
    Thanks for the heads up, my cache was lying to me.

    And I considered the coded tables... I just think they look really ugly. There's no accounting for taste, I suppose.

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Okay, having read through now, I have to say that the Assassin's Noble Phantasm is way too powerful. You can use it right away, right? At level 1? An instant kill at level 1 (which always has a 5% chance of succeeding) is wicked strong. Also, you forget to mention the DC of the save.
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Morph Bark View Post
    Okay, having read through now, I have to say that the Assassin's Noble Phantasm is way too powerful. You can use it right away, right? At level 1? An instant kill at level 1 (which always has a 5% chance of succeeding) is wicked strong. Also, you forget to mention the DC of the save.
    Unless otherwise noted, all listed noble phantasms are full-round abilities that do not provoke attacks of opportunity, and any noble phantasm with a save DC use the DC 10 + 1/2 the user’s class level + the user’s constitution modifier.
    In order to use it the player has to make a supernatural move action round 1 to include. The next round they must be within 30 feet of a living target not immune to death attacks, take a full-round action, succeed a touch attack with a +0 BAB, then they can force a save with a DC of maybe 12 or 13.

    Given that Grease is a standard, Color Spray is a standard, Sleep is a single round as opposed to 1.5, and all of those require a single check or save to lose (with no touch attack), I don't see it as possessing unfair encounter-ending power. Those spells all have a 5% guaranteed chance of ending an encounter; this one has 0.25% chance.

    And of course, if a person selects Assassin as their only servant known at level 1, than they start with 50GP (generally enough buy armor, about half of most martial classes) and the weapon granted by their class is... a masterwork dagger. So they'll be largely useless in combat except for their attack-then-save- two round combo to maybe take out a single enemy.

    Personally I'd select Archer, Lancer or Rider as my first spirit.

    Thanks for the feedback!

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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Posting while reading cause it's easier that way, though there's a risk some of these may have been addressed. Oh, and wall of text warning I guess.

    For Installing, why not use the same language for attack bonus as for save bonuses? The idea of "increase bonus as if you had high instead of low" is much easier to understand and I would prefer having the attack bonus flow naturally rather than suddenly jumping every 4 levels. The only reason not to do it that way is if you want to keep their iterative attacks reduced so that even with a full bonus they're still attacking less, which could be a thing. Edit: which apparently was indeed the point, nevermind then.

    The Include line "any abilities it has do not depend on other weapons previously summoned" makes it sound like there could be choices of what abilities the weapon gets, which may be true for some, but I think the more important part you wanted to emphasize is that each time you summon a weapon it has full daily and charged abilities-so stating that outright would be good.

    The base spell list strikes me as a bit odd, or rather a few spell choices do. Nothing wrong with the heal/lightning/fire/bare utility theme, but why is Corporeal Instability on there (and at a reduced level)? That does not strike me as magical girl at all, nor do I remember it coming up in the other shows. You also don't get Pyroburst or Earth Reaver until their damage is rather poor, Pyroburst capping at CL 10 when you don't get it until CL12, and Earth Reaver being a fixed 7d6 that you don't get until 16th. And flight, considered such a fundamental ability, doesn't become available until 16th either, when Overland Flight is normally supposed to start at level 9 or 10. (Edit: am I blind?) So is the class idea sticking to the written levels of spells and thus getting them way later than everyone else, or was it supposed to be Bard-like and get the important spells at a lower level so they show up on time?

    Pre-Edit: okay, so I got to Caster and found out I'd missed the 1/2 caster level at the start. Makes me sad but probably for the best. Once again I think it would be easier to just say "increase caster level to Servant Soul level," but I suppose a multiclassed odd level build could eke out an extra CL there. It also has the early flight I was looking for and that free metamagic with the CL boost should go a long way towards making you feel powerful even if you're using lower-tier spells-and gives a reason to be very careful with what spells you add.

    I'd also want to see more choice in energy types since in DnD you're generally supposed to have your pick, but it's not hard to add more if we know where to place them. Snowball Swarm, Ice Burst, and Ice Flowers for example. Unless being crippled in choice of energy is a deliberate choice to make you look to your servants of course. The class spell list is so short it looks more like a prestige class list-having to pick 4 of 6 spells at each level means it's very possible you'll have to take spells you don't want, which drives me nuts. I'd want to see at least 8 spells, with energy options like fireball/lightning bolt and mirror spells like cure/inflict only counting as one "option" on the list: enough that you can ignore blasting and still have two people with only one spell in common.

    On Assassin, I don't mind using the Gauntlet of Infinite Blades as a template, but using the Venemous property in conjunction is really awkward. You have to use a swift action to make a dagger which lasts for 3 rounds, then wait till next round to use a swift action to poison it for one attack, then end up wasting a charge of poison on the third round because it disappears before you can use it. Actually having to refresh the daggers every three rounds is a bit of a pain if you're trying to melee with them for some reason, and if you TWF you basically won't have any swift actions. I'm also a bit confused on the Zabinya: Illusion phantasm: I'm pretty sure you're supposed to be able to attack and flank with it since it's a conjuration and you didn't prohibit attacking, but since it has illusion in the name and the only time you normally see the word "duplicate" is Mirror Image it ought to be more specific.

    Berserker: Domineering has a lame flat DC and you can't use Lion's Charge while berserking, but Domineering affects every hit and the Install is for tanking not charging so neither of those is actually a problem. God Hand is complicated but not much more than say, Stance of Unyielding Fortitude. Big weapon will be terrifying. That's about it.

    Caster's Dispelling weapon is pretty weird since it doesn't work out like an actual weapon. Dispelling normally has a CL of 5, which would make this a great out of combat dispel spam, but in combat it's terrible since you have to hit with a crappy weapon in order to get the dispel (when most things you want to dispel make people harder to hit). However, since the enhancement bonus of a weapon increases it's caster level, you actually start at CL6 on your dispel, then go to CL9 at 9th and cap at +10 dispel at 12th-but you still have to hit with a no-bonus dagger. Greater Dispelling is normally a great ability since it's got a high CL for a low bonus, but again we don't get it until 16th when it's bonus is no longer noteworthy, and since CL of an enhancement bonus caps at 15h (from +5x3), we'll quickly be lagging behind on dispel checks again, and it's even more painfully obvious that the base dagger isn't doing anything. Once again the question: is the dagger supposed to be effective at dispelling in combat, or is it intended to lag behind?

    Caster's spell list: summon monster, really? I don't think I would ever cast it except to ride the hippogriff off SM2. With the delayed levels it's just plain terrible for any combat use and is really only good for utility. True, summoning a dragon with Argon Coin takes care of combat, but it's just demoralizing to see one of your "domains" be so useless. Can't even try to quicken spam since that doesn't work with the casting time. Pretty much just whining though, since assuming fire and lightning aren't terrible in the campaign then the CL boost+free metamagic+dragon summoning is enough.

    Rider: Sweeping at 16th is ludicrously underwhelming. Even with a tripping build you can have trouble at that level, a flat +2 is nothing. Maybe give it Brutal Surge that does trips instead of bull rushing? The Gorgon phantasm is the first one I've seen that seems overpowered on it's own, it's just nasty. Save or die on everything in 30' every round for a minimum of 2 rounds if you do nothing else, doesn't cost you any attacks once you start it up, and if they've got more HD than you you don't even need Stone to Flesh to get the loot. Unless they're allowed to avert or close their eyes before being forced to make the first save (the way it's phrased I always figured you'd have to do that on you action but it might be possible in response) it just sounds way too good. Did it come up in playtesting? Moving on, the pegasus mouthpick lance is where I have to put my foot down on referencing only pre-written weapons: mouthpick wepaons are stupid. I can take Dispelling and Sweeping and juggling swift daggers, but just give this guy "a horn attack that is equivalent to a lance with the same properties" and be done with it. I also hate Daze Monster but I suppose it is useable in a fashion.

    Saber: heh, for some reason I find it amusing that the flagship character is anti-mage. All good here except for the spell list: Lesser Deflect is terrible and Deflect is okay, but with 1/2 caster level they're both trash, and Break Enchantment never does what it's supposed to (either the spell you want to dispel ends before you finish casting, or it's probably immune to Break Enchantment).

    Epic: always nice to see proper epic work. Caster's gonna need a lot more than that since +10 dice on 10-15 dice isn't much better than maximize, but anyone actually playing that high can probably figure out how they want to go about it (not like I've ever played that high either).

    Feats: I think Extraordinary Contract is either trying to be a prerequisite of itself, or you missed putting in the Extraordinary Include feat. Or something. Very good spread of feats with specializations, bonuses, multiclassing, everything. I see now why you called it a feat hungry class.

    Other: holy crap something that's not knowledge (arcana) for once! Awesome. I'm not sure how Miyu is getting Install as a free action at level 8-did I miss something or is it the classic "all examples are wrong" problem? I'm also sad that she's carrying CL boosted Barkskin potions alongside an Amulet of Natural armor, but I suppose it's not useless. I am amused that your spell list design notes point out everything I just spent forever typing.

    So this is the part where I give my overall thoughts on the class. Uh, it's awesome? Seriously, we seem to have some excellent magical girl hombrewers on GitP what with the Tome of Radiance and now this (plus whatever I miss since I'm not on much). It's so professionally together that I could glance at it and figure I'd allow the whole thing, and after reading the main class I was not disappointed (I don't like using the word "professionally," but well there's homebrew and then there's "better than a book.") It was also extremely awesome that right after I finished the show I wandered over to GitP and saw. . . this. Oh hey you know how you thought that was a cool mechanic in that nice show? Well this dude went and wrote a whole supplement for it that's ready to roll with 3 options for each class card. So now you have your Fate flavor while being a badass and knowing that you're using magical girl mechanics. It's made of win.
    Last edited by Fizban; 2013-09-23 at 10:49 AM.
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    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

  29. - Top - End - #29
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by Fizban View Post
    For Installing, why not use the same language for attack bonus as for save bonuses? The idea of "increase bonus as if you had high instead of low" is much easier to understand and I would prefer having the attack bonus flow naturally rather than suddenly jumping every 4 levels. The only reason not to do it that way is if you want to keep their iterative attacks reduced so that even with a full bonus they're still attacking less, which could be a thing. Edit: which apparently was indeed the point, nevermind then.
    Yep. Help people hit with their attacks but without the divine power boost of increasing grapples, iteratives, or power attacks.

    Quote Originally Posted by Fizban View Post
    The Include line "any abilities it has do not depend on other weapons previously summoned" makes it sound like there could be choices of what abilities the weapon gets, which may be true for some, but I think the more important part you wanted to emphasize is that each time you summon a weapon it has full daily and charged abilities-so stating that outright would be good.
    Possibly. The point was that I tried to balance a few lower-powered servants by giving them weapons with daily powers. F/0 Lancer is a good example - he has a hard time standing up to the default lancer, the most powerful striker form in the class.

    Quote Originally Posted by Fizban View Post
    The base spell list strikes me as a bit odd, or rather a few spell choices do. Nothing wrong with the heal/lightning/fire/bare utility theme, but why is Corporeal Instability on there (and at a reduced level)? That does not strike me as magical girl at all, nor do I remember it coming up in the other shows. You also don't get Pyroburst or Earth Reaver until their damage is rather poor, Pyroburst capping at CL 10 when you don't get it until CL12, and Earth Reaver being a fixed 7d6 that you don't get until 16th.
    1/2 CL means that they are basically useless in CR-appropriate encounters unless installing Caster anyway. That said, I could look into replacing them with something with higher dice caps. Corporeal Instability was included to get a fort-targeting debuff that level; the spell itself was somewhat arbitrary except that I find it inherently amusing.
    Quote Originally Posted by Fizban View Post
    And flight, considered such a fundamental ability, doesn't become available until 16th either, when Overland Flight is normally supposed to start at level 9 or 10. (Edit: am I blind?) So is the class idea sticking to the written levels of spells and thus getting them way later than everyone else, or was it supposed to be Bard-like and get the important spells at a lower level so they show up on time?
    I never hesitated to drop spells a level, but I don't recall dropping any two levels, if that answers your question in a roundabout way.

    Quote Originally Posted by Fizban View Post
    Pre-Edit: okay, so I got to Caster and found out I'd missed the 1/2 caster level at the start. Makes me sad but probably for the best. Once again I think it would be easier to just say "increase caster level to Servant Soul level," but I suppose a multiclassed odd level build could eke out an extra CL there. It also has the early flight I was looking for and that free metamagic with the CL boost should go a long way towards making you feel powerful even if you're using lower-tier spells-and gives a reason to be very careful with what spells you add.
    Since normal CL rounds down (everything in D&D rounds down unless otherwise specified, thanks for the reminder debihuman!) there is no extra CL "corner case". The reason I left the language like that is in case somebody took practiced spellcaster, which to be honest, is a pretty good feat for this class.

    Quote Originally Posted by Fizban View Post
    I'd also want to see more choice in energy types since in DnD you're generally supposed to have your pick, but it's not hard to add more if we know where to place them. Snowball Swarm, Ice Burst, and Ice Flowers for example. Unless being crippled in choice of energy is a deliberate choice to make you look to your servants of course. The class spell list is so short it looks more like a prestige class list-having to pick 4 of 6 spells at each level means it's very possible you'll have to take spells you don't want, which drives me nuts. I'd want to see at least 8 spells, with energy options like fireball/lightning bolt and mirror spells like cure/inflict only counting as one "option" on the list: enough that you can ignore blasting and still have two people with only one spell in common.
    It's not a move to deliberately shut down alternative energy choices but rather a move to emphasize the spirit spell lists. A standard servant soul build is getting 23 spells from their default list and 35 from their spirits, and alternate hero can increase that (either situationally or with spirit duality) by 7 a pop.

    Quote Originally Posted by Fizban View Post
    On Assassin, I don't mind using the Gauntlet of Infinite Blades as a template, but using the Venemous property in conjunction is really awkward. You have to use a swift action to make a dagger which lasts for 3 rounds, then wait till next round to use a swift action to poison it for one attack, then end up wasting a charge of poison on the third round because it disappears before you can use it.
    A very good point. I forgot that venomous requires a swift activation. I'll swap it out with something.

    Quote Originally Posted by Fizban View Post
    Actually having to refresh the daggers every three rounds is a bit of a pain if you're trying to melee with them for some reason, and if you TWF you basically won't have any swift actions.
    Since there are so other good forms for TWF (such as Jack The Ripper and Diarmuid) I assume anybody trying to TWF with Hassan is making the best of a bad situation already. Come to think of it, adding sneak attack might give Ripper a hilarious boost.
    Quote Originally Posted by Fizban View Post
    I'm also a bit confused on the Zabinya: Illusion phantasm: I'm pretty sure you're supposed to be able to attack and flank with it since it's a conjuration and you didn't prohibit attacking, but since it has illusion in the name and the only time you normally see the word "duplicate" is Mirror Image it ought to be more specific.
    I tried to make the names of the phantasms less engrish-y, but I didn't change them too much. The original name for the doubles phantasm is "Zabaniya: Delusional Illusion". I was hoping people could see past the name.

    Quote Originally Posted by Fizban View Post
    Berserker: Domineering has a lame flat DC and you can't use Lion's Charge while berserking,
    These are intentional. The goal was an unkillable spirit with high damage but situational or limited secondary effects. Also, his phantasm was originally a full-round action, but I changed the action type so it couldn't be used with Faster Phantasm.
    Quote Originally Posted by Fizban View Post
    but Domineering affects every hit and the Install is for tanking not charging so neither of those is actually a problem. God Hand is complicated but not much more than say, Stance of Unyielding Fortitude. Big weapon will be terrifying. That's about it.
    You've captured berserker's essence.

    Quote Originally Posted by Fizban View Post
    Caster's Dispelling weapon is pretty weird since it doesn't work out like an actual weapon. Dispelling normally has a CL of 5, which would make this a great out of combat dispel spam, but in combat it's terrible since you have to hit with a crappy weapon in order to get the dispel (when most things you want to dispel make people harder to hit). However, since the enhancement bonus of a weapon increases it's caster level, you actually start at CL6 on your dispel, then go to CL9 at 9th and cap at +10 dispel at 12th-but you still have to hit with a no-bonus dagger. Greater Dispelling is normally a great ability since it's got a high CL for a low bonus, but again we don't get it until 16th when it's bonus is no longer noteworthy, and since CL of an enhancement bonus caps at 15h (from +5x3), we'll quickly be lagging behind on dispel checks again, and it's even more painfully obvious that the base dagger isn't doing anything. Once again the question: is the dagger supposed to be effective at dispelling in combat, or is it intended to lag behind?
    The dagger is a cool tool, but I always figured that if you were in melee as Caster something was wrong. The spirit's class is 100% spellcasting-focused, but the spirit itself just happens to have a dagger as her special weapon so I wanted to give it something thematic with her phantasms.

    Quote Originally Posted by Fizban View Post
    Caster's spell list: summon monster, really? I don't think I would ever cast it except to ride the hippogriff off SM2. With the delayed levels it's just plain terrible for any combat use and is really only good for utility.
    Correct. Caster has the best raw install power and a solid install phantasm so I gimped everything else a bit.
    Quote Originally Posted by Fizban View Post
    True, summoning a dragon with Argon Coin takes care of combat, but it's just demoralizing to see one of your "domains" be so useless. Can't even try to quicken spam since that doesn't work with the casting time. Pretty much just whining though, since assuming fire and lightning aren't terrible in the campaign then the CL boost+free metamagic+dragon summoning is enough.
    Quote Originally Posted by Fizban View Post
    Rider: Sweeping at 16th is ludicrously underwhelming. Even with a tripping build you can have trouble at that level, a flat +2 is nothing. Maybe give it Brutal Surge that does trips instead of bull rushing? The Gorgon phantasm is the first one I've seen that seems overpowered on it's own, it's just nasty.
    Quote Originally Posted by Type-Moon Wikia
    Rider (ライダー , ?), Mounted Knight, is one of the seven normal Servant classes summoned for the Holy Grail War. Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities.
    TLDR: Every rider is supposed to be a chump spirit with mid-tier abilities at best, but exceptionally OP noble phantasms.

    Quote Originally Posted by Fizban View Post
    Save or die on everything in 30' every round for a minimum of 2 rounds if you do nothing else, doesn't cost you any attacks once you start it up, and if they've got more HD than you you don't even need Stone to Flesh to get the loot. Unless they're allowed to avert or close their eyes before being forced to make the first save (the way it's phrased I always figured you'd have to do that on you action but it might be possible in response) it just sounds way too good. Did it come up in playtesting?
    Nope! The playtesting was rather limited. But I'll be playing it again in my current campaign if my shifter dies. (that, or a binder)

    Quote Originally Posted by Fizban View Post
    Moving on, the pegasus mouthpick lance is where I have to put my foot down on referencing only pre-written weapons: mouthpick wepaons are stupid. I can take Dispelling and Sweeping and juggling swift daggers, but just give this guy "a horn attack that is equivalent to a lance with the same properties" and be done with it. I also hate Daze Monster but I suppose it is useable in a fashion.
    Daze monster is another part of the "punish Rider for having a good phantasm". It's supposed to be a frontloaded spirit.

    Quote Originally Posted by Fizban View Post
    Saber: heh, for some reason I find it amusing that the flagship character is anti-mage. All good here except for the spell list: Lesser Deflect is terrible and Deflect is okay, but with 1/2 caster level they're both trash, and Break Enchantment never does what it's supposed to (either the spell you want to dispel ends before you finish casting, or it's probably immune to Break Enchantment).
    Saber's supposed to be similar to berserker in build, but replace some innate ability to take a hit with some sneaky avoidance and a bit more DPS - especially against casters. And if you want to talk about a low caster level... try casting spells with you've got mage slayer-line feats out. It's probably feasible to get your CL down to 0 with Saber.

    Quote Originally Posted by Fizban View Post
    Epic: always nice to see proper epic work. Caster's gonna need a lot more than that since +10 dice on 10-15 dice isn't much better than maximize, but anyone actually playing that high can probably figure out how they want to go about it (not like I've ever played that high either).
    Epic was just a "because I can" throw-in. I doubt it will be played as well. But since I designed so many mechanics around making a player single-class I figured, why not?

    Quote Originally Posted by Fizban View Post
    Feats: I think Extraordinary Contract is either trying to be a prerequisite of itself, or you missed putting in the Extraordinary Include feat. Or something.
    Copyediting error. Nothing to see here, move along.
    Quote Originally Posted by Fizban View Post
    Very good spread of feats with specializations, bonuses, multiclassing, everything. I see now why you called it a feat hungry class.
    Thanks! I sort of eyeballed the various power levels of the feats. Some (Faster Phantasm, cough cough) are too good to not take while others - the ones that boost across the board - I tried to vary between universal, in-class, and single-spirit with R^2=.4 corresponding to feat power. Basically what I'm saying is, let me know if there are feats nobody would ever take, and it's no trouble to make them apply more often.

    Quote Originally Posted by Fizban View Post
    Other: holy crap something that's not knowledge (arcana) for once! Awesome. I'm not sure how Miyu is getting Install as a free action at level 8-did I miss something or is it the classic "all examples are wrong" problem?
    I resent that! This example was perfectly correct a year ago when written for Servant Soul 1.4. And I remembered to update it when I made changes a full 70% of the time. That's a passing grade!
    [/QUOTE]I'm also sad that she's carrying CL boosted Barkskin potions alongside an Amulet of Natural armor, but I suppose it's not useless.[/QUOTE]I may have just randomly rolled those. Again, it was a year ago.
    Quote Originally Posted by Fizban View Post
    I am amused that your spell list design notes point out everything I just spent forever typing.
    I'm devious that way.

    Quote Originally Posted by Fizban View Post
    So this is the part where I give my overall thoughts on the class. Uh, it's awesome? Seriously, we seem to have some excellent magical girl hombrewers on GitP what with the Tome of Radiance and now this (plus whatever I miss since I'm not on much). It's so professionally together that I could glance at it and figure I'd allow the whole thing, and after reading the main class I was not disappointed (I don't like using the word "professionally," but well there's homebrew and then there's "better than a book.") It was also extremely awesome that right after I finished the show I wandered over to GitP and saw. . . this. Oh hey you know how you thought that was a cool mechanic in that nice show? Well this dude went and wrote a whole supplement for it that's ready to roll with 3 options for each class card. So now you have your Fate flavor while being a badass and knowing that you're using magical girl mechanics. It's made of win.
    Thanks!

    So, change list:

    1. Assassin's include needs a weapon rework
    2. Fix Extraordinary Contract (done)
    3. Rebuild Miyu, probably from the ground up to be safe (if you want to do this.... )
    4. I'm probably going to fix Saber's phantasm to not require an attack roll AND a save. Touch and save minimum, or just save on its own. Include phantasms are only 1D6/2 anyway. (done)

    And other notes:

    Possibly decrease rider's power more to compensate for the phantasms
    Replace corporeal instability on spell list? Damage spells with higher dice caps?
    Possibly reword the "you can spam dailies" clause in the include overview
    Rename or clarify Assassin's phantasm maybe?
    Possibly give Assassin Jack sneak attack.

  30. - Top - End - #30
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    Default Re: King Arthur. Hercules. Medusa. 18 More. Call power from legends: Servant Soul[3.5

    Quote Originally Posted by bekeleven View Post
    That said, I could look into replacing them with something with higher dice caps. Corporeal Instability was included to get a fort-targeting debuff that level; the spell itself was somewhat arbitrary except that I find it inherently amusing.
    I actually love Pyroburst (though normally I'd expect Flame Strike), Arc of Lightning would be perfectly fine if you didn't need a second target (I'd have given it a clause where you can arc off yourself with no damage because why should a caster ever fail? ), and Earth Reaver is awesome at it's intended level. I just went in expecting Duskblade casting base when it's more Paladin until you Install Caster and become Duskblade+free metamagic. Aside from Ray of Exhaustion which doesn't hurt much besides melee I can't think of a single target fort or lose spell at 3rd either. Even Nauseating Breath is still a cone. Edit: oh hey, Icelance could pull like triple duty there.
    I never hesitated to drop spells a level, but I don't recall dropping any two levels, if that answers your question in a roundabout way.
    Since normal CL rounds down (everything in D&D rounds down unless otherwise specified, thanks for the reminder debihuman!) there is no extra CL "corner case". The reason I left the language like that is in case somebody took practiced spellcaster, which to be honest, is a pretty good feat for this class.
    More of my caster bias: I didn't even think about how proper rounding would interact since I'm used to just CL=level. Indeed, Practiced Spellcaster (and the Illumian race) are amazing with half-ish casters.
    It's not a move to deliberately shut down alternative energy choices but rather a move to emphasize the spirit spell lists. A standard servant soul build is getting 23 spells from their default list and 35 from their spirits, and alternate hero can increase that (either situationally or with spirit duality) by 7 a pop.
    But even if you choose the spirits you don't get to pick the spirit's spells. There are enough servants and feats that two Servant Souls can take entirely different options, but if they take the same servants and feats they're left with a huge overlap in base spell picks. I prefer having enough options to fully customize every aspect I'm allowed to pick, and currently the only area where that can't be done is the main class list. It doesn't show up as much in actual play, but when making a mid-high level build it's annoying to see that you had to take the same stuff as some other guy because there were no other options. I'll admit that with so many more spells on the servant lists it's probably a massive pain trying to avoid any duplicates, which would only be made worse by expanding the base.
    Since there are so other good forms for TWF (such as Jack The Ripper and Diarmuid) I assume anybody trying to TWF with Hassan is making the best of a bad situation already. Come to think of it, adding sneak attack might give Ripper a hilarious boost.
    True, obviously I haven't read the full descriptions for the alternates yet.
    I tried to make the names of the phantasms less engrish-y, but I didn't change them too much. The original name for the doubles phantasm is "Zabaniya: Delusional Illusion". I was hoping people could see past the name.
    Eh, the part about it having copies of your weapons as well points people in the right direction. Something like "takes actions as directed" or "makes attacks as if it were you" would be enough.
    The dagger is a cool tool, but I always figured that if you were in melee as Caster something was wrong. The spirit's class is 100% spellcasting-focused
    Indeed, all doubts are gone once you hit that free metamagic. Maybe it's something about when I read homebrew than brings up tiers: they usually have hyper-efficient abilities that are all supposed to be at full power, so I'm not expecting intentional trade-offs.
    And if you want to talk about a low caster level... try casting spells with you've got mage slayer-line feats out. It's probably feasible to get your CL down to 0 with Saber.
    That makes it even worse then: Deflect/Lesser are both based entirely on caster level. You mentioned giving "spells so it just won't die," but the only Saber spells that even work are Energy Aegis and Lesser Globe (which is a standard action and stationary). What about say, a Swift or Immediate Shield (as shield but only lasts 1 round of course) and False Life? A couple books have set a precedent for just declaring the existence of swift/immediate versions of spells when they don't want to reference another book. I'd recommend Mystic Aegis but it's also based on CL so it won't do it's job, and Antimagic Field is probably just too absolute for this class. Maybe Ray Deflection somewhere?
    3. Rebuild Miyu, probably from the ground up to be safe (if you want to do this.... )
    Ha!
    4. I'm probably going to fix Saber's phantasm to not require an attack roll AND a save. Touch and save minimum, or just save on its own. Include phantasms are only 1D6/2 anyway. (done)
    *Squints* I don't think it's changed from last night but I didn't see any attack roll requirement then. Just line of damage with DC=attack roll, 's good, very bard chic.
    Last edited by Fizban; 2013-09-23 at 09:18 PM.
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    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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