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    Jormengand's Avatar

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    Default Crystal Chronicles classes for 3.5/PF (PEACH)

    Yeah, this is a thing I'm doing. I've been playing too much Echoes of Time and too much Dungeons and Dragons, so what the hell, let's get brewin'!

    These classes can be E10 (or any lower), or they can follow the Some Base Classes Are Short rules from Races of War - you must choose a prestige class or another base class if you wish to advance any more level.

    Also, recently someone raised concerns involving copyright material for something that they were doing. I've checked, and it looks like I can use the names and abilities from the games perfectly legally. Thank you for your concern.

    I'm doing this for the classes as they stand in Echoes of Time, which isn't too different from the original or from Ring of Fates, so yeah. Let's gogogogogogogoooo!

    The Classes

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

    1st|+1|+2|+0|+0|Sword Charge, Magic, Magic Stack 2, Sword Chain 3|
    146

    2nd|+2|+3|+0|+0|Sword Chain 4, Magic Stack 3|
    186

    3rd|+3|+3|+1|+1|Charge Guard|
    226

    4th|+4|+4|+1|+1|Guard Counter, Sword Chain 5|
    266

    5th|+5|+4|+1|+1|Sword Break, Magic Stack 4|
    306

    6th|+6/+1|+5|+2|+2|Straight Arrow, Ring Lock 2, Spear Chain 2|
    346

    7th|+7/+2|+5|+2|+2|Abandonment|
    386

    8th|+8/+3|+6|+2|+2|Ring Lock 3, AC +5, Spear Chain 3|
    426

    9th|+9/+4|+6|+3|+3|AC +10|
    466

    10th|+10/+5|+7|+3|+3|Clavat Soul, HP +20|
    506

    [/table]
    Alignment: Any
    Hit Die: d10
    Class Skills:
    The Clavat's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skill Points at Each Level: 4 + Int modifier
    Special: Clavats must be of the Clavat race.

    Class Features

    The following are class features of the Clavat.

    Weapon and armour proficiency: A Clavat is proficient in all simple weapons, as well as all Swords, Spears, Hammers, Staffs, Bows and Crossbows, and all armour but no shields.

    Magic (Sp): The Clavat uses the rules in the Crystal Magic section to cast spells.

    Magic Stack (Su): The Clavat may use magic which combines two target rings to produce a greater effect. This follows the rules for Magic Stacking. At second level, a third ring may be combined, and at fifth level, a fourth may be.

    Sword Chain: At first level, the Clavat may make two extra attacks at the Base Attack Bonus given on Table: The Clavat (even if he has more Base Attack Bonus from another class) when he makes a full attack action. If he does so, he may not make extra attacks from having a higher base attack bonus. At third level, he may make a fourth attack, and at fourth level, he may make a fifth attack.

    He may only do so with a single one-handed sword, and must have his offhand free.

    Sword Charge (Su): A Clavat may charge up his sword as part of a standard attack action. If he does so, it costs him 15 mana. He may continue to move as normal while it is charged, but cannot jump, run, cast spells or use Crystal Magic. From the next round on, he may release this charge as a standard action to make a single attack on every foe he can reach. The attack hits automatically and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally.

    He may drop the charge as a free action, restoring his mana.

    He may only do so with a single one-handed sword, and must have his offhand free.

    Charge Guard: When the Clavat attacks, or as a free action while charging his weapon, he may immediately enter a stance where he automatically blocks all attacks from his forwards facing, unless they are intrinsically magical. This usually means they are (Su), (Sp) or (Ps) abilities, or they come from a spell, power or magic/psionic item - magic weapons can still be blocked, but a charge attack from a weapon is not. However, his weapon's charge is dropped.

    Hitting the Clavat twice will break his guard, and the next attack will deal normal damage.

    Guard Counter: The first time a Clavat is attacked while guarding, he may break his own guard as an immediate action to make an attack against anyone in front of him, from directly left to directly right.

    Sword Break (Su): At fifth level, if the Clavat spends a full round with his sword charged, and does not release the charge, he may pay another 15 mana. If he does so, when he releases the charge it takes a full-round action, but it strikes the three squares in a line in front of him, and also anyone up to 10 feet in the air in those squares. It does triple damage, and still automatically threatens a critical hit.

    Straight Arrow (Su): At sixth level, when the Clavat attacks with a bow or crossbow, the shot may go straight through his target. Roll once to hit each target in a line, up to the weapon's maximum range. Even walls will not block the arrow, and it will pass through allies harmlessly.

    Spear Chain: Spear Chain works as Sword Chain, save that the Clavat must be wielding a spear and no other weapon or shield, and the progression of extra attacks is as given in Table: The Clavat - that is, a second at sixth level and a third at eighth.

    Ring Lock (Su): From seventh level, the Clavat can lock two target rings. At eighth level, he may lock 3 target rings.

    Abandonment: At seventh level, the Clavat gains DR 10/-

    AC and HP bonus: The Clavat gains Competence bonuses to his AC and total Hit Points as given on Table: The Clavat.

    Clavat Soul (Su): At 10th level, the Clavat may no longer be knocked prone, nor moved, unless he so wishes. He may still fall prone deliberately in the normal fashion.



    The Yuke
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Mana
    |
    Staff Orb damage

    1st|+0|+0|+0|+2|Magic, Magic Stack 3, Staff Orb|
    165
    |
    1d6

    2nd|+1|+0|+0|+3|Staff Charge, Magic Stack 4 |
    205
    |
    1d6

    3rd|+1|+1|+1|+3|Ring Lock 2|
    245
    |
    1d8

    4th|+2|+1|+1|+4|Charge Guard|
    285
    |
    1d8

    5th|+2|+1|+1|+4|Magic Stack 5, Guard Counter|
    325
    |
    1d8

    6th|+3|+2|+2|+5|Staff Break, Ring Lock 3, Spear Chain 2|
    365
    |
    1d10

    7th|+3|+2|+2|+5|Straight Arrow, Magic +5|
    405
    |
    1d10

    8th|+4|+2|+2|+6|Spear Chain 3, Magic Defence +5|
    445
    |
    1d10

    9th|+4|+3|+3|+6|Magic +10, Magic Defence +10|
    485
    |
    1d12

    10th|+5|+3|+3|+7|Ring Lock 4, Yuke Soul|
    525
    |
    1d12

    [/table]
    Alignment: Any
    Hit Die: d6
    Class Skills:
    The Yuke's class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at Each Level: 4 + Int modifier
    Special: Yukes must be of the Yuke race.

    Class Features

    The following are class features of the Yuke.

    Weapon and armour proficiency: A Yuke is proficient in all simple weapons, as well as all Swords, Spears, Hammers, Staffs, Bows and Crossbows, and all armour but no shields.

    Magic (Sp): The Yuke uses the rules in the Crystal Magic section to cast spells.

    Magic Stack (Su): The Yuke may use magic which combines three target rings to produce a greater effect. This follows the rules for Magic Stacking. At second level, a fourth ring may be combined, and at fifth level, a fifth may be.

    Staff Orb (Su): A Yuke's attacks with a staff of any kind fire a small orb of energy with them, so long as he makes only a single attack. The Yuke may attack anyone within 15 feet as a ranged touch attack, using the Yuke's Wisdom modifier in place of his Dexterity modifier, and dealing damage equal to the amount listed on Table: The Yuke plus the Yuke's Wisdom modifier.

    The orb moves in an arc which eventually becomes a straight line going down, meaning that the Yuke can attack a target up to five feet above his actual location. Alternatively, if a target is exactly 15 feet in front of the Yuke, he may drop the orb on them with his attack. However, if the orb falls more than ten feet below the Yuke, it is fairly easy to avoid and the target is treated as having a +4 bonus to their AC.

    Staff Charge (Su): From second level, a Yuke may charge up his staff as part of a standard attack action. If he does so, it costs him 18 mana. He may continue to move as normal while it is charged, but cannot jump, run, cast spells or use Crystal Magic. From the next round, he may release this charge as a standard action to make a single attack on every foe he can reach. The attack hits automatically, applies the effects of the Yuke's Staff Orb, and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally.

    He may drop the charge as a free action, restoring his mana.

    He may only do so with a single staff, and must have his offhand free if it is one-handed.

    Ring Lock (Su): From third level, the Yuke can lock two target rings. At sixth level, he may lock 3 target rings. At tenth, he may lock a total of 4 target rings.

    Charge Guard: When the Yuke attacks, or as a free action while charging his weapon, he may immediately enter a stance where he automatically blocks all attacks from his forwards facing, unless they are intrinsically magical. This usually means they are (Su), (Sp) or (Ps) abilities, or they come from a spell, power or magic/psionic item - magic weapons can still be blocked, but a charge attack from a weapon is not. However, his weapon's charge is dropped.

    Hitting the Yuke twice will break his guard, and the next attack will deal normal damage.

    Guard Counter: The first time a Yuke is attacked while guarding, he may break his own guard as an immediate action to make an attack against anyone in front of him, from directly left to directly right.

    Staff Break (Su): At fifth level, if the Yuke spends a full round with his staff charged, and does not release the charge, he may pay another 18 mana. If he does so, when he releases the charge it takes a full-round action, but it strikes the three squares in a line in front of him. It does triple damage, and still automatically threatens a critical hit.

    Spear Chain: At sixth level, the Yuke may make one extra attack at the Base Attack Bonus given on Table: The Yuke when he makes a full attack action (even if he has more Base Attack Bonus from another class). If he does so, he may not make extra attacks from having a higher base attack bonus. At eighth level, he may make a third attack.

    He may only do so with a single spear, and if it is one-handed he must have his offhand free.

    Straight Arrow (Su): At sixth level, when the Yuke attacks with a bow or crossbow, the shot may go straight through his target. Roll once to hit each target in a line, up to the weapon's maximum range. Even walls will not block the arrow, and it will pass through allies harmlessly.

    Magic bonuses: At the levels indicated in Table: The Yuke, the Yuke does extra damage with Crystal Magic, heals extra, and restores extra mana.

    Magic Defence bonuses: At the levels indicated in Table: The Yuke, the Yuke reduces the amount of damage he takes from magical attacks by an amount equal to the amount on the table.

    Yuke Soul: At tenth level, the Yuke takes half damage from magical attacks and gets a +4 bonus on saving throws against spells, powers and Spell-like or Psi-like abilities.

    The Selkie
    Custom
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Mana

    1st|+0|+0|+2|+0|Magic, Magic Stack 2, Bow Charge, Double Jump|
    138

    2nd|+1|+0|+3|+0|Three-Way Shot|
    188

    3rd|+2|+1|+3|+1|Magic Stack 3|
    238

    4th|+3|+1|+4|+1|Charge Guard, Straight Arrow|
    288

    5th|+3|+1|+4|+1|Guard Counter, HP +20|
    338

    6th|+4|+2|+5|+2|Bow Break, Ring Lock 2, Five-Way Shot|
    388

    7th|+5|+2|+5|+2|Spear Chain 2, Critical Hits Up|
    438

    8th|+6/+1|+2|+6|+2|Spear Chain 3|
    488

    9th|+6/+1|+3|+6|+3|Mana +20|
    538

    10th|+7/+2|+3|+7|+3|Mana +50, Selkie Soul|
    588

    [/table]
    Alignment: Any
    Hit Die: d8
    Class Skills:
    The Selkie's class skills are Acrobatics (Jump and Tumble) (Dex/Str and Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Spot and Listen) (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Hide and Move Silently) (Dex), Survival (Wis), and Swim (Str).
    Skill Points at Each Level: 4 + Int modifier
    Special: Selkies must be of the Selkie race.

    Weapon and armour proficiency: A Selkie is proficient in all simple weapons, as well as all Swords, Spears, Hammers, Staffs, Bows and Crossbows, and all armour but no shields.

    Magic (Sp): The Selkie uses the rules in the Crystal Magic section to cast spells.

    Magic Stack (Su): The Selkie may use, magic which combines two target rings to produce a greater effect. This follows the rules for Magic Stacking. At third level, a third ring may be combined.

    Bow Charge (Su): From second level, a Selkie may charge up his bow or crossbow as part of a standard attack action. If he does so, it costs him 13 mana. He may continue to move as normal while it is charged, but cannot jump, run, cast spells or use Crystal Magic. From the next round, he may release this charge as a standard action to make a single attack. The attack hits automatically, applies Three-Way Shot, Five-Way Shot and Straight Arrow normally, and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally.

    He may drop the charge as a free action, restoring his mana.

    He may only do so with a bow or crossbow.

    Double Jump (Su): Selkies have no respect for gravity. They may make a single jump check once each time they are in midair as a swift action, allowing them to jump twice the normal distance. However, to do so they must do some silly somersault thing and therefore they cannot pick up objects while in midair, though apparently they can pull switches, attack and grapple flying enemies. Don't ask.

    Three-Way Shot: At second level, when the Selkie makes an attack with a bow or crossbow, he may attack another two opponents, each up to 45 degrees each side of the opponent being attacked. The Selkie must make all three attacks on a horizontal plane to do this - that is, he cannot attack foes above or below the primary target.

    Charge Guard: When the Selkie attacks, or as a free action while charging his weapon, he may immediately enter a stance where he automatically blocks all attacks from his forwards facing, unless they are intrinsically magical. This usually means they are (Su), (Sp) or (Ps) abilities, or they come from a spell, power or magic/psionic item - magic weapons can still be blocked, but a charge attack from a weapon is not. However, his weapon's charge is dropped.

    Hitting the Selkie twice will break his guard, and the next attack will deal normal damage.

    Straight Arrow (Su): At fourth level, when the Selkie attacks with a bow or crossbow, the shot may go straight through his target. Roll once to hit each target in a line, up to the weapon's maximum range. Even walls will not block the arrow, and it will pass through allies harmlessly.

    This combines with Three-Way Shot and Five-Way shot normally.

    Guard Counter: The first time a Selkie is attacked while guarding, he may break his own guard as an immediate action to make an attack against anyone in front of him, from directly left to directly right.This applies Three-Way Shot, Five-Way Shot and Straight Arrow normally.

    HP bonus: At fifth level, the Selkie gets a +20 competence bonus to his maximum hit points.

    Bow Break (Su): At fifth level, if the Selkie spends a full round with his bow or crossbow charged, and does not release the charge, he may pay another 37 mana. If he does so, when he releases the charge he may take a full attack action instead of a normal attack. Each attack does triple damage, and still automatically threatens a critical hit.

    Ring Lock (Su): From sixth level, the Selkie can lock two target rings.

    Five-Way Shot: At sixth level, when the Selkie attacks with a bow or crossbow he may attack a further two targets, each more than 45 degrees but no more than 90 degrees to each side of the original shot.

    Spear Chain: At seventh level, the Selkie may make one extra attack at the Base Attack Bonus given on Table: The Selkie when he makes a full attack action (even if he has more Base Attack Bonus from another class). If he does so, he may not make extra attacks from having a higher base attack bonus. At eighth level, he may make a third attack.

    He may only do so with a single spear, and if it is one-handed he must have his offhand free.

    Critical Hits Up: At seventh level, all weapons a Selkie wields increase their threat range by 1. This take effect after effects which multiply a weapon's threat range.

    Mana bonus: At the levels indicated in Table: The Selkie, the Selkie gains a competence bonus to his mana equal to the value given on the table.

    Selkie Soul: At tenth level, the Selkie automatically confirms a critical hit - there is no need to roll. This means that Charge and Break attacks are always critical hits.

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

    1st|+1|+2|+0|+2|Magic, Magic Stack 2, Spear Charge, Hammer Chain 2|
    110

    2nd|+2|+3|+0|+3|Hammer Charge, Spear Chain 2|
    140

    3rd|+3|+3|+1|+3|Charge Guard|
    170

    4th|+4|+4|+1|+4|Magic Stack 3, Guard Counter|
    200

    5th|+5|+4|+1|+4|Spear Chain 3, Attack +5|
    230

    6th|+6/+1|+5|+2|+5|Spear Break, Ring Lock 2|
    260

    7th|+7/+2|+5|+2|+5|Straight Arrow|
    290

    8th|+8/+3|+6|+2|+6|Hammer Chain 3|
    320

    9th|+9/+4|+6|+3|+6|Critical Hits up, Hammer Break, HP +20|
    350

    10th|+10/+5|+7|+3|+7|HP +50, Attack +10, Lilty Soul|
    380

    [/table]
    Alignment: Any
    Hit Die: d12
    Class Skills:
    The Lilty’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skill Points at Each Level: 4 + Int modifier
    Special: Lilties must be of the Lilty race.

    Weapon and armour proficiency: A Lilty is proficient in all simple weapons, as well as all Swords, Spears, Hammers, Staffs, Bows and Crossbows, and all armour but no shields.

    Magic (Sp): The Lilty uses the rules in the Crystal Magic section to cast spells.

    Magic Stack (Su): The Lilty may use, magic which combines two target rings to produce a greater effect. This follows the rules for Magic Stacking. At fourth level, a third ring may be combined.

    Spear Charge (Su): From first level, a Lilty may charge up her spear as part of a standard attack action. If she does so, it costs her 8 mana. She may continue to move as normal while it is charged, but cannot jump, run, cast spells or use Crystal Magic. From the next round, she may release this charge as a standard action to make a single attack against each creature whose square she threatens. The attack hits automatically, and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally.

    She may drop the charge as a free action, restoring her mana.

    She may only do so with a spear, and if the spear is one-handed or light she must have her offhand free.

    Hammer Chain: At first level, the Lilty may make one extra attack at the Base Attack Bonus given on Table: The Lilty when she uses the full attack action (even if she has more Base Attack Bonus from another class). If she does so, she may not make extra attacks from having a higher base attack bonus . At eighth level, she may make a third attack.

    She may only do so with a single hammer, and if it is one-handed she must have her offhand free.

    Hammer Charge (Su): From second level, a Lilty may charge up her hammer as part of a standard attack action. If she does so, it costs her 25 mana. She may continue to move as normal while it is charged, but cannot jump, run, cast spells or use Crystal Magic. From the next round, she may release this charge as a standard action to make a single attack against each creature whose square she threatens. The attack hits automatically, and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally. All affected creatures fall prone in their own square.

    She may drop the charge as a free action, restoring her mana.

    She may only do so with a hammer, and if the hammer is one-handed or light she must have her offhand free.

    Spear Chain: At second level, the Lilty may make one extra attack at the Base Attack Bonus given on Table: The Lilty when she uses the full attack action (even if she has more Base Attack Bonus from another class). If she does so, she may not make extra attacks from having a higher base attack bonus. At fifth level, she may make a third attack.

    She may only do so with a single spear, and if it is one-handed she must have her offhand free.

    Charge Guard: When the Lilty attacks, or as a free action while charging her weapon, she may immediately enter a stance where she automatically blocks all attacks from her forwards facing, unless they are intrinsically magical. This usually means they are (Su), (Sp) or (Ps) abilities, or they come from a spell, power or magic/psionic item - magic weapons can still be blocked, but a charge attack from a weapon is not. However, her weapon's charge is blocked.

    Hitting the Lilty twice will break her guard, and the next attack will deal normal damage.

    Guard Counter: The first time a Lilty is attacked while guarding, she may break her own guard as an immediate action to make an attack against anyone she can reach in front of her, from directly left to directly right.

    Spear Break (Su): At fifth level, if the Lilty spends a full round with her spear charged, and does not release the charge, she may pay another 7 mana. If she does so, when she releases the charge she must take a full-round action but strikes the three squares in front of her. Each attack does triple damage, and still automatically threatens a hit.

    Attack bonus: At fifth level, the Lilty gets a +5 competence bonus on attack rolls, and at tenth level, she gets a +10 competence bonus.

    Ring Lock (Su): From sixth level, the Lilty can lock two target rings.

    Straight Arrow (Su): At seventh level, when the Lilty attacks with a bow or crossbow, the shot may go straight through his target. Roll once to hit each target in a line, up to the weapon's maximum range. Even walls will not block the arrow, and it will pass through allies harmlessly.

    Critical Hits Up: At ninth level, all weapons a Lilty wields increase their threat range by 1. This take effect after effects which multiply a weapon's threat range.

    Hammer Break (Su): At ninth level, if the Lilty spends a full round with her hammer charged, and does not release the charge, she may pay another 25 mana. If she does so, when she releases the charge she must take a full-round action but strikes every square within 10 feet. Each attack does triple damage, still automatically threatens a critical hit, and still knocks creatures prone.

    HP bonus: At ninth level, the Lilty gets a +20 competence bonus to her maximum hit points, and at tenth level she gets a +50 competence bonus.

    Lilty Soul: At tenth level, the Lilty's third attack in a Spear Chain or Hammer Chain causes the foe to fall prone in their own square.

    The Races

    All the Crystal Tribe races are humans, and follow the rules for humans with the exception that they have the following ability score modifiers:

    Clavat: +2 STR, -2 DEX (PF: +2 INT)
    Yuke: +2 INT, -2 CHA (PF: +2 WIS)
    Selkie: +2 DEX, -2 INT (PF: +2 WIS)
    Lilty: +2 CON, -2 DEX (PF: +2 STR)

    They also have a favoured class of the same name as their race.

    Crystal Magic:

    Each of the four Crystal Clans, Clavat, Yuke, Selkie and Lilty, has at least some magical ability. They can cast six basic spells: Fire; Blizzard; Thunder; Cure; Raise and Clear.

    These spells cost mana to cast, just as Charge and Break attacks do. Furthermore, each clan requires a different amount of mana to cast spells, as given on table: Clan spell costs.

    Table: Clan spell costs

    A character restores mana by resting 8 hours, by staying in a safe location such as a town for a full hour, or by drinking special potions which restore mana and cost 1 GP for each point of mana they restore. They still follow the normal rules for potions.

    A character may begin casting as a standard action. This creates a target ring below his feet, which he may move up to 30 feet as a move action. It may not go through solid walls, but may "Climb" up a wall at half speed. He may also release the spell as an immediate action, allowing him to hold the ring in a foe's path and use it at the correct time.

    Alternatively, he may lock the ring. Most characters may only lock a single ring at once, but later they may be able to lock more. If a character locks a ring in a square, the ring either locks on to the square itself, or the character may choose to lock it to a creature, friend or foe, in the square. He may not, however, lock a ring to himself, though he can lock it to his square.

    Rings locked to a square stay in that square. Rings locked to a creature follow that creature wherever they move, though they stay at ground level. If you are not casting a spell, you may release the last ring you locked as an immediate action. Locked rings release themselves after five rounds, at the start of the caster's turn.

    When a ring is released through whatever means, it causes a spell-like ability to take effect, centred on the target ring.

    Further, characters with the Magic Stack ability can help to cast powerful combination spells. If they have a good enough Magic Stack ability, when they release a ring on top of another ring it will combine with as many other rings in the same square as possible, regardless or whether the rings are locked to the square, a creature therein or nothing at all.

    The spell released is always the lowest possible spell in the following list:


    Spell descriptions:

    Even though these "Spells" are in fact Spell-like abilities, they still have their own spell descriptions as though they were spells. Clearly, they have no components, but some otherwise have full spell entries. An effect requiring a Crystal Spell's level finds it to be equal to the number of spell rings required to cast that spell.

    The user's Caster Level is treated as being equal to their Crystal Clan class level.

    The Save DC for a Crystal Spell depends on the class casting it. The formula is 10, plus the Crystal Spell's effective level, plus the primary casting ability of the relevant crystal clan. This is Intelligence for Clavats, Wisdom for Yukes, Charisma for Selkies and, abnormally, Constitution for Lilties.

    Spoiler: Spells
    Show
    Fire
    Area: All within 5 feet of ring.
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    When the ring is released, all subjects in the area may take 1d6/level (maximum 4d6) fire damage at the caster's discretion - that is, the caster chooses who takes the damage.

    Fira
    Area: All within 10 feet of ring.

    Fira acts as fire except as noted above, save that the damage is 1d8/level (Maximum 6d8) instead.

    Firaga
    Area: All within 15 feet of ring

    Firaga acts as fire except as noted above, save that the damage is 1d10/level (Maximum 8d10) instead.

    Firaja
    Area: All within 20 feet of ring

    Firaja acts as fire except as noted above, save that the damage is 1d12/level (Maximum 10d12) instead.

    Blizzard
    Area: All within 5 feet of ring.
    Duration: Instantaneous
    Saving Throw: Fortitude half/partial
    Spell Resistance: Yes

    When the ring is released, all subjects in the area may take 1d4/level (maximum 4d4) cold damage at the caster's discretion - that is, the caster chooses who takes the damage.

    Those who fail their fortitude saves are frozen in place for one round, and cannot take actions. They are denied their dexterity bonus to AC, but the ice manages to protect their vitals - they are not eligible for Sneak Attacks or Coups de Grace unless they would be for another reason.

    Blizzara
    Area: All within 10 feet of ring.

    Blizzara acts as blizzard except as noted above, save that the damage is 1d6/level (Maximum 6d6) instead and the freeze effect lasts 2 rounds. The target may save again each round to end the effect.

    Blizzaga
    Area: All within 15 feet of ring

    Blizzaga acts as blizzard except as noted above, save that the damage is 1d8/level (Maximum 8d8) instead and the freeze effect lasts 3 rounds. The target may save again each round to end the effect.

    Blizzaja
    Area: All within 20 feet of ring

    Blizzaja acts as blizzard except as noted above, save that the damage is 1d10/level (Maximum 10d10) instead and the freeze effect lasts 4 rounds. The target may save again each round to end the effect.

    Thunder
    Area: All within 5 feet of ring.
    Duration: Instantaneous
    Saving Throw: Reflex half/partial
    Spell Resistance: Yes

    When the ring is released, all subjects in the area may take 1d4/level (maximum 4d4) electric damage at the caster's discretion - that is, the caster chooses who takes the damage.

    Those who fail their reflex saves may not attack or cast spells for the next two rounds.

    Thundara
    Area: All within 10 feet of ring.

    Thundara acts as thunder except as noted above, save that the damage is 1d6/level (Maximum 6d6) instead and the attack-preventing effect lasts 4 rounds.

    Thundaga
    Area: All within 15 feet of ring

    Thundaga acts as thunder except as noted above, save that the damage is 1d8/level (Maximum 8d8) instead and the attack-preventing effect lasts 6 rounds

    Thundaja
    Area: All within 20 feet of ring

    Thundaja acts as thunder except as noted above, save that the damage is 1d10/level (Maximum 10d10) instead and the attack-preventing effect lasts 8 rounds.

    Cure
    Area: All within 5 feet of ring.
    Duration: 1 round
    Saving Throw: Reflex half (Harmless)
    Spell Resistance: Yes

    When the ring is released, all subjects in the area may take 1d4/level (maximum 4d4) positive energy damage (healing) at the caster's discretion - that is, the caster chooses who is healed. The area lingers for the duration, but each person can only be healed once.

    Cure reveals invisible creatures in the target area for 1d3 rounds

    Cura
    Area: All within 10 feet of ring.
    Duration: 2 rounds.

    Cura acts as cure except as noted above, save that the healing is 1d6/level (Maximum 6d6) instead, and invisible creatures are revealed for 2d3 rounds

    Curaga
    Area: All within 15 feet of ring
    Duration: 3 rounds

    Curaga acts as cure except as noted above, save that the damage is 1d8/level (Maximum 8d8) instead, and invisible creatures are revealed for 3d3 rounds.

    Curaja
    Area: All within 20 feet of ring
    Duration: 4 rounds

    Curaja acts as cure except as noted above, save that the healing is 1d10/level (Maximum 10d10) instead, and invisible creatures are revealed for 4d3 rounds.

    Raise
    Area: All within 5 feet of ring
    Duration: Instantaneous
    Saving Throw: None

    Any dead creatures in the target area may be restored to life, at the caster's and their own discretion. However, this presents numerous problems. First, the target must be willing, and can have been dead no more than a round per caster level. Second, the creature suffers two negative levels - these negative levels cannot become permanaent, but they cannot be removed by any magic; you must wait for them to heal naturally. Third, the target creature suffers 2d3 temporary ability damage to each ability score. Finally, the target is restored to life with only 1d4 hit points/level (Maximum 4d4), albeit after taking negative levels and ability damage.

    Raise is ineffective if the negative levels or ability damage, old age, ability damage or other conditions would slay the target instantly. It still costs mana.

    Raise reveals invisible creatures in the same manner as Cure.

    Arise
    Area: All within 10 feet of ring.

    Arise acts as Raise except as noted above, but only deals 1d3 ability damage to each ability score and 1 negative level. It restores the target to life with 1d6 hit points/level (Maximum 6d6) and reveals invisible creatures in the same manner as Cura.

    Clear
    Area: All within 5 feet of ring.
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: Yes

    Clear removes the negative temporary effects of zero-level and first-level spells, as well as the Dazzled, Entangled, Fascinated, Fatigued, Shaken and Sickened conditions if they are temporary

    Cleara
    Area: All within 10 feet of ring.
    Duration: 2 rounds

    Cleara acts as clear except as above, and that it also works on the temporary effects of second-level spells, and the Blinded, Confused, Dazed, Deafened, Dying (the target is now Stable) Frightened, Nauseated and conditions if they are temporary. Cleara will not remove the Dazed effect caused by any spell with the word Celerity in its name.

    Clearaga
    Area: All within 15 feet of ring.
    Duration: 3 rounds

    Clearaga acts as Cleara except as above, but affects third-level spells and the
    Exhausted, Panicked, Paralysed and Stunned conditions. It also heals 1d3 ability damage to each ability score.

    Clearaja
    Area: All within 20 feet of ring.
    Duration: 4 rounds

    Clearaja acts as clearaga except as above, though it affects fourth-level spells (Except Lesser Celerity) and the Cowering, Petrified and Turned conditions. It heals 1d6 ability damage and 1 ability drain, or 1d6+1 ability damage, to each ability score (choose which for each) and 1 negative level.

    Quake
    Area: All within 10 feet of ring.
    Duration: instantaneous
    Saving Throw: Reflex half/partial
    Spell Resistance: No

    Quake sends a single blast straight up. The blast does 1d4 bludgeoning and 1d4 fire damage per level (maximum 6d4 of each) to any creature the caster wishes to harm, and causes those who fail the save to be knocked straight up to the top of the effect, and then fall prone, taking 1d6 damage from the fall. A successful save causes the creature hit to go straight up, and land on their feet. Those who are prone when the spell hits may save, but will always take falling damage (which is not halved on a successful save) and fall prone.

    Quaga
    Area: All within 20 feet of ring.

    Quaga works much like quake except as above, but sends a small blast and then a larger blast straight up. The small blast only deals 1d4 bludgeoning damage per level (maximum 10d4) but the larger blast does a further 1d4 bludgeoning and 1d4 fire damage per level (maximum 10d4 of each). Any foes caught in the blasts must take a reflex save, and if it is passed, take a second reflex save for the second blast.

    Those who fail the first reflex save take full damage from both blasts, are thrown 20 feet in the air and 10 feet away from the ring, fall prone, and are stunned when they land. Those who fail the second save take half damage from the first blast and full damage from the second, are thrown only ten feet in the air and 5 feet away from the ring, and fall prone. Those who pass both saves are thrown up ten feet, take half damage and land on their feet unharmed.

    Gravity
    Area: All within 10 feet of ring.
    Duration: instantaneous/5 rounds
    Saving Throw: Will half/partial
    Spell Resistance: Yes

    Gravity causes targets of the caster's choice to take 1d4 damage per caster level (maximum 6d4). On a failed save, they are subjected to gravity for the duration. If they are jumping or flying, they fall. They must then keep at least part of their body on the ground for the duration - they cannot climb and higher, not even with stairs, though they may use an inclined plane to ascend. If they are in water, they cannot leave the body of water in which they are, unless it dries up or is frozen over - in the latter case, they are permitted to climb onto the ice. The target may save again each round to end the effect.

    Graviga
    Area: All within 20 feet of ring.
    Duration: instantaneous/10 rounds

    Graviga works as Gravity except as noted above, and it does 1d6 damage per caster level instead. Also, the subjects may only save again every two rounds to end the effect.

    Bio
    Area: All within 10 feet of ring.
    Duration: instantaneous/1 round per caster level
    Saving Throw: Fortitude half/partial
    Spell Resistance: Yes

    Bio deals 1d4 acid damage per caster level (maximum 6d4) to all creatures of the caster's choosing in the area. Each of those creatures which fails its save takes 1d6 acid damage per round for the duration of the effect. Creatures immune to poison take the normal acid damage, but not the damage each round.

    Bioga
    Area: All within 20 feet of ring.

    Bioga acts as Bio except as above, save that it does 1d6 damage per caster level instantaneously and 2d6 per round thereafter.

    Holy
    Area: All within 10 feet of ring.
    Duration: instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes

    Holy deals d6 damage/level (maximum 6d6) to hostile creatures in the target area. It is untyped damage, and cannot be resisted by any means, and does double damage to undead creatures.

    Holyga
    Area: All within 20 feet of ring.

    Holyga acts as holy except as above, though it does d10 damage/level (maximum 10d10).

    Barrier
    Area: All within 10 feet of ring.
    Duration: instantaneous/5 rounds
    Saving Throw: None
    Spell Resistance: No

    Friendly creatures in the area gain 1d6/level (maximum 6d6) temporary hit points for the duration.

    Barriera
    Area: All within 20 feet of ring.
    Duration: instantaneous/10 rounds

    Barriera acts as barrier except as above and that it provides 1d10/level (maximum 10d10) temporary hit points.


    Slow
    Area: All within 10 feet of ring.
    Duration: instantaneous/see text
    Saving Throw: See text
    Spell Resistance: See text

    Hostile creatures in the area take 1d4 damage/level (maximum 6d4) and become the target of a Slow spell. Those who pass the save take half damage, while those who resist the spell take no damage at all.


    Slowga
    Area: All within 20 feet of ring.

    Slowga acts as the Slow ability above, except for the area and that it instead replicates the effects of an Extended Slow spell while dealing 1d8 damage/level (maximum 10d8)


    Haste
    Area: All within 10 feet of ring.
    Duration: instantaneous/see text
    Saving Throw: See text
    Spell Resistance: See text

    Friendly creatures in the area are subject to a Haste spell.

    Hastega
    Area: All within 20 feet of ring.
    Duration: instantaneous/see text
    Saving Throw: See text
    Spell Resistance: See text

    Friendly creatures in the area are subject to an extended Haste spell.

    Meteor
    Area: All within 20 feet of ring.
    Duration: instantaneous/see text
    Saving Throw: Reflex half, fortitude partial
    Spell Resistance: No.

    A great meteor appears several feet above the target area and then falls, striking foes in the area but miraculously evading the caster's allies. Foes struck by the meteor when it falls take 1d10 bludgeoning, slashing and piercing damage/level (maximum 10d10), and must take a fortitude save or be stunned for two rounds (the duration is halved on a successful reflex save.)


    Meteorga
    Area: All within 25 ft of ring.

    Meteorga acts as Meteor, save that it does 1d12 damage/level (maximum 15d12) and the stun duration is 4 rounds.


    Ultima
    Area: All within 25 feet of ring.

    Ultima acts as Meteor, save as above, and that the damage is untyped instead of bludgeoning, slashing and peircing. Instead of a giant meteor, a large black orb filled with green light emanates from the target ring.

    Ultiga
    Area: All within 30 feet of ring.

    Ultiga acts as Ultima except as above, save that it does 1d12 damage/level (maximum 20d12) and stuns those who fail the fortitude save for 6 rounds.


    I may add some creatures and sample encounters later, too. Tell me what you think!
    Last edited by Jormengand; 2014-02-15 at 04:50 PM.

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    Default Re: Crystal Chronicles classes for 3.5/PF (PEACH)

    Example Characters, Encounters, etc:



    Larkecius
    Size/Type: Medium Humanoid (Human)
    Hit Dice: 5d10 (35 hp)
    Initiative: +4
    Armour Class: 14 (+4 Leather armour +2), Touch 10, Flat-footed 14
    Base attack/Grapple: +5/+7
    Attack: +1 Short Sword +8 (1d6+3/19-20)
    Full Attack: +2 Short Sword +8/+8/+8/+8/+8 (1d6+3/19-20)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Crystal Magic, Sword Charge, Magic Stack 4, Sword Break, Sword Chain 5, Charge Guard, Guard Counter, Summon Golems
    Special Qualities: Immortal
    Saves: Fort +6 Ref +1 Will +3
    Abilities: Str 15 Dex 10 Con 14 Int 16 (20) Wis 10 Cha 11
    Skills: Climb +10, Concentration +10, Intimidate +8, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +12, Listen +4, Profession (Librarian) 8, Spot +4
    Feats: Mortalbane, Improved initiative, Iron Will
    Environment: The Library
    Organisation: 1, plus three Golems.
    Challenge Rating: 5, alone or with Golems
    Treasure: Standard plus his sword.
    Alignment: Lawful Evil
    Advancement: 6-10 HD by character class, 11-20 HD by outsider HD and becomes a large outsider.
    Level Adjustment: N/A

    Larkecius is the librarian of the great library in town. He wears a hat and a sturdy leather jacket, and spends his time studying the ancient ruins in town. He has a great knowledge of the crystals, seemingly, and has a recipe for a cure for crystal sickness.

    Combat

    Before combat, Larkecius will make incomprehensible statements about "The Cause." He then proceeds to attack by casting spells, favouring Quake, Bio and Slow. He will only use his weapon when threatened in close combat, though if he has a spare action he will perhaps draw it. Larkecius avoids entering combat directly, though if he manages to run out of mana before the combat ends he will take the fight to his opponents.

    Golems: Larkecius can summon golems as a move action which provokes attacks of opportunity if he has a depleted supply, replenishing the number to 3. He will do this at the beginning of combat if he does not have any. Golems do not count as summoned, but will be destroyed when Larkecius is reduced to -10 hit points. They do not explode.

    Each golem is a clay golem, but only has a +4 natural armour bonus, 2 hit dice and medium size. Instead of Berserk, it has the following special rule:

    Explosion (Ex): As the golem comes below half hit points, it will explode 2 rounds later if not destroyed. The explosion acts as a Quake crystal spell (CL 3, DC 13) upon the golem's square. The spell damages friend and foe alike, and while it will not stun or throw allies it will daze Larkecius for one round if it hits him, with no save allowed (he may save against the damage normally).

    Immortality: When Larkecius would die, he instead stands up, rants more about The Cause, and teleports away. If the area is dimensionally locked, he instead turns invisible, even to a True Seeing effect or Blindsight, and runs out of the room before teleporting away. He leaves his sword and standard treasure while taking his hat and jacket.

    When Larkecius stands up in this way, he does not provoke attacks of opportunity.
    Last edited by Jormengand; 2014-02-08 at 04:51 PM.

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    Default Re: Crystal Chronicles classes for 3.5/PF (PEACH)

    Okay, so first off a little bit of background: I've never played Crystal Chronicles, nor have I ever played a Final Fantasy game. (It's a shame, I know, they're good, I know) Still, I just want to let you know that I'm responding to these as someone who knows about exactly one half of this crossover.

    The first thing I notice is that none of the classes have no iterative attacks listed in their BAB columns. Is that intentional? Does that mean they can't take iteratives?

    The second thing I notice is that the mana numbers are very large and not round numbers. I'm assuming there's some sort of complicated way of determining those?

    Also, how does mana restore? I couldn't find that in the text.

    Here are my comments on each class, spoilered for length. Clavat:
    Spoiler
    Show
    Nitpick: HD are usually written "d10" instead of "1d10".

    Another nitpick: you don't need the comma in "Magic Stack (Su): The Clavat may use, magic "

    Sword Chain: At first level, the Clavat may make two extra attacks at the Base Attack Bonus given on Table: The Clavat (even if he has more Base Attack Bonus from another class) when he makes a full attack action. If he does so, he may not make extra attacks from having a higher base attack bonus. At third level, he may make a fourth attack, and at fourth level, he may make a fifth attack.
    Let me see if I understand correctly: Let's say there's a Clavat 1 / Fighter 5 with a total BAB of +6. He can either full attack with the normal iteratives +6/+1, or he can attack at +1/+1/+1? And if he was instead a Clavat 4 / Fighter 2, he could attack at +4/+4/+4/+4/+4 instead of at +6/+1? That seems strong, especially at first level.

    A Clavat may charge up his sword as part of a standard attack action. If he does so, it costs him 15 mana. He may continue to move as normal, but cannot jump, run, cast spells or use Crystal Magic.
    Is this supposed to say "while his sword is charged"? If not, when does it apply?

    Charge Guard: When the Clavat attacks, or as a free action while charging his weapon
    This would seem to imply that he can take a free action in the middle of the standard action it takes to charge a weapon, but that doesn't make sense. Is this supposed to say "while his weapon is charged"?

    immediately enter a stance where he automatically blocks all attacks from his forwards facing, unless they are intrinsically magical. This usually means they are (Su), (Sp) or (Ps) abilities, or they come from a spell, power or magic/psionic item - magic weapons can still be blocked, but a charge attack from a weapon is not.
    I can tell what this is supposed to say, but it's cumbersomely worded. You could reword it to "a stance in which he automatically blocks all non-magical attacks from enemies he is facing. He does not automatically block charge attacks from weapons, but he does block regular attacks from magical weapons", and I think it would be easier to read. Or, if this comes up multiple times, you could just define a "magical attack" somewhere else and give a pointer here.

    Also, since it's a free action to activate and doesn't uncharge the weapon, couldn't a Clavat just activate his Charge Guard every time he is attacked and become completely immune from the front?

    Guard Counter: The first time a Clavat is attacked while guarding, he may break his own guard as an immediate action to make an attack against anyone in his forwards facing (including the squares to the left and right of him).
    Is "in his forwards facing" a term from Crystal Chronicles? If not, it's kind of awkward to read and technically grammatically incorrect. You could just say "anyone he is facing" instead.

    Also, this makes the infinite loop from last level even worse. A Clavat running around with his sword charged is not only immune to all frontal attacks, but can also break his guard to get a free attack once per round and then put it back up as a swift action.

    At fifth level, if the Clavat spends a full round with his sword charged, and does not release the charge
    Even though you can only release the charge one round after you charge up your sword, you are capable of hold the charge for longer? That means if I'm below fifth level and I spend a standard action charging up my sword but can't release it the next round, then my sword has a charge on it that I can't use. I can always uncharge it as a free action, so it doesn't impede gameplay, but it's a bit awkward.

    he may pay another 15 mana. If he does so, when he releases the charge it takes a full-round action
    During the original description of Sword Charge, it said you can only release a charge the round after you use it, and this ability doesn't change that. Since it assumes you've already held it for a round, you technically can't ever release it as a full-round action. This ability needs to be reworded to say when you can and cannot use it.

    Straight Arrow (Su): At sixth level, when the Clavat attacks with a bow or crossbow, the shot may go straight through his target. Roll once to hit each target in a line, up to the weapon's maximum range. Even walls will not block the arrow, and it will pass through allies harmlessly.
    That's actually pretty cool.

    Spear Chain: ...and the progression is as given in Table: The Clavat.
    I thought this meant the BAB progression, and so I thought "well, of course, it's the same BAB. It took me a second to realize it meant the progression of how many attacks you can make, so you might want to restate the required levels for each number of attacks in the text.

    Abandonment: At seventh level, the Clavat gains DR 10/-
    Why does an ability called Abandonment give DR? If that's taken straight from the game, sure, but as someone who hasn't played the game I'm confused by the name.

    Clavat Soul (Su): ...knocked prone, nor moved, unless...
    Grammar nitpick: You don't need either of these commas, and you should change "nor" to "or".

    Overall, this seems pretty cool. It's clearly supposed to be a fightery class, but its magic doesn't seem all that weak compared to the others.


    I'm still going to do the rest of the classes, but I think I should post this now so you can see it and edit the rest in later.

    Yuke:
    Spoiler
    Show
    This is clearly supposed to be a more magey class (judging from the table), so proficiency in all armors is weird.

    The orb moves in an arc which eventually becomes a straight line going down
    Just to be completely clear, this means it moves as if it is thrown, in that gravity applies to it, right?

    The attack hits automatically, applies the effects of the Yuke's Staff Orb, and automatically threatens a critical hit, as well as doing double damage which multiplies with the critical normally.
    Normally, an attack for double damage on a weapon whose crit modifier is (for example) x3 stacks instead of multiplying for a total multiplier of x4. However, the word "multiplies" implies that this attack for 2x damage on an x3 crit weapon would do six times normal damage on a crit. Which is it?

    Also, is the Yuke's Staff Orb damage doubled as well?

    All of the other class features are either numerical bonuses or exactly the same as the Clavat but with different numbers at different levels. I can tell that the Yuke is supposed to play the evoker, but since their magic works exactly the same, a Clavat can cast just as well as a Yuke can (until they run out of mana). Not that either of them would want to, because casting takes too long and weapon charging/breaking deals more damage.


    Selkie:
    Spoiler
    Show
    Any relation to the mythical selkie?

    The skill list is all over the place, which points to a rogue-y class, but it also has Spellcraft, Handle Animal, and Knowledge: Nature, so I'm not sure.

    The Magic Stack progression here is weird: they get up to three rings at third level, faster than any other class, but stop there. Why is that?

    Double Jump: Hah, a clear reference to the game. Even though I've never played, I get the idea. This ability was also fun to read.

    HP Bonus: Why is there a constant health bonus at fifth level? Unless it's to reflect something from the game, I don't understand why you wouldn't give bonus hit points per level, a CON bonus, or Toughness so that it would scale with level. 20 HP is a decent amount at fifth level, but it quickly becomes irrelevant because it doesn't scale.

    Bow Break is a lot worse than Sword Break or Staff Break. It just lets you take a full attack for double damage, which makes it hardly a damage gain at all. To use it, you have to take a standard attack to charge, wait a round, and then break it for a double-damage full attack. Compared to just full attacking twice, it's only one normal arrow's worth of extra damage, which is offset by the significant mana loss and having to wait two rounds.

    (to be continued)
    Last edited by AttilaTheGeek; 2014-02-11 at 12:19 PM.
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    Default Re: Crystal Chronicles classes for 3.5/PF (PEACH)

    EDIT: made some edits, will do the rest later.

    Quote Originally Posted by AttilaTheGeek View Post
    Okay, so first off a little bit of background: I've never played Crystal Chronicles, nor have I ever played a Final Fantasy game. (It's a shame, I know, they're good, I know) Still, I just want to let you know that I'm responding to these as someone who knows about exactly one half of this crossover.

    The first thing I notice is that none of the classes have no iterative attacks listed in their BAB columns. Is that intentional? Does that mean they can't take iteratives?
    No and no.

    The second thing I notice is that the mana numbers are very large and not round numbers. I'm assuming there's some sort of complicated way of determining those?
    The levels correspond to levels 9, 19, 29, 39 etc. in Crystal Chronicles: Echoes of Time, and the mana (and mana costs for charge/break and spell rings) is based on what it would be at those levels.


    Also, how does mana restore? I couldn't find that in the text.
    Good question, and that might be because it's not in the text. Oops.

    Nitpick: HD are usually written "d10" instead of "1d10".
    Yes, yes they are.

    Another nitpick: you don't need the comma in "Magic Stack (Su): The Clavat may use, magic "
    Very true. Probably a copy-paste error.

    Let me see if I understand correctly: Let's say there's a Clavat 1 / Fighter 5 with a total BAB of +6. He can either full attack with the normal iteratives +6/+1, or he can attack at +1/+1/+1? And if he was instead a Clavat 4 / Fighter 2, he could attack at +4/+4/+4/+4/+4 instead of at +6/+1? That seems strong, especially at first level.
    It is quite strong. It's a martial class which is actually quite strong! Er mah gerd! The restrictions on using it still mean that a fighter, or especially a barbarian, can do similar amounts of damage. Especially when you run out of Clavat levels to take, and people are making 4 attacks.

    Is this supposed to say "while his sword is charged"? If not, when does it apply?
    Urgh. Yeah.

    This would seem to imply that he can take a free action in the middle of the standard action it takes to charge a weapon, but that doesn't make sense. Is this supposed to say "while his weapon is charged"?
    Yeah.

    I can tell what this is supposed to say, but it's cumbersomely worded. You could reword it to "a stance in which he automatically blocks all non-magical attacks from enemies he is facing. He does not automatically block charge attacks from weapons, but he does block regular attacks from magical weapons", and I think it would be easier to read. Or, if this comes up multiple times, you could just define a "magical attack" somewhere else and give a pointer here.
    Hmm... good point.

    Also, since it's a free action to activate and doesn't uncharge the weapon, couldn't a Clavat just activate his Charge Guard every time he is attacked and become completely immune from the front?
    Oops. It's meant to uncharge his weapon.

    Is "in his forwards facing" a term from Crystal Chronicles? If not, it's kind of awkward to read and technically grammatically incorrect. You could just say "anyone he is facing" instead.
    It means in his facing which is forwards - I should probably define that better, though.

    Also, this makes the infinite loop from last level even worse. A Clavat running around with his sword charged is not only immune to all frontal attacks, but can also break his guard to get a free attack once per round and then put it back up as a swift action.
    Which is why I should really have specified that it breaks your charge.

    Even though you can only release the charge one round after you charge up your sword, you are capable of hold the charge for longer? That means if I'm below fifth level and I spend a standard action charging up my sword but can't release it the next round, then my sword has a charge on it that I can't use. I can always uncharge it as a free action, so it doesn't impede gameplay, but it's a bit awkward.
    You're supposed to be able to make the attack on any round after the one you charge it on, just in case you took temporalist levels and have another standard action hidden away somewhere.


    During the original description of Sword Charge, it said you can only release a charge the round after you use it, and this ability doesn't change that. Since it assumes you've already held it for a round, you technically can't ever release it as a full-round action. This ability needs to be reworded to say when you can and cannot use it.
    Yes, it does rather.


    That's actually pretty cool.
    Ehh. It's a Selkie ability really.


    I thought this meant the BAB progression, and so I thought "well, of course, it's the same BAB. It took me a second to realize it meant the progression of how many attacks you can make, so you might want to restate the required levels for each number of attacks in the text.
    Yeah, I might.


    Why does an ability called Abandonment give DR? If that's taken straight from the game, sure, but as someone who hasn't played the game I'm confused by the name.
    It's taken straight from the game.


    Grammar nitpick: You don't need either of these commas, and you should change "nor" to "or".
    The sentence makes sense as written, though it would also make sense the way you suggest.

    Overall, this seems pretty cool. It's clearly supposed to be a fightery class, but its magic doesn't seem all that weak compared to the others.
    Some famous Clavats such as Larkecius and Chelinka were very, very good at magic, though. The class as written is also pretty good at it.



    Yuke: This is clearly supposed to be a more magey class (judging from the table), so proficiency in all armors is weird.
    Taken from the game. Also, Yukes always wear a set of full body armour, so not giving them proficiency in it seems absurd.


    Just to be completely clear, this means it moves as if it is thrown, in that gravity applies to it, right?
    Yes.


    Normally, an attack for double damage on a weapon whose crit modifier is (for example) x3 stacks instead of multiplying for a total multiplier of x4. However, the word "multiplies" implies that this attack for 2x damage on an x3 crit weapon would do six times normal damage on a crit. Which is it?
    It does it normally, like any other multiplier.

    Also, is the Yuke's Staff Orb damage doubled as well?
    No, I should probably specify that.

    All of the other class features are either numerical bonuses or exactly the same as the Clavat but with different numbers at different levels. I can tell that the Yuke is supposed to play the evoker, but since their magic works exactly the same, a Clavat can cast just as well as a Yuke can (until they run out of mana). Not that either of them would want to, because casting takes too long and weapon charging/breaking deals more damage.
    Hmm... that is the problem with casting in the system given. I suppose I'd have to ramp up the effects of the high-end spells dramatically to make it work.

    Selkie: Any relation to the mythical selkie?
    Damned if I know.

    The skill list is all over the place, which points to a rogue-y class, but it also has Spellcraft, Handle Animal, and Knowledge: Nature, so I'm not sure.
    Selkies are some combination of hippy druid and thievy rogue, which is why they have the slightly odd skill list.

    The Magic Stack progression here is weird: they get up to three rings at third level, faster than any other class, but stop there. Why is that?
    Ask the people who made Echoes of Time, 'cause I haven't a clue.

    Double Jump: Hah, a clear reference to the game. Even though I've never played, I get the idea. This ability was also fun to read.


    HP Bonus: Why is there a constant health bonus at fifth level? Unless it's to reflect something from the game, I don't understand why you wouldn't give bonus hit points per level, a CON bonus, or Toughness so that it would scale with level. 20 HP is a decent amount at fifth level, but it quickly becomes irrelevant because it doesn't scale.
    It's what they get in the game. Don't ask me.

    Bow Break is a lot worse than Sword Break or Staff Break. It just lets you take a full attack for double damage, which makes it hardly a damage gain at all. To use it, you have to take a standard attack to charge, wait a round, and then break it for a double-damage full attack. Compared to just full attacking twice, it's only one normal arrow's worth of extra damage, which is offset by the significant mana loss and having to wait two rounds.
    All the damage is doubled, though. And it means that you only have to spend one round in a potentially-dangerous position to make full use of your 5-way shot. In the games, Selkies always start off with a bow break attack in my experience of using one, just because you can charge it up before you get to combat.
    Last edited by Jormengand; 2014-02-11 at 12:47 PM.

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