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  1. - Top - End - #1
    Orc in the Playground
     
    AkazilliaDeNaro's Avatar

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    Default Half-Phantom (3.5 Base Class PEACH)

    Half-Phantom

    Spoiler: Image
    Show


    I'm going Ghost!


    Half-Phantom

    Preferred Stats
    Half-Phantom's Ecto-Powers are fueled by their Charisma, as such it should be their highest score. A Half-Phantom requires a high dexterity score, as they need it for ranged attacks and defense.

    Alignment
    Any.

    Hit Die
    d10.

    Class Skills
    The class skills for a Half-Phantom (and the key ability for each skill) are Balance(Dex), Craft(Int) Disguise(Cha), Hide(Dex), Intimidate(Cha), Jump(Str) Knowledge (Religion)(Int), Knowledge (The Planes)(Int), Listen(Wis), Move Silently(Dex), Profession (Wis), Search(Wis), Spot(Wis), Survival(Wis), Swim(Str),

    Skill Points at 1st Level
    (4+Int)x4

    Skill Points at Each Additional Level
    4+Int

    Level BAB Fort Ref Will Special Ray Dmg Fly DR # DR Type Energy Resist Undead Traits
    1st 0 0 2 2 Inner Core, Phantom Form 1d4 - 1 Magic, Ecto, Silver Cold/Fire 5 Darkvision 30'
    2nd 1 0 3 3 Ghost Ability 1d4 - 2 Magic, Ecto, Silver Cold/Fire 5 Immune to Stunning
    3rd 2 1 3 3 Ghost Power 1d4 - 3 Magic, Ecto, Silver Cold/Fire 5 Immune to Non-lethal damage
    4th 3 1 4 4 Inner Core 1d6 - 3 Magic, Ecto, Silver Cold/Fire 5 Darkvision 60'
    5th 3 1 4 4 Ghost Ability 1d6 - 4 Magic, Ecto, Silver Cold/Fire 10 Fortification 25%
    6th 4 2 5 5 Ghost Power 1d6 30 ft. (Clumsy) 5 Magic, Ecto, Silver Cold/Fire 10 Detect Undead, Immune to Mundane Diseases and Poisons
    7th 5 2 5 5 Inner Core 1d8 35 ft. (Clumsy) 6 Magic, Ecto, Silver Cold/Fire 10 Undetectable Alignment
    8th 6/1 2 6 6 Ghost Ability 1d8 40 ft. (Poor) 6 Magic, Ecto Cold/Fire 10 Darkvision 90', See Invisibility
    9th 6/1 3 6 6 Ghost Power 1d8 45 ft. (Poor) 7 Magic, Ecto Cold/Fire 15 Does not Eat Breath or Sleep
    10th 7/2 3 7 7 Inner Core 1d10 50 ft. (Poor) 8 Magic, Ecto Cold/Fire 15 Fortification 50%
    11th 8/3 3 7 7 Ghost Ability 1d10 55 ft. (Poor) 9 Magic, Ecto Cold/Fire 15 Non-Detection
    12th 9/4 4 8 8 Ghost Power 1d10 60 ft. (Average) 9 Magic, Ecto Cold/Fire 15 Darkvision 120'
    13th 9/4 4 8 8 Inner Core 2d6 65 ft. (Average) 10 Magic, Ecto Cold/Fire 20 Immune to Paralysis
    14th 10/5 4 9 9 Ghost Ability 2d6 70 ft. (Average) 11 Ecto Cold/Fire 20 Immune to Death Effects
    15th 11/6/1 5 9 9 Ghost Power 2d6 75 ft. (Average) 12 Ecto Cold/Fire 20 Fortification 75%, True Seeing
    16th 12/7/2 5 10 10 Inner Core 2d8 80 ft. (Good) 12 Ecto Cold/Fire 20 Darkvision 150'
    17th 12/7/2 5 10 10 Ghost Ability 2d8 85 ft. (Good) 13 Ecto Cold/Fire 25 Immune to Ability Drain
    18th 13/8/3 6 11 11 Ghost Power 2d8 90 ft. (Good) 14 Ecto Cold/Fire 25 Detect Living
    19th 14/9/4 6 11 11 Inner Core 2d10 95 ft. (Good) 15 Ecto Cold/Fire 25 Immune to Energy Drain
    20th 15/10/5 6 12 12 Forever Phantom 2d10 100 ft. (Perfect) 15 Ecto Cold/Fire Immunity Fortification 100%, Darkvision 180 ft.

    Class Features

    Weapon and Armor Proficiency
    A Half-Phantom is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

    Phantom Form (Su)
    A Half-Phantom can, as a Full-round action, turn into a Phantom. He can stay in this form for a number of rounds equal to his Charisma modifier x his Half-Phantom level x 10. These rounds need not be consecutive. While in this form he gains access to a number of abilities, and undead traits.
    In addition his Charisma determines his bonus HP/level instead of his Constitution.

    Ghost Ray (Su) - While in Phantom Form a half-Phantom can fire a ray of Ecto-Energy from his hand as a standard action, dealing damage as shown on the class table, with bonus damage equal to his charisma modifier. This ray is a ranged touch attack and has a range of ([10' x level] +[10' x Charisma modifier]), and scores a critical on a hit of 19-20, with a x2 multiplier. This ray deals double damage to undead and bypasses their damage reduction.
    Damage Reduction (Ex) - While in Phantom form a Half-Phantom gains damage reduction as shown on the class table. (Ecto-Energy damage is produced by any attack from an undead source or made specifically to hurt an undead)
    Invisibility (Su) - While in Phantom form a Half-Phantom can, as a standard action, turn invisible for a number of rounds per day equal to his charisma modifier x his level, these rounds need not be consecutive. If he chooses he may share his invisibility with an number of touched creatures equal to his charisma modifier.
    Intangibility (Su) - While in Phantom form a Half-Phantom can, as a standard action, become Incorporeal for a number of rounds per day equal to his charisma modifier, these rounds need not be consecutive. If he chooses he may share his incorporealness with an number of touched creatures equal to his charisma modifier.
    AC Bonus (Ex) - While in Phantom form a Half-Phantom adds his Charisma Bonus to his AC as a dodge bonus.
    Darkvision (Ex) - While in Phantom Form a Half-Phantom gains darkvision as shown on the class table. He may also share his darkvision with a number of creatures equal to his charisma modifier, provided they are within 30'.


    Fortification (Ex) - While in Phantom Form a 5th level Half-Phantom gains a resistance to critical hits and sneak attack damage, as shown on the class table.
    Flight (Ex) - At 6th level while in Phantom form a Half-Phantom gains a fly speed equal to 5 x his Half-Phantom class level. if he chooses so he can divide his speed among himself and a number of touched creatures equal to his charisma modifier, they must remain in direct contact for this to work.
    Detect Undead (Su) - While in Phantom Form a 6th level Half-Phantom can detect undead, as per the spell, at will.
    Undetectable Alignment (Ex) - While in Phantom Form a 7th level Half-Phantom is under the constant effect of undetectable alignment.
    See Invisibility (Su) - While in Phantom Form an 8th level Half-Phantom can See Invisibility, at will.
    Nondetection (Ex) - While in Phantom Form an 11th level Half-Phantom is under the constant effect of a nondetection spell.
    True Seeing (Ex) - While in Phantom Form a 15th level Half-Phantom is under the constant effect of True Seeing.
    Detect Living (Su) - While in Phantom Form an 18th level Half-Phantom can use its detect undead ability to detect living creatures instead.

    Inner Core (Ex)
    At 1st level a Half-Phantom chooses his Core type; Chill of the Grave(Cold), or Heat of the Inferno(Fire). This choice is permanent and cannot be changed.
    At 1st level he gains Energy resistance to the type of core he choose as shown on the class table.
    At 1st level and every 3 levels thereafter (4th, 7th, 10th, 13th, etc) he gains an ability from the table below.
    All inner Core abilities are Spell-like abilities, take a standard action to use, and can be used a number of times per day equal to his Half Phantom level + his charisma modifier unless specified otherwise.

    Chill Of The Grave Heat Of The Inferno
    Polar Ray Scorching Ray
    Freezing Sphere Fireball
    Cold Shield Fire Shield
    Orb of Cold Orb of Fire
    Freezing Touch Burning Touch
    Freezing Spray Burning Spray
    Cone of Cold Cone of Fire
    Ice Weapon Fire Weapon
    Ice Defense Fire Defense
    Frosty Blade Toasty Blade

    Polar Ray / Scorching Ray - Ranged touch attack deals 1d6 Cold/Fire damage per level to a single target.
    Freezing Sphere / Fireball - Deals 1d6 Cold/Fire damage per two levels to all targets in 20 ft radius (Reflex dc 10 + 1/2 level + charisma modifier for half damage)
    Cold Shield/ Fire Shield - Creatures succeeding in melee attacks against the caster take 1d6 + 1/lvl Cold/Fire damage You take ½ damage from Fire/Cold attacks. This effect lasts for a number of rounds equal to 3 + charisma modifier.
    Orb of Cold / Orb of Fire - Ranged touch attack orb does 1d6/level Cold/Fire damage per level to a single creature, other creatures with in 10 ft. of impact take 1d4/level Cold/Fire.
    Freezing Touch / Burning Touch - Melee Touch attack does 2d6/level Cold/Fire damage.
    Freezing Spray / Burning Spray - Four 5 ft squares within 30 ft. are covered in Ice/Fire and deal 1d6/level Cold/Fire damage per round. This effect lasts for a number of rounds equal to 3 + charisma modifier.
    Cone of Cold / Cone of Fire - 60’ Cone-shaped Burst deals 1d4/lvl Cold/Fire damage (Reflex dc 10 + 1/2 level + charisma modifier for half damage)
    Ice Weapon / Fire Weapon - Creates a weapon that you are proficient with out of Ice/Fire that deals an additional 1d6+1/level(max +5) Cold/Fire damage. This effect lasts for a number of rounds equal to 3 + charisma modifier.
    Ice Defense / Fire Defense - Covers you in a layer of Ice/Fire that give you a Deflection bonus to your AC equal to your level divided by 2 (min +1/max +10) This effect lasts for a number of rounds equal to 3 + charisma modifier.
    Frosty Blade / Toasty Blade - Enchants a single touched weapon with cold/fire causing it to do 1d4+1/level (max +10) cold/fire damage for 3+ charisma modifier rounds.

    Ghost Ability (Su)
    At 2nd level and every 3 levels there after(5th, 8th, 11th etc.) he gains one of the following abilities.
    Duplication - As a full round action create a clone of yourself by draining your health. as you activate this you lose 1/2 your max hp, this hp is then used to create a copy of your self. This copy can only do one standard action's worth of actions per round. Its max HP is equal to half the amount used to create it. It does not get a copy of any equipment that is not mundane, any equipment created this way disappears as it does. 3/day.
    Vampiric Touch - Drain 1d6 hp from target creature with a successful melee touch attack. You gain the health drained. 2/day
    Overshadow - As a standard action Possess a creatures body and take control of it. The target creature is allowed a will save (DC 10 +1/2 level + cha mod) if the creature passes you are flung out of the creatures body 15' in a random direction. The target creature must have at least 5 less HD than you. You control the creatures actions. At will.
    Energy Shield - Create a shield that blocks incoming damage. As a Full round action you create a sphere around yourself (and anyone you chose within 15' up to your charisma modifier) capable of stopping attacks. The sphere's can block a number of points of damage equal to [(6 + your charisma modifier) x your level] per day. After the shield has blocked all the damage it can it shatters, dealing 1d4 damage to all creatures (including you) with in 10 ft. While the shield is up you are able to make a single move action per turn. You may prematurely drop the shield if you wish. At will.
    Repulsion Blast - As a full round action release a wave of force that causes all creatures within 30 feet to pushed back 10 ft. 3/day
    Physical Drain - Deal 1d4 damage to Strength, Constitution and Dexterity with a successful melee touch attack 3/day
    Mental Drain - Deal 1d4 damage to Charisma, Intelligence, and Wisdom with a successful melee touch attack. 3/day
    Paralyzing Touch - Paralyze a target that fails a fortitude save (DC 10 + 1/2 level +Cha Mod) after a successful melee touch attack. 2/day.
    Empowerment - As a move action temporarily increase your Strength, or Dexterity by +2 for a number of rounds equal to 3+ your charisma modifier. 3/day.

    Ghost Power (Sp)
    While in Phantom Form a Half-Phantom can cast any spell on his spell list as a Spell-Like Ability. These are called Ghost Powers, and they can be used a certain number of times per day. He gains bonus uses per day equal to his charisma modifier. 0th level Spells have unlimited uses.
    Spells per day
    Lvl 0th 1st 2nd 3rd 4th 5th 6th
    1st - - - - - - -
    2nd - - - - - - -
    3rd 0 1 - - - - -
    4th 0 2 - - - - -
    5th 0 3 - - - - -
    6th 0 4 1 - - - -
    7th 0 4 2 - - - -
    8th 0 4 3 - - - -
    9th 0 4 4 1 - - -
    10th 0 5 4 2 - - -
    11th 0 5 4 3 - - -
    12th 0 5 4 4 1 - -
    13th 0 5 5 4 2 - -
    14th 0 6 5 4 3 - -
    15th 0 6 5 4 4 1 -
    16th 0 6 5 5 4 2 -
    17th 0 6 6 5 4 3 -
    18th 0 6 6 5 4 4 1
    19th 0 6 6 5 5 4 2
    20th 0 6 6 6 5 4 3

    Spoiler: 0th Level
    Show
    Light
    Dancing Lights
    Prestidigitation
    Ghost Sound
    Mage Hand

    Spoiler: 1st Level
    Show
    Alter self
    Charm Person
    Cause Fear
    Comprehend Languages
    Confusion, Lesser
    Disguise Self
    Disrupt Undead
    Hypnotism
    Obscuring Mist
    Ventriloquism
    Silent Image
    Sleep

    Spoiler: 2nd Level
    Show
    Alter Self
    Blur
    Continual Flame
    Darkness
    Fog Cloud
    Halt Undead
    Hypnotic Pattern
    Nondetection
    Scare
    Spider Climb
    Spectral Hand
    Suggestion
    Tongues

    Spoiler: 3rd Level
    Show
    Bestow Curse
    Confusion
    Charm Person
    Crushing Despair
    Deeper Darkness
    Daylight
    Displacement
    Deep Slumber
    Fear
    Geas, Lesser
    Gaseous Form
    Hold Person
    Major Image
    See Invisibility

    Spoiler: 4th Level
    Show
    Break Enchantment
    Dominate Person
    Dream
    Hold Monster
    Rainbow Pattern
    Shout
    Telekinesis

    Spoiler: 5th Level
    Show
    Hold Person, Mass
    Nightmare
    Persistent Image
    Suggestion, Mass
    Undeath to Death

    Spoiler: 6th Level
    Show
    Astral Projection
    Charm Monster, Mass
    Geas/Quest
    Hold Monster, Mass
    Permanent Image
    Project Image
    Shout, Greater
    Wail of the Banshee



    Forever Phantom (Ex)
    At 20th level a Half-Phantom can go in and out of Phantom Form at will. He can also enter a stronger Phantom Form 1/day called True Phantom Form. He may be in this form for a number of minutes equal to his Charisma modifier x 1/2 his Half-Phantom level.

    While in True Phantom Form he gains bonuses to the following abilities.
    Touch Attack Bonus - Add Charisma Modifier to all touch attack rolls.
    Invisibility - Duration is Doubled, Can also spread it to anyone in a 10 ft. radius.
    Intangibility - Duration is Doubled, Can also spread it to anyone in a 10 ft. radius.
    Ghost Ray - Ignores concealment, can turn a number of corners equal to your Charisma modifier. He can also gains the following ability. After he uses this ability he can't use it again for 1 week, during the first 24 hours of which his Ghost Ray does half damage.

    Phantom Laser (Su) Activate this ability as a Full-Round action.

    You use both hands to channel your Ecto-Energy into a laser vaporizing any in its path, while emitting waves of Ecto-Energy from your body.

    A beam Ecto-Energy erupts from your hands dealing 1d8/level to each target in a 200 ft. line (Reflex Halves DC 10 + 1/2 level + charisma modifier). You may do this 3 times per round. Additionally waves of Ecto-Energy expand from your body out to 10 ft. this causes any creature near you to take 1d6 damage per 2 levels and be pushed 10 ft. away from you. While this ability is active you can't move. This ability last for a number of rounds equal to 3 + your charisma modifier.

    Inner Core - Grants 10 ft. Fire or Cold aura that deals 1d6 damage per round, to all inside. Also grants one of the following abilities depending on which Core you choose. After you use this ability you can't use it again for 1 week, during the first 24 hours of which you can't use your Inner Cores abilities. The ability lasts for a number of minutes equal to 10 x your charisma modifier.

    Chill of the Grave (Su) - After preparing for a full round, spend a Full-Round action to activate this ability.

    You call upon the Chill of the Grave inside you and force it to present itself, causing the air to freeze, the ground to crack, and the dead to rise.

    The temperature in a 200 ft. radius drops 50 degrees Fahrenheit (to a minimum of -20).
    Then great magical hailstones pound down, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the storm’s effect, and all land movement within its area is at half speed.
    After that an intense but highly localized tremor rips the ground and each creature standing within a 200 ft. radius of you must make a DC 15 Reflex save or fall down. The tremor lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).
    After that any dead bodies left on the battle field rise as either Zombies or Skeletons. Then the fissures begin to spit out random Undead. In the first round they spit out 2d4 CR 4-5 Undead Creatures(Chimera Skeleton, Ettin Skeleton, Wyvern Zombie, Minotaur Zombie, Wraith, Mummy) then 10 minutes later they spit out 1d4 CR 6-7 Undead creatures (Advanced Megaraptor Skeleton, Cloud Giant Skeleton, Gray Render Zombie, Spectre) then 10 minutes after that they spit out a CR 9 Undead creature( Bodak, Mohrg, Greater Shadow, Young Adult Red Dragon Skeleton). You cannot command any of the Undead, nor can anyone else, but they will not attack you or any one you deem an ally.

    Heat of the Inferno (Su) - After preparing for a full round, spend a Full-Round action to activate this ability.

    You call upon the Heat of the Inferno inside you and force it outward, burning anyone unlucky enough to be close to you, igniting the ground farther away, and causing fire to come to life.

    A massive sphere of fire expands from you and anything within 20 ft. of you takes 1d8 per level fire damage.
    Then you choose two contiguous 10 ft. cubes per level within 200 feet. They are filled with sheets of roaring flame. Any creature within the area takes 1d6 points of fire damage per level.
    They then begin to spit out Fire Elementals as per the spell Elemental Swarm. You cannot command any of the Fire Elementals, nor can anyone else, but they will not attack you or any one you deem an ally.

    Second Core (Ex) At 20th level you gain a second, less powerful, core. This core is the opposite of the one you chose,(Fire if you chose Cold, and vise versa).
    You gain the benefits of this core as if you were 19 levels lower.
    Additionally if you were to die you may instead have you primary core take the hit for you and lose all of its abilities for 24 hours. If you were to die again in these 24 hours you die normally.
    Last edited by AkazilliaDeNaro; 2014-12-13 at 08:32 PM.
    avatar by me!
    If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
    Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
    Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
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  2. - Top - End - #2
    Troll in the Playground
     
    jiriku's Avatar

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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    I like the idea of the class, and you've provided some hints of a very interesting backstory (where do the elemental abilities come from? What is the source of the character's power?). So this is a great premise, but it still needs some development. Let's organize what you need to do here to fill in the gaps:

    ADD DETAIL/CLARIFICATION: Some entries are incomplete or conflicting.
    • Phantom form grants intangibility, which is etherealness. However, ethereal characters can't easily interact with creatures and objects on the material plane, and etherealness is normally a high-level effect. Did you mean incorporealness?
    • What is DR/ecto?
    • Are the various abilities extraordinary, spell-like, or supernatural?
    • What kind of action is required to activate the various activated abilities, such as phantom form, ghost ray, intangibility, invisibility, the inner core abilities, etc?
    • What are the ranges on abilities like ghost ray, freezing spray, overshadow, etc?
    • Why is see invisibility gained twice, at both 8th and 15th level?
    • How do the phantom form, inner core, and ghost abilities really work? For example,

    • How long do the abilities last?
    • What are the statistics of the weaker copy created by duplication?
    • How much damage is blocked by energy shield?

    • Is being fatigued after using true phantom a real drawback considering the character can just assume phantom form to become immune to fatigue?
    • How often can the inner core abilities be used? Are they at-will or do they have some daily limit?
    • Which abilities offer saves? What formula determines the saving throw DC? (You provided this in some places, but not all)
    • What bonus type is used for the abilities that grant bonuses?


    HOW WILL THE CLASS CONTRIBUTE: What's your function?
    • Which ability scores are important for a half-phantom? With some melee abilities that suggest Strength, rays that suggest Dexterity, low hit points and Fort saves suggesting Constitution, utility functions suggesting Intelligence, and save DCs that benefit from Charisma, it's not obvious where a character should put his ability score points.
    • What do you do in combat? You've got melee abilities, but poor hit points and AC. You can select ranged attack capabilities, but they generally deal poor damage and there's no obvious way to improve them. You have many defenses and immunities, but no way to protect other party members with them. You have some limited battlefield control with burning spray, repulsion blast, and deeper darkness, but those three abilities aren't enough to be a full-time controller.
    • What do you do out of combat? You've obviously got great utility as a scout, but the limited duration of phantom form prevents extended scouting missions, and you don't really have enough skill points or class skills to compete with a utility class like rogue, bard or factotum.
    • What will you do at high levels? The class gets some great immunities at higher levels, but most of its offensive, defensive, and utility abilities scale very weakly, and it doesn't get many useful new options at higher levels.


    CONSIDER GAME BALANCE: Are the abilities too good or not good enough for the level at which they're gained?
    • Some of the most powerful abilities are gained at very low levels, like flight, etherealness, immunity to mind-affecting and death effects. Some very weak abilities are offered as high-level effects, like not sleeping (which comes later than immunity to sleep effects, oddly), undetectable alignment, and extended-range darkvision.
    • Flight and etherealness can be disruptive at level 1, when most character have few abilities that let them bypass barriers. Perhaps you should start with something weaker, like scorn earth, levitate, or even just slow fall.
    • True phantom is a heavily unbalanced ability, offering the character horribly unbalanced bonuses (+15 to hit and three extra attacks per round, +6/+12/+12 to saving throws, massive damage reduction) in exchange for then being badly debilitated (and thus a hindrance to the rest of his party) for the rest of the day. A power-up mode with both smaller bonuses and smaller penalties might make more sense. Or you might consider discarding the ability entirely and instead granting better fundamentals throughout the class.
    • Ghost abilities like duplications, overshadow, paralyzing touch, and empowerment are extremely strong if selected at 2nd level. Perhaps these abilities should have a high minimum level requirement.
    • An intelligent half-phantom could potentially get more skill points per level than he has class skills to spend them on. You may need more class skills.
    Last edited by jiriku; 2014-06-14 at 03:29 PM.
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  3. - Top - End - #3
    Orc in the Playground
     
    AkazilliaDeNaro's Avatar

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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    Quote Originally Posted by jiriku View Post
    I like the idea of the class, and you've provided some hints of a very interesting backstory (where do the elemental abilities come from? What is the source of the character's power?). So this is a great premise, but it still needs some development. Let's organize what you need to do here to fill in the gaps:

    ADD DETAIL/CLARIFICATION: Some entries are incomplete or conflicting.
    • Phantom form grants intangibility, which is etherealness. However, ethereal characters can't easily interact with creatures and objects on the material plane, and etherealness is normally a high-level effect. Did you mean incorporealness?
    • What is DR/ecto?
    • Are the various abilities extraordinary, spell-like, or supernatural?
    • What kind of action is required to activate the various activated abilities, such as phantom form, ghost ray, intangibility, invisibility, the inner core abilities, etc?
    • What are the ranges on abilities like ghost ray, freezing spray, overshadow, etc?
    • Why is see invisibility gained twice, at both 8th and 15th level?
    • How do the phantom form, inner core, and ghost abilities really work? For example,

    • How long do the abilities last?
    • What are the statistics of the weaker copy created by duplication?
    • How much damage is blocked by energy shield?

    • Is being fatigued after using true phantom a real drawback considering the character can just assume phantom form to become immune to fatigue?
    • How often can the inner core abilities be used? Are they at-will or do they have some daily limit?
    • Which abilities offer saves? What formula determines the saving throw DC? (You provided this in some places, but not all)
    • What bonus type is used for the abilities that grant bonuses?


    HOW WILL THE CLASS CONTRIBUTE: What's your function?
    • Which ability scores are important for a half-phantom? With some melee abilities that suggest Strength, rays that suggest Dexterity, low hit points and Fort saves suggesting Constitution, utility functions suggesting Intelligence, and save DCs that benefit from Charisma, it's not obvious where a character should put his ability score points.
    • What do you do in combat? You've got melee abilities, but poor hit points and AC. You can select ranged attack capabilities, but they generally deal poor damage and there's no obvious way to improve them. You have many defenses and immunities, but no way to protect other party members with them. You have some limited battlefield control with burning spray, repulsion blast, and deeper darkness, but those three abilities aren't enough to be a full-time controller.
    • What do you do out of combat? You've obviously got great utility as a scout, but the limited duration of phantom form prevents extended scouting missions, and you don't really have enough skill points or class skills to compete with a utility class like rogue, bard or factotum.
    • What will you do at high levels? The class gets some great immunities at higher levels, but most of its offensive, defensive, and utility abilities scale very weakly, and it doesn't get many useful new options at higher levels.


    CONSIDER GAME BALANCE: Are the abilities too good or not good enough for the level at which they're gained?
    • Some of the most powerful abilities are gained at very low levels, like flight, etherealness, immunity to mind-affecting and death effects. Some very weak abilities are offered as high-level effects, like not sleeping (which comes later than immunity to sleep effects, oddly), undetectable alignment, and extended-range darkvision.
    • Flight and etherealness can be disruptive at level 1, when most character have few abilities that let them bypass barriers. Perhaps you should start with something weaker, like scorn earth, levitate, or even just slow fall.
    • True phantom is a heavily unbalanced ability, offering the character horribly unbalanced bonuses (+15 to hit and three extra attacks per round, +6/+12/+12 to saving throws, massive damage reduction) in exchange for then being badly debilitated (and thus a hindrance to the rest of his party) for the rest of the day. A power-up mode with both smaller bonuses and smaller penalties might make more sense. Or you might consider discarding the ability entirely and instead granting better fundamentals throughout the class.
    • Ghost abilities like duplications, overshadow, paralyzing touch, and empowerment are extremely strong if selected at 2nd level. Perhaps these abilities should have a high minimum level requirement.
    • An intelligent half-phantom could potentially get more skill points per level than he has class skills to spend them on. You may need more class skills.
    Suggestions added to the best of my ability.
    avatar by me!
    If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
    Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
    Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
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  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    Not a bad interpretation of Danny. Seems to be close to T2 in terms of power.

    The class table lists "Ghost Power" several times, starting at 3rd level. The text and table under the description seem to indicate they are gained at 1st level. Can you clarify?
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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    Quote Originally Posted by Melayl View Post
    Not a bad interpretation of Danny. Seems to be close to T2 in terms of power.

    The class table lists "Ghost Power" several times, starting at 3rd level. The text and table under the description seem to indicate they are gained at 1st level. Can you clarify?
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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    Does a Half-Phantom gain all spells of that level when he gains access to them, or only a certain number? Can he only use them in Phantom form or at any time?
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    Default Re: Half-Phantom (3.5 Base Class PEACH)

    Quote Originally Posted by Melayl View Post
    Does a Half-Phantom gain all spells of that level when he gains access to them, or only a certain number? Can he only use them in Phantom form or at any time?
    He can use all the spells on his list, when he gains access to them but only in Phantom Form. Hope that answers your question.
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