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  1. - Top - End - #61
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    I felt like posting this. Forgive me.

    Berserker - Sir Sadlygrove Percedal (Wakfu)
    Sir Sadlygrove specializes in brutal close-range attacks.

    Heroic Spirit Include: Sadlygrove summons forth a terrible demonic Greatsword named Rubilax. It gains Maiming (MiC) at 7th level, Crazed (AEG) at 11th level, and Clouting (CArc) at 16th level.

    Shushu's Strength (Ex): Sadlygrove is terribly, horribly strong. As a standard action, the servant soul may make a melee attack that deals double its normal damage. This deducts 2 rounds from the Install's duration.

    Heroic Spirit Install: The servant soul's skin turns a dark grey color, and muscles build to grotesque extremes; Rubilax screams curses and violence before vanishing, and a blood-mad demon eye opens in the middle of her forehead. She gains bonuses to Fortitude Saves, Strength, and Constitution. She grows a size category; replace the normal bonuses and penalties to ability scores with +2 Strength and -2 Dexterity. In addition, she triples the distance of any jump she makes, and gains Rock Hurling as a bonus feat. Finally, she gains a Slam attack that deals 1d8 damage for a Medium servant soul; this Slam attack automatically gains the same special abilities as Rubilax, and also ignores Hardness.

    As long as Sadlygrove is Installed, the servant soul cannot wield any weapons, is subject to the same restrictions as Rage, and considers her alignment to be Chaotic Evil.

    Rubilax's Indefinite Growth (Ex): Rubilax is a Four-Element Shushu, a dark spirit of Strength and Destruction; his strength is terrible and nearly limitless. As a Swift action, the servant soul may tap that well of Strength; each melee or ranged attack they are struck by before the end of the round increases their bonus to Strength from the Install by 1 for the rest of the Install, to a maximum bonus equal to their class level. If this bonus increases past +12, the servant soul gains another size category, replacing the normal bonuses and penalties to ability scores with +2 Constitution and -2 Dexterity; she also gains Improved Rock Hurling as a bonus feat. This deducts 1 round from the Install.

    Berserker Sir Sadlygrove Percedal's Spells: 1 - Divine Favor, 2 - Fell the Greatest Foe, 3 - Ferocity of Sanguine Rage, 4 - Heart of Stone, 5 - Metal Skin



    You don't Install Sadlygrove until you have to; letting yourself be possessed with a spirit that finds destruction to be the best thing ever is hardly a good idea, and the act of hurting the Servant Soul just makes them bigger and stronger.

    EDIT: And before anyone comments that Grovy isn't Heroic Spirit material... you clearly haven't watched enough Wakfu yet.
    Last edited by Amechra; 2014-09-25 at 08:13 PM.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by 4.1
    4.1: Buffed Class Specialist by exchanging its bonus servant soul feats for class-specific boosts. Tweaked Gilgamesh’s install slightly. Cleaned up wording in Archer Shirou’s include and Kuro’s Statblock.
    I also added a (tiny) homebrew index in the first post. Holler if I miss something.

    The change to class specialist is because I figure, if you're exchanging versatility for power, you should get a bit more power. Some classes have wide heroic spirit selection capable of doing many things, like Archer (there are now MULTIPLE melee archers) or Rider (versatility within one heroic spirit, even!), or to a lesser extent, Caster (Melee, infinite healing, pseudo-eldritch blast in addition to spells). These classes got smaller boosts, generally on the scale of a good-to-mediocre bonus feat every 4 levels. Other classes didn't get crazy numbers but got things they sorely needed, like Assassin. Lancer and Berserker became real killing machines.

    All buffs granted by the ACF are not granted by any heroic spirit, prestige class, or other ACF, or at least stack with other sources.

    The main reason for this change is so that the servant soul can now completely fill 3 iconic roles in a party (Frontline melee, trap finder/flanker, healbot). Wizard is still pretty iffy with the chassis, but I'm still thinking.

  3. - Top - End - #63
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    No thoughts on Sadlygrove?

    If you want me to retract him, I will do so.

    EDIT: Whoops, just noticed the homebrew index. Thank you kindly.

    Still, I'd like some feedback on what I can do to make him more balanced with the other Heroic Spirits.

    EDIT EDIT: Oh, and how does Initiate Soul interact with Devoted Soul? By RAW, you only learn the maneuvers and stances you get at 1st level, and nothing else.
    Last edited by Amechra; 2014-10-09 at 08:41 PM.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Thoughts on Sadlygrove:

    The include reminds me the most of Assassin Li. However, Li has a reach weapon, and his noble phantasm is the Monk's Decisive Strike ACF (complete with attacks of opportunity). For these two reasons, Sadlygrove falls into an ubercharger build, while Li can do that or BFC. Note that currently the feat Faster Phantasm allows you to use formerly-Full-round attacks in charges, but doesn't let you use already-standard-action phantasms the same. This was initially just an oversight but I eventually cultivated it into a balance decision. For that reason, I'd put a note that Shushu's strength can be used in a charge if that's what you intend.

    The install is... very weird. Stackable size increase and not using the include weapon means it resembles Vadania closer than any other heroic spirit I've built. You say, "She grows a size category... she gains an attack that deals 1D8 for medium servant souls." I assume you mean that a halfling servant soul would grow to medium and deal 1D8, but the wording threw me my first reading, since my now-large character is what I think of as a "medium servant souls."

    The growth on the character is nice, but let's compare numbers: At level 10, with 18 strength (16 starting, +2 item by 10th level is pretty reasonable) a servant soul can include Sadly and deal 2D6 + 3 (Enh) + 6 (1.5 Str) = 16 per hit + 2 * Power Attack, and crits on 19-20 for 5D6+6+12=35.5 damage + 4 * Power Attack. The attack bonus would be 7 (BAB) + 2 (Enh) + 4 (Str) = +13/+8 in this rather un-optomized example. (In general, I assume a melee-spec servant soul would have a number of bonuses past this.)

    When installing this character's attack bonus goes up 3 due to +6 strength (4 install, 2 size), then goes down 1 due to size modifer to-hit. Total is +15 to hit. The damage is now 2D6 (I assume; see above) + 7 (Str) + 2 (Enh) = 16 per hit + Power Attack, crit on 20 for 5D6 + 14, and as a natural attack you don't get iteratives. Total DPR drops from about 32 to 16. Assume the servant soul has +2 more starting strength (from, say, a +4 item) and the numbers go to 34:17. If she power attacks for 2 on top of this (which is pretty reasonable), the numbers go to 42:19. Basically every attack or damage bonus favors the sword. Penetrating hardness but not DR or regen makes him more of a utility spirit, sort of a poor man's stone shape.

    Ideas to fix this:

    1. Give the player impoved unarmed strike + hits like a monk. This resolves the issue of iterative attacks.
    2. At the very least, specify that the slam is a primary attack, which gives it 1.5* str to damage.
    3. Channeling Captnq, there are a handful of obscure weapons that let you use two-handed unarmed strikes, mostly due to designer oversight. You could use one or (intentionally) make one yourself.

    His phantasm is a bit iffy. It's flavorful but (like anyhing that requires you to take 5 hits to work) is suicide in a level-appropriate encounter, meaning I'd expect it to be either paired to balance a too-powerful install, or to complement an install that's powerful but has tough with minion bashing. As he gets no iterative attacks, his minion killing is 1/round either way, so frankly? I'd buff it. Either grant a bonus to every attack against him, or give a larger bonus when he's hit. Something like, when hit, he gets +2 strength and deducts 1 point from the damage he's taking per point it's procced so far in the install. I'm just spitballing.

    As to the spell list, the first 3 are used (Signum, St. George, Vita I think) and the last two are not. Fell the Greatest Foe seems like a really odd choice for a character whose gimmick is upping his size category. Heart of Stone is an 8th level spell that grants DR5 and Resist 5 to three energies for a year, and costs 500 XP. It's a large-scale ritual spell, which are generally restricted to high levels for the sole reason that they're fire and forget; the soul has no similar spells in the listings. Basically I can't tell whether I consider it underpowered (500XP and 5k Gold for dispellable DR5 and instadeath if the heart is attacked) or overpowered (year-long buff spell with almost no disadvantages once it's running, and 500XP isn't that much), but either way it makes me antsy. If you don't want to remove it, I'd at least swap it with Metal Skin, which is disappointing to unlock at level 16 imo.

    That, and put a note in the install that you can't cast spells, but that's nitpicking - I think it's assumed, especially with berserkers.

    Devoted Soul and Initiate Soul
    Read the "Every time a servant soul levels up" section right under the table. Assuming you're Devoted to Sasaki, you begin with 2M+1S White Raven, and 2M1S Shadow Hand. When you level up, you can gain 1 WR or SH maneuver, and swap one maneuver or stance in the other pool. At level 2 the swap is mostly pointless. At level 3, you can repeat this, gaining a 2nd level maneuver and swapping one in the other pool for another 2nd level maneuver.

    Assuming you divide them evenly, you'll have 4M1S in both pools by level 5, and from there on you'll just swap 1 maneuver or stance per level. A total of 8 Maneuvers and 2 stances, divided between white raven and your spirit's school, are you maximum known.

  5. - Top - End - #65
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    1. Heart of Stone should be Heart of Earth. Sorry; got mixed up with my "dirt" synonyms.
    2. Sad that I picked 3 duplicate spells; I'll fix that.
    3. Unarmed Strike might be a good idea; I'll fix that.
    4. I like your suggestion for the Noble Phantasm

    How about the following for Sadlygrove/Rubilax?




    Heroic Spirit Include: Sadlygrove summons forth a terrible demonic Greatsword named Rubilax. It gains Maiming (MiC) at 7th level, Crazed (AEG) at 11th level, and Clouting (CArc) at 16th level.

    Shushu's Strength (Ex): Sadlygrove is terribly, horribly strong. As a standard action, the servant soul may make a single melee attack; if the melee attack hits, it automatically threatens and confirms a critical. This deducts 2 rounds from the Install's duration.

    Heroic Spirit Install: The servant soul's skin turns a dark grey color, and muscles bulk to grotesque extremes; Rubilax screams curses and violence before vanishing, and a blood-mad demon eye opens in the middle of her forehead. She gains bonuses to Fortitude Saves, Strength, and Constitution. She grows a size category; replace the normal bonuses and penalties to ability scores with +2 Strength and -2 Dexterity. In addition, she triples the distance of any jump she makes, and may treat her Unarmed Strikes as two-handed weapons for all intents and purposes. Finally, she gains Improved Unarmed Strike and Superior Unarmed Strike as bonus feats; her Unarmed Strike automatically gains the same special abilities and enhancement bonus as Rubilax, and also ignores Hardness.

    If the servant soul's bonus to Strength from this Include equals or exceeds 12, she gains an additional size category, replacing the normal bonuses and penalties to ability scores with +2 Constitution and -2 Dexterity; in addition, she ignores any resistance or immunity to critical hits that a creature at least two size categories smaller than her may have, and increases the critical multiplier for her Unarmed Strikes to x3.

    As long as Sadlygrove is Installed, the servant soul cannot wield any weapons, is subject to all the penalties and restrictions of a Barbarian's Rage, and considers her alignment to be Chaotic Evil.

    Rubilax's Indefinite Growth (Ex): Rubilax is a Four-Element Shushu, a dark spirit of Strength and Destruction; his strength is terrible and nearly limitless. As a Swift action, the servant soul may tap that well of Strength; each melee or ranged attack they are struck by before the end of the round increases their bonus to Strength from the Install by 2 for the rest of the Install, to a maximum bonus equal to their class level. In addition, the servant soul regains 5 HP each time she is struck by a melee or ranged attack that round. This deducts 1 round from the Install.

    Berserker Sir Sadlygrove Percedal's Spells: 1 - Vision of GlorySpC, 2 - ZealSpC, 3 - Dolorous BlowSpC, 4 - Heart of EarthCM, 5 - Irresistible ForceGh




    Quick summary of changes:

    1. Boosted the character's FISTS; namely, I replaced the Rock Hurling feats and Slam attack with Improved Unarmed Strike, Superior Unarmed Strike, and the ability to use their unarmed strike as a two-handed weapon.

    2. Boosted the Noble Phantasm; you now gain a +2 bonus for each attack, and regain 5 HP any time someone hits you.

    3. Boosted the size increase a little; now you can ignore any immunity to critical hits that puny creatures might have, and your Unarmed Strikes have a critical multiplier of x3. Which synergizes well with...

    4. The revised Shushu's Strength; now it allows you to auto-crit. Still as a standard action, since I never really saw Sadlygrove as a charge-booster; I mean, you can use him for that, but his big size/strength increase precludes wielding weapons, and his Phantasm can't be used on a charge.

    5. I... can't think of any good 1st or 2nd level spells that you haven't already taken. And I had to go kinda obscure for the 3rd and 5th level spells. Dolorous Blow doubles Crit Threat range and auto-confirms criticals; Irresistible Force is basically Freedom of Movement + UNSTOPPABLE FORCE, FOOLS. Do you have any suggestions?

    In all, Sadlygrove should be a bit more synergistic.

    EDIT: I figured out spells for 1st and 2nd level! Huzzah!




    Oh, and that makes sense for the Devoted Soul/Initiate Soul.

    A different question; if your game is otherwise using Homebrew disciplines, can you choose to replace the disciplines associated to your different Heroic Spirits?

    For example, gaining God Slash maneuvers for your Saber, or Infernal Monster maneuvers for your Berserker. Or just replacing White Raven with Scarlet Bravura.
    Last edited by Amechra; 2015-04-01 at 12:09 PM.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Some status update: we finally hit level 12, I pick up power attack, and the bard's player switches characters to a paladin (which obviously has power attack). So there goes my whole second melee shtick. On the bright side I still go first thanks to the gauntlet of never losing initiative (+1 eager warning) and now that we've hit 12th I can start looking at 13th and picking my Rider spirit, which brings me to a question: how long does the unconciousness from Gorgon Breaker last? Medusa's been in the lead so far but I noticed there's no duration there.

    Speaking of Riders, I've been looking at Lutecia and as much as I'd love to play with her top level spells, I still think her Include summons might OP. I mentioned before that they were obviously not based on a summon or growth spell, but I actually checked the sizes and my first reaction was that they're nuts. I think it's pretty clear you picked those with a CR about equal to the level of the user, but that ignores the fact that they're completely disposable at no risk to yourself and can be re-summoned every fight, unlike an animal companion that requires at least some effort to replace or the party fighter who would probably be eaten alive by your summon (seriously, we have the tankest of tank builds but the Colossal Scorpion I could summon would have twice his hit points and if the grapple didn't hill him the DC31 poison would). The usual giant bug weaknesses against ranged weapons, kiting, and small areas don't much matter when you can simply use one of your other spirits in those situations, which means their CR is effectively lower than it should be in this case. And it doesn't even require concentration like a summon spell that does CR=level (such as Aspect of Bahamut, or Lutecia's own Greater Elemental), so you can support your "weapon" with an extra set of actions for spells and items, including powerful summon spells that are actually weaker than the giant bugs, and that's not counting if you use Install Universaile to summon bring a serious Install effect along for the ride.

    With the usual caveat that you may have some playtest data that says it's fine by now. Even though I've told my group multiple times that the Servant Soul is meant for Dungeons and Dragons, having one of these bugs available for our tougher fights like the Nycaloth would have been just as effective and less dangerous that what actually happened. Even if classed NPCs aren't a good choice of main enemy I still feel I should point out that summoning a Collossal Scorpion on top of someone is a death sentence for anyone that isn't immune to grapple (blah blah teleport blah blah banned Anklets of Translocation etc).

    Back to the report, combat hasn't changed in the last few levels: I still default to maximized searing fireballs and the Spear of Barbed Death, though with the bard gone it's damage won't be quite as impressive. Hassan's Delusional Hertbeat usually comes next, otherwise I use mwk whip+least crystal of return and the Black Knight's include to attack from behind the tank using whatever rope/chain-like weapon form is appropriate. We'll see if I keep using my shield with one-handed weapons or start using power attack on everything instead. Managed to use Arturia a couple times: we found a mind flayer and blitzed it so hard it ended up surrounded, then killed it when it tried to mind blast us in spite of Mage Slayer, provoking from nearly the whole team. I also used just the include against a caster of some sort, but he teleported away so instead I charged Excalibur and finished him off after he ate some bow full-attacks. We also had a big fight where I spent the whole time confused and then using Medea's dagger to try and cut the confusion out of the wizard after an NPC dispelled me, but I still landed a Delusional Hearbeat before the confusion stuck. We lost our wizard player so I expect fights will last longer in the absence of carpet fireballs, once again leaving me the only caster of any kind in the party and bereft of any battlefield control, but we get by with an NPC cleric and the NPC'd wizard char doing our utility and divination work off-side.

    Apologies to the other homebrewers contributing: even if I weren't focused on Bek's main material, I'm not familiar with any of the characters that have been done except Fire Emblem's tactician.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Hey I'm trying out the Initator variant of the Servant Soul and I've run into a small problem; namely the work fact that most caster's have stuff that, well, only work if you have spells. Those anyone have a suggestion on how to alter Hayate's Tome of the Black Sky to work for a manuever user? I was thinking of doing something involving the armed form of the Device Schwertkreuz, and I'm open to suggestions.

    Same question for Bluebeard if anyone has a creative answer to that conundrum.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    I'm back, at least nominally.
    Quote Originally Posted by Regalus View Post
    Hey I'm trying out the Initator variant of the Servant Soul and I've run into a small problem; namely the work fact that most caster's have stuff that, well, only work if you have spells. Those anyone have a suggestion on how to alter Hayate's Tome of the Black Sky to work for a manuever user? I was thinking of doing something involving the armed form of the Device Schwertkreuz, and I'm open to suggestions.

    Same question for Bluebeard if anyone has a creative answer to that conundrum.
    My design philosophy is that I avoid making rules for specific cases where things fall through the cracks. For instance, the Spiritual Vassal's Superior Crafting originally buffed only heroic spirits with weapons (surprise: the first 2 batches of spirits all had weapons!). Eventually it was updated to buff things like wands and masterwork tools, but with the current wording, Hayate's include still gains no benefit.

    My general advice to this point has been, "Build more creatively." A player in one of my games was a Martial Soul, who also gives up casting. His fourth spirit contracted was Caster Anderson, who provides substantial benefits - including not just wands, but the ability to cast any conjuration(healing) spell - despite having no spells per day.

    In the case of the Initiate Soul, most casters are duds. Anderson or Tamamo remain compelling, despite being somewhat limited compared to the non-ACFed versions.

    I won't write up exhaustive rules for it, but I'd suggest Tome of the Black Sky just granting a bonus to initiator level. Bluebeard's Magecraft would allow him to use one maneuver and expend a different one when used, thus avoiding a recovery action. And his Spellbook would let him to use any maneuver through the book instead of through his normal abilities, meaning it would automatically re-ready itself in... 1D2+1 rounds maybe?

    4.2: New ACF: Sage Soul, for all your spellcasting needs (consider going into Theurgic Servant).
    An obvious one, again. I can't decide if I overly nerfed with the penalty to weapon stats, or if the spell access is really nice (with all those underleveled goodies) and the penalty is too easy to avoid by avoiding spirits with weapons. To me, this is the most tier-3 feeling ACF I've written.

    The awkward wording (Avoiding "you have D4 HD and bad BAB") is in case someone wants to mix the ACF with Legacy Hero (or, for some really stupid reason, one of the spell-replacing ACFs).

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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Hey, bekeleven's back! Happy days!

    Any comments on this post here?

    I mostly want an answer on the "can you swap out Disciplines for other homebrew ones" front.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    So long as it's One Discipline per class (i.e. All casters grant Eldritch Rain, all Assasin's grant Steel Serpent, ect), I think it shouldn't be any worse than using Homebrew disciplines with other Initiate classes.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by Amechra View Post
    Hey, bekeleven's back! Happy days!

    Any comments on this post here?

    I mostly want an answer on the "can you swap out Disciplines for other homebrew ones" front.
    To answer that question - Swap them out on a 1:1 basis, sure. Without knowing what discipline I can't recommend which class should get it, but just try to match the fluff.

    Onto Sadly...

    Include - This include now resembles Cu's, although it's a bit less crazy since it has to roll and Cu gets Kaorti Resin.
    Install - I had to read it twice to get where everything was going. For instance, does the x3 unarmed strike critical multiplier only count when hitting people smaller? Does it only count when hitting people normally crit-immune? I'm assuming it applies generally, in which case I'd move it to the first paragraph when discussing the unarmed strike boosts.

    The install phantasm is significantly beefed up, and I like it more now. A servant soul can now punch with iteratives pretty easily, so Shushu's Strength won't be very necessary, but it will still help since the unarmed criticals are x3. Attacking with the sword at level 10 using my previous math deals the same, which is to say, about 32 per round. Attacking with the phantasm will deal the same, but with higher variance, since you're trading a second iterative attack for a x2 multiplier on damage.

    Attacking in the install, however... A punch deals 2D6 (SuS damage at level 10, +1 Size Category) + 10 (1.5x Strength, 18 +2 Size +4 Install) + 3 (Enh) + 2* Power Attack, which totals to 20, per hit. You can hit twice per round or use the phantasm to hit once for triple damage. Suddenly it's really competitive with the sword! Throw in reach and you're off to the races, although the dex hit hurts combat reflexes. Still, all in all, the install is categorically better than the include now, as well as doing something that no other heroic spirit I've designed does. And that's great.

    I'm still not convinced that the install phantasm is that great, but (1) the spirit is solid without it, and (2) not every noble phantasm has to be great; in fact, sometimes crappy phantasms are key to a spirit's balance, like with most of the D&D iconic spirits, which tend to have at least one bad or situational phantasm in exchange for their otherwise highly useful mechanics.

    4.2.1: Removed a limitation on Sage Soul.
    I reread class specialist (Caster) and realized I wasn't blazing quite as many trails as I thought. Should still be fine.

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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by 4.3
    Added 4 invocations, so warlocks and Dragonfire Adepts can make more deals with more extraplanar entities. Updated wording to use generic "Contractor level" instead of Servant Soul Level/Class Level.
    I always wanted to make the servant soul and warlock mesh somehow. This time I decided to approach it from the opposite side, giving the Warlock some SS abilities. It shouldn't overpower the servant soul, but it is meant to be a powerful, viable alternative.

    No playtesting of these invocations has been done. (yet!)

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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Hey, in an upcoming campaign I will be playing a gestalt Servant Soul//Legacy Gate Keeper. Anyway, I didn't particularly want to use the D&D and Magical Girl Lyrical Nanoha heroic spirits especially since the setting is in a fantasy Rome/Greece so I figured I would homebrew up some of the servants you didn't use from Fate/Apocrypha to fill their slots... Turns out heroic spirits were fairly fun to homebrew so I ended up doing all of them (Except Karna as he deserves his own class like Gilgamesh )

    Homebrew Heroic Spirits (These have been updated see this post)

    Spoiler: Fate Apocrypha Heroic Spirits
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    Saber - Mordred (Fate/Apocrypha)
    Mordred Pendragon, Knight of Betrayal, is a spirit capable of unleashing a devastating onslaught.

    Heroic Spirit Include: Mordred summons a greatsword made to slay kings. It becomes Maiming (MIC) at 7th level, Anarchic or Axiomatic, whichever is suited to the contractor’s alignment (neutral contractors get to pick which their weapon instantiates) at 11th level, and Vicious at 16th level.

    Prana Burst (Su): By gathering their magical energy the contractor can dramatically boost their own physical abilities for a short time. The contractor gains pounce allowing them to make a full attack on a charge, their movement speed for all types doubles and they gain a +3 bonus to all damage and attack rolls made during this round. This does not end her include until the end of her current turn. This deducts 2 rounds from an install.


    Heroic Spirit Install: A contractor installing Mordred appears to wear a full suit of intimidating plate armor, She gains bonuses to attack rolls, fortitude saves, and strength, a +3 divine bonus to armor class, and is under the effects of the spell Mind Blank. She also gains spell resistance equal to 10 + her contractor level. While installing Mordred, she may only cast her spells.


    Clarent Blood Arthur (Su): The sword that Mordred used to slay her father Arturia. It can unleash a dangerous vortex of energy devastating enemies in it's wake. By swinging down their blade the contractor unleashes a 100ft long 10ft wide line attack that deals 1D8 damage per contractor level with a reflex save for half damage. This deducts 2 rounds from an install.

    Saber Mordred Spells: 1 – Expeditious Retreat, Swift (SpC), 2 – Heroics (SpC), 3 – Dolorous Blow (SpC), 4 – Dispel Law or Dispel Chaos (whichever is suited to the contractor’s alignment (neutral contractors get to pick which spell they want), 5 – Cloak of Chaos or Shield of Law (whichever is suited to the contractor’s alignment (neutral contractors get to pick which spell they want)

    Saber - Siegfried (Fate/Apocrypha)
    Siegfried, The Dragon-Blooded Knight, is a spirit capable of fighting against terrifyingly powerful opponents.

    Heroic Spirit Include: Siegfried summons a greatsword made to slay dragons. It becomes Bane (Dragons) at 7th level, Collision (MIC) at 11th level, and Dragondoom (MIC) at 16th level.

    Balmung (Su): By unleashing the ether stored inside the gems of his greatsword the contractor unleashing a burst of magical energy surrounding them. Using this phantasm causes a burst of orange magic to pulse out from the contractor dealing 1D6 damage per 2 contractor levels to all creatures within 30ft of the contractor with a reflex save for half. This deducts 2 rounds from an install.


    Heroic Spirit Install: A contractor installing Siegfried appears to wear a suit of black and silver armor. She gains bonuses to attack rolls, fortitude saves, strength and constitution. She also gains spell resistance equal to 10 + her contractor level, damage reduction 10/magic and immunity to all critical hits from enemies not flanking the contractor, this immunity to critical hits is also lost when the contractor is denied dexterity to ac. While installing Siegfried, she may only cast his spells.

    Armor of Fafnir(Su): Siegfried bathed in the blood of the dragon Fafnir gaining invulnerability except for a specific weak point. This manifests as the contractor's skin becoming armor like in durability and resistance. Activating this noble phantasm is a swift action and lasts until cancled as a free action. While this phantasm is active the contractor reduces all damage taken by 5+their contractor level. This reduction does not apply to damage taken when the contractor is flanked or denied his dexterity to ac. Each round of the phantasm deducts 1 round from an install.

    Saber Siegfried Spells: 1 – Detect Dragonblood (DM), 2 – Essence of the Dragon (RotD), 3 – Dragonskin (SpC), 4 – Globe of Invulnerability, Lesser, 5 – Fire Shield, Mass (SpC)

    Saber - Amakusa Shirou Tokisada (Fate/Apocrypha)
    Amakusa Shirou Tokisada, The Japanese Catholic Saint, is a spirit capable of fighting with sword and magic.

    Heroic Spirit Include: Shirou summons a katana (same stats as a bastard sword) that gains strength against undead. It becomes Bane (Undead) at 7th level, Holy or Unholy, whichever is suited to the contractor’s alignment (neutral contractors get to pick which their weapon instantiates) at 11th level, and Heavenly Burst (MIC) at 16th level and in addition the weapon can now critically hit undead.

    Right Hand: Evil Eater (Su): Shirou's body is his noble phantasm and his right arm grants him precognition to aid him in combat. The contractor may decide to gain his intelligence modifier as an insight bonus to either attack rolls or damage rolls. Shirou may switch which bonus he is receiving as a swift action. This is a passive effect and the use of this power does not reduce the duration of any currently running install, and may be used freely during heroic spirit include.

    Heroic Spirit Install: A contractor installing Shirou appears to don the vestments of a priest, red robes with crosses embedded in the fabric. She gains bonuses to attack rolls, fortitude saves, dexterity, constitution, intelligence and charisma. She also gains spell resistance equal to 10 + her contractor level. Installing Shirou places no restrictions on casting contractor-list spells, although other spells are still restricted

    Left Hand - Xanadu Matrix(Su): Shirou's left hand is similar to his right, granting him access to a "Skeleton key" that can use all types of magic. He automatically may use any magical item without needing to make a use magic device check. This is a passive effect that doesn't deduct rounds from his install. By deducting 2 rounds from his install as a swift action he may automatically apply any of the following metamagics to any spell trigger item such as a wand or staff: Empower Spell, Maximize Spell, Extend Spell, Widen Spell, Quicken Spell.

    Saber Shirou's Spells: 1 – Divine Favor , 2 – Arcane Turmoil (CM), 3 – Recitation (SpC), 4 – Spell Theft (CS), 5 – Righteous Wrath of the Faithful

    Archer - Chiron (Fate/Apocrypha)
    Chiron, The Centaur Teacher, is a spirit capable of spreading knowledge and arrows.

    Heroic Spirit Include: Chiron summons a quiver of 60 arrows and a composite longbow with a strength bonus equal to the user’s (up to +5). It becomes Precise at 7th level, Lucky (MIC) and Impaling (MIC) (Ignore that impaling can only be applied to melee weapons) at 11th level, and Metalline (MIC) at 16th level.

    Antares Snipe (Su): By utilizing Chiron's embodiment as the Sagittarius constellation the contractor may have the constellation itself fire an arrow at an enemy. As an immediate action the contractor launches a quick single arrow which appears to come from the sky at an opponent. This arrow functions as a normal attack that deals an additional 1d6 damage per 5 contractor levels. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Chiron appears to be wearing a simple leather tunic of a ranger, their hair grows long and flowing like a mane and their lower half grows horselike as the contractor becomes a centaur granting her an increased land speed equal to 10ft + 10ft per 6 contractor levels and increasing her size by one category (The contractor doesn't gain any ability score increases from increasing size categories) for the duration of the install. She gains bonuses to attack rolls, reflex saves, dexterity, and wisdom and gains an insight bonus to all skills equal to 1/3 of her contractor level. In addition the contractor chooses one skill and is treated as if having contractor level + 3 ranks in that skill, and she gains woodland archer (RotW) and improved Precise Shot as bonus feats for the duration of the install. While installing Chiron, she may only cast his spells. If the contractor wishes they may elect to not go into a centaur form instead remaining as their normal form but if they choose not to go into the centaur form they do not gain the size increase or the increased land speed.


    Wisdom of Divine Gift (Su): Chiron was always known as a teacher and taught many of the greatest heroes of ancient Greece. As a swift action, the contractor may deduct 2, 4 or 6 rounds from her install, assuming she has that many remaining. If she deducted 2 rounds, all allies within 60ft are treated as if having same ranks as the contractor in the same skill that the contractor selected when installing Chiron. These ranks and the contractor's own bonus ranks last for ten minutes, If she deducted 4 rounds, she coordinates her allies' offense in combat granting all of them +4 to hit and +2 to damage to all attack and damage rolls for the next four rounds. If she deducted 6 rounds, she coordinates their defense as well granting them +4 insight bonus to ac +4 insight bonus to saving throws in addition to the same bonuses as above, these bonuses last for 4 rounds.

    Archer Chiron's Spells: 1 – Wieldskill (PGtF) , 2 – Lore of the Gods (SpC), 3 – Find the Gap (SpC), 4 – Arrow Storm (SpC), 5 – Summon Nature's Ally VI

    Rider - Astolfo (Fate/Apocrypha)
    Astolfo, The Twelfth Paladin of Charlamagne, is a spirit capable of striking down many foes.

    Heroic Spirit Include: Astolfo summons a lance capable of knocking down any foe. It becomes Sweeping and the contractor is able to make trip attacks with the lance at 7th level , Grasping (A&EG) and Resounding (MIC) at 11th level, and Eager (MIC) at 16th level.

    Trap of Argalia (Su): Astolfo's golden lance is imbued with the ability to knock down any foe whom it strikes. Upon making a melee touch attack with his lance his target must make a reflex save or fall prone. If the target fails the reflex save he finds himself unable to stand up and remains prone for 2 rounds. This even prevents creatures from flying to stand up and if used on a flying foe they find themselves plummeting to the ground and taking half normal fall damage as they can slow their descent with whatever they were using to previously fly. This deducts 2 rounds from an install.

    Heroic Spirit Install: A contractor installing Astolfo gains feminine and attractive features in addition to chain mail and black ribbons adoring the contractor's hair. She gains bonuses to attack rolls, reflex saves, dexterity, and gains a penalty to wisdom equal to the normal ability score bonus. She gains 10 + contractor level spell resistance and she gains the Mounted Combat and Ride by Attack feats, as well as a +4 competence bonus on ride checks during the install. In addition, during the install, she summons and automatically mounts a Hippogryph mount. This Hippogryph will only be summoned if there is room for it and disembodies when it dies, at the end of the install, or when she dismounts. Treat the Hippogryph as an animal companion, with the contractor’s effective druid level equal to her contractor level minus 4. While installing Astolfo, she may only cast his spells.


    Hippogryph: Otherworldly Phantom Horse (Su): By augmenting the otherworldly nature of his mount the contractor can turn herself and her mount undetectable and immune to damage. Both the contractor and his mount shift to the ethereal plane. The contractor may return to the material plane as a free action and automatically does so once the install ends. Each round the contractor stays in the other plane deduct 3 rounds from the install.


    Rider Astolfo's Spells: 1 – Lionheart (SpC) , 2 – Master Cavalier (CC), 3 – Great Thunderclap (SpC), 4 – Channeled Sonic Blast (SpC), 5 – Heaven's Trumpet (BoED)

    Rider - Achilles (Fate/Apocrypha)
    Achilles, The Swift Footed greek hero, is a spirit capable of moving through the battlefield slaying all who stand before him.

    Heroic Spirit Include: Achilles summons a shortspear capable of skewering his enemies. It becomes Brutal Surge (MiC) at 7th level , Eager (MiC) and Warning (MIC) at 11th level, and Mighty Cleaving at 16th level.

    Dromeus Kometes (Su): The embodiment of Achilles' legend that he was the swiftest hero in the Trojan War. Achilles grants the contractor the ability to move at blinding speeds. The contractor moves up to triple her movement speed and makes a single melee attack against each enemy who enters her threatened range during this movement. Roll once and then apply that attack against each enemy. A single enemy may only be attacked once no matter how many times they enter her threatened range during this phantasm. This movement does not provoke attack of opportunities. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Achilles appears to wear a bronze gleaming breastplate and a horsehair plumed helmet . She gains bonuses to attack rolls, reflex saves, strength, dexterity and constitution. She gains a bonus to movement speed equal to 10ft + 10ft per 5 contractor levels, and she gains the Power Attack, Cleave and Brutal Throw feats. In addition, if the contractor has a contractor level of 10 or higher she gains regeneration 2 bypassed by outsiders and critical hits, whenever the contractor is hit by a critical hit her regeneration stops functioning for the rest of the install. While installing Achilles, she may only cast his spells.


    Akhilleus Kosmos (Su): The embodiment of Achilles' stand against Hector the contractor challenges one opponent within 100ft as a free action. The contractor and the selected opponent vanish and are brought into a separate pocket dimension. The dimension is small only a 30ft radius cylinder with a 10ft high roof with both the contractor and the opponent on opposite sides of the dimension. If one of the combatants can't fit the dimension increases in size until both combatants fit and can stand at least 30ft apart at the start. Both the contractor and the opponent keep their same initiative rolls if they were already in combat or roll for initiative if they weren't in combat. Escape from this pocket dimension is impossible by planar travel or other non epic means, the only way the pocket dimension ends is if one of the combatants dies. While this phantasm is active Achilles's install is treated as if having an infinite duration and can not be ended prematurely by the contractor. However, the Contractor's regeneration granted by the Install is suppressed. Once one of the two original combatants dies or if one somehow manages to escape or 5 minutes have passed then the install immediately ends and the winning combatant returns to the same spot he was before he activated the phantasm or the nearest available spot if that spot is filled. Time functions differently inside the pocket dimension no matter how long the combatants spend inside the pocket dimension no time passes outside so they will return to fight at the exact time that they left it ending the install once this noble phantasm ends.

    Rider Achilles' Spells: 1 – Expeditious Retreat, Swift (SpC) , 2 – Fell the Greatest Foe (SpC), 3 – Haste, 4 – Freedom of Movement, 5 – Divine Agility (SpC)

    Caster - Avicebron (Fate/Apocrypha)
    Avicebron, The Forger of Golems is a spirit who conjures up hordes of golems to strike down his foes.

    Heroic Spirit Include: Avicebron grants the contractor a tome which acts as a wand that allows the user to manifest a fully augmented Create Astral Construct psionic power at a manifester level equal to the contractor's contractor level. The tome has one charge, gaining another charge at 7th level, another at 11th and a final charge at 16th level. Using this tome is a standard action and the constructs summoned by this tome last until the include or install is ended.

    Augment Golems (Su): Avicebron fully heals a single construct that he has summoned through his tome above which increases in strength as if it increased in one level of astral construct (a 2nd level astral construct becomes a 3rd level astral construct, etc). If this allows it to select a different grade of menu choices it may change its menu choice to something it now qualifies for. This single astral construct persists for one round per contractor level and can persist even when the include or install has ended. This deducts 5 rounds from an install.

    Heroic Spirit Install: A contractor installing Avicebron appears to wear a featureless golden mask, a full body suit and a blue mantle. She gains bonuses to will saves and intelligence. In addition, every time she uses her tome to summon an Astral Construct she conjures an identical one adjacent to it, and she gains the Boost Construct feat. Installing Avicebron places no restrictions on casting contractor-list spells, although other spells are still restricted.


    Adam: The First Man (Su): The unfinished pinnacle of Avicebron's work, recreating the first miracle and the creation of the first man Adam. Unusual for phantasms this ability can't be used without the contractor consuming the corpse of a spellcaster or a helpless spellcaster in order to use the spellcaster as fuel to power the phantasm. This must be an actual creature with spell slots, SLA's are not enough to qualify a creature. The contractor must be touching the spellcaster in order to use it to power this phantasm. Upon using this phantasm the contractor summons and controls the golem Adam whose stats are listed below. Adam gains a bonus to his stats depending on his "Energy Score" which is equivalent to 3+the highest spell level the spellcaster was able to cast while alive+the number of rounds that the phantasm has been active. This phantasm deducts 5 rounds from an Install and Adam vanishes once the install is over (But see "Perpetual Motion Machine" below)

    Adam – Variable CR
    Alignment Same as summoner, Huge Construct
    Init +1/2 Energy Score Senses Same as summoner (without items or active spells); Listen + Energy Score, Spot + Energy Score
    Language Same as Contractor
    AC 10+Energy Score, Touch same, Flat-Footed same (+Energy Score deflection)
    HP Energy Score*10 (Energy Score HD); Dies at 0 HP
    Immune mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, physical ability damage, fatigue, exhaustion, fortitude saves (except objects)
    Fort +Energy Score, Ref +Energy Score, Will +Energy Score
    Speed same as summoner (without items or active spells); cannot run
    Melee 3 Magical Slams +10+Energy Score (1D8+10+Energy Score)
    Space 15 ft Reach 15 ft
    Base Atk + Energy Score Grp +20+ Energy Score
    Abilities Str 30, Dex 10, Con -, Int 10, Wis 10, Cha 10
    Skills All Skills +1/2 Energy Score; cannot use any skill that requires training.
    Special Perpetual Motion Machine, Fast Healing

    Fast Healing: Gains an amount of fast healing equal to its Energy Score.

    Perpetual Motion Machine: Once the Golem has been active for long enough it becomes fully functional and independent of the contractor for power. It is still loyal to the contractor and follows its orders but it stays as a permanent construct under the contractor's control. The contractor may only have one Adam at a time. In order to become permanent it's Energy Score must be 30 or above. Once Adam becomes permanent it's Energy Score stops increasing.

    Caster Avicebron's Spells: 1 – Repair Light Damage (ECS) , 2 – Construct Energy Ward, Greater (ECS), 3 – Repair Critical Damage (ECS), 4 – Iron Construct (ECS), 5 – Total Repair (ECS)


    Caster - Shakespeare (Fate/Apocrypha)
    Shakespeare, The Playwright is a spirit who tells a tale.

    Heroic Spirit Include: Shakespeare doesn't grant the contractor a weapon, instead he enchants another weapon for an ally. When including Shakespeare select one weapon within LoS possessed by an ally. That weapon's current enchantments are suppressed and replaced by the following. The enchantment bonus becomes the same as the contractor's own granted weapon's enchantment bonus. In addition at 7th level he may select any +1 weapon enchantment, at 11th level he may select any amount of weapon special abilities whose total adds up to 3 or less, at 16th level that number increases to 5 or less. The weapon must qualify for all selected weapon special abilities. The weapon loses these abilities when the contractor is wielding the weapon, he must allow another character to wield the weapon. These special abilities last for the duration of the include or install.

    First Folio (Su): Shakespeare loves to tinker with outcomes so he can create a better story. As an immediate action the contractor may allow an ally within 60ft to immediately reroll any roll he just made after seeing the results of his first roll. He must abide by the second roll even if the result is worse. This deducts 2 round from an install.

    Heroic Spirit Install: A contractor installing Shakespeare appears to gain fancy Elizabethan era clothing. She gains bonuses to will saves and intelligence. In addition, the contractor is treated as if having max ranks in the following skills, disguise, bluff, diplomacy, perform (Acting), perform (Singing), and craft (Stories) for the duration of the install and for an hour after the install ends. Finally, the contractor also gains bardic lore as a bard of equal level and gains the ability to withdraw as a move action.

    When the Curtain Rises, the Applause Shall Be As Ten Thousand Thunders (Su): Shakespeare can conjure semi real replicas of people, places and objects from a creature's life. Due to Shakespeare's general tastes in drama and storytelling he grants the contractor the ability to use these to cause internal anguish and terror in opponents. The contractor selects one opponent within 60ft who will see the images, the target must make a will save each round until the install is over. Each round the the target fails they are either stunned, frightened or nauseated depending by the contractor's choice. Creatures with true seeing or immunity to illusions gain a +5 bonus on this saving throw. This is a mind affecting ability. This deducts 4 rounds from an install.

    Caster Shakespeare's Spells: Shakespeare does not grant any spells to the contractor as he was a caster unable to use magic.

    Berserker - Spartacus (Fate/Apocrypha)
    Spartacus, the Rebel Gladiator, is a spirit capable withstanding punishment and bringing down oppressors.

    Heroic Spirit Include: Spartacus summons a longsword capable of punishing oppressors. It becomes Anarchic at 7th level , Brash (MiC) at 11th level, and Domineering (MIC) at 16th level.

    Honor of the Battered (Su): Spartacus never gives in to oppressors and pushes forward with no heed to the danger ahead. The contractor gains power attack and shock trooper as bonus feats and all healing effects heal double their normal amount on the contractor while the contractor is including or installing Spartacus. This is a passive effect and can be used during the include freely and doesn't subtract any rounds from an install.

    Heroic Spirit Install: A contractor installing Spartacus appears to gain numerous scars across her body and her skin becomes thick and rough. She gains bonuses to attack rolls, fortitude saves, strength and constitution. She also gains Die Hard as a bonus feat and damage reduction/adamantine equal to 2 per 5 contractor levels for the duration of the install. However, while Spartacus is installed, the contractor may not cast spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing Spartacus counts as Rage. Unlike other installs, a contractor may not end her Spartacus install prematurely.

    Crying Warmonger (Su): Spartacus's damage fuels his own offense, the more damage he takes the more easily he can engage his enemies. As an immediate action the Contractor may inflict a massive explosion centered on herself. This explosion deals damage equal to the total amount of damage the contractor took during last round to all creatures within 30ft of the contractor a reflex save halves the damage. The contractor takes half of this damage herself. If the contractor dies while installing Spartacus this ability activates regardless of the contractor's wishes and deals double normal damage with double the normal radius.

    Berserker Spartacus' Spells: 1 – Protection from Law (SpC) , 2 – Rage, 3 – Magic Circle Against Law, 4 – Indomitability (SpC), 5 – Resistance Superior (SpC)


    Assassin - Semiramis (Fate/Apocrypha)
    Semiramis, the Wise Queen of Assyria, is a spirit capable of poisoning your enemies from the shadows.

    Heroic Spirit Include: Semiramis summons a spiked chain coated in poison. It becomes Assassination (Here) at 7th level , Toxic (DoTU) at 11th level, and Virulent (DoTU) at 16th level.

    Sikera Usum (Su): Semiramis is a master of poison and can use it in multiple ways. This phantasm has two uses, one it can create a poison and then coat the contractor's weapon in an injury poison and make a single melee attack against an opponent within reach. If the attack hits and deals damage the poison's dc is increased by the contractor's intelligence modifier. The second use is more subtle as the contractor creates a poison and then attempts to slip ingested poison into a drink or food or simply infect someone with a contact poison. The contractor must make a hide check vs the target's spot check, failure means that the target's food or the target respectively are poisoned and no one is the wiser. In both cases the create poison must be cheaper than 50gp per contractor level. (A good list of poison is here). Using either version of this phantasm deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Semiramis appears to wear long expensive midnight colored robes. She gains bonuses to will saves and intelligence. She also gains a +4 competence bonus to Hide and Move Silently and may apply poison to her weapon as a swift action and finally any poison she uses may ignore poison immunity for any living creature for the duration of the install. Installing Semiramis places no restrictions on casting contractor-list spells, although other spells are still restricted

    Hanging Gardens of Babylon (Su): Semiramis may never of constructed or even seen the Hanging Gardens of Babylon but common conception is that she did so that was enough for her to manifest her own false version of the garden. As a swift action she may draw from the garden's strength to bolster her own spellcasting. While drawing from the garden all of her spells are treated as maximized and extended, she ignores spell resistance for all of her spells and their dc's are increased by 3. She may stop drawing from the garden as a free action. Each round drawing from the Garden takes 2 rounds from the install.

    Assassin Semiramis' Spells: 1 – Magic Missile , 2 – Scorching Ray, 3 – Minor Creation, 4 – Orb of Force (SpC), 5 – Prying Eyes
    Last edited by Silva Stormrage; 2020-04-10 at 02:47 AM.

  14. - Top - End - #74
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    4.3.2: Altered David, Vlad, St. George, and Arturia to use Holy/Unholy damage rather than Positive/Negative energy damage, since positive energy damage is quite often useless. Also made a note that spirits with no types may select any Spiritual Boon (Spiritual Vassal). Thanks for the notes, Bacchante!
    Good to be home.

  15. - Top - End - #75
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    5.0: A new prestige class based on eternal installs, and seven new heroic spirits based on Magic: The Gathering! Also: Cleaned up language in Heroic Spirit Include; Spirit Devotion; Lesser Contract; Epic Servant Souls; Black Knight’s Install; Nanoha’s Install Phantasm; the contractor feats header; the legacy gatekeeper feats header; Hayate’s Install phantasm; multiple locations in Bazett’s stats; references to spirit types; and a few spell lists. Also changed Hassan’s spells, buffed Sealing Enforcer, added more tables and images.
    I've had some free time as of late, and Fate/Grand Order has released over 250 servants. So, naturally, here's new heroic spirits that have nothing to do with it.

    Also a class! I tried to make a base class that centered on installing instead of including, but it turns out that you can't give access to installs at level one. Oh well. Still had fun with it.

  16. - Top - End - #76
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Glad to see an update to this class! I am going to be playing a servant soul in an upcoming campaign so now I need to see if I can use any of this new content XD

    Couple questions on the new material,
    1) Ugin's breath states that it can be a line, cone, spread, etc etc. What size are these effects? Is it just the range for the sphere but it is always centered on the contractor?
    2) Does Elspeth Tirel's install noble phantasm's critical threat increase stack with other critical threat increases?

    For the heroic medium it took me a couple read throughs to grasp the class and some clarification might be necessary for it. Just some comments on stuff I am unsure on.
    1) So they can install with a minute of effort and when they install they get all of the various effects of the install except for the magical weapon and access to either noble phantasm correct? It took me a bit to understand they didn't get the weapon and noble phantasms. Otherwise the duration is permanent? I might need to rebalance some of my Apocrypha servants as some of their installs might be a bit powerful constantly active (Mordred for perma mind blank, Achilles for constant regeneration).
    2) The amount of "Readied" heroic spirits is determined by the table's "Daily" heroic spirit section? You might want to clarify that because it was not inherently obvious to me. I thought that the Daily section indicated how many installs they had per day.
    3) On that note is there a limit to how many heroic spirits they can install in a given day? Or is it at will?
    4) Non standard class seems a weird ability to me. I don't really get why a class focused on installing a heroic spirit into themselves suddenly gets powers based on classes that have nothing to do with the heroic spirit themselves.
    5) Divinity seems a bit too powerful, some of the abilities of various servants seem like they are balanced around being capped at around contractor level = HD. Though upon looking through for examples most of the ones I was worried about seem to have their effects based on class level rather than contractor level at this point. Was this a recent change that I didn't notice? Swapping things from contractor level to class level or is it just something I overlooked previously?
    6) Magic Resistance: +12 on existing SR is pretty massive, you might want to reduce that as if the character has any form of SR that scales with their HD they basically become immune to spells. If that's intentional that works fine then. Also other than imperial privilege how are non Saber/Archer/Lancer servants supposed to get access to this?
    7) Mana burst. So you select mana burst when you install servant 1 and then you can expend that skill to install servant 2 as a move action?
    8) Mental Corruption. Does it make you immune to non spell based mind affecting abilities?
    9) Oblivion Correction. Does this negates memory altering spells and effects?
    10) For Possession Inheritance this line "For your install, or for a duration during your install" is odd to me. Why would you only summon the weapon for a partial duration? Is this for the active skill use rather than the passive?
    11) Aiming. Does this stack with other critical threat increases?
    12) Battle Continuation. You might want to add a clause that you can't set your hit points above your normal maximum.
    13) As written a heroic spirit medium qualifies for Quicker Install but it doesn't do anything. Did you want to give some synergy there? Maybe reduce the install time to 5 rounds?

    I do like the new class though, very interesting use of the existing mechanics and now I have to see if there are any good synergies or things I need to adjust from my own homebrewed servants XD

    Edit: Also looking through my homebrew servants makes me want to homebrew some new ones. I might end up going through some FGO servants sometime if you want more servants to choose from XD.
    Last edited by Silva Stormrage; 2020-03-31 at 03:54 AM.
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    ...Silva, you are a scary person.
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    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  17. - Top - End - #77
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by Silva Stormrage View Post
    Glad to see an update to this class! I am going to be playing a servant soul in an upcoming campaign so now I need to see if I can use any of this new content XD

    Couple questions on the new material
    Both correct. I added a small clarification in Ugin's breath weapon language.
    Quote Originally Posted by Silva Stormrage View Post
    For the heroic medium it took me a couple read throughs to grasp the class and some clarification might be necessary for it. Just some comments on stuff I am unsure on.
    1 - That's correct. The real deal breaker keeping it from being a base class, for the record, was flight at level 1.
    2 - Yes. I'll update the table header when I get a chance, but I don't have the ability to do that right now (My tables are stored on a different computer than this one).
    3 - They can swap between their readied servants at will as long as they have the time. The main reasons not to do so are the 1-minute install time (unless they use Mana Burst) and the Od to use passive skills.
    4 - I included one or two class skills for non-standard classes - like Oblivion Correction - but felt it was a bridge too far to give the main 7 access to skills called e.g. "Avenger." So I spun that off into a tiny class feature of its own.
    5 - This only becomes even an issue at high levels, since you have to be level 6 to be a level 1 Heroic Medium (without early entry tricks). Heroic Medium's contractor level is equal to 1.5x their class level, so by default they hit CL15 at character level 15. That said, good call on a few heroic spirits referencing class level. I just deleted all of those.
    6 - All spirits can use all servant skills, but off-perk skills require 2 Od. Most skills with specific class affinities give upgrades for it.
    7 - No. Mana burst is "Spend one Od, install quickly and without the ability to use another passive." It's a panic button, mainly for if you end up in a type of combat you really didn't expect or if you lose your install from battle continuation or independent manifestation. (You can also use it + another passive once you get twinskill, but again, if you're out of combat you'll probably take the chance to have 2 passives running.)
    8 - All magic. You can still be intimidated. (Note that mental corruption is less relevant than it looks because Heroic Mediums already have high will, are already immune to possession, and have +1/2CL vs. Enchantments.)
    9 - Yes, while this spirit is installed you ignore all edited memories. It's a weird skill but I love it.
    10 - "For your install, or for a duration during your install" is language used in 10 skill descriptions that can be used passively or actively. The Servant Skills header bit clarifies that these skills can last the entire install if passive, or 1/2 CL + CHA if active.
    11 - Yes, for now, although I might do a quick run through and check it doesn't get too degenerate.
    12 - That seems super hard, but also technically possible? Added.
    13 - The difference between 10 and 5 rounds is pretty small since both mean "don't do this in combat," but I guess if somebody really wanted to, sure? It doesn't step on mana burst's toes at all. Added.
    Quote Originally Posted by Silva Stormrage View Post
    I do like the new class though, very interesting use of the existing mechanics and now I have to see if there are any good synergies or things I need to adjust from my own homebrewed servants XD

    Edit: Also looking through my homebrew servants makes me want to homebrew some new ones. I might end up going through some FGO servants sometime if you want more servants to choose from XD.
    Thanks! I had a lot of fun making the new ones, but boy is it hard to not step on existing servant's toes at this point. As you can tell reading through the new batch. They're all hyper-specific, and their weapons are all super obscure (except Nahiri, which is just a version of Archer Shirou). I spent a lot of the process grumbling to myself, "ok, these are the last ones. forever." But we'll see if I stick to it.

  18. - Top - End - #78
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    I'm deeply interested in getting to use this class, soon. Possibly ported into Pathfinder 1e, depending on what works out.
    "Life before death, Strength before weakness, Journey before destination."

    Baking werewolf by Diremage
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    Spoiler: Previous avatars
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    Beastly Squall avatar by linklele. Awesome Protean avatar by Serpentine.

  19. - Top - End - #79
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by cardrian View Post
    I'm deeply interested in getting to use this class, soon. Possibly ported into Pathfinder 1e, depending on what works out.
    I've thought about porting it to various other systems in the past (PF and 5e most notably). The main issue is that I've built it to be "longer than the text" by drawing on so much other D&D content. For instance, the base servant soul class has a 38-spell spell list and each of the 50 servants has 5 more. That's almost 300 spells. The various exotic weapons and WSA are probably the second most difficult part in terms of raw mechanical diversity.

    I think you could build a proof-of-concept servant soul in PF with just 7 or 14 basic servants, but expanding from there would get difficult.

  20. - Top - End - #80
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Saw this project and thought it would be fun to make a couple of extra Servant Souls -- Don Quixote (Rider) and the White Death (Archer).

    Hope you like them! Let me know if anything seems out of line :)

    -------------------------------------------------------------------------------------------------------------------------------------------------------
    White Death (Archer, Historical Sniper)
    The White Death excels at counter-sniping and defeating foes from range. Alternate classes include Assassin.
    Spoiler: White Death Include, Install and Noble Phantasms
    Show
    Heroic Spirit Include: White Death summons a sniper rifle (3d6, 19-20/x2, no bonuses to damage) and 100 bullets which function otherwise as a typical longbow (regarding loading ammunition etc). It becomes Frost at 7th level, Splitting at 11th level, and Magebane at 16th level.

    Sniper’s Sense (Su): The White Death has keen senses regarding ambushes and avoiding them. As a full round action, he may make a special hide check to determine the best places to hide within 100 feet and any signs of someone being there – if his total is above that of his opponent’s hide checks, he immediately becomes aware of them. Furthermore, if a foe is hiding through some other means (e.g. Invisible, astral, total cover) they must make either a caster level check or a hide check (their choice), or likewise become revealed. They remain revealed to the White Death for 3 rounds or as long as they remain within 100 feet. As part of the same full round action, the White Death may make a full attack – if it hits, the White Death remains aware of his target’s location (exact square) for one hour, regardless of how far they move or further concealment measures they take. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing the White Death appears to wear loose, off-white camouflage and a military uniform beneath. She gains bonuses to attack rolls, will saves, and wisdom. The White Death also adds their wisdom bonus to initiative as well as hide and move silently checks. Additionally, his camouflage cloak is treated as a Minor Cloak of Displacement and can be used even if the contractor already possesses a magical cloak (the effects stack as though the cloak is in a different slot). Lastly, the White Death may take 10 ft steps as a free action instead of 5 ft steps to help them reposition between attacks.

    False Decoys (Su): As an unparalled marksman, the White Death has learned multiple tricks to stay ahead of those who would hunt the hunter. The White Death can create a decoy body within close range as a standard action, and may have up to ¼ his servant soul level number of decoys active at any one time. The decoys are mostly inanimate, but have just enough movement to keep an observer guessing as to which is the true White Death. These decoys also have two additional functions – firstly, as a move or immediate action, the White Death may trade places with any other decoy. Alternately, the White Death may detonate the decoy as a standard action, dealing 1d4 damage per Servant Soul level and creating a Glitterdust effect centered on the decoy’s square. Either function deducts 2 rounds from an install.

    Archer White Death’s Spells: 1 – Eagle Eyes, 2 – Glitterdust, 3 – Hunter’s Mercy, 4 – Non-Detection, 5 – Lay of the Land

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    Don Quixote (Rider, Historical Legend)
    Every foe is a windmill, and every windmill is a foe. Alternate classes include Lancer.
    Spoiler: Don Quixote Include, Install and Noble Phantasms
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    Heroic Spirit Include: Don Quixote summons a lance as well as a mystical warhorse. The warhorse is treated as a Phantom Steed with a caster level equal to your contractor level, but has hit points equal to the contractor's normal maximum. The lance becomes Giant-Bane at 7th level, Lucky at 11th level, and Valorous at 16th level.

    Come my Challengers (Su): The contractor attracts the eye and attention of every foe, daring them to face him. Foes find it difficult to attack others or to flee his righteous challenge, taking a -4 to attack rolls against the contractors allies while within 60 feet. The contractor can also choose one ally at the beginning of their turn to protect as per the Shield Other spell (with the contractor as the caster). Furthermore, fleeing becomes difficult – any foes within 60 feet attempting to move away from the contractor (instead of towards) have a 30% chance to lose their action (e.g. if they attempted to walk out, they might lose a move action, or if they attempted to teleport out, they might lose a standard action). This effect deducts 1 round from an install for every turn it remains active.

    Heroic Spirit Install: A contractor installing Don Quixote wears a suit of ancient armor that is rusty with disuse. He gains bonuses to attack rolls, fortitude saves, and constitution. The contractor may also impose a penalty of up to third their contractor level to spot, listen, and sense motive checks to gain an equivalent bonus to initiative checks. He also gains fast healing equal to half his contractor level and may Rage as per a barbarian rage of the appropriate level. This Rage ends when the install does.

    All Windmills are Foes (Su): The contractor warps space near them, pitting their vision of the world against their foes. All foes within 60 feet must make a will save or be dragged into a fantastical world full of giants and monsters. Although insubstantial and illusionary, the giants can attack foes within the radius of warped space, dealing 1d4 bludgeoning per contractor level per turn. Furthermore, foes must make a will save every turn or view all allies as enemies and all enemies as allies for that turn. This effect deducts 3 rounds from an install for every turn it remains active.

    Rider Don Quixote Spells: 1 – Protection from Evil, 2 – Cure Serious Wounds, 3 – Freedom of Movement, 4 – Lesser Geas/Quest!, 5 – Holy Sword
    Last edited by Demidos; 2020-04-06 at 07:04 PM.
    My Homebrew:
    WIP
    The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.

    Completed Classes
    The Grandmaster : A master of animated stattuettes and tactical magic. High tier 3.
    The Hidden Word: An infiltrator with a wide range of abilities that works best in small teams. Tier 2-3
    Web-Spinner: A martial class based around using webs. Mid T3.
    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

  21. - Top - End - #81
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    So I redid my Fate Apocrypha servants to fix some issues that popped up with Heroic Medium and some of them. Also fixed some odd abilities (Avicebron's Second NP) and buffed some spirits as well (Shakespeare is less terrible).

    In addition, because Demidos and I were discussing this class a bit I ended up making a new set of 7 servants from FGO/Other Historical Figures. (Jalter, Romulus, William Tell, Voyager, Sherlock Holmes, Simo, and Dantes). I did end up using two avengers but that should be mostly fine, I am not particularly fond of many of FGO's berserkers and sabers XD.

    Spoiler: Fate Apocrypha Heroic Spirits
    Show

    Saber - Mordred (Fate/Apocrypha)
    Mordred Pendragon, Knight of Betrayal, is a spirit capable of unleashing a devastating onslaught.

    Heroic Spirit Include: Mordred summons a greatsword made to slay kings. It becomes Maiming (MIC) at 7th level, Anarchic or Axiomatic, whichever is suited to the contractor’s alignment (neutral contractors get to pick which their weapon instantiates) at 11th level, and Vicious at 16th level.

    Prana Burst (Su): By gathering their magical energy the contractor can dramatically boost their own physical abilities for a short time. The contractor gains pounce allowing them to make a full attack on a charge, their movement speed for all types doubles and they gain a +3 bonus to all damage and attack rolls made during this round. This does not end her include until the end of her current turn. This deducts 2 rounds from an install.

    Heroic Spirit Install: A contractor installing Mordred appears to wear a full suit of intimidating plate armor, She gains bonuses to attack rolls, fortitude saves,strength and constitution, a +3 divine bonus to armor class, and is under the effects of the Heroic Medium’s servant skill “Information Erasure”. She also gains spell resistance equal to 10 + her contractor level. While installing Mordred, she may only cast her spells.

    Clarent Blood Arthur (Su): The sword that Mordred used to slay her father Arturia. It can unleash a dangerous vortex of energy devastating enemies in its wake. By swinging down their blade the contractor unleashes a 100ft long 15ft wide line attack that deals 1D8 damage per contractor level with a reflex save for half damage. This deducts 2 rounds from an install.

    Saber Mordred Spells: 1 – Expeditious Retreat, Swift (SpC), 2 – Heroics (SpC), 3 – Dolorous Blow (SpC), 4 – Dispel Law or Dispel Chaos (whichever is suited to the contractor’s alignment (neutral contractors get to pick which spell they want), 5 – Cloak of Chaos or Shield of Law (whichever is suited to the contractor’s alignment (neutral contractors get to pick which spell they want)

    Saber - Siegfried (Fate/Apocrypha)
    Siegfried, The Dragon-Blooded Knight, is a spirit capable of fighting against terrifyingly powerful opponents.

    Heroic Spirit Include: Siegfried summons a greatsword made to slay dragons. It becomes Bane (Dragons) at 7th level, Collision (MIC) at 11th level, and Dragondoom (MIC) at 16th level.

    Balmung (Su): By unleashing the ether stored inside the gems of his greatsword the contractor unleashing a burst of magical energy surrounding them. Using this phantasm causes a burst of blue magic to pulse out from the contractor dealing 1D6 damage per 2 contractor levels to all creatures within 30ft of the contractor with a reflex save for half. This deducts 2 rounds from an install.


    Heroic Spirit Install: A contractor installing Siegfried appears to wear a suit of black and silver armor. She gains bonuses to attack rolls, fortitude saves, strength and constitution. She also gains spell resistance equal to 10 + her contractor level, damage reduction 10/magic and immunity to all critical hits from enemies not flanking the contractor, this immunity to critical hits is also lost when the contractor is denied dexterity to ac. While installing Siegfried, she may only cast his spells.

    Armor of Fafnir(Su): Siegfried bathed in the blood of the dragon Fafnir gaining invulnerability except for a specific weak point. This manifests as the contractor's skin becoming armor like in durability and resistance. Activating this noble phantasm is a swift action and lasts until cancelled as a free action. While this phantasm is active the contractor reduces all damage taken by 5+their contractor level. This reduction does not apply to damage taken when the contractor is flanked or denied his dexterity to ac. Each round of the phantasm deducts 1 round from an install.

    Saber Siegfried Spells: 1 – Detect Dragonblood (DM), 2 – Essence of the Dragon (RotD), 3 – Dragonskin (SpC), 4 – Globe of Invulnerability, Lesser, 5 – Fire Shield, Mass (SpC)

    Saber - Amakusa Shirou Tokisada (Fate/Apocrypha)
    Amakusa Shirou Tokisada, The Japanese Catholic Saint, is a spirit capable of fighting with sword and magic.

    Heroic Spirit Include: Shirou summons a katana (same stats as a bastard sword) that gains strength against undead. It becomes Bane (Undead) at 7th level, Holy or Unholy, whichever is suited to the contractor’s alignment (neutral contractors get to pick which their weapon instantiates) at 11th level, and Heavenly Burst (MIC) at 16th level and in addition the weapon can now critically hit undead.

    Right Hand: Evil Eater (Su): Shirou's body is his noble phantasm and his right arm grants him precognition to aid him in combat. The contractor may decide to gain his intelligence modifier as an insight bonus to either attack rolls or damage rolls. Shirou may switch which bonus he is receiving as a swift action. This is a passive effect and the use of this power does not reduce the duration of any currently running install, and may be used freely during heroic spirit include.

    Heroic Spirit Install: A contractor installing Shirou appears to don the vestments of a priest, red robes with crosses embedded in the fabric. She gains bonuses to attack rolls, fortitude saves, dexterity, constitution, intelligence and charisma. She also gains spell resistance equal to 10 + her contractor level. Installing Shirou places no restrictions on casting contractor-list spells, although other spells are still restricted

    Left Hand - Xanadu Matrix(Su): Shirou's left hand is similar to his right, granting him access to a "Skeleton key" that can use all types of magic. He automatically may use any magical item without needing to make a use magic device check. This is a passive effect that doesn't deduct rounds from his install. By deducting 2 rounds from his install as a swift action he may automatically apply any of the following metamagics to any spell trigger item such as a wand or staff: Empower Spell, Maximize Spell, Extend Spell, Widen Spell, Quicken Spell.

    Saber Shirou's Spells: 1 – Divine Favor , 2 – Arcane Turmoil (CM), 3 – Recitation (SpC), 4 – Spell Theft (CS), 5 – Righteous Wrath of the Faithful

    Archer - Chiron (Fate/Apocrypha)
    Chiron, The Centaur Teacher, is a spirit capable of spreading knowledge and arrows.

    Heroic Spirit Include: Chiron summons a quiver of 60 arrows and a composite longbow with a strength bonus equal to the user’s (up to +5). It becomes Precise at 7th level, Lucky (MIC) and Impaling (MIC) (Ignore that impaling can only be applied to melee weapons) at 11th level, and Metalline (MIC) at 16th level.

    Antares Snipe (Su): By utilizing Chiron's embodiment as the Sagittarius constellation the contractor may have the constellation itself fire an arrow at an enemy. As an immediate action the contractor launches a quick single arrow which appears to come from the sky at an opponent. This arrow functions as a normal attack that deals an additional 1d6 damage per 5 contractor levels. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Chiron appears to be wearing a simple leather tunic of a ranger, their hair grows long and flowing like a mane and their lower half grows horse like as the contractor becomes a centaur granting her an increased land speed equal to 10ft + 10ft per 6 contractor levels and increasing her size by one category (The contractor doesn't gain any ability score increases from increasing size categories) for the duration of the install. She gains bonuses to attack rolls, reflex saves, dexterity, and wisdom and gains an insight bonus to all skills equal to 1/3 of her contractor level. In addition the contractor chooses one skill and is treated as if having contractor level + 3 ranks in that skill for the duration of the install. She gains Woodland Archer (RotW) and Improved Precise Shot as bonus feats for the duration of the install. While installing Chiron, she may only cast his spells. If the contractor wishes they may elect to not go into a centaur form instead remaining as their normal form but if they choose not to go into the centaur form they do not gain the size increase or the increased land speed.


    Wisdom of Divine Gift (Su): Chiron was always known as a teacher and taught many of the greatest heroes of ancient Greece. As a swift action, the contractor may deduct 2, 4 or 6 rounds from her install, assuming she has that many remaining. If she deducted 2 rounds, all allies within 60ft are treated as if having the same ranks as the contractor in the same skill that the contractor selected when installing Chiron. These ranks and the contractor's own bonus ranks last for ten minutes, If she deducted 4 rounds, she coordinates her allies' offense in combat granting all of them +4 to hit and +2 to damage to all attack and damage rolls for the next four rounds. If she deducted 6 rounds, she coordinates their defense as well granting them +4 insight bonus to ac +4 insight bonus to saving throws in addition to the same bonuses as above, these bonuses last for 4 rounds.

    Archer Chiron's Spells: 1 – Wieldskill (PGtF) , 2 – Lore of the Gods (SpC), 3 – Find the Gap (SpC), 4 – Arrow Storm (SpC), 5 – Summon Nature's Ally VI

    Rider - Astolfo (Fate/Apocrypha)
    Astolfo, The Twelfth Paladin of Charlamagne, is a spirit capable of striking down many foes.

    Heroic Spirit Include: Astolfo summons a lance capable of knocking down any foe. It becomes Sweeping and the contractor is able to make trip attacks with the lance at 7th level , Grasping (A&EG) and Resounding (MIC) at 11th level, and Eager (MIC) at 16th level.

    Trap of Argalia (Su): Astolfo's golden lance is imbued with the ability to knock down any foe whom it strikes. Upon making a melee touch attack with his lance his target must make a reflex save or fall prone. If the target fails the reflex save he finds himself unable to stand up and remains prone for 2 rounds. This even prevents creatures from flying to stand up and if used on a flying foe they find themselves plummeting to the ground and taking half normal fall damage as they can slow their descent with whatever they were using to previously fly. This deducts 2 rounds from an install.

    Heroic Spirit Install: A contractor installing Astolfo gains feminine and attractive features in addition to chain mail and black ribbons adoring the contractor's hair. She gains bonuses to attack rolls, reflex saves, dexterity, and gains a penalty to wisdom equal to the normal ability score bonus. She gains 10 + contractor level spell resistance and she gains the Mounted Combat and Ride by Attack feats, as well as a +4 competence bonus on ride checks during the install. In addition, during the install, she summons and automatically mounts a Hippogryph mount. This Hippogryph will only be summoned if there is room for it and disappears when it dies, at the end of the install, or when she dismounts. Treat the Hippogryph as an animal companion, with the contractor’s effective druid level equal to her contractor level minus 4. While installing Astolfo, she may only cast his spells.


    Hippogryph: Otherworldly Phantom Horse (Su): By augmenting the otherworldly nature of his mount the contractor can turn herself and her mount undetectable and immune to damage. Both the contractor and his mount shift to the ethereal plane. The contractor may return to the material plane as a free action and automatically does so once the install ends. Each round the contractor stays in the other plane deduct 3 rounds from the install.


    Rider Astolfo's Spells: 1 – Lionheart (SpC) , 2 – Master Cavalier (CC), 3 – Great Thunderclap (SpC), 4 – Channeled Sonic Blast (SpC), 5 – Heaven's Trumpet (BoED)

    Rider - Achilles (Fate/Apocrypha)
    Achilles, The Swift Footed greek hero, is a spirit capable of moving through the battlefield slaying all who stand before him.

    Heroic Spirit Include: Achilles summons a shortspear capable of skewering his enemies. It becomes Brutal Surge (MiC) at 7th level, Eager (MiC) and Warning (MIC) at 11th level, and Mighty Cleaving at 16th level.

    Dromeus Kometes (Su): The embodiment of Achilles' legend that he was the swiftest hero in the Trojan War. Achilles grants the contractor the ability to move at blinding speeds. The contractor moves up to triple her movement speed and makes a single melee attack against each enemy who enters her threatened range during this movement. Roll once for the attack roll and then apply that attack roll against each enemy, rolling damage and other effects separately for each one. A single enemy may only be attacked once no matter how many times they enter her threatened range during this phantasm. This movement does not provoke attacks of opportunities. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Achilles appears to wear a bronze gleaming breastplate and a horsehair plumed helmet. She gains bonuses to attack rolls, reflex saves, strength, dexterity and constitution. She gains a bonus to movement speed equal to 10ft + 10ft per 5 contractor levels, and she gains the Power Attack, Cleave and Brutal Throw feats. In addition, if the contractor has a contractor level of 10 or higher she gains regeneration 2 bypassed by all attacks from outsiders, artifacts and critical hits. In fact, whenever the contractor is hit by a confirmed critical hit her regeneration stops functioning for the rest of the install. While installing Achilles, she may only cast his spells.


    Akhilleus Kosmos (Su): The embodiment of Achilles' stand against Hector the contractor challenges one opponent within 100ft as a free action. The contractor and the selected opponent vanish and are brought into a separate pocket dimension. The dimension is small only a 30ft radius cylinder with a 10ft high roof with both the contractor and the opponent on opposite sides of the dimension. If one of the combatants can't fit the dimension increases in size until both combatants fit and can stand at least 30ft apart at the start. Both the contractor and the opponent keep their same initiative rolls if they were already in combat or roll for initiative if they weren't in combat. Escape from this pocket dimension is impossible by planar travel or other non epic means, the only way the pocket dimension ends is if one of the combatants dies. While this phantasm is active Achilles's install is treated as if having an infinite duration and can not be ended prematurely by the contractor. However, the Contractor's regeneration granted by the Install is suppressed. Once one of the two original combatants dies or if one somehow manages to escape or 5 minutes have passed then the install immediately ends and the winning combatant returns to the same spot he was before he activated the phantasm or the nearest available spot if that spot is filled. Time functions differently inside the pocket dimension no matter how long the combatants spend inside the pocket dimension no time passes outside so they will return to fight at the exact time that they left it ending the install once this noble phantasm ends.

    Rider Achilles' Spells: 1 – Expeditious Retreat, Swift (SpC) , 2 – Fell the Greatest Foe (SpC), 3 – Haste, 4 – Freedom of Movement, 5 – Divine Agility (SpC)

    Caster - Avicebron (Fate/Apocrypha)
    Avicebron, The Forger of Golems is a spirit who conjures up hordes of golems to strike down his foes.

    Heroic Spirit Include: Avicebron grants the contractor a tome which acts as a wand that allows the user to manifest a fully augmented Create Astral Construct psionic power at a manifester level equal to the contractor's contractor level. The tome has one charge, gaining another charge at 7th level, another at 11th and a final charge at 16th level. Using this tome is a standard action and the constructs summoned by this tome last until the include or install is ended.

    Augment Golems (Su): Avicebron fully heals a single construct that he has summoned through his tome above which increases in strength as if it increased in one level of astral construct (a 2nd level astral construct becomes a 3rd level astral construct, etc). If this allows it to select a different grade of menu choices it may change its menu choice to something it now qualifies for. This single astral construct persists for one round per contractor level and can persist even when the include or install has ended. This deducts 4 rounds from an install.

    Heroic Spirit Install: A contractor installing Avicebron appears to wear a featureless golden mask, a full body suit and a blue mantle. She gains bonuses to intelligence. In addition, every time she uses her tome to summon an Astral Construct she conjures an identical one adjacent to it, and she gains the Boost Construct feat. Installing Avicebron places no restrictions on casting contractor-list spells, although other spells are still restricted.


    Adam: The First Man (Su): The unfinished pinnacle of Avicebron's work, recreating the first miracle and the creation of the first man Adam. In order to use this noble phantasm she must have at least one astral construct active under her control and there must be a helpless creature or a recently slain corpse within reach of the astral construct. Upon using this noble phantasm the contractor targets one astral construct she controls and has it reach out and absorb a helpless or recently slain corpse of a sentient creature (Int 3+). Doing so kills the creature if it was alive and causes the construct to undergo a metamorphosis into Adam the first man. The construct can then act immediately.

    A construct transformed into Adam heals to full hit points immediately and gains an additional two menu choices which they can select immediately. The construct gains a bonus to attack and damage rolls equal to the highest level spell or spell-like ability the corpse or creature it absorbed could cast. In addition, the construct gains a bonus to strength and dexterity equal to the bonus to intelligence the contractor gets for installing Avicebron. Finally the construct gains regeneration 5 which is bypassed by critical hits, despite regeneration normally requiring a constitution score. The construct only benefits from this regeneration while it is touching the ground. The contractor can only have one Adam golem at a time and it lasts until the install wears off after which it dissipates into ectoplasmic goo and the corpse it absorbed can be found in its previous square. Creating an Adam construct subtracts 3 rounds from an install and each round the Adam construct is active it subtracts 1 round from the install.

    Caster Avicebron's Spells: 1 – Repair Light Damage (ECS) , 2 – Construct Energy Ward, Greater (ECS), 3 – Repair Critical Damage (ECS), 4 – Iron Construct (ECS), 5 – Total Repair (ECS)


    Caster - Shakespeare (Fate/Apocrypha)
    Shakespeare, The Playwright is a spirit who tells a tale.

    Heroic Spirit Include: Shakespeare doesn't grant the contractor a weapon, instead he enchants another weapon for an ally. When including Shakespeare select one weapon within LoS possessed by an ally. That weapon's current enchantments are suppressed and replaced by the following. The enchantment bonus becomes the same as the contractor's own granted weapon's enchantment bonus. In addition at 7th level he may select any +1 weapon enchantment, at 11th level he may select any amount of weapon special abilities whose total adds up to 3 or less, at 16th level that number increases to 5 or less. The weapon must qualify for all selected weapon special abilities. The weapon loses these abilities when the contractor is wielding the weapon, he must allow another character to wield the weapon. These special abilities last for the duration of the include or install.

    First Folio (Su): Shakespeare loves to tinker with outcomes so he can create a better story. As an immediate action the contractor may allow an ally within 60ft to immediately reroll any roll he just made after seeing the results of his first roll. He must abide by the second roll even if the result is worse. This deducts 2 rounds from an install.

    Heroic Spirit Install: A contractor installing Shakespeare appears to gain fancy Elizabethan era clothing. She gains bonuses to reflex saves, intelligence and charisma. In addition, the contractor is treated as if having a number of ranks equal to 3+ her contractor level in the following skills, Disguise, Bluff, Diplomacy, Knowledge (History), Perform (Acting), Perform (Singing), and Craft (Stories) for the next 24 hours or until she includes or installs a heroic spirit other than Shakespeare, whichever comes first. The ally holding the weapon granted by the contractor's install also gains a bonus on attack and damage rolls equal to ⅓ of the contractor’s contractor level when using that weapon. Finally, the contractor also gains bardic lore as a bard of equal level and gains the ability to withdraw as a move action.

    When the Curtain Rises, the Applause Shall Be As Ten Thousand Thunders (Su): Shakespeare can conjure semi real replicas of people, places and objects from a creature's life. Due to Shakespeare's general tastes in drama and storytelling he grants the contractor the ability to use these to cause internal anguish and terror in opponents. The contractor selects one opponent within 60ft who will see the images, the target must make a will save each round until the install is over. Each round the target fails they are either stunned, frightened or nauseated for two rounds depending on the contractor's choice. Each round they fail the saving throw they suffer a -1 cumulative penalty on future saving throws versus this ability. Creatures with True Seeing or immunity to illusions gain a +5 bonus on this saving throw. This is a mind affecting ability. This deducts 4 rounds from an install.

    Caster Shakespeare's Spells: Shakespeare does not grant any spells to the contractor as he was a caster unable to use magic.

    Berserker - Spartacus (Fate/Apocrypha)
    Spartacus, the Rebel Gladiator, is a spirit capable withstanding punishment and bringing down oppressors.

    Heroic Spirit Include: Spartacus summons a longsword capable of punishing oppressors. It becomes Anarchic at 7th level , Brash (MiC) at 11th level, and Domineering (MIC) at 16th level.

    Honor of the Battered (Su): Spartacus never gives in to oppressors and pushes forward with no heed to the danger ahead. The contractor gains power attack and shock trooper as bonus feats and all healing effects heal double their normal amount on the contractor while the contractor is including or installing Spartacus. This is a passive effect and can be used during the include freely and doesn't subtract any rounds from an install.

    Heroic Spirit Install: A contractor installing Spartacus appears to gain numerous scars across her body and her skin becomes thick and rough. She gains bonuses to attack rolls, fortitude saves, strength and constitution. She also gains Die Hard as a bonus feat and damage reduction/adamantine equal to 4 per 5 contractor levels for the duration of the install. They also gain fast healing 5 (Which heals 10 HP per round due to Honor of the Battered). However, while Spartacus is installed, the contractor may not cast spells, use magical items requiring activation, or use any skill that requires dexterity, intelligence, constitution, or charisma (except balance, escape artist, intimidate and ride). Installing Spartacus counts as Rage. Unlike other installs, a contractor may not end her Spartacus install prematurely.

    Crying Warmonger (Su): Spartacus's damage fuels his own offense, the more damage he takes the more easily he can engage his enemies. As an immediate action the Contractor may inflict a massive explosion centered on herself. This explosion deals damage equal to the 1.5 times the total amount of damage the contractor took during the last round to all creatures within 30ft of the contractor; a reflex save halves the damage. The contractor takes half of this damage herself. If the contractor dies while installing Spartacus this ability activates regardless of the contractor's wishes and deals double normal damage with double the normal radius.

    Berserker Spartacus' Spells: 1 – Protection from Law (SpC) , 2 – Rage, 3 – Magic Circle Against Law, 4 – Indomitability (SpC), 5 – Resistance Superior (SpC)


    Assassin - Semiramis (Fate/Apocrypha)
    Semiramis, the Wise Queen of Assyria, is a spirit capable of poisoning your enemies from the shadows.

    Heroic Spirit Include: Semiramis summons a spiked chain coated in poison. It becomes Assassination (Here) at 7th level , Toxic (DoTU) at 11th level, and Virulent (DoTU) at 16th level.

    Sikera Usum (Su): Semiramis is a master of poison and can use it in multiple ways. This phantasm has two uses, one it can create a poison and then coat the contractor's weapon in an injury poison and make a single melee attack against an opponent within reach. If the attack hits and deals damage the poison's dc is increased by the contractor's intelligence modifier. The second use is more subtle as the contractor creates a poison and then attempts to slip ingested poison into a drink or food or simply infect someone with a contact poison. The contractor must make a hide check vs the target's spot check, failure means that the target's food or the target respectively are poisoned and no one is the wiser. In both cases the poison must be cheaper than 50gp per contractor level. (A good list of poison is here). Using either version of this phantasm deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Semiramis appears to wear long expensive midnight colored robes. She gains bonuses to reflex saves and intelligence. She also gains a +4 competence bonus to Hide and Move Silently and may apply poison to her weapon as a swift action and finally any poison she uses may ignore poison immunity for any living creature for the duration of the install. Installing Semiramis places no restrictions on casting contractor-list spells, although other spells are still restricted

    Hanging Gardens of Babylon (Su): Semiramis may never have constructed or even seen the Hanging Gardens of Babylon but common conception is that she did so that was enough for her to manifest her own false version of the garden. As a swift action she may draw from the garden's strength to bolster her own spellcasting. While drawing from the garden all of her spells are treated as maximized and extended, she ignores spell resistance for all of her spells and their dc's are increased by 3. She may stop drawing from the garden as a free action. Each round drawing from the Garden takes 2 rounds from the install.

    Assassin Semiramis' Spells: 1 – Magic Missile , 2 – Scorching Ray, 3 – Minor Creation, 4 – Orb of Force (SpC), 5 – Prying Eyes
    Last edited by Silva Stormrage; 2020-04-23 at 02:59 PM.
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    And I think this is a sign I spent too much time on these because I couldn't post them all in one post...


    Spoiler: Additional Fate Heroic Spirits
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    Saber - Joan of Arc Alter (Fate/Grand Order)
    A manifestation of Gilles De Rais's rage against the people of France, a hateful and self loathing mirror of Joan of Arc dedicated to seeing those who burned her at the stake punished.

    Heroic Spirit Include: Joan summons a longsword made to brutally slay her enemies. It becomes Vicious at 7th level, Flaming and Keen at 11th level, and Fleshgrinding at 16th level.

    Dragon Witch (Su): The contractor manifests Joan Alter's army of wyverns and dragons and produces a spectral dragon's head which breathes out a torrent of flame. This breath can be used as a standard action and deals 1d8 fire damage per two contractor levels in a 30ft cone which increases in size by 10ft per 2 contractor levels. Using this noble phantasm also whips her draconic allies into a frenzy. Any allies within 60ft who are dragons or who possess the dragonblood subtype gain a +2 bonus to attack and damage rolls while gaining a -1 penalty to AC, these bonuses last for one minute. Every 7 contracter levels the bonus to attack and damage increases by 2 and the penalty increases by 1. Using this in an install subtracts 3 rounds and has a 1d4 round cooldown upon use. This noble phantasm is treated as the contractor's breath weapon and can be modified by metabreath feats and similar effects.

    Heroic Spirit Install: A contractor installing Joan of Arc Alter gains black metal half plate armor, a large shadowy cape and their hair turns gray and dramatically increases in length , She gains bonuses to attack rolls, fortitude saves and strength. In addition, she gains immunity to fire and the Dragonblood subtype and whenever she kills a sentient (Intelligence of greater than 3) creature she heals 1d6 damage per 2 contracter levels and increases the duration of her install by 2 rounds. While installing Joan of Arc Alter, she may only cast her spells.

    La Grondement Du Haine (Su): The twisted flag of Joan de Arc, the symbol of Joan de Arc Alter's rage and her death by burning at the stake. Activating this noble phantasm is a swift action which halves the damage she and her allies within 20ft take until the start of her next turn. At the start of her next turn after invoking this ability as a swift action she can invoke this noble phantasm again as a standard action, producing a number of stakes to impale targets within 60ft. She can produce a number of stakes equal to the amount of attacks she can make in a normal full attack with her sword. These stakes have the same attack and damage bonus as her sword but they deal half their damage as piercing and half as fire. She makes each attack at her full attack bonus and each stake deals bonus damage equal to half of the total damage dealt to the contractor since the start of her last turn. Finally, every single enemy hit by at least one of these attacks is set on fire and must make a reflex save or be stunned for one round, success means they are merely entangled for one round.

    Using this noble phantasm subtracts 3 rounds from an install when used as a swift action if she uses the full round action she subtracts a further 3 rounds.

    Saber Joan of Arc Alter's Spells: 1 – Burning Rage (PHB II), 2 – Mindless Rage (SpC), 3 – Ferocity of Sanguine Rage (DM), 4 – Dragon's Breath (SpC), 5 – Stunning Breath (SpC)


    Lancer - Romulus (Fate/Grand Order)
    Romulus, Founder of Rome and Son of the God of War, is a spirit who will grant blessings to the children of Rome and ruin to their enemies.

    Heroic Spirit Include: Romulus summons a greatspear (CW) made to defend allies and relentlessly crush enemies. It becomes Changeling and Defending (MIC) at 7th level, Collision at 11th level, and Implacable at 16th level.

    Moles Necessrie‎‎ (Su): The contractor calls upon the walls of Rome to defend their allies. As an immediate action they may shield all allies within 20ft by conjuring spectral walls around them. This ability functions as if every ally subject to the attack was protected by the spell wings of cover. This does not end her include until after the attack is resolved. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Romulus gains a golden helmet, a red cape and their greatspear grows in size and width becoming almost like a massive branch of a tree , She gains bonuses to attack rolls, fortitude saves, strength and constitution. In addition, she is treated as if she had ranks in Knowledge (Architecture and Engineering) equal to her contractor level +3 and her spear's weapon damage increases by 2 sizes. While installing Romulus, she may only cast her spells.

    Magna Voluisse Magnum (Su): The spear of Romulus can be said to embody the great tree of Rome, representing the spear of nation building. Granted authority over plants and construction the contractor can choose one of the following options when using Magna Voluisse Magnum.
    • Wall of Thorns: The contractor can replicate the effects of the spell wall of thorns at a caster level equal to his contractor level. The contractor must have a constructor level of 11th level in order to choose this option. This option subtracts 4 rounds from an install.
    • Plant Growth: The contractor can duplicate the effects of the spell Plant Growth except as noted here. The contractor does not need existing plants in order for the Overgrowth option of plant growth as their spear produces the necessary plants but the radius of all options are quartered if no existing plants are in the area already. Finally the radius of the Enrichment option increases to 1 mile per contracter level and doubles plants productivity and yield. This option subtracts 3 rounds from an install.
    • Entangle: The contractor can duplicate the effects of the spell entangle at a caster level equal to his contractor level. This subtracts 2 rounds from an install.
    • Construction: The contractor can duplicate the effects of a lyre of building once per day. They may only replicate the construction aspect of the Lyre and not the protection aspect. When activated they can replicate the effect of the Lyre of Building for one hour per 5 contractor levels (Round Up). This construction happens over the course of one hour per 5 contractor levels and isn't instantaneous and will continue even if the Install ends. The contractor does not need to make any perform checks to maintain this effect. The contractor can only use this option once per day even if they can install Romulus multiple times in a single day. This subtracts 2 rounds from an Install.


    Lancer Romulus's Spells: 1 – Entangle (SpC), 2 – Make Whole (SpC), 3 – Vine Mine (SpC), 4 – Fabricate, 5 – Wall of Thorns


    Archer - William Tell (Fate/Grand Order)
    William Tell, The Legendary Archer, is a spirit capable of pinpoint accuracy and devastating ranged attacks.

    Heroic Spirit Include: William Tell summons a great crossbow (RoS) and 60 bolts which are made to slay corrupt individuals. It becomes Lawful Evil Bane (As Bane but grants bonuses against creatures who are lawful evil) at 7th level, Precise (MIC) at 11th level, and Speed (MIC) at 16th level. The contractor can reload this crossbow as a free action unlike a normal great crossbow allowing them to make full attacks with it.

    Apfel Schiessen (Su): The contractor can reenact the moment where William Tell shot an apple off his son's head. With careful aiming the contractor launches a single bolt with his crossbow at a single creature within 5 range increments. This attack has a +10 bonus to attack and damage rolls and has its critical hit multiplier increased by 1. If the contractor wishes they may spend up to two rounds aiming before firing this noble phantasm, each round spent aiming they must spend a full round action and not move from their current position. When the contractor fires their shot the bonus to attack and damage rolls increases by 10 for each round spent aiming. If they spend 2 full rounds aiming before firing then their attack automatically hits the opponent's AC and has it’s critical threat range increased to 10-20. Even though they automatically hit they still need to roll their attack roll to determine if it is a critical threat. When the shot is fired it deducts 2 rounds from an install.

    Heroic Spirit Install: A contractor installing William Tell gains a heavy hunter's cloak and if they are male they grow a rugged beard. She gains bonuses to attack rolls, reflex saves, and dexterity. She also gains the Crossbow Sniper feat as a bonus feat and reduces the penalty for ranged increments by half. They also gain a bonus on spot checks equal to one half of their contracter level. While installing William Tell, she may only cast his spells.

    Zweite Schiessen (Su): William Tell carried a second arrow on his person just in case he missed the apple on his son's head in order to make sure he would slay the corrupt governor. This noble phantasm can only be used if he misses with his first noble phantasm. Activating this noble phantasm is an immediate action and must be activated immediately after missing with Apfel Schiessen. The contractor fires a single shot at the same target he just missed against and automatically hits and confirms a critical hit against the target. This attack retains the same bonus to hit, damage and critical multiplier that the missed shot gained from the contractor’s first noble phantasm. This bolt will even hit the target if they attempt to dodge it with an immediate action such as a short range teleport, as long as the target is within range of the bolt the bolt will home in and hit the target. This deducts 6 rounds from an install.

    Archer William Tell's Spells: 1 – True Strike (DM), 2 – Hunter's Mercy (This Version Can Affect Crossbows) (SpC), 3 – Spellslayer Arrow (CoR), 4 – Darkflame Arrow (CoR), 5 – Bloodfreeze Arrow (CoR)

    Rider - Voyager (Historical Fact/Beast Lair Forums)
    The Voyager, the first spacecraft which reached interstellar space. It carries a golden phonograph record containing music, sounds and images from earth as well as recordings of the brainwaves of a woman in love.

    Heroic Spirit Include: Voyager has no weapons to summon. Instead they allow the contractor to summon various scientific and musical instruments. Whenever the contractor include Voyager they select one Perform or Knowledge skill and they gain a masterwork tool of that skill as well as gaining the ability to make skill checks with that skill untrained. The tool also grants the contracter a competence bonus towards the selected skill equal to 1/2 the contractor's contractor level.

    Golden Record: To the Makers of Music – All Worlds, All Times (Su): The music imbued within Voyager's golden phonograph inspires and uplifts anyone who hears it. When the contractor uses this noble phantasm they sing a song or use some other audible perform skill to uplift their allies. They may select one ally per 5 contracter levels (Minimum 1) who can see or hear their performance. These allies gain a morale bonus equal to the contractor's casting ability modifier (Intelligence for Servant Souls) on a single type of skill check (Diplomacy, Sense Motive,Etc), a single type of saving throw (Will, Fort or Reflex), or armor class. This morale bonus lasts for ten minutes and all creatures must gain the same type of bonus. This subtracts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Voyager appears younger with scars and minor injuries fading for the duration of the install and others finding them more optimistic and joyful. She gains bonuses to fortitude saves, dexterity, intelligence and charisma. She gains some of the flight speed of the Voyager Spacecraft and gains a 100ft perfect flight speed. She also may select one Knowledge and one Perform skill, during the install they are treated as if having ranks equal to 3 + their contracter level. While installing Voyager, she may only cast her spells

    Heliopause - Boundary of the Stars (Su): Voyager being the only man made object in space is far removed from any concept of mortal warfare and removes such concepts from her allies. When she activates this noble phantasm all allies within 20ft gain the benefits of the spell Starmantle (BoED) as well as getting spell resistance equal to 10+the contractor's contractor level. This spell resistance only applies against non harmless spells. These effects only last as long as this noble phantasm is active. If allies move further than 20ft from the contractor they lose the benefits of this noble phantasm but regain it if they return within range. She can end this noble phantasm as a swift action. Every round this noble phantasm is active she subtracts 2 rounds from an install.

    Rider Voyager's Spells: 1 – Scholar's Touch (RoD) , 2 – Divine Insight (CM), 3 – Clairyovance (SpC), 4 – Sending, 5 – Scry Location (CS)

    Caster - Sherlock Holmes (Fate/Grand Order)
    Sherlock Holmes, The world's greatest detective analyzes and discovers enemy's weak points.

    Heroic Spirit Include: Sherlock Holmes enchants his own fists granting his unarmed strike the equivalent magical enchantment bonus of her normal summoned weapons. In addition at 7th level they gain improved unarmed strike as a bonus feat and are considered under the effects of the spell Mighty Wallop(RotD) affecting only their unarmed strike at a caster level equal to their contractor level. At 11th level they gain Snap Kick (ToB) as a bonus feat and at 16th level their Might Wallop effect is improved to Mighty Wallop, Greater (RotD) at the same caster level.

    Baritsu (Su): By utilizing Sherlock Holmes' natural skill at Baritsu and their keen analytical ability you unleash a flurry of blows at your target's weak points. She makes a full attack with her unarmed strikes, and gains extra attacks (and attack penalties, as appropriate) equivalent to the Flurry of Blows of a monk her level. For instance, a 9th level contractor gains one extra attack at her highest bonus and no penalty. In addition for the purpose of this attack only you reduce your target's damage reduction by an amount equal to your intelligence modifier (Minimum Damage Reduction of 0). This deducts 2 rounds from an install.


    Heroic Spirit Install: A contractor installing Sherlock appears to be wearing a crisp suit and a well tailored fashionable coat on top of it. She gains bonuses to reflex saves, intelligence, wisdom and charisma. While installing Sherlock he is always treated as if under the effects of the spell See Invisibility, at contracter level 9 this improves to True Seeing. In addition the contractor is treated as if having a number of ranks equal to 3+her contracter level in Gather Information, Search, Sense Motive, Forgery and can make all knowledge checks untrained, as well as getting a +3 insight bonuses to those skills. These bonuses to skills last even after the install has ended, they last for 24 hours or until the Contractor installs or includes any other heroic spirit other than Sherlock Holmes. While installing Sherlock , she may only cast his spells.


    Elementary, My Dear (Su): Sherlock was the world's greatest detective and he can use this skill to deduce weaknesses, abilities and to solve puzzles and conundrums. When this noble phantasm is activated the contractor selects one of the following options.
    • Item: This noble phantasm can determine the makeup, purpose and how to activate/work a single mundane or magical item as the spell Analyze Dweomer. This option subtracts 1 round from an install.
    • Creature: This noble phantasm can determine weak points of enemies. Allies get an insight bonus to attack and damage rolls equal to his intelligence modifier against a single target within 100ft. These bonuses last for one minute. This option subtracts 3 rounds from an install.
    • Puzzle: This option can only be selected if the contractor's contractor level is 11 or higher. This option duplicates the effects of the psionic power Hypercognition. This option subtracts 4 rounds from an install.


    Caster Sherlock's Spells: 1 – Know Protections (MoF) , 2 – Insidious Insight (RoE), 3 – Know Vulnerabilities (SpC), 4 – Discern Lies, 5 – Find the Path

    Assassin - Simo Häyhä (History)
    Simo Häyhä, The White Death, is a modern Finnish Sniper who conceals themselves in the snow and fires upon distant enemies.

    Heroic Spirit Include: Simo summons an automatic rifle with 100 bullets (DMG pg 146: 2d8 damage *2 critical and 80ft range increment for a medium creature.) capable of great feats of sniping. It becomes Distance at 7th level, Keen at 11th level, and Deadly Precision (CA) at 16th level.

    In the Sniper’s Sights (Su): Simo grants the contractor their expert ability to snipe foes and remain hidden. This noble phantasm can only be made while hidden via the hide skill. The contractor makes a single ranged attack against an enemy who can’t see her with no penalties for distance, ignoring any weather conditions like sleet or wind and ignoring any cover or concealment the target may have (Other than total cover and total concealment). If she has sneak attack she may apply it on this attack regardless of normal conditions preventing it unless the target is specifically immune to critical hits or sneak attack damage. If the contractor has a contractor level of 11 or higher and she studied a target within 100ft for three rounds while the target was not aware of her as an enemy then when using this noble phantasm she may treat it as a death attack like the Assassin class feature. She uses her primary contractor ability modifier and ½ their contractor level to calculate the save DC instead of intelligence and her assassin level. She deals an additional 1d6 damage per two contractor levels on this attack. Once she makes this attack she may make an immediate hide check to remain hidden only taking a -5 penalty on this hide check instead of the normal -20. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Simo gains a white overcoat meant to blend into the snow, her jaw becomes slightly disfigured as well. She gains bonuses to attack rolls, dexterity, and gains an insight bonus to spot, hide and move silently checks equal to ½ her contractor level. She gains the benefits of the spell Snow Sight (FB) while installed and gains immunity to cold. While installing Simo, she may only cast his spells.


    White Death: Snow Once White Turns to Red (Su): By summoning the winters of Simo’s homeland the contractor summons. She conjures up a massive storm as a swift action that blankets the area within 100ft in a thick snow and storm. This storm causes the ground to become difficult terrain for all creatures besides the contractor and the storm gives all other creatures a -4 penalty on spot and listen checks and a -8 penalty on ranged attacks. While within the bounds of this storm and standing on the ground she gains the benefits of the Darkstalker feat, and Camouflage and Hide in Plain Sight class features as a ranger. Once per round after she makes a ranged attack she may instantly reappear anywhere within this storm and may immediately make a hide check to conceal her location without taking the normal -20 penalty for hiding after making an attack. This occurs even if she was outside the storm’s area when she made the attack. This is not a teleport effect and is not stopped by effects that prevent teleportation such as dimensional anchor. Enemies within the radius of this storm lose any immunity to critical hits or precision damage they may have. She may dismiss this effect as a swift action. Each round this ability remains active subtract 2 rounds from the install.

    Assassin Simo’s Spells: 1 – Sniper’s Shot (SpC) , 2 – Snow Sight (FB), 3 – Sleet Storm, 4 – Sniper’s Eye (SpC), 5 – Call Avalanche (FB)

    Berserker - Edmond Dantes (Fate/Grand Order)
    Edmond Dantes, The Count of Monte Cristo, is a spirit capable of moving through the battlefield slaying all who stand before him.

    Heroic Spirit Include: Edmond Dantes grants the contractor the ability to conjure a horrific flame which burns the target’s soul. While including or installing Dantes the contractor can make ranged touch attacks against targets within 60ft that deal 1d6 damage plus their casting modifier plus 1d6 damage per 4 contractor levels, half as profane and half as vile damage. At level 11 targets hit by this flame gain a single negative level. At level 16 creatures slain by this attack can’t be resurrected except by wish or miracle. A contractor with a high BAB or benefiting from the spell haste or similar effects can make multiple attacks per round with this attack.

    Enfer Château d'If (Su): The Contractor uses the Count of Monte Cristo’s ability to escape from any prison, even from abstract prisons such as space and time. When activated the contractor gains the benefits of the spell Time Stop for 1 round. While under the effect of this time stop they gain benefits of the spell Freedom of Movement, and if they wish the spell Ghostform. In addition, they can teleport as the spell greater teleport as a move action anywhere within 100ft. If they ready an action to attack once the time stop ends then for this attack their target is denied dexterity to AC and they deal an additional 1d6 damage per 5 contractor levels (Minimum 1d6) as vile damage. This deducts 3 rounds from an install.

    Heroic Spirit Install: A contractor installing Edmond Dantes appears to wear a well tailored black suit with a long red scarf and their facial features seem perpetually in a frown or scowl. She gains bonuses to attack rolls, fortitude saves, reflex saves, dexterity and charisma. While installing Dantes she gains the Mettle ability and Diehard as a bonus feat. At contractor level 15 this improves to Improved Mettle. While installing Dantes, she may only cast his spells.

    Attendre, Espérer: Wait and Hope (Su): A miracle recovery ability, the lingering hope of Dantes, a man full of regrets and thoughts of vengeance. If the contractor or an ally dies within 20ft of the contractor they may use this noble phantasm as an immediate action to resurrect the target as the spell Revivify without having to spend any material components. The target is revived and brought to 1d4 hit points per contractor level, gaining any amount over their maximum as temporary hit points and they gain a +2 profane bonus to all ability scores. These bonuses last for an hour. The contractor can use this ability even if they die from an attack. This ability can only be used once per day, regardless of how many times Dantes is installed. Using this ability reduces the install duration to 1 round or immediately ends it if it only had a round of duration or less left.

    Berserker Edmond Dante’s Spells: 1 – Kelgore’s Firebolt (PHB II) , 2 – Sadism (BoVD), 3 – Evil Eye (BoVD), 4 – Freedom of Movement, 5 – Charnel Fire (BoVD)



    Edit: Also more feedback for the Heroic Medium now that I am not reviewing it at 2 AM.

    First on a couple points from my last batch of comments.
    5) While divinity doesn't have much of an impact until later due to the contractor level naturally being fairly low the feat Reinforced Bond shatters that instantly and I imagine that feat is going to be equivalent to natural spell for Druids for this class. It's absolutely amazing. That makes divinity + Independent Manifestation really powerful on some noble phantasms (Medea). Still that requires at least level 10 so maybe that's okay.
    5b) Also it isn't specified whether it only increases Heroic Medium contractor level. As written a 1 level dip gives a Legacy Gatekeeper a + charisma mod to their contractor level. Which seems a bit massive.
    6) You didn't address whether or not you intended for SR to be effectively unbeatable and I wasn't sure if that was intended. If it is intended that's fine I just wasn't sure.


    New Comments
    1) After I made a couple builds with this I think Heroic Medium is just too good as a 1 level dip. With one level you can gain a permanent boost to a wide range of ability scores (A +6 minimum if you take the empowered install feat), great secondary abilities and can choose one of a variety of powerful effects from servant skills.
    You can grab, Regeneration (Jeanne), Mind Blank (Sasaki), Immunity to Save or Dies (Lu Bu), and a few others that would be pretty useful like flight or fast healing. And thats in addition to various ability score boosts and one of the servant skills which can include.
    1/Encounter prevention from dying (Battle Continuation), Improved Evasion + Improved Uncanny Dodge (Eye of the Mind) , Immunity to Divinations (Information Erasure), Cha to AC + Init (Instinct), Effectively Unbeatable SR if you have another scalable source of SR (Magic Resistance), An obscene bonus to ability scores (Monstrous Strength).

    When I was building characters I found the strongest were ones that basically just dipped the class one level and then focused on Warblade/Crusader. Battle Continuation on a Crusader is obscenely obnoxious to deal with XD. Jeanne really does make a great crusader with that str and cha boost and battle continuation.

    You might want to push Servant Skills to level 2-3 and make some of the worst install abilities for this class (Jeanne's regeneration and Sasaki's Mind Blank) require 9-10 Contractor Levels. That's what I did with a couple of my Apocrypha servant install abilities.

    2) Some other problem skills or skills that need a bit of clarification I noticed.
    Clairvoyance seems really powerful now that I am looking at it, being able to add charisma to save dc's on spells twice is an incredible boost. While obviously limited in spell variety there are various save or lose spells that a Heroic Medium can access which makes that a bit too strong IMO. Plus it says that it adds cha to "Attack roll DCs" I assume you mean attack rolls there. Also as written it applies charisma bonus to saving throw DCs of all spellcasting classes which I assume is not intended.

    Information Erasure: Does this apply to hide/move silently checks? It's somewhat vague but also a +Character level to Hide/MS is a pretty sizable boost.

    Military Tactics: This should probably have a cap on the amount of damage that can be produced from the last line. Having a swarm of insects start to deal 2000 damage might be a bit much... Also combo potential with a level of marshal here. One of their minor auras is boosting flanking damage by their charisma modifier. As written I believe that would be doubled by the passive effect as it doesn't say it doubles the base bonuses from flanking.

    Monstrous Strength: This one is fine if you just take the levels of Heroic Medium normally but the feat Empowered Install makes it kinda obscene. You can install Sasaki and get mind blank and +12 Str/Dex permanently (+2 Base + 4 From Empowered Install, Doubled with Monstrous Strength) with 1 level dip and a feat. I like the concept but not sure the best way to fix this. You might want to make it just increase the bonus by 2 and then 4 at contractor level 10.

    Riding: This servant skill seems really weak compared to the rest. You could probably safely increase this to +30ft move speed (Like Haste) and no one would blink an eye. Movement speed is really pretty weak...



    Still overall as I said before I really like the class, it can be added to so many different characters and builds and grant a bunch of different options. Also having an option to grant divination immunity beyond Vecna Blooded on a non spellcaster is great XD
    Last edited by Silva Stormrage; 2020-06-28 at 11:20 PM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

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    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  23. - Top - End - #83
    Ogre in the Playground
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Thanks for all the feedback, Silva. I'm working on an update to address (some?) of your points but won't get it out immediately.

    I'm also very impressed by the spirits. I love how I make seven every few years and you're like "Here's thirty more I found on my way to the fridge."

  24. - Top - End - #84
    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by bekeleven View Post
    Thanks for all the feedback, Silva. I'm working on an update to address (some?) of your points but won't get it out immediately.

    I'm also very impressed by the spirits. I love how I make seven every few years and you're like "Here's thirty more I found on my way to the fridge."
    Well the first set is just an update from my previous set so they don't really count XD. Still glad you enjoy the rest of them! F/GO has so many servants to choose from now when this updated I suddenly went "Oh hey I wonder how X would work as a servant soul servant" and I ended up with a pretty wide list of servants XD.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  25. - Top - End - #85
    Ogre in the Playground
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    5.1: Absorbed Strengthened Connection into Reinforced Bond. Altered the rate at which Heroic Mediums gain skills and ready spirits. Nerfed Magic Resistance, Monstrous Strength, Military Tactics, and Clairvoyance. Buffed Riding and Oblivion Correction. Clarified Information Erasure. Fixed scattered typos.
    I think this eats into the balance issues. I moved servant skills to second level, but my tabletop RPG philosophy had me bump the second readied spirit up to first level in compensation.

    Thanks, Silva! I'm keeping my eye on a few other clauses here and there but I'm not pulling the trigger on them yet.

  26. - Top - End - #86
    Pixie in the Playground
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    So, I found this (these) class(es) a while back (like two or so years ago, I think?) and fell in love with it. I've used them quite often since then, as have the people I've played with. The thread was dead when I found it, so I haven't been able to post comments or anything. Oh well. So, I've made some spirits of my own (about 60 of them, plus another 18 that are based on characters me or a friend has played in the past, plus 4 that were mostly made by a friend that I edited to conform more to the standards and such), a base class (I haven't read the new PrC, yet, but it sounds like it's similar to that concept), a new PrC for Servant Souls, and a new PrC for Legacy Gatekeepers.

    Now my question is as thus: my group(s) tend to play rather high-powered games, and the new stuff I made is probably higher-powered than the stuff already here. Should I share it, anyway?

  27. - Top - End - #87
    Ogre in the Playground
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    Default Re: Tome of the Holy Grail: Draw Power From Legends. [3.5]

    Quote Originally Posted by Dorlon View Post
    So, I found this (these) class(es) a while back (like two or so years ago, I think?) and fell in love with it. I've used them quite often since then, as have the people I've played with. The thread was dead when I found it, so I haven't been able to post comments or anything. Oh well. So, I've made some spirits of my own (about 60 of them, plus another 18 that are based on characters me or a friend has played in the past, plus 4 that were mostly made by a friend that I edited to conform more to the standards and such), a base class (I haven't read the new PrC, yet, but it sounds like it's similar to that concept), a new PrC for Servant Souls, and a new PrC for Legacy Gatekeepers.

    Now my question is as thus: my group(s) tend to play rather high-powered games, and the new stuff I made is probably higher-powered than the stuff already here. Should I share it, anyway?
    That all sounds sweet! It sounds like that much content should just be its own thread, though, especially since it includes classes. (feel free to copy my formatting if desired.)

    Heroic spirits aren't hard to make per se. They're just a magical weapon, 2 special abilities, and some buffs. The hard part is making spirits that are (a) cohesive mechanically, (b) accurate flavorfully, (c) fit in their spirit type, (d) work with every class and ACF, and (e) have minimal mechanical overlap with other spirits. The last point is the main reason spirits take me so long these days - Every spirit has a (mostly) unique weapon with unique WSAs, unique spells, different strengths and weaknesses, and ideally a unique play pattern. I did my best to make... oh geez, 50? ...spirits that are all different to the point where no spirit is just "that other one, but better/worse/in a different class."

    If you made 80+ heroic spirits and all of them feel good, work with the class(es), and don't break anything, take a bow.

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