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    Default The Ascetic (PEACH)

    The Ascetic

    Wandering throughout the land bringing hope and healing to those who need it, ascetics are holy men and women who have dedicated their lives to aiding others as part of their pursuit of enlightenment. However, ascetics also recognize that the world at large is often unkind to the selfless. Therefore, ascetics supplement their magic with training as martial adepts, and those who mistake the asceticís lack of armaments and devotion to others for weakness are in for an unpleasant and potentially fatal surprise.

    Adventures: Ascetics predominately see adventuring as a way to further their physical and spiritual training. Furthermore, although they typically have little interest in material wealth per se, few ascetics will pass up an opportunity to acquire magic that can augment their abilities.

    Characteristics: Ascetics have a nearly unparalleled mastery of curative magic, able to heal injuries and ward their allies more effectively than almost any other spellcaster. However, this mastery comes at the expense of their magical versatility, and ascetics possess little magic that isnít focused on curing ailments. That said, ascetics are far from helpless as they supplement their magic abilities with training in the Sublime Way. While an ascetic cannot hope to match the raw power or versatility of other martial adepts, they are more than capable of holding their own in close combat should they find it necessary.

    Alignment: While the overwhelming majority of ascetics are of good alignment, there are a handful who are more interested in pursuing self-perfection than the welfare of others. That said, no truly evil individual would consider dedicating their lives to the wellbeing of others the way an ascetic does.

    Religion: Ascetics tend to favor good aligned deities, particularly those dedicated to healing or protection. Alternatively, some ascetics, particularly those focused on their study of the Sublime Way, favor more martially inclined deities.

    Background: The majority of ascetics develop their skills in secluded monasteries. Much like monks, ascetics take in children who were orphaned or otherwise couldnít be taken care of by their parents and train them in their physical and spiritual arts. However, a small number of ascetics are taken in by individual wanderers at a young age and learn their abilities in a master-apprentice relationship.

    Races: As ascetic monasteries are most commonly found in human lands, humans and half-elves make up the majority of ascetics, possessing aptitudes for both the magical and martial aspects of the class. Half-orcs, often abandoned on the doorsteps of the asceticís monasteries, make up a substantial minority of ascetics, often focusing heavily on the martial side of the class.

    Other Classes: Thanks to their mastery of curative magic, ascetics are often welcomed by other classes, even those with clashing philosophies. The most notable exception to this rule are certain swordsages who are critical of the asceticís lack of focus on the Sublime Way.

    Role: An asceticís greatest asset is their mastery of healing magic, allowing them to ensure that their companions survive encounters that would otherwise be certain death. Furthermore, ascetics still possess impressive skill in melee combat thanks to their training in the Sublime Way, although they canít hope to match the versatility of swordsages or the raw power of crusaders.

    GAME RULE INFORMATION
    Ascetics have the following game statistics
    Abilities: Wisdom is very important for ascetics, as it determines how powerful a spell an ascetic can cast, how many spells he can cast per day, and how hard those spells are to resist. Furthermore, Wisdom also determines how often ascetics can use many of their special abilities. Additionally, as ascetics are often on the front lines, the additional hit points Constitution provides are invaluable.
    Alignment: Any nonevil
    Hit Die: D8
    Starting Age: As cleric
    Starting Gold: As druid

    Class Skills:
    Balance, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (local), Knowledge (religion), Profession, Sense Motive, Spellcraft, Tumble
    Skill Points at 1st level: (2 + Intelligence Modifier) x4
    Skill Points at Each Additional Level: 2 + Intelligence Modifier

    Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +2 +2 Healing Edge, Overhealing, Quick to Act +1 5 5 1 4 3 -- -- -- -- -- -- -- --
    2nd +1 +0 +3 +3 AC bonus, Bonus Feat 5 5 1 4 4 -- -- -- -- -- -- -- --
    3rd +2 +1 +3 +3 Evasion 6 5 1 5 4 3 -- -- -- -- -- -- --
    4th +3 +1 +4 +4 Augmented Healing (AC) 6 5 1 5 4 4 -- -- -- -- -- -- --
    5th +3 +1 +4 +4 Sacred Strikes 7 5 1 5 5 4 3 -- -- -- -- -- --
    6th +4 +2 +5 +5 Bonus Feat 7 5 2 5 5 4 4 -- -- -- -- -- --
    7th +5 +2 +5 +5 Metamagic Healing (Reach) 8 5 2 6 5 5 4 3 -- -- -- -- --
    8th +6 +2 +6 +6 Augmented Healing (Attack) 8 5 2 6 5 5 4 4 -- -- -- -- --
    9th +6 +3 +6 +6 Quick to Act +2 9 5 2 6 6 5 5 4 3 -- -- -- --
    10th +7 +3 +7 +7 Bonus Feat 9 6 2 6 6 5 5 4 4 -- -- -- --
    11th +8 +3 +7 +7 Metamagic Healing (Empower) 10 6 3 6 6 6 5 5 4 3 -- -- --
    12th +9 +4 +8 +8 Augmented Healing (Damage) 10 6 3 6 6 6 5 5 4 4 -- -- --
    13th +9 +4 +8 +8 Improved Evasion 11 6 3 6 6 6 6 5 5 4 3 -- --
    14th +10 +4 +9 +9 Bonus Feat 11 6 3 6 6 6 6 5 5 4 4 -- --
    15th +11 +5 +9 +9 Metamagic Healing (Maximize) 12 6 3 6 6 6 6 6 5 5 4 3 --
    16th +12 +5 +10 +10 Augmented Healing (Saves) 12 6 4 6 6 6 6 6 5 5 4 4 --
    17th +12 +5 +10 +10 Quick to Act +3 13 6 4 6 6 6 6 6 6 5 5 4 3
    18th +13 +6 +11 +11 Bonus Feat 13 6 4 6 6 6 6 6 6 5 5 4 4
    19th +14 +6 +11 +11 Metamagic Healing (Quicken) 14 6 4 6 6 6 6 6 6 6 5 5 4
    20th +15 +6 +12 +12 Augmented Healing (Revivify) 14 7 4 6 6 6 6 6 6 6 5 5 4

    Weapon and Armor Proficiency:Ascetics are proficient with the club, crossbow (light and heavy), dagger, javelin, quarterstaff, shortspear, sickle, sling, and unarmed strike. They are not proficient with any type of armor, nor with shields.

    Maneuvers: An ascetic begins with knowledge of five martial maneuvers. The disciplines available to him are Devoted Spirit, Diamond Mind, and Setting Sun.
    Once he knows a maneuver, he must ready it before it can be used. A maneuver usable by ascetics is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
    Upon reaching 4th level, and at every even-numbered ascetic level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver of any level he likes, as long as he observes the restriction on the highest level maneuvers he knows; he need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, he could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. He can swap only a single maneuver at any given level.

    Maneuvers Readied: An ascetic can ready all five of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.
    He begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until he recovers them, as described below).
    An ascetic can recover all expended maneuvers by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If the ascetic completes this meditation, all of his maneuvers become available for use in the subsequent round.

    Stances Known: An ascetic begins play with knowledge of one 1st-level stance from any discipline open to him. At 6th, 11th and 16th level, an acetic can choose additional stances. Unlike maneuvers, stances are not expended, and they do not need to be readied. All the stances an ascetic knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

    Spells: An ascetic casts divine spells, which are drawn from the ascetic spell list given below. When an ascetic gains access to a new level of spells, he automatically knows all the spells for that level on the asceticís spell list. An ascetic can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
    To cast an ascetic spell, an ascetic must have a Wisdom score of 10 + the spellís level. The Difficulty Class for a saving throw against an asceticís spell is 10 + the spellís level + the asceticís Wis modifier. Like other spellcasters, an ascetic can cast only a certain number of spells of each spell level per day, given on their class table. In addition, an ascetic receives bonus spells for a high Wisdom score.
    An ascetic need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

    Healing Edge (Ex): Whenever an ascetic casts a spell that cures hit point damage, he adds his Wisdom modifier to the amount of damage healed. For instance, if a 5th-level ascetic with an 18 Wisdom casts cure light wounds, he cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to his Wisdom bonus. This bonus applies only to spell of the healing subschool that he casts as an ascetic, not to those that he may have by virtue of levels in another class. If a spell heals for more than 1 round, it only heals the extra damage on the first round.

    Overhealing (Su): Whenever an ascetic casts a spell or initiates a maneuver that cures hit point damage and would heal the target beyond their maximum hit points, the target receives the extra healing as temporary hit points. These temporary hit points persist for 1 round per two class levels (rounded up) before fading. Temporary hit points granted through this ability supersede (do not stack with) temporary hit points granted from any other source.

    Quick to Act (Ex): An ascetic gains a +1 bonus on initiative checks. This bonus increases by 1 at 9th and 17th level.

    AC Bonus: Starting at 2nd level, an ascetic can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the ascetic is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Bonus Feats: At 2nd level and every 4 levels thereafter (6th, 10th, 14th and 18th) the ascetic may select a bonus feat from the following list. The ascetic must meet all the prerequisites of a feat in order to select it.
    Blind Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Devoted Bulwark, Dodge, Falling Sun Attack, Great Fortitude, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Snap Kick, Snatch Arrows, Spring Attack, Stunning Fist, Superior Unarmed Strike, Unnerving Calm

    Evasion (Ex): At 3rd level and higher, an ascetic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the ascetic is wearing light or no armor. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

    Augmented Healing (Su): Beginning at 4th level, an ascetic can imbue their healing magic with additional effects, strengthening and protecting their allies.
    Whenever an ascetic casts a conjuration (healing) spell on an ally, he can choose to imbue the spell with a secondary effect as described below. The ascetic can use this ability once per round, up to a total number of times per day equal to 3 + their Wisdom modifier. In each case, the secondary effect lasts for a number of rounds equal to the asceticís Wisdom modifier. Only one secondary effect can be imbued into any single spell.
    At 4th level, the ascetic can imbue a healing spell with protective ward which provides the target with a sacred bonus to their AC equal to the level of the spell cast
    At 8th level, the ascetic can imbue the target of their healing spells with holy fervor, granting them a sacred bonus to all of their attack rolls equal to the level of the spell cast.
    At 12th level, the ascetic can grant the target of their healing spells a sacred bonus to all weapon damage rolls equal to 2 per level of the spell cast.
    At 16th level, the ascetic can imbue a healing spell with a potent protection against unconventional threats, granting the target a sacred bonus to all saving throws equal to the level of the spell cast.
    At 20th level, the ascetic can grant the target of their healing spells protection against death itself. If the target of their healing spell is killed while this augment is in effect, they immediately receive the benefit of a revivify spell.

    Sacred Strikes (Su): Whenever an ascetic of 5th level or higher wields a simple melee weapon, they receive a sacred bonus to their attack rolls equal to their Wisdom modifier (if positive)

    Metamagic Healing (Su): At 7th level, an ascetic gains the ability to augment his healing spells with metamagic effects without using higher level spell slots. Whenever the ascetic casts a conjuration (healing) spell, he may choose to apply the Reach Spell metamagic effect without expending a higher level spell slot. The ascetic may use this ability a number of times per day equal to 3 + his Wisdom modifier.
    At 11th level, an ascetic may expend a use of this ability to apply the Empower Spell metamagic effect to a conjuration (healing) spell.
    At 15th level, an ascetic may expend a use of this ability to apply the Maximize Spell metamagic effect to a conjuration (healing) spell.
    At 19th level, an ascetic may expend a use of this ability to apply the Quicken Spell metamagic effect to a conjuration (healing) spell.
    The ascetic may not use this ability to modify a spell that has been also enhanced by their Augmented Healing ability.

    Improved Evasion (Ex): At 13th level, an asceticís evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragonís breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

    Spoiler: Ascetic Spell List
    Show
    0: create water, cure minor wounds, detect magic, detect poison, light, mending, purify food and drink, read magic

    1: bless, bless water, cure light wounds, goodberry, healthful rest, protection from evil, remove fear, remove paralysis, resist planar alignment, resurgence, sanctuary, shield of faith, speak with animals, vigor, lesser

    2: aid, calm emotions, close wounds, cure moderate wounds, delay poison, divine protection, gentle repose, remove blindness/deafness, remove disease, resist energy, restoration, lesser

    3: aid, mass, create food and water, cure serious wounds, neutralize poison, protection from energy, remove curse, resist energy, mass, restoration, status, vigor, vigor, mass lesser

    4: contingent energy resistance, cure critical wounds, cure light wounds, mass, death ward, delay death, freedom of movement, panacea, planar tolerance, positive energy aura, revenance, sheltered vitality, shield of faith, mass

    5: atonement, break enchantment, cure moderate wounds, mass, lifeís grace, plane shift, raise dead, revivify, sanctuary, mass, stone to flesh, true seeing, vigor, greater

    6: cure serious wounds, mass, energy immunity, heal, heroís feast, regenerate, restoration, greater, revive outsider, vigorous circle

    7: cure critical wounds, mass, fortunate fate, planar bubble, plane shift, greater, renewal pact, repulsion, restoration, mass, resurrection

    8: death pact, death ward, mass, discern location, heal, mass, holy aura, visions of the future, word of recall

    9: end to strife, foresight, freedom, refuge, sublime revelry, true resurrection
    Last edited by Alabenson; 2018-12-18 at 06:26 PM.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    Bumping, and also providing some insight as to what exactly this class is.
    The ascetic is essentially the end result of two separate homebrewing thought exercises Iíve been musing on for quite some time;
    1) How to make a Healer fix that could actively contribute to the party, as opposed to just passively healing.
    2) How to make a class that possesses both spellcasting and maneuvers without it turning into Lightning Warrior 2.

    The ascetic answers both of these issues simultaneously. By giving the ascetic maneuvers in addition to its spellcasting, it becomes able to actively contribute when healing isnít needed. At the same time, even with the improvements Iíve given to the Healer spell list (though I should note I did drop Gate), the asceticís spell list is still sufficiently narrowly focused that the combination of fully spellcasting and initiating isnít as overpowered as it might seem at first glance.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    Following the first part of the final round of testing for the Ascetic, I noticed that it had noticeable MAD issues. To counteract this, I've switched the ascetic's Charisma based abilities to now work off of Wisdom. This change affects the following class features;
    Spellcasting
    Healing Edge
    Augmented Healing
    Metamagic Healing

    Edit:
    Also, if you are reading this, PLEASE give me some feedback regarding this class.
    Last edited by Alabenson; 2015-03-31 at 06:49 AM.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    After the most recent round of playtesting I've made several changes to the ascetic's abilities;
    * Overhealing has been moved to 1st level and it's duration has been adjusted to 1/2 class level rounded up from 1/2 class level rounded down.
    * The ascetic may now select a bonus feat at 2nd level and every 4 levels thereafter from a provided list.
    * Removed the Smiting Strikes ability.
    * Sacred Strikes no longer provides a bonus to weapon damage.

    Edit: I've applied a few other changes I had meant to make as well;
    * Removed restriction that ascetic could not affect themselves with Augmented Healing ability.
    * Reduced Augmented Healing (weapon damage) buff from 1d6 to 2 per spell level.
    * All uses of Metamagic Healing now only require 1 use.
    Last edited by Alabenson; 2018-06-21 at 07:58 AM.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    At 20th level, the ascetic can grant the target of their healing spells protection against death itself. If the target of their healing spell is killed while this augment is in effect, they immediately receive the benefit of a revivify spell.
    Does the fact the target is revived immediately allows them to not drop what they were holding in their hands/ interrupt a grapple they initiated?

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    Default Re: The Ascetic (PEACH)

    Quote Originally Posted by noob View Post
    Does the fact the target is revived immediately allows them to not drop what they were holding in their hands/ interrupt a grapple they initiated?
    No, the ability works like the revivify spell from the Spell Compendium (p 176), which means that the target is brought back to -1 hp and is stable. That would generally mean that they're unconscious and thus have dropped whatever they were holding in their hands. That said, if the target had the Diehard feat or some other way of acting normally with negative hit points you could probably make an argument that they'd keep whatever was in their hands in that instance.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    Quote Originally Posted by Alabenson View Post
    No, the ability works like the revivify spell from the Spell Compendium (p 176), which means that the target is brought back to -1 hp and is stable. That would generally mean that they're unconscious and thus have dropped whatever they were holding in their hands. That said, if the target had the Diehard feat or some other way of acting normally with negative hit points you could probably make an argument that they'd keep whatever was in their hands in that instance.
    I guess I just have to use close wounds to avoid having my allies dropping what they hold in their hands.

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    Default Re: The Ascetic (PEACH)

    After more testing, I've decided to add language preventing the ascetic from modifying a spell with both their Augmented Healing and Metamagic Healing abilities at the same time.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    Big fan of this class (which seems to be a pattern for your brews ). I'm not sure I would hand it off to the average player because it requires managing 2 subsystems + a handful of daily abilities, but this is miles above the canon Healer class in terms of play-ability, and I think maneuvers + spells is a great way to solve the problems you described.

    Here's my feedback:
    • Level 1 looks a little overloaded, both in terms of power & the amount of stuff a level 1 player will have to write down. Intuitively, I would recommend changing maneuvers to 4/4/1 or maybe even 3/3/1 like the warblade. I do like how you hold off the AC bonus until level 2, though I think it might make for some confusing incentives alongside the level 1 Devoted Spirit maneuvers.
    • Since they're a divine caster and their spell list has protection from evil, you may want to consider putting a cleric-style alignment restriction on spellcasting there. Not necessary, but I think it would be a good choice for flavor.
    • Quick to Act seems functional, but I don't think the flavor fits the Ascetic. I also think that a healer-type class needs initiative the least, because a healer's most interesting in-combat decisions happen after they have seen all the enemies act. I think I would prefer if this feature was replaced with an AC bonus so that they don't feel as bad about missing out on armor enhancement bonuses.
    • It doesn't have a familiar so it must be worse than the wizard
    Last edited by Just to Browse; 2018-09-20 at 03:21 PM.
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    Default Re: The Ascetic (PEACH)

    Quote Originally Posted by Just to Browse View Post
    Big fan of this class (which seems to be a pattern for your brews ). I'm not sure I would hand it off to the average player because it requires managing 2 subsystems + a handful of daily abilities, but this is miles above the canon Healer class in terms of play-ability, and I think maneuvers + spells is a great way to solve the problems you described.

    Here's my feedback:
    • Level 1 looks a little overloaded, both in terms of power & the amount of stuff a level 1 player will have to write down. Intuitively, I would recommend changing maneuvers to 4/4/1 or maybe even 3/3/1 like the warblade. I do like how you hold off the AC bonus until level 2, though I think it might make for some confusing incentives alongside the level 1 Devoted Spirit maneuvers.
    • Since they're a divine caster and their spell list has protection from evil, you may want to consider putting a cleric-style alignment restriction on spellcasting there. Not necessary, but I think it would be a good choice for flavor.
    • Quick to Act seems functional, but I don't think the flavor fits the Ascetic. I also think that a healer-type class needs initiative the least, because a healer's most interesting in-combat decisions happen after they have seen all the enemies act. I think I would prefer if this feature was replaced with an AC bonus so that they don't feel as bad about missing out on armor enhancement bonuses.
    • It doesn't have a familiar so it must be worse than the wizard
    Thank you for the feedback;

    -I'll admit that the class is a bit front-loaded at 1st level and while I didn't notice any overwhelming power issues at that level during my playtesting (beyond the impact Healing Edge had), that was also prior to my reworking the class to rectifying it's ungodly MAD issues so it may warrant a second look. That being said, I do recall that despite it's maneuvers the class still largely floundered in melee combat until Sacred Strikes came online at level 5.

    -As for cleric-style alignment restrictions, I don't really see the point as the class doesn't receive the other protection from spells and the class itself is nonevil only, so I think additional restrictions would be largely redundant.

    -While most healer classes would benefit more by delaying their actions, part of my design goal with the Ascetic was to create a healer who was proactive rather than reactive. A large part of this comes from the Overhealing ability, which allows an Ascetic to drop a cure spell on an ally at the beginning of a round, granting a pile of temporary hit points. This tactic has actually proven to be particularly potent once the mass cure spells come online, as with one spell the Ascetic can grant the entire group a combination of temp hp and a bonus to certain rolls through Augmented Healing. My latest change to the class was actually an attempt to tamp down on this to a degree, since otherwise the Ascetic was starting to trivialize what should otherwise have been challenging encounters.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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    Default Re: The Ascetic (PEACH)

    It seems weird that Ascetic, a class named after people who forsake material possessions, gain proficiency in, for example, heavy crossbow, a weapon that costs 50 gp. I feel like anyone who can afford to spend 50 gp on a weapon is rolling in it by the standards of common folk, who are lucky to have anything left over after seeing to basic necessities.

    Also, if the class is meant to be thematically connected to forsaking material goods, the basic necessity of magic items at higher levels is going to be a huge problem. And if the class isn't meant to have that association, it really shouldn't be called ascetic.

    Harping a little more on the name, some of the spells you have listed have expensive material components. If an Ascetic is going to cast True Resurrection without violating the theme by posessing a 25,000 gp diamond, you'll need some sort of class feature to be able to bypass expensive material components, at least on occasion.

    I'm not really sold on the idea of a single base class possessing both spells and maneuvers. To an extent, the function of maneuvers is to give versatility to archetypes that otherwise would have none. Spellcasters already have versatility. If you need a spellcaster to be able to do something that isn't covered by a spell, you can just write a new spell. I feel like you're adding a lot of extra complexity by including two separate system, and you don't really need both of them.

    Alternately, since maneuvers can be supernatural, and can heal people, you could probably just make any spells needed for the class' theme into maneuvers. The only exceptions would be spells that need to be limited in some fashion, such as those with expensive components, since maneuvers requiring components would be weird. You could patch that with a select few spell-like abilities though.

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    Default Re: The Ascetic (PEACH)

    Quote Originally Posted by Maat Mons View Post
    Also, if the class is meant to be thematically connected to forsaking material goods
    It really isn't, at least no more than the Monk class would be. At most you could take away that the class's concept is predicated around selflessness, but other than that I wouldn't ascribe too much meaning to the name itself beyond "peaceful unarmored healer person".

    I'm not really sold on the idea of a single base class possessing both spells and maneuvers. To an extent, the function of maneuvers is to give versatility to archetypes that otherwise would have none. Spellcasters already have versatility. If you need a spellcaster to be able to do something that isn't covered by a spell, you can just write a new spell. I feel like you're adding a lot of extra complexity by including two separate system, and you don't really need both of them.

    Alternately, since maneuvers can be supernatural, and can heal people, you could probably just make any spells needed for the class' theme into maneuvers. The only exceptions would be spells that need to be limited in some fashion, such as those with expensive components, since maneuvers requiring components would be weird. You could patch that with a select few spell-like abilities though.
    The issue here is that one of the primary points of creating the ascetic was creating balanced class that had both maneuvers and full spellcasting.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


  13. - Top - End - #13
    Ogre in the Playground
     
    Alabenson's Avatar

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    Mar 2011
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    Default Re: The Ascetic (PEACH)

    Added language clarifying that temp hp from Overhealing does not stack with other sources of temp hp.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


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