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    Default You have no chance against me, 'cos I'm actually four blokes! (3.5 class, PEACH)

    The Splitsoul

    Some people are good warriors. Others are good thieves or good magi; almost any have some contribution to the field of battle. But there are some, known as split-souls, who could never just be one thing; they fracture their soul into pieces to follow all their chosen paths at once.

    A split-soul is a great character for a solo game, or you might consider allowing multiple people to play a single split-soul.

    The Splitsoul
    Level BAB Fort Ref Will Special
    Aid Bonus
    1st +0 +0 +0 +0 Twin Aspects
    1
    2nd +1 +0 +0 +0 Share Spells
    1
    3rd +1 +1 +1 +1 Third Aspect
    2
    4th +2 +1 +1 +1 Autonomy (Five-foot steps)
    2
    5th +2 +1 +1 +1 Fourth Aspect
    3
    6th +3 +2 +2 +2 Sensory Merging
    3
    7th +3 +2 +2 +2 Autonomy (Single moves)
    4
    8th +4 +2 +2 +2 Swap Step
    4
    9th +4 +3 +3 +3 Sudden Release (Move)
    5
    10th +5 +3 +3 +3 Autonomy (Double-moves)
    5
    11th +5 +3 +3 +3 Grant Action
    6
    12th +6/+1 +4 +4 +4 Sudden Release (Swift)
    6
    13th +6/+1 +4 +4 +4 Autonomy (Run or withdraw)
    7
    14th +7/+2 +4 +4 +4 Drop Dead
    7
    15th +7/+2 +5 +5 +5 Sudden Release (Immediate)
    8
    16th +8/+3 +5 +5 +5 Autonomy (Act normally)
    8
    17th +8/+3 +5 +5 +5 Rest Return
    9
    18th +9/+4 +6 +6 +6 Sudden Release (Free)
    9
    19th +9/+4 +6 +6 +6 Autonomy (Aspect Possession)
    10
    20th +10/+5 +6 +6 +6 Collective Amalgam
    10
    Special: Cannot be a Dvati.
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    The class skills of the split-soul (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (Religion) (Int) and Profession (Wis). They also inherit the class skills of their aspects.
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour Proficiency

    Splitsouls are not proficient with any type of weapon or armour, but otherwise receive no particular penalty for attempting to use them any more than any other non-proficient person might.

    Twin Aspects (Su/Ex, See text)

    At first level, a splitsoul shatters their soul into two pieces.

    In their "Normal" form, a splitsoul is essentially useless: they get their d4 hit die, all bad saves, bad base attack progression, and 2+INT skills per level. They gain the class skills of their chosen aspects, but apart from that, they do not benefit from their aspects' existence.

    A splitsoul may release one or more aspects as a standard action, though this does not use up any of the Aspects' standard actions. The aspects must move out of the splitsoul's square or squares (unless they're small enough to fit in the same square), though a five-foot step can do this if the splitsoul and their aspects are medium or smaller. An aspect who takes up less space than the body chooses a location from within the body to originate, and must (usually) move from there. If the aspect is larger than the body, then the aspect must be released such that the body is entirely within the aspect, and then move from there. As aspects are usually the same size, these two exceptions are rare.

    The Private Lives of Aspects
    Being a fragment of someone's soul isn't an easy job, especially when you spend much of your life in hiding. That said, there's no real reason that an aspect can't get up and walk around, even meet new people, so long as they stay within medium range of the body - while most people adventure for fame, money, or power, an aspect probably adventures for an extra ten feet of personal space!

    Fortunately, the fact that aspects always hang around, although not by choice, with the other aspects soon becomes fairly normal to those who associate with them, and a few hundred feet is room enough for privacy. Then again, some aspects form very deep relationships with the other aspects with whom they share a body. Some of these relationships are sibling-like, and yet others are romantic or even sexual in nature - fortunately, the aspects are physical enough for this activity.

    Similarly, aspects often form long-lasting relationships with others. It's not uncommon, though, for someone to be in a relationship with multiple, even all, of a single body's aspects at once.
    Aspects can disappear by moving back into the body, or the splitsoul can recall all of them as a free action, but for as long as one or more aspects is released, the splitsoul cannot take actions with their body. If the body is attacked, the splitsoul must take a concentration check as though damaged while casting a spell, or the aspects return to the body, requiring another standard action to remake.

    Aspects are tricky things. Because they are fragments of souls, and your soul does not disappear in an antimagic field or dead-magic zone, aspects are themselves considered extraordinary, but the ability to release them (but not recall them, which is also extraordinary) is considered supernatural. When released, they move and act like a normal creature the moment they are outside of their body. An aspect has the same race (and therefore types and subtypes) as the body, but not only is it possible that it is a different gender (and therefore sex: aspects are idealised forms of their own soul fragments) has its own ability scores, determined in the same manner as those of its host. For example, if you use the "32 point buy" method to determine ability scores, a body might have STR 12, DEX 14, CON 18, INT 10, WIS 10, CHA 10. Its mage aspect might have STR 10, DEX 14, CON 16, INT 16, WIS 10, CHA 10. Aspects follow all the normal rules for character advancement, (meaning they choose their own feats, traits, flaws, and so forth) but their "Classes" are considerably weaker than those of normal characters, and they face multiple extra penalties.

    An aspect's hit points are reduced to half of their normal value. They take a -4 penalty on D20 rolls except those made as a reaction, such as saving throws, and a -4 penalty on spell save DCs. This is, however, made up for in their numbers; quantity has a quality all of its own. At first level, two aspects are generated; at third, a third aspect; at fifth, a fourth.

    Aspects can wield, wear and otherwise use magic items, and further, any magic item worn by the body can be used by all aspects - many splitsouls wear items increasing their constitution, dexterity, and saving throws, while leaving their aspects to equip items such as the Monk's Belt and Orange Prism ioun stones. Regardless of what the weapon, armour, or shield might have to say about it, none of these items ever work for aspects, in any capacity mundane or magical, when equipped by the body, but rings, boots, amulets, cloaks, and so forth, do unless the item's presence is a prerequisite for its functioning (such as Wings of Flying). These items affect aspects normally when equipped by them, though. An aspect's magical gear is stored away when that aspect is recalled, and they take that equipment to a higher (or perhaps lower) place if the body is slain.

    If an aspect is reduced to zero hit points, it just disappears along with anything on its person and anything it's holding (short of a creature or part of an object of great magnitude, anyway), as it does if the body is slain. It also disappears (but can be summoned anew) if it goes further than 100 feet + 10 ft/level from the body, is recalled, or is returned to the body. If the body is killed and resurrected, the souls can also be summoned anew.

    A splitsoul is slain upon the death of their body, or that of all of their aspects. The aspects themselves regain all health, use of spells and spell-like abilities, and anything measured in uses per day upon the body obtaining eight hours' rest. In addition, any aspect that was slain in this time is restored to "Life", if one can call existence as an aspect that.

    Multiclass splitsouls retain their other class levels for personal use by the body. Their aspects aren't counted as being them, but their allies. A paladin/splitsoul would grant no benefit to their aspects' saving throws, nor make them immune to fear, but if they were within 10 feet, would grant a +4 morale bonus on saving throws against fear.

    In general, if you're using a variant rule such as Action Points, Hero Points, Divine Ranks, or Mythic Tiers, all the aspects benefit the same from these, though they only gain one pool of, say, action points between them.

    Aid bonus (Ex)

    Aspects gain a bonus on aid another checks to help one another, as given on Table: The Splitsoul

    Share Spells
    From second level, aspects can share spells just as a druid on her animal companion or a paladin on her mount, or a sorcerer or wizard on his or her familiar, except that they have a leeway of not 5 but 30 feet to do this.

    Autonomy
    While a body can't normally move while it has aspects out, from fourth level, the body can take a five-foot step each round. From seventh level, it can move its own speed as a single move action of which it gets one. At tenth level, it can access two move actions, and use them to move normally. At 13th, it has instead a move and standard action, but these can still only be used for moving, by taking the Run or Withdraw (not charge) actions. At 16th level, the body can move and act like any other creature.

    At nineteenth level, the body can be possessed by an aspect. It benefits from its own hit points, and equipment, but the aspect's armour class, bonuses to rolls, special abilities, and equipment (again). Other aspects benefit only from the body's own equipment. To possess the body, the aspect must be in it. To initiate the possession is a free action, as is ending it. You can't end the possession after being hit but before damage is resolved.
    Bodily Autonomy


    When all of the aspects leave the body, one might ask how the body operates without its soul or mind. The answer is really that it doesn't: some level of the powers of the aspects still remains in the body. This is, just about, enough to move it, once the aspects learn how to co-ordinate enough to get it moving properly.

    The body itself will normally simply stand vaguely still, only moving to jerk out of the way of enemy attacks; its unpredictability almost makes up for its lack of skill at doing so. When the aspects manage to master making it move, and finally act normally in its usual capacity, this is a fairly major achievement. By then, the body has grown fragile and inept, and there is precious little to be done about it.

    One might also ask why four souls can control the body so much better than three, and the answer is that when all the aspects reside in the body, they are fused such that they can act as one. If a single soul leaves, this bond is broken.


    Sensory Merging
    From sixth level, anything one aspect can sense, all can. This means that no aspect or the body surprised is any is not, and no target is concealed from any aspect or the body unless concealed from all. They are considered able to see, hear, feel, smell or taste (or whatever other senses they might have) any creature, object, or fact that any of the others can.

    Further, all the aspects and the body share the highest of their initiative rolls when determining when they can act in combat. If any of the aspects were in the body at the commencing of combat, their rolls aren't counted.

    Swap Step (Su)
    From eight level, two aspects can swap positions instantly. This provokes no attacks of opportunity, and doesn't preclude normal movement - not even a five-foot step. This is the same action as the body needs to release an aspect, requires an action from each participant, and can only be done once per round per aspect. Both aspects must agree to do this (this agreement or otherwise, and no other information, is communicated telepathically).

    Sudden Release
    From ninth level, aspects can be released as a move action; from twelfth, a swift action, from fifteenth, an immediate action, and from 18th, a free action.

    Grant Action (Su)
    From eleventh level, once per encounter a single aspect can use up an action to allow another aspect to take an action of the same type. Generally, an encounter means that you are in combat and you are fighting in rounds; if you're out of rounds, you regain your ability to Grant Action.

    Drop Dead (Ex/Su, see text)
    From fourteenth level, as an immediate action, the body can collapse when hit, giving the illusion of death. While falling over is clearly not supernatural, the body appears to be dead to all attempts to examine it. The body can of course collapse even when it's not been hit, so that those who stumble upon it assume it to be dead.

    Rest Return
    From seventeenth level, an aspect can rest in its own right while in the body. The body, and even the other aspects, can fight, while the aspect rests to regain spells, hit points, and the like. Because it's an aspect, it is restored to full vitality, rather than just regaining a few hit points.

    Collective Amalgam
    From twentieth level, aspects can choose to take the effects of any attack, spell, or other effect, hostile or otherwise, that would affect another aspect. They can't protect the body in this way, even if it's possessed.

    Aspects


    A splitsoul chooses which class an aspect will take upon gaining it. No class can be taken by more than one of a single splitsoul's aspects. Aspects can only take these special aspect classes, and cannot multiclass.

    Aspect of the Beast
    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +0 Wild Shape (2/day)
    2nd +1 +0 +0 +0 Wild Shape (Large)
    3rd +1 +1 +1 +1 Wild Shape (3/day)
    4th +2 +1 +1 +1 Pack Hunt (1/day)
    5th +2 +1 +1 +1 Wild Shape (Tiny)
    6th +3 +2 +2 +2 Wild Shape (4/day)
    7th +3 +2 +2 +2 Grant Wild Shape (1/day)
    8th +4 +2 +2 +2 Wild Shape (Huge)
    9th +4 +3 +3 +3 Wild Shape (5/day)
    10th +5 +3 +3 +3 Pack Hunt (2/day)
    11th +5 +3 +3 +3 Wild Shape (Plant)
    12th +6/+1 +4 +4 +4 Wild Shape (6/day)
    13th +6/+1 +4 +4 +4 Grant Wild Shape (2/day)
    14th +7/+2 +4 +4 +4 Wild Shape (Magical Beast)
    15th +7/+2 +5 +5 +5 Wild Shape (7/day)
    16th +8/+3 +5 +5 +5 Pack Hunt (3/day)
    17th +8/+3 +5 +5 +5 Wild Shape (Elemental)
    18th +9/+4 +6 +6 +6 Wild Shape (8/day)
    19th +9/+4 +6 +6 +6 Grant Wild Shape (3/day)
    20th +10/+5 +6 +6 +6 Wild Shape at will
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    The class skills of the beast aspect are Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour Proficiency
    A beast aspect is only proficient with their natural weapons, as well as the club, quarterstaff, and sickle. They aren't prohibited from wearing metal armour in the way a druid is.

    Wild Shape (Su)
    A beast aspect can wild shape much as a druid does, but it can choose the form of a magical beast instead of an animal, if it wishes. The beast aspect can wild shape twice per day, plus twice more per three levels.

    It can wild shape into creatures of other types and sizes at the levels given on Table: the Beast Aspect; this works much like the druid's plant wild shape and not like the druid's elemental wild shape: it uses the same restrictions except that it simply adds another creature type to the list.

    Pack Hunt (Su)
    Once per day at fourth level, and another time per day per six levels after fourth, the beast aspect can call a pack hunt. This causes anything up to all of the splitsoul's aspects to wild shape at once. This uses a separate tally of uses to the normal wild shape, and only lasts 1 minute/level, not 1 hour/level. Only the beast aspect uses a standard action, and each other aspect chooses whether or not to be affected and which form to take if they are.

    Grant Wild Shape (Su)
    Once per day at seventh level, and another time per day per six levels thereafter, the beast aspect can wild shape another willing creature within 30 feet. This does, however, use up one of its wild shapes for the day.

    Aspect of the Mage
    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th
    1st +0 +0 +0 +2 Cantrip User 1 1 — — — — —
    2nd +1 +0 +0 +3 2 1 — — — — —
    3rd +1 +1 +1 +3 2 2 — — — — —
    4th +2 +1 +1 +4 2 2 — — — — —
    5th +2 +1 +1 +4 Nontraitor 2 2 1 — — — —
    6th +3 +2 +2 +5 2 2 1 — — — —
    7th +3 +2 +2 +5 2 2 2 — — — —
    8th +4 +2 +2 +6 2 2 2 1 — — —
    9th +4 +3 +3 +6 2 2 2 2 — — —
    10th +5 +3 +3 +7 Vassal 2 2 2 2 — — —
    11th +5 +3 +3 +7 3 3 2 2 1 — —
    12th +6/+1 +4 +4 +8 3 3 2 2 2 — —
    13th +6/+1 +4 +4 +8 3 3 3 2 2 — —
    14th +7/+2 +4 +4 +9 3 3 3 3 2 2 —
    15th +7/+2 +5 +5 +9 Re-preparation 3 4 3 3 2 2 —
    16th +8/+3 +5 +5 +10 3 4 4 4 3 3 —
    17th +8/+3 +5 +5 +10 4 4 4 4 4 3 2
    18th +9/+4 +6 +6 +11 4 4 4 4 4 3 2
    19th +9/+4 +6 +6 +11 4 4 4 4 4 4 3
    20th +10/+5 +6 +6 +12 Ever Ready 4 4 4 4 4 4 3
    Alignment: Within one step of overall.
    Hit Die: 1d6

    Class Skills:
    The mage aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and armour proficiency
    Mage aspects are proficient with simple weapons. They are not proficient with any type of armour or shields, which interfere with their arcane gestures and may cause their spells with somatic components to fail.

    Spells
    Mage aspects cast spells in exactly the same way as a wizard, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.

    Cantrip User
    Mage aspects can cast each zero-level spell they have prepared as many times per day as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.

    Nontraitor
    From fifth level, mage aspects don't harm their allies with spells, and ignore their allies' existence for the purpose of offensive spells.

    Vassal
    From tenth level, mage aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the vassal makes any touch attacks needed, but doesn't use actions to do so.

    Re-preparation
    From fifteenth level, a mage aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.

    Ever Ready
    From twentieth level, a mage aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that she didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast fireball spontaneously.

    Aspect of the Psychic
    Level BAB Fort Ref Will Special
    Power Points/day
    Powers Known
    Level Known
    1st +0 +0 +0 +2 Talent User
    1
    1
    1st
    2nd +1 +0 +0 +3
    3
    2
    1st
    3rd +1 +1 +1 +3
    6
    3
    1st
    4th +2 +1 +1 +4
    9
    4
    2nd
    5th +2 +1 +1 +4 Full Power
    14
    5
    2nd
    6th +3 +2 +2 +5
    19
    6
    2nd
    7th +3 +2 +2 +5
    24
    7
    3rd
    8th +4 +2 +2 +6
    30
    8
    3rd
    9th +4 +3 +3 +6
    37
    9
    3rd
    10th +5 +3 +3 +7 Conduit
    44
    10
    4th
    11th +5 +3 +3 +7
    52
    11
    4th
    12th +6/+1 +4 +4 +8
    60
    12
    4th
    13th +6/+1 +4 +4 +8
    68
    13
    5th
    14th +7/+2 +4 +4 +9
    77
    14
    5th
    15th +7/+2 +5 +5 +9 Volatile Knowledge
    87
    15
    5th
    16th +8/+3 +5 +5 +10
    97
    16
    6th
    17th +8/+3 +5 +5 +10
    107
    17
    6th
    18th +9/+4 +6 +6 +11
    117
    18
    6th
    19th +9/+4 +6 +6 +11
    128
    19
    6th
    20th +10/+5 +6 +6 +12 What He Does Not Know
    140
    20
    6th
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    The psychic aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour Proficiency
    Psychic aspects are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Powers
    A psychic aspect manifests powers much as a psychic warrior does, only using the first six levels of the psion spell list. However, his manifester level is only three quarters of his level (minimum 1).

    Talent User
    A psychic aspect knows five psychic talents.

    Full Power
    From fifth level, psychic aspects are limited not by caster level but by class level on how many power points they can spend on one power.

    Conduit
    From tenth level, psychic aspects can originate their powers at any of the other aspects' positions rather than their own. The creature acting as the conduit makes any touch attacks needed, but doesn't use actions to do so.

    Volatile Knowledge
    From fifteenth level, every day upon regaining power points, the psychic aspect can gain temporary knowledge of a single power of any level he can manifest for that day until he regains power points; there's nothing to stop him taking it again immediately.

    What He Does Not Know
    At 20th level, a psychic aspect can spend 6 additional power points to manifest a power he doesn't know. This counts towards the maximum number he can use on one power.

    Aspect of the Priest
    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th
    1st +0 +2 +0 +2 Orison User, Spontaneous Conversion 1 1 — — — — —
    2nd +1 +3 +0 +3 2 1 — — — — —
    3rd +2 +3 +1 +3 2 2 — — — — —
    4th +3 +4 +1 +4 2 2 — — — — —
    5th +3 +4 +1 +4 Lay on Hands 2 2 1 — — — —
    6th +4 +5 +2 +5 2 2 1 — — — —
    7th +5 +5 +2 +5 2 2 2 — — — —
    8th +6/+1 +6 +2 +6 2 2 2 1 — — —
    9th +6/+1 +6 +3 +6 2 2 2 2 — — —
    10th +7/+2 +7 +3 +7 Supplicant 2 2 2 2 — — —
    11th +8/+3 +7 +3 +7 3 3 2 2 1 — —
    12th +9/+4 +8 +4 +8 3 3 2 2 2 — —
    13th +9/+4 +8 +4 +8 3 3 3 2 2 — —
    14th +10/+5 +9 +4 +9 3 3 3 3 2 2 —
    15th +11/+6/+1 +9 +5 +9 Divine Request 3 4 3 3 2 2 —
    16th +12/+7/+2 +10 +5 +10 3 4 4 4 3 3 —
    17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 3 2
    18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 3 2
    19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 3
    20th +15/+10/+5 +12 +6 +12 Divine Immanency 4 4 4 4 4 4 3
    Alignment: Within one step of overall, and one step of deity.
    Hit Die: 1d8

    Class Skills:
    The priest aspect’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour Proficiency
    Priest aspects are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

    Spells
    Preist aspects cast spells in exactly the same way as a cleric, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.

    Orison User
    Priest aspects can cast each zero-level spell they have prepared as many times as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.

    Lay On Hands
    From fifth level, priest aspects can Lay On Hands as a paladin of the same level, only using wisdom, not charisma.

    Supplicant
    From tenth level, priest aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the supplicant makes any touch attacks needed, but doesn't use actions to do so.

    Divine Request
    From fifteenth level, a priest aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.

    Divine Immanency
    From twentieth level, a priest aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that they didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast prayer spontaneously.

    Aspect of the Thief
    Level BAB Fort Ref Will Special
    1st +0 +0 +2 +0 Trapfinding, Sneak Attack 1d6
    2nd +1 +0 +3 +0 Skill Bonus
    3rd +2 +1 +3 +1 Trap Sense +1
    4th +3 +1 +4 +1 Sneak Attack 2d6
    5th +3 +1 +4 +1 Skill Bonus
    6th +4 +2 +5 +2
    7th +5 +2 +5 +2 Trap Sense +2, Sneak Attack 3d6
    8th +6/+1 +2 +6 +2 Skill Bonus
    9th +6/+1 +3 +6 +3
    10th +7/+2 +3 +7 +3 Sneak Attack 4d6
    11th +8/+3 +3 +7 +3 Skill Bonus, Trap Sense +3
    12th +9/+4 +4 +8 +4
    13th +9/+4 +4 +8 +4 Sneak Attack 5d6
    14th +10/+5 +4 +9 +4 Skill Bonus
    15th +11/+6/+1 +5 +9 +5 Trap Sense +4
    16th +12/+7/+2 +5 +10 +5 Sneak Attack 6d6
    17th +12/+7/+2 +5 +10 +5 Skill Bonus
    18th +13/+8/+3 +6 +11 +6
    19th +14/+9/+4 +6 +11 +6 Trap Sense +5, Sneak Attack 7d6
    20th +15/+10/+5 +6 +12 +6 Skill Bonus
    Alignment: Within one step of overall.
    Hit Die: 1d6

    Class Skills:
    The thief aspect’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skill Points at 1st Level: (8 + Int modifier) × 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Rogue Class Features
    The thief's class features, including weapon and armour proficiency, except Skill Bonus, work exactly like the rogue class feature of the same name.

    Skill Bonus
    At second level, and every third level thereafter, the thief aspect chooses either to add a permanent +2 bonus to the use of a single skill, or to obtain a single skill trick at no expense, which is discounted when determining how many a thief aspect can have. The +2 bonus doesn't stack with itself; a new skill must be chosen each time.

    Aspect of the Speaker
    Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
    1st +0 +0 +0 +2 Known Aspect Truenames 1 — — — — —
    2nd +1 +0 +0 +3 2 — — — — —
    3rd +2 +1 +1 +3 3 1 — — — —
    4th +3 +1 +1 +4 3 2 — — — —
    5th +3 +1 +1 +4 Knowledge Focus 3 3 — — — —
    6th +4 +2 +2 +5 Truename Research 3 3 1 — — —
    7th +5 +2 +2 +5 3 3 2 — — —
    8th +6/+1 +2 +2 +6 Bonus Recitation Feat, Knowledge Focus 3 3 3 — — —
    9th +6/+1 +3 +3 +6 See the Named 3 3 3 1 — —
    10th +7/+2 +3 +3 +7 3 3 3 2 — —
    11th +8/+3 +3 +3 +7 Knowledge Focus 3 3 3 3 — —
    12th +9/+4 +4 +4 +8 3 3 3 3 1 —
    13th +9/+4 +4 +4 +8 Sending 3 3 3 3 2 —
    14th +10/+5 +4 +4 +9 Knowledge Focus 3 3 3 3 3 —
    15th +11/+6/+1 +5 +5 +9 Bonus Recitation Feat 3 3 3 3 3 1
    16th +12/+7/+2 +5 +5 +10 3 3 3 3 3 2
    17th +12/+7/+2 +5 +5 +10 Knowledge Focus 3 3 3 3 3 3
    18th +13/+8/+3 +6 +6 +11 3 3 3 3 3 3
    19th +14/+9/+4 +6 +6 +11 3 3 3 3 3 3
    20th +15/+10/+5 +6 +6 +12 Speak Unto The Masses, Say Our Names And We Are There, Knowledge Focus 3 3 3 3 3 3
    Alignment: Any
    Hit Die: 1d6

    Class Skills:
    The speaker aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Perform (oratory), Knowledge (all skills, taken individually), Truespeak (Int) and Use Magic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    The speaker aspect is proficient in simple weapons as well as light armour, but no shields.

    Utterances (Sp)
    A speaker aspect speaks utterances just like a worldspeaker does.

    Worldspeaker class features

    All class features sharing a name with a worldspeaker class feature work just like the worldspeaker class feature of the same name.

    Say Our Names And We Are There
    This works just like the worldspeaker's Say My Name And I Am There class feature, but allows the designation of a single "True Nickname" for all the aspects, and the body, to use. All of them appear somewhere within 10 feet of the speaker if possible, 15 feet if not, 20 feet if still not, and the ability doesn't work at all if they can't all appear within 20 feet.

    Aspect of the Warrior
    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +0 Path to Glory
    2nd +2 +3 +0 +0 Fighting Style
    3rd +3 +3 +1 +1
    4th +4 +4 +1 +1
    5th +5 +4 +1 +1
    6th +6/+1 +5 +2 +2 Improved Fighting Style
    7th +7/+2 +5 +2 +2
    8th +8/+3 +6 +2 +2
    9th +9/+4 +6 +3 +3
    10th +10/+5 +7 +3 +3
    11th +11/+6/+1 +7 +3 +3 Fighting Style Mastery
    12th +12/+7/+2 +8 +4 +4
    13th +13/+8/+3 +8 +4 +4
    14th +14/+9/+4 +9 +4 +4
    15th +15/+10/+5 +9 +5 +5
    16th +16/+11/+6/+1 +10 +5 +5
    17th +17/+12/+7/+2 +10 +5 +5
    18th +18/+13/+8/+3 +11 +6 +6
    19th +19/+14/+9/+4 +11 +6 +6
    20th +20/+15/+10/+5 +12 +6 +6
    Alignment: Within one step of overall.
    Hit Die: 1d10

    Class Skills:
    The class skills of the warrior aspect (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex)
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    Warrior aspects are proficient in all simple and martial weapons and all armour and shields, including tower shields.

    Path to Glory
    While there are many paths to glory, only a single warrior can embark down any of these paths. A single path is chosen at first level. The abilities thereby granted are only given at the normal level for that class.

    Path of the Archer: Get ranger's favoured enemies, woodland stride, evasion, camouflage and hide in plain sight.
    Path of the Ascetic: Get monk's unarmed strike, AC bonus, flurry of blows, evasion and greater flurry
    Path of the Cavalier: Get paladin's smite (any opposed alignment, or LG/CG/LE/CE if you're TN) and special mount.
    Path of the Champion: Get duelist's improved reaction, acrobatic charge, and elaborate parry. Get dwarven defender's uncanny dodge, trap sense, damage reduction and improved uncanny dodge, but ten levels after the listed level.
    Path of the Slayer: Get ranger's favoured enemies, track, wild empathy, endurance and swift tracker.

    Fighting Style/Improved Fighting Style/Fighting Style Mastery

    This affords the following bonus feats in the order given. Except for the Champion, prerequisites are ignored for this purpose:
    Archer: Rapid Shot, Manyshot, Improved Precise Shot
    Ascetic: Improved Grapple or Stunning Fist, Combat Reflexes or Deflect Arrows, Improved Disarm or Improved Trip.
    Cavalier: Mounted Combat, Ride-by Attack, Spirited Charge
    Champion: Any fighter bonus feat for all three.
    Slayer: Two-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting.




    With that done, please feel free to review, to ask questions, to suggest new aspects, and to comment on how well you think the fluff-sidebars work.
    Last edited by Jormengand; 2017-03-30 at 05:14 PM.

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    I haven't finished reading, but I made something that seems pretty similar here.

    I'll post something more useful soon, once my head stops hurting.

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    Question Re: You have no chance against me, 'cos I'm actually four blokes! (3.5 class, PEACH)

    Question. Do the aspects start the same level as the body? Like when you hit level 5 and get your 4th is that guy auto level 5 or does he gain exp separately and start at level 1.

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    is there any chance we just lets say shape shift from warlock main aspect to thief aspect without releasing the aspect and getting absorbed by it
    I mean transform other aspects of ours as action

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    Default Re: You have no chance against me, 'cos I'm actually four blokes! (3.5 class, PEACH)

    Quote Originally Posted by mantia View Post
    Question. Do the aspects start the same level as the body? Like when you hit level 5 and get your 4th is that guy auto level 5 or does he gain exp separately and start at level 1.
    You're all one person an all gain experience at the same time.

    Quote Originally Posted by khadgar567 View Post
    is there any chance we just lets say shape shift from warlock main aspect to thief aspect without releasing the aspect and getting absorbed by it
    I mean transform other aspects of ours as action
    You can't change which aspects you've chosen any more than you can change your ranger fighting style or fighter bonus feats. If you want to change who's possessing you as the nineteenth-level ability, you can change who's doing it as a free action.

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    After a quick look:

    Swap Step should have a range limit shouldn't it?

    Vassal seems to mess up the action economy. Can the vassal refuse to act?

    Is there a way for an opponent to force the aspects back into the splitsoul?

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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    Quote Originally Posted by Debihuman View Post
    Swap Step should have a range limit shouldn't it?
    It already does, it just happens to be Fairly Long range (200 ft + 20 ft/lv), which is a type of range denotation I've used in other classes; because the aspects have to stay within Medium Range of the body they can only Swap Step up to Fairly Long range.

    Vassal seems to mess up the action economy. Can the vassal refuse to act?
    Urk, that's meant to say another aspect, not an ally. They do it as a free action.

    Is there a way for an opponent to force the aspects back into the splitsoul?
    No. Even if you bull rushed them into the splitsoul's space, it would be resolved just like trying to bullrush any other creature into any other creature's space.

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    Swap Step (Su): From eight level, two aspects can swap positions instantly. This provokes no attacks of opportunity, and doesn't preclude normal movement - not even a five-foot step. This is the same action as the body needs to release an aspect, requires an action from each participant, and can only be done once per round per aspect.
    Probably should reiterate the range. Also, what happens if one aspect wants to swap places but the other doesn't? With one person playing both aspects, you probably won't run into this but players tend to want a bit of autonomy. How do you recommend resolving this?

    Also, can an aspect pick up the splitsoul's body and just carry it around? Or can they never share the same space? Can an aspect be magic jarred for example? Or would it just return to the soulsplit body?

    An aspect's hit points are reduced to half of their normal value. They take a -4 penalty on D20 rolls except those made as a reaction, such as saving throws, and a -4 penalty on spell save DCs. Their caster level is three quarters of its normal value, rounding up. This is, however, made up for in their numbers; quantity has a quality all of its own. At first level, two aspects are generated; at third, a third aspect; at fifth, a fourth.
    I am never a fan of "rounding up" since this violates the premise of "always" rounding down. it is counter-intuitive for that reason. Also, I like some consistency in my games. [no squabbling over why one PC gets to round up and the others don't for example]. If I were going to allow this, I'd change that. The less anyone has to remember specific rule changes, the better. Just my 2 cents.

    Does an injury on an aspect have any bearing on the soulsplit's body? it doesn't appear to be the case.

    Debby
    Last edited by Debihuman; 2015-07-12 at 07:00 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Quote Originally Posted by Debihuman View Post
    Probably should reiterate the range.
    Well, if the aspects are further than Fairly Long range away from each other at all, something's already gone wrong.

    Also, what happens if one aspect wants to swap places but the other doesn't? With one person playing both aspects, you probably won't run into this but players tend to want a bit of autonomy. How do you recommend resolving this?
    Both aspects must agree (this agreement or otherwise, and no other information, is communicated telepathically). I'll write that in.

    Also, can an aspect pick up the splitsoul's body and just carry it around? Or can they never share the same space?
    They can pick them up and carry them. Nothing prevents an aspect being in the space of the body, but they must leave it when they are first released.

    Can an aspect be magic jarred for example? Or would it just return to the soulsplit body?
    Magic jar can only be used on bodies with a soul in. They can only, therefore, affect a splitsoul with precisely no aspects out.


    I am never a fan of "rounding up" since this violates the premise of "always" rounding down. it is counter-intuitive for that reason. Also, I like some consistency in my games. [no squabbling over why one PC gets to round up and the others don't for example]. If I were going to allow this, I'd change that. The less anyone has to remember specific rule changes, the better. Just my 2 cents.
    I pity the poor CL 0 mage/priest aspects at first level.

    Does an injury on an aspect have any bearing on the soulsplit's body? it doesn't appear to be the case.
    No, each aspect and the body have their own hit point totals and are considered separate creatures. A fireball might injure all of them.

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    Quote Originally Posted by Jormengand View Post
    I pity the poor CL 0 mage/priest aspects at first level.
    Since all aspects use one of the three aspect classes anyway, why not just put that part (and others) into the aspect classes? That way you would have all relevant information at the same place.

    You could always put a minimum of 1 if you're worried about caster level.
    Quote Originally Posted by Razanir View Post
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    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

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    Quote Originally Posted by Network View Post
    Since all aspects use one of the three aspect classes anyway, why not just put that part (and others) into the aspect classes? That way you would have all relevant information at the same place.

    You could always put a minimum of 1 if you're worried about caster level.
    Mmm, I guess I could just make it minimum 1.

    On the note of the four (there are four, count them) aspect classes, anyone have suggestions for what other aspect classes they'd like to see?

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    Quote Originally Posted by Jormengand View Post
    On the note of the four (there are four, count them) aspect classes, anyone have suggestions for what other aspect classes they'd like to see?
    Yeah, must have missed the last one. An easy way to make new classes is to use an already established subsystem and add a theme to it. So feel free to make aspects for any of these subsystems: psionics (draws powers from the psion/wilder list, psionics progress at the worst rate between psychic warrior and wilder), meldshaping (soulborn progression, but drawn from the incarnate list maybe?), binding (the aspect is bound to one vestige and can never change it, as if the vestige and aspect were one), shadowcasting (maybe you don't have a shadow when the aspect is out?), truenaming (your aspect is an ancient entity bound to your soul. It tries to get out permanently, but for now it remembers a bit of the language of its past existence), planecasting (your aspect comes from another plane of existence and draws power from that plane), or even harrow(-edness? -ing?) (you get the monster within... without. But I think there's already a prestige class that does that).
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

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    Quote Originally Posted by Network View Post
    Yeah, must have missed the last one. An easy way to make new classes is to use an already established subsystem and add a theme to it. So feel free to make aspects for any of these subsystems: psionics (draws powers from the psion/wilder list, psionics progress at the worst rate between psychic warrior and wilder), meldshaping (soulborn progression, but drawn from the incarnate list maybe?), binding (the aspect is bound to one vestige and can never change it, as if the vestige and aspect were one), shadowcasting (maybe you don't have a shadow when the aspect is out?), truenaming (your aspect is an ancient entity bound to your soul. It tries to get out permanently, but for now it remembers a bit of the language of its past existence), planecasting (your aspect comes from another plane of existence and draws power from that plane), or even harrow(-edness? -ing?) (you get the monster within... without. But I think there's already a prestige class that does that).
    I made a psionic one.

    The planecasting I'm not gonna look through, but feel free to make a planecaster aspect.

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    I feel that the thief class needs a focus on something other than "lots of skill points", since the splitsoul will already have more skill points than he knows what to do with even if he doesn't pick the thief class (at least 10+5 int modifiers across his aspects and main body - more than a normal rogue, and at least one of those int modifiers is the character's primary ability score if the mage aspect is chosen). Admittedly some skills will need to be taken by multiple aspects, but that should still leave plenty for things like disable device. Beyond that, the thief aspect just gets a small bonus to a few skills, trapfinding and a reduced sneak attack. Would it be reasonable to buff the class by giving it evasion and/or uncanny dodge? The latter might have some interesting implications when combined with Sensory Merging, although as written it would currently do nothing.

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    Let me just double-check that I'm understanding this correctly: each Splitsoul has to pick one single aspect to use for all his pieces? And he can't change? So a single Splitsoul can produce several rogues OR several mini-mages, right?
    The class is just a little complex and I want to make sure I get it before I offer further feedback.



    Some ideas for other Aspects:
    Aspect of the Demon- Warlock based invocation user
    Aspect of the Disciple- ToB manuever-using aspect
    Last edited by Deepbluediver; 2015-07-14 at 10:15 AM.
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    It's not called common because the sense is common, it's called common because it's about common things.
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    Quote Originally Posted by Deepbluediver View Post
    Let me just double-check that I'm understanding this correctly: each Splitsoul has to pick one single aspect to use for all his pieces? And he can't change? So a single Splitsoul can produce several rogues OR several mini-mages, right?
    The class is just a little complex and I want to make sure I get it before I offer further feedback.
    Exactly the opposite, the Splitsoul's aspects have four different classes:

    A splitsoul chooses which class an aspect will take upon gaining it. No class can be taken by more than one of a single splitsoul's aspects. Aspects can only take these special aspect classes, and cannot multiclass.

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    Quote Originally Posted by pi4t View Post
    I feel that the thief class needs a focus on something other than "lots of skill points", since the splitsoul will already have more skill points than he knows what to do with even if he doesn't pick the thief class (at least 10+5 int modifiers across his aspects and main body - more than a normal rogue, and at least one of those int modifiers is the character's primary ability score if the mage aspect is chosen). Admittedly some skills will need to be taken by multiple aspects, but that should still leave plenty for things like disable device. Beyond that, the thief aspect just gets a small bonus to a few skills, trapfinding and a reduced sneak attack. Would it be reasonable to buff the class by giving it evasion and/or uncanny dodge? The latter might have some interesting implications when combined with Sensory Merging, although as written it would currently do nothing.
    Mmm, see, I was thinking of the standard warrior/rogue/mage/priest set-up, which is why I chose those four. I suppose I could add something else, or maybe something like floating skill points to set up each day. Or special trap abilities? I dunno.

    Quote Originally Posted by Deepbluediver View Post
    Some ideas for other Aspects:
    Aspect of the Demon- Warlock based invocation user
    Aspect of the Disciple- ToB manuever-using aspect
    Warlocks, I'd have to go and look up how they work because I can't remember. As for ToB, I don't really do ToB - although I could do someone who admits to being a sword-caster, a la duskblade/magus, I don't really want to make anything too hybrid-y.

    I guess I could do some of my other classes as aspects, though.

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    Quote Originally Posted by Jormengand View Post
    Mmm, see, I was thinking of the standard warrior/rogue/mage/priest set-up, which is why I chose those four. I suppose I could add something else, or maybe something like floating skill points to set up each day. Or special trap abilities? I dunno.
    I'm still confused- can I split off one aspect as a Warrior and one as a Priest and create my own meatshield/pocket-healer combo? Or am I limited to all of one or the other?

    Warlocks, I'd have to go and look up how they work because I can't remember. As for ToB, I don't really do ToB - although I could do someone who admits to being a sword-caster, a la duskblade/magus, I don't really want to make anything too hybrid-y.

    I guess I could do some of my other classes as aspects, though.
    Ah ok, I was just suggesting a few things in case you wanted more ideas.

    Invocations are basically at-will spells. There's no limit on them on how often you can use them, but they don't get as powerful as a full caster. In addition to knowing fewer of them and having a shorter list of options, they top out at about the equivalent of a 6th level spell.

    ToB is all melee, but it's melee with more options and easier to be useful above level 10. Do you know about the Tier system? If most of the traditional melee classes were tier 5 or low tier 4, ToB is high tier 4 and low tier 3.
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
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    Quote Originally Posted by Deepbluediver View Post
    I'm still confused- can I split off one aspect as a Warrior and one as a Priest and create my own meatshield/pocket-healer combo? Or am I limited to all of one or the other?
    By fifth level, you have four aspects. You must choose four different options out of the five available. You can't have two warriors or three priests.

    Ah ok, I was just suggesting a few things in case you wanted more ideas.

    Invocations are basically at-will spells. There's no limit on them on how often you can use them, but they don't get as powerful as a full caster. In addition to knowing fewer of them and having a shorter list of options, they top out at about the equivalent of a 6th level spell.
    Yeah, I know how they work conceptually, I'd just have to look at the book to see how they work.

    ToB is all melee, but it's melee with more options and easier to be useful above level 10. Do you know about the Tier system? If most of the traditional melee classes were tier 5 or low tier 4, ToB is high tier 4 and low tier 3.
    Yes, I am familiar with both the Tome of Magic: Swords Edition and the works of JaronK. However, as I said, I don't really want to be playing with gishy/swords and they're-not-spells-honest-guv people because you're already playing 4 different classes.
    Last edited by Jormengand; 2015-07-14 at 11:19 AM.

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    Quote Originally Posted by Jormengand View Post
    By fifth level, you have four aspects. You must choose four different options out of the five available. You can't have two warriors or three priests.
    Ok, that's basically what I was asking. My only concern then is it feels like most Split-souls will be very very similar. Psionic abilities are a lot like Spells, if flavored differently, so I worry that the class won't have a lot of replay potential.

    Yeah, I know how they work conceptually, I'd just have to look at the book to see how they work.
    You get upgraded versions every 5 levels or so (1st, 6th, 11th, and 16th) with a new invocation about every 2/3 levels, for 12 total at 20th level. DC based on Charisma, I think.

    Yes, I am familiar with both the Tome of Magic: Swords Edition and the works of JaronK. However, as I said, I don't really want to be playing with gishy/swords and they're-not-spells-honest-guv people because you're already playing 4 different classes.
    There's been a lot of arguments discussion regarding just where the ToB classes fit. IMO they are all-melee, and the fact that they are significantly better at it than the core melee classes pushes them up 1 tier at most, since some of the Tier are not just about power but versatility instead. Something like a Bard or Duskblade would be significantly more what a true gish is.
    Last edited by Deepbluediver; 2015-07-14 at 11:51 AM.
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
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    Quote Originally Posted by Deepbluediver View Post
    Ok, that's basically what I was asking. My only concern then is it feels like most Split-souls will be very very similar. Psionic abilities are a lot like Spells, if flavored differently, so I worry that the class won't have a lot of reply potential.
    Well, that's why I need more of them!

    You get upgraded versions every 5 levels or so (1st, 6th, 11th, and 16th) with a new invocation about every 2/3 levels, for 12 total at 20th level. DC based on Charisma, I think.
    Again, I'll have to look at the book to work out exactly how to turn it into a class.

    There's been a lot of arguments discussion regarding just where the ToB classes fit. IMO they are all-melee, and the fact that they are significantly better at it than the core melee classes pushes them up 1 tier at most, since some of the Tier are not just about power but versatility instead. Something like a Bard or Duskblade would be significantly more what a true gish is.
    My problem with the ToM:SE classes is basically that their mechanics (hit things, spend spell-I-mean-maneuver slot, add special effect) basically are the duskblade's. In any case, I don't really see the bard as a gish exactly: less half-sorcerer-half-martial, more half-sorcerer-half-marshal.
    Last edited by Jormengand; 2015-07-14 at 11:40 AM.

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    Quote Originally Posted by Jormengand View Post
    Well, that's why I need more of them!
    Well, you'll have to decide what feels to Gishy for you then. You can make Barbarian or Binder aspects, or you try something totally out of left field like "Aspect of the Beast" that generates something like an animal companion.

    I'd rather see a mechanically good class with options rather than a bad class that stuck tightly to it's theme.

    My problem with the ToM:SE classes is basically that their mechanics (hit things, spend spell-I-mean-maneuver slot, add special effect) basically are the duskblade's. In any case, I don't really see the bard as a gish exactly: less half-sorcerer-half-martial, more half-sorcerer-half-marshal.
    Ok, maybe a valid point about the Bard. I feel like the ToB classes are more melee and that something like the Duskblade could have more non-combat options, but since this project is your baby it's entirely up to you what gets included.
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
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    Quote Originally Posted by Deepbluediver View Post
    "Aspect of the Beast" that generates something like an animal companion.
    Decided to make it wild shape based. Thoughts?

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    Quote Originally Posted by Jormengand View Post
    Decided to make it wild shape based. Thoughts?
    I generally play Pathfinder, which has different mechanics for wild shape and polymorph spells to prevent some of the exploits in 3.5 (notably, they give you ability score bonuses rather than replacing your normal str, dex and con, so you can't treat them as dump stats and fight in wild shape). Thus I can't really comment on how a wild shape based aspect for 3.5 would work. However, have you considered making an aspect based on the summoner's eidolon either instead, or as another aspect? It's essentially a companion in the style of animal companion, familiar, etc, but a bit more powerful and with much more customisation: each level, it can spend a number of "evolution points" to unlock various features like extra attacks, spell like abilities, etc. There have been a couple of homebrew conversions of the eidolon to a normal class, so it might be easier to convert one of those to an aspect class rather than the base eidolon.

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    This might be of some use, each Association could be an Aspect.
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    Quote Originally Posted by Jormengand View Post
    My problem with the ToM:SE classes is basically that their mechanics (hit things, spend spell-I-mean-maneuver slot, add special effect) basically are the duskblade's. In any case, I don't really see the bard as a gish exactly: less half-sorcerer-half-martial, more half-sorcerer-half-marshal.
    Hilariously, githyankis consider all bards to be gishes, so not only is it one of the few ways to be one without multiclassing, but a good deal of all gishes are bards.
    Quote Originally Posted by Jormengand View Post
    Decided to make it wild shape based. Thoughts?
    Wild shape is considered one of the most powerful druid abilities, and this aspect gets wild shape abilities (including getting access to new size categories) many levels before the druid, so I'm a bit worried power-wise.

    I can see a couple way to solve this. Give them restricted access to animal forms until 5th level, and then use the druid's progression for everything, except maybe uses per day if you feel like it. Maybe the aspect has to select one animal for every level he has, so a 1st-level aspect could change into a dog OR an eagle, then a 2nd-level aspect adds hyena OR wolf to the list, and at 5th level it gets access to all animals a normal druid could shapeshift into.
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    Divine Immanency mentions Fireball, which is a copy-paste error.

    Aspect of the Warrior needs armor and weapon proficiencies, and to mention if the feats are gained in the order listed or if you can gain them in any order you choose.

    Also, in keeping with my habit of providing Wikipedia-like cross-indexing* here is a somewhat related class in that it has a less powerful "central character" and several more powerful and less vulnerable "remotes", although the fluff is VERY different: the Telekinetic Bladestorm. I have now provided a reciprocal link of course! Also did the same for The Party, except I didn't post in its thread since that would be necromancy.
    *Mostly to my own work since it is what I know best...
    Last edited by DracoDei; 2015-07-15 at 06:22 PM.
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    Default Re: You have no chance against me, 'cos I'm actually four blokes! (3.5 class, PEACH)

    Aspect of the mage gives the caster level as 1/4 of the normal value, as opposed to 3/4 for the other casters. Is this a typo?

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    Quote Originally Posted by Great Velocity View Post
    Aspect of the mage gives the caster level as 1/4 of the normal value, as opposed to 3/4 for the other casters. Is this a typo?
    Yes, and it's been fixed. Thanks!

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    Default Re: You have no chance against me, 'cos I'm actually four blokes! (3.5 class, PEACH)

    I'm wondering why you decided that each aspect has to be different. I'm imagining someone's aspects all being different animals, or one buffer and two or three warriors. Also, as it is you can't have a monk aspect and an archer aspect, which seems weird.
    If you're worried about someone with four mage aspects being too powerful, you could write into each aspect a maximum number.
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