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    d6 Overwatch Classes, Zenyatta -theperfect25

    Harmonic Wanderers


    Description:Their are those that understand the balance of the world, have seen it with their very eyes. These being are wanderers, learning to harness the powers that the world gives and harnessing it into a physical form. They have learned to control the binds of harmony to sway those around them. Wherever they go, they are known to help sew the inevitable or end the unknown.

    Combat: A wanderer is at their best not in the front with the attackers but right in the middle of their allies. Able to attack from a short range distance as well as able to sway the battlefield and give help to those who need it as he sees fit.

    Attribute:A Harmonic Wanderer faces the world needing great wisdom and intelligence. Both of these factors contributing to their effectiveness as both a support and a debuffer. However, constitution and dexterity is needed if they wish to join the battle directly.

    Alignment:A Harmonic Wanderer are almost always lawful in alignment, knowing that all things in reality have laws that they follow.

    Starting gold: 2d6x10 (average 70gp)

    Starting age:Complex

    Health:d6
    level BAB Fort Ref Will Special
    1 0 0 0 2 Orbs of power, Orb of destruction
    2 1 0 0 3 Orb of harmony
    3 2 1 1 3 Harmonic Defense
    4 3 1 1 4 Unbound step
    5 3 1 1 4 bonus feat
    6 4 2 2 5 Orb of relevance
    7 5 2 2 5 Powered Orb of Destruction
    8 6/1 2 2 6 Transcendence
    9 6/1 3 3 6 bonus feat
    10 7/2 3 3 7 Mettle
    11 8/3 3 3 7 Orb of Discord
    12 9/4 4 4 8 Improved Unbound Step
    13 9/4 4 4 8
    14 10/5 4 4 9 Improved Mettle
    15 11/6/1 5 5 9 Path's chosen(Journeyman)
    16 12/7/2 5 5 10
    17 12/7/2 5 5 10 Greater Transcendence
    18 13/8/3 6 6 11 Path's chosen(expert)
    19 14/9/4 6 6 11
    20 15/10/5 6 6 12 Path's chosen(master)
    Class Skills: (6+int, x4 first level)
    Harmonic Wanderer's Class skills: Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Tumble (Dex).

    Class Features:

    Weapon and Armor Proficiency:A Harmonic Wanderer is proficient with all simple and martial weapons, and no armor.

    Orbs of power:A Harmonic wanderer Harnesses the power of harmony through small orbs that surround them at all times. These orbs are representative of their mastery and understanding of themselves and the fates that hold all. These orbs are the central resource used for all of a Harmonic warriors powers towards friend or foe.

    A Harmonic wanderer starts with 2 of these orbs and gains an additional 1 every three levels starting at level 2. (max of 9 at level 20) These orbs rotate around the Harmonic wanderer in an orbit 1 to three feet away. Each orb has Hit points equal to your class level, using the Harmonic wanderer's Armor class and saves. Additionally, Whenever an orb goes beyond 30ft+5ft/lvl away from the wanderer, they are automatically destroyed. Reforming 1d10- charisma modifier rounds later (minimum 1 round)

    In place of making an attack (including an attack in a full attack action but not an attack of opportunity), you may make a ranged touch attack within an orb's range to have it revolve around the target. As you use this ability you may grant the orb a single quality that you possess access to, determining the effects of the orb. A swift action may be used to recall any orb that is currently revolving around a target.

    All of your orbs dissipate if you fall unconscious, if you wear armor or wield a shield, or if you carry more than a light load. In these cases, all orbs that you possessed are restored when you no longer meet any of these conditions.

    Orb of destruction: Starting at 1st level, you may use your orbs of power to deliver physical harm. What a successful ranged attack you may fling an orb, up to your maximum range, dealing a d6 bludgeoning damage at medium size, (d4 for small, d8 for large.) This orb is treated as a force effect, damaging incorporeal and ethereal targets normally. The orb may not be used again until the next round, at which point it returns to you.

    Orb of Harmony: Starting at 2nd level, you may bring a harmonic effect towards your orbs of power to restore health. This quality gives the target a fast heal equal to 1/2 your level in harmonic wanderer. Multiple orbs of harmony stack.

    Harmonic Defense:Starting at level 3 the powers of fate and harmony are bound to the wanderer, and in doing so they provide protection to the individual. A Harmonic wanderer gains a +1 deflection bonus equal to the amount of orbs of power that currently revolve around them.

    Unbound step:Starting at level 4, your body is freed from the limitations of gravity as you begin floating a few inches off of the ground. You may move across water and other unstable surfaces that would be incapable of supporting your weight. If you do not end your movement on ground that is capable of supporting your weight, however, you sink or fall through as normal for a creature of your weight.

    Orb of relevance: Starting at level 6, a Harmonic wanderer may bestow harmonic energy to bring benefits to those going against the target while it revolves around them. This quality which may be bestowed upon an orb of power causes the target to be outlined in glowing light, which makes all creatures invisible or in hiding to be shown and lose all benefits of such ability. As well as this, the target takes a -1 to ac. The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.

    powered orb of destruction:Starting at level 7 a Harmonic wanderer may add their intelligence modifier to the damage when using orbs of destruction.

    Transcendence:Starting at level 8 a Harmonic warrior gains their Ultimate Power. This ability turns the Wanderer into a Beacon of Positive Cosmic Energy, making them glow bright with holy energy. This ability immediately brings all orbs back to the wanderer, even if they were destroyed or currently on another target. After the orbs are brought back, the Wanderer begins to float roughly 2 feet off of the ground and gain a +30ft movement bonus. The wanderer then gains a damage reduction and energy resistance equal 10+chr modifier+int modifier. All Allies, excluding the Harmonic wanderer, within range of their orbs of power gain a fast heal equal to 3x the amount of orbs the harmonic wanderer currently possesses. This state is powerful but leaves you open to attacks, you are considered flat footed while in this state and you cannot perform attack actions. It takes a full round action to go into this state, as well as takes a full round to exit it. You may only be in the state for a total 1+chr mod(minimum of 1) consecutive rounds at a time. After Transcendence has been used, you may not use it again for a 1d8+ the amount of rounds spent in Transcendence

    Mettle: At 10th level and higher, a Harmonic wanderer can resist magical and unusual attacks with great willpower If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will for half ), he instead completely negates the effect. An unconscious or sleeping Harmonic wanderer does not gain the benefit of mettle.

    Orb of Discord: Starting at level 11, by channeling the polarity of harmonic energy you may bestow the discord quality to an orb of power. When an orb of discord revolves around a target, it radiates a curse that causes all damaging attacks to hit harder then they normally would. While under the effect of an orb of discord, the target takes an additional +1 damage for every dice rolled against them. ( Example. A fireball hits for 5d6 damage, it will now deal 5d6+5 damage.) The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.

    Improved Unbound Step:Starting at the 12th level, your freedom from gravity allows you to avoid most physical impediments to movement. Your movement ignores all forms of difficult terrain, save for those created by spells with a duration other than "instantaneous".

    Improved Mettle:At level 14 a harmonic wanderer has learned to use the harmonic energies around them to help resist attacks of the body. They may now use the mettle ability with Fortitude saves as well as Will saves.

    Greater Transcendence:
    Starting at level 17 When a Harmonic wanderer is ending their transcendence they may choose to attack with all of their orbs of power at once. The Harmonic wanderer first declares the use of this ability and chooses which targets he will attack as well as how many orbs he will use per target. Then they roll one attack roll and compare it to all targets ac. Dealing damage per attack if their attack beats the targets ac. As well as this a Harmonic wanderer may subtract their wisdom modifier to the amount of rounds between their uses of the Transcendence ability.

    Path Chosen: At level 15 a Harmonic Wanderer may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a meditative ritual that requires 100gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Harmonic wanderer gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.

    Gaze of the Sun:
    Journeyman: A Harmonic wanderer revers in the sun, becoming a beacon of light to all of those around, those who chose this path are constantly under the effects of a sunlight spell equal to their level. themselves radiating with light. They may willingly dim the light that radiates from them to a minor glow.
    Expert: A being under the Gaze of the Sun is connected with the holy energies around them and above. All attacks the Harmonic wanderer have now deal holy damage that ignore up to 10 points of damage resistance and deal double damage towards undead.
    Master:: A Harmonic wanderer who is a Master of the Gaze of the Sun path is no longer effected by any holy or positive energy damage. As well as when they use their Transcendence ability, all allies within range receive double the healing affect from all source, and become immune to ability drain and level drain effects while they are within the range of Transcendence.

    Djinn’s Wisdom
    Journeyman:A Harmonic wanderer that chooses the path of Djinn's Wisdom learns to Harness the destructive powers of fire, ice, and electricity. By spending 2 hours in meditation they may attune their bodies and mind towards a specific element of their choosing and gain 10 resistance towards the specified type as well as deal an additional 1d6 elemental damage when using their orbs of destruction. The element chosen may be changed at any time with 2 full hours of meditation.
    Expert: An expert user of the path of Djinn's wisdom is able to bring their element into the world by bending the very energies around them. allowing them more control of the range of their Transcendence ability, allowing them to to make the area of affect smaller then the maximum range. As well as when in the Transcendence state they become immune to their current chosen element. as an additional effect, they may choose for all within the range of their Transcendence ability to take 3d6 elemental damage every round the ability is active.
    Master:A master of the path of Djinn's Wisdom now has near complete control of their element. They are now immune to the chosen element even when they are not within Transcendence. As well as whenever they are using their Transcendence ability they may chose who is affected within range. Lastly, their control while in this state has intensified, causing all damage from their current chosen element, from any source within range,to be doubled.

    Notes:
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    This is a class based off of the video game character Zenyatta from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25



    Other Overwatch classes:
    Last edited by theperfect25; 2016-12-23 at 02:13 PM.
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  2. - Top - End - #2
    Troll in the Playground
     
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    Default Re: Overwatch Classes, Zenyatta -theperfect25

    Hey there, theperfect25. I've been looking at your Overwatch classes... Because Overwatch... and some of this work seems... incomplete? While I know that the actual classes have very few abilities (for the sake of playability), the result is that you have a 20 level class with only 6 or 7 class features. Most of the levels feel dead (and level 17, when spellcasters get 9th level spells, literally gives you no class features). If you want to produce balanced Overwatch classes, you may want to consider granting additional (thematic) options or boiling them down into a prestige class... Actually, let me give a possible example of the latter.

    Spoilered to avoid taking up huge amounts of space

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    Harmonic Wanderers


    For some beings, the search for inner balance is the pursuit of a lifetime. For a few select beings, however, balance and enlightenment do not lie within. Gifted with unusual sensitivity to the cosmic forces, these few can see disharmony and karmic imbalances as others see shapes colors. While monks spend years training and meditating in pursuit of personal enlightenment, these individuals spend their lives wandering from place to place, promoting balance and enlightenment in their surroundings. Wielding abstract forces and intangible energies, harmonic wanderers shape the destinies of those around them. Wherever they go, the cosmos shifts towards balance.
    Hit Die: d6

    Prerequisites
    The Following are Prerequisites for becoming a Harmonic Wanderer:
    Alignment: Lawful Neutral or Lawful Good
    Skills: Concentration 3 ranks, Knowledge (Religion) 1 rank, Knowledge (the Planes) 1 rank
    Class Features: Still Mind Class Feature

    Class Skills:
    The Harmonic Wanderer's Class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Tumble (Dex).
    Skill Points at Each Level: 6+int

    level BAB Fort Ref Will Special
    1 0 0 0 2 Orbs of power, Orb of destruction, Monastic Training, Sense Balance
    2 1 0 0 3 Harmonic Path, Unbound Step
    3 2 1 1 3 Orb of Harmony
    4 3 1 1 4 Improved Harmonic Path
    5 3 1 1 4 Orb of Discord
    6 4 2 2 5 Superior Harmonic Path
    7 5 2 2 5 Improved Unbound Step
    8 6/1 2 2 6 Transcendance

    Class Features: All of the following are class features of the harmonic wanderer

    Monastic Training: Your levels in harmonic wanderer stack with your monk levels for the purpose of determining your AC bonus, speed bonus, and unarmed damage. You may freely take additional levels in monk after taking levels in harmonic wanderer (unless you have also taken levels in one or more classes without a similar class feature).

    Orbs of Power (Su): Harmonic wanderers are surrounded at all times by small orbs. These orbs represent the wanderer's comprehension of self and the world around them, growing in number as the wanderer grows in comprehension. These orbs serve as the central resource for Harmonic Wanderers, used to aid allies and harm foes.

    At any time, the Harmonic Wanderer is surrounded by a number of orbs equal to their class level (to a maximum of 8 at 8th level). These orbs rotate around the Harmonic Wanderer as Ioun Stones, possessing hit points equal to your character level and using your Armor Class and Saving Throws. Unlike ioun stones, however, these orbs cannot be caught and stopped by the creature they revolve around. Additionally, these orbs are destroyed if they pass more than 60 feet away from yourself. Destroyed orbs automatically reform around you after 5 rounds.

    In place of making an attack (including an attack in a full attack action but not an attack of opportunity), you may send one of your orbs to revolve around a creature within 60 feet. As you use this ability, you grant the orb one quality that you possess access to, determining its effects. If the target of your attack is not willing, this requires a ranged touch attack.

    All of your orbs dissipate if you fall unconscious, if you wear armor or wield a shield, or if you carry more than a light load. In these cases, all orbs that you possessed are restored when you no longer meet any of these conditions.

    Orb of Destruction (Su): Starting at 1st level, you may use your orbs to deliver physical harm. With a successful attack, the orb deals bludgeoning damage equal to your unarmed strike damage (threatening critical hits as if it were your unarmed strike). This orb is treated as a force effect, damaging incorporeal and ethereal targets normally. The orb may not be used again until the end of the round, at which point it returns to you.

    Sense Balance (Su): At 1st level, you can detect the presence of imbalanced creatures in your surroundings. Creatures without any neutral elements in their alignment (those of Chaotic Good, Lawful Good, Lawful Evil, and Chaotic Evil) stand out as eerie or uncanny for you while within 60 feet, though you cannot detect their precise alignment. This ability does not allow you to detect the presence of creatures you are otherwise unaware of or incapable of seeing.

    Harmonic Path (Su): Starting at 2nd level, you must choose whether you strive for physical balance among the elements or spiritual balance among ideals. The harmonic path you choose grants a number of benefits and cannot be later changed.

    If you choose elemental balance, you may spend a swift action to add the Flaming, Frost, or Shock weapon property (your choice) to the next attack you make with an unarmed strike or orb of destruction within the next round.

    If you choose spiritual balance, you may spend a swift action to radiate Daylight (as the spell) for 1 round. Creatures in the area of bright light created are dazzled for 1 round.

    Unbound Step (Su): Starting at 2nd level, your body is freed from the limitations of gravity as you begin floating a few inches off of the ground. You may move across water and other unstable surfaces that would be incapable of supporting your weight. If you do not end your movement on ground that is capable of supporting your weight, however, you sink or fall through as normal for a creature of your weight.

    Orb of Harmony (Su): Starting at 3rd level, you may use your orbs to restore health. With a successful attack (if applicable), the orb starts revolving around your target and grants them Fast healing 1. This fast healing cannot restore a creature above half of its maximum hit points, however. The orb rotates around that target until it is destroyed or until you recall it as a swift action. Multiple orbs of harmony stack.

    Improved Harmonic Path (Su): At 4th level, you gain additional benefits from your chosen harmonic path.

    If you pursue elemental balance, you emanate a momentary aura of energy whenever you empower your weaponry. Whenever you use your hamonic path to infuse your next attack with energy, all creatures within 10 feet take 2d6 damage of the same type.

    If you pursue spiritual balance, you may replace the physical matter of your strikes with raw, righteous energy. While emanating daylight with your harmonic path, all damage that you deal with your unarmed strikes and orbs of destruction is treated as untyped, ignoring hardness and damage reduction.

    Orb of Discord (Su): Starting at 5th level, you may use your orbs to debilitate opponents. With a successful attack, the orb starts revolving around your target and imposes a +1 bonus on damage rolls made against it and a -1 penalty to its AC. The penalties imposed by multiple orbs of discord stack. Further, the target is outlined in light (as faerie fire) as long as at least one orb of discord revolves around it.

    Superior Harmonic Path (Su): Starting at 6th level, you have reached the pinnacle of your harmonic aspiration.

    If you pursue elemental balance, you imbue your weapon with the Flaming Burst, Icy Burst, or Shocking Burst properties in place of the Flaming, Frost, or Shocking properties.

    If you pursue spiritual balance, your attacks with unarmed strikes and orbs of destruction deal +2d6 damage against creatures with no neutral element in their alignment (Chaotic Good, Lawful Good, Lawful Evil, or Chaotic Evil alignments) while you emanate light.

    Improved Unbound Step (Su): Starting at 7th level, your freedom from gravity allows you to avoid most physical impediments to movement. Your movement ignores all forms of difficult terrain, save for those created by spells with a duration other than "instantaneous".

    Transcendence (Su): Starting at 8th level, you can transform yourself into a beacon of raw cosmic energy. Whenever you spend a swift action to activate your harmonic path, you may choose to become transcendent. While Transcendant, you gain a +30 foot enhancement bonus to your speed for all modes of movement and may reduce all sources of damage (whether physical or magical) by 10 (before applying damage reduction and similar effects). Finally, you may create and launch two orbs the moment you become transcendent, requiring no additional action. These extra orbs are lost at the end of the round, even if they would otherwise last longer.

    Assuming this state, however, carries a significant cost. While Transcendent, you are staggered and flat-footed for 1 round. If you assume this state while staggered, you become exhausted for 5 rounds. You may not assume this state of Transcendance while exhausted.


    Notes: There we go. transformed the class into an early-access PrC that you can start at 4th level. managed to fit the core abilities into 8 levels and expanded a bit on the fluff. Admittedly, I do not play Overwatch. I DO know that transcendence heals people and does not give extra orbs or anything of the like. With that said, forcing nongood harmonic wanderers (which your class does not ban) to use their "ultimate" for healing seems... off-flavor. When designing these classes, one might consider that someone may want to use the same "class" as an overwatch character and have a drastically different alignment. Otherwise, things have been fleshed out and things should look pretty complete.
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  3. - Top - End - #3
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Overwatch Classes, Zenyatta -theperfect25

    Quote Originally Posted by Realms of Chaos View Post
    Hey there, theperfect25. I've been looking at your Overwatch classes... Because Overwatch... and some of this work seems... incomplete? While I know that the actual classes have very few abilities (for the sake of playability), the result is that you have a 20 level class with only 6 or 7 class features. Most of the levels feel dead (and level 17, when spellcasters get 9th level spells, literally gives you no class features). If you want to produce balanced Overwatch classes, you may want to consider granting additional (thematic) options or boiling them down into a prestige class... Actually, let me give a possible example of the latter.
    Thank you for the feedback. I have been having a difficult time staying within the boundaries of the game and still maintain it within a dnd type setting. I originally thought that the "Path's chosen" ability would fix this emptiness but it seems not. Running games with players using these classes (specifically the shadowed Veteran) ive been working on balancing them to be powerful but not devastating. However this has led to it mostly being play tested for the early levels only. I will be making changes shortly.
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  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Overwatch Classes, Zenyatta -theperfect25

    Quote Originally Posted by theperfect25 View Post
    Thank you for the feedback. I have been having a difficult time staying within the boundaries of the game and still maintain it within a dnd type setting. I originally thought that the "Path's chosen" ability would fix this emptiness but it seems not. Running games with players using these classes (specifically the shadowed Veteran) ive been working on balancing them to be powerful but not devastating. However this has led to it mostly being play tested for the early levels only. I will be making changes shortly.
    One thing you could add is a bit more stuff in the weapons and health mechanics, namely the shields and armor. Look at how much table space Rogue's sneak attack takes up. Another thing you could add is (more) bonus feats, skill bonuses and other basic things that act mostly as table filling. Minimizing dead levels is rather important to casual play, and also important to optimization setup.

  5. - Top - End - #5
    Halfling in the Playground
     
    MindFlayer

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    Post Re: Overwatch Classes, Zenyatta -theperfect25

    Quote Originally Posted by Realms of Chaos View Post
    Hey there, theperfect25. I've been looking at your Overwatch classes... Because Overwatch... and some of this work seems... incomplete? While I know that the actual classes have very few abilities (for the sake of playability), the result is that you have a 20 level class with only 6 or 7 class features. Most of the levels feel dead (and level 17, when spellcasters get 9th level spells, literally gives you no class features). If you want to produce balanced Overwatch classes, you may want to consider granting additional (thematic) options or boiling them down into a prestige class.
    -It took me awhile to figure out the wording and relevance towards some of the abilities, but looking at what you did with your idea for the prestige(helped a lot) it gave me a number of ideas and a good way of phrasing for them.

    One thing you could add is a bit more stuff in the weapons and health mechanics, namely the shields and armor.
    -Hopefully the phrasing towards the orb of destruction is easier to use and i did notice that he was rather squishy. too squishy. Giving him a way to defend himself because of his lack of armor. Also changing the d4 health to a d6.
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