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  1. - Top - End - #31
    Ogre in the Playground
     
    Celestia's Avatar

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Aotrs Commander View Post
    Back in the day, there was a long series of questions on unarmed and flurry and TWF in the FAQ and Rules of the Game articles. (But for a kick-off, you can flurry with monk weapons, so even if you choose to not let unarmed be used as an off-hand, you can do it with two kamas or something.) The answer is, there isn't any particular reason why you can't allow offhand unarmed attacks (following the logical that you make make natural weapon attacks if you haven't got a weapon in that hand, for example), but it somewhat depends on the DM.

    It is a bit of a grey area, though.

    (I personally say you can make only one set of off-hand attacks regardless of whether unarmed or armed; if unarmed, you could, say, make an off-"hand" attack while wielding a greatsword (feet, elbows etc), but you couldn't wield two weapons AND make a further set of off-hand unarmed attacks.)
    Interesting. I guess it makes sense. It's like Flurrying even more. And it does impose its own accuracy penalties on top of Flurry, so it's not like it would be that broken or anything. I mean, if you want to spend all the feats necessary to do it well, that's up to you.



    My personal fix to Fighter was to simply give it a feat every level (with the new ones allowed to be any feat, not just a Fighter feat) and grant some selected feats a bonus if you have class levels of fighter. (We also use the Pathfinder skill mechanics (i.e. no x4 at level one, all skills cost 1 point and get a +3 trained bonus for class skills) as well as having folding a few skills together. (Spot/Listen => Perception, Hide/Move Silently => Stealth, Balance/Tumble => Acrobatics.)

    Works fine for our paradigm; out Epic-level party had a pure Fighter 21 and a Monk 15/16/Swordsage 6/5 or something and both were devastating.
    Yeah, you know, that could work. Keep what I have and then just add extra bonus feats at every odd level on top of the weapon/armor feats. If the Fighter's not strong enough, give it moar feats!


    @Celestia
    Meatshield, on the other hand, is... *sigh* I can't really put it any more lightly than "terrible in every respect." Unless it was intended to be a joke class a la the infamous "Lightning Warrior;" in which case, you may ignore the following.
    Yes, that was a joke.
    Last edited by Celestia; 2016-12-21 at 08:14 AM.
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  2. - Top - End - #32
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    Aotrs Commander's Avatar

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    Interesting. I guess it makes sense. It's like Flurrying even more. And it does impose its own accuracy penalties on top of Flurry, so it's not like it would be that broken or anything. I mean, if you want to spend all the feats necessary to do it well, that's up to you.
    Yeah. TWF is pretty feat-intenstive, but if your goals is "high number of attacks" - which to me is a bit of the point of the Monk class.

    That said, a cautionary tale...!

    Not that long ago, I was helping one of the players generate a 15th-odd level Monk. He wanted to go TWF. I strongly advised him to go with either weapons OR unarmed, but he insisted on both; and one of his +1 Kama was Speed. He did not quite take the maximum number of attacks (since he didn't pick up Greater TWF), but he did have Snap Kick. And thus basically the SINGLE most complicated attack routine ir is possible to have.

    By the time I had finished it, I'd had to work out (since the other player was hopelessly lost), it took me about two hours to triple-check and we had a table labelled in red (for Kama attacks), italic (for Speed), underlined (for off-hand) and flurry attacks marked with asterixs. The table, showing all permutations of combinations of Kama and/or unarmed, ran to 22 lines.

    (Because of course you had stuff like kama flurry plus kama offhand, kama flurry plus offhand unarmed, kama one flurry plus offhand one flurry (since nowhere does it say you that your flurry attacks have to come from your primary hand), kama plus offhand flurry kama, plus all of the above plus snap-kick etc etc...) We realise he will probably NEVER use any more than one or two of those routines, but by the time I'd covered the most obvious ones, I'd three-quarters done it all anyway. And now at least it's dead easy for him to read.)

    That is the extreme case, of course!

    Had he followed my advise and just gone for straight unarmed (especially since wehave sliced the ludicorus cost of Amulets of Mighty Fists to something merely +50% over a normal magic weapon pluses), it would have required, like maybe three lines, tops!




    Quote Originally Posted by Celestia
    Yeah, you know, that could work. Keep what I have and then just add extra bonus feats at every odd level on top of the weapon/armor feats. If the Fighter's not strong enough, give it moar feats!
    Yeah, it pretty much does. It lets the fighter do one thing really, really well, or a couple of things well. And we haven't even really tried some of the possibly more exotic things: you could take Hidden Talent at level 1, for example and used the 3rd-and-above-odd level feats on psionic feats or something, for example. Certainly, for out particular ply paradigm, it works fine.


    Quote Originally Posted by Celestia
    Yes, that was a joke.
    Then touché.

    (Sometimes, you can't tell around here...!)
    Last edited by Aotrs Commander; 2016-12-21 at 11:06 AM.

  3. - Top - End - #33
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    Post Beastblood Shifter

    The Beastblood Shifter

    "To understand a creature is to walk in its shoes, and I can walk with the feet of all the world's creatures." ~Serasha Wildclaw, Human Beastblood Shifter

    One of the longest lasting themes of humanity is a reverence for the beasts of nature and a desire to live as they do. A Beastblood Shifter does just that by transforming into any creature imaginable.

    Adventures: The call of the wild is strong within a Beastblood Shifter. She may have her own goals and loyalties that propel her into dangerous situations, but all Beastblood Shifters have a love of exploration and discovery. They may not be bookish scholars, but they enjoy learning about the world just as much. After all, the more creatures she finds, the more creatures she can become.

    Characteristics: A Beastblood Shifter is capable of transforming into virtually any creature she's either seen or knows about. She can also acquire the special abilities of those creatures when she adopts their forms.

    Alignment: Most Beastblood Shifters have no more pull towards any alignment than the average individual. Some do lean towards chaos, however, in their desire for personal freedom.

    Religion: By and large, Beastblood Shifters are no more or less prone to religion than normal, but those who do worship tend to focus on the gods of animals and monsters.

    Background: No one knows exactly how or why certain individuals can change shape the way Beastblood Shifters do. Some theorize that it's a result of a bloodline tainted with lycanthropy or a doppelganger, but none know for certain.

    Races: Humans and half-humans tend to make up the lion's share of Beastblood Shifters, likely due to their race's propensity for questionable interbreeding. Mongrelfolk are also quite common.

    Other Classes: Beastblood Shifters often look down on druids for their dabbling and noncommittal approach to shapeshifting. They see it almost as an insult that druids can wild shape on top of their magic as if it's just a footnote to them. They, otherwise, tend not to have strong feelings about any class.

    Role: Considering the wide assortment of different creatures available, a Beastblood Shifter can fill a variety of roles within the party. The main ones, especially early on, are dealing melee damage, tanking, and scouting. At later levels, they start gaining supernatural and spell-like abilities and can commit to other roles, like support.

    Adaptation: It is very easy to refluff the Shifting mechanic into having just about any possible origin to fit most campaigns.

    GAME RULE INFORMATION
    Beastblood Shifters have the following game statistics.
    Abilities: Strength is important for attacking and dealing damage, Constitution determines hit points, and Charisma will help with many special abilities acquired from Shifting.
    Alignment: Any
    Hit Die: d10
    Starting Age: As Barbarian
    Starting Gold: As Barbarian

    Class Skills
    The Beastblood Shifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Level BAB Saves Special
    1 +1 +2/+2/+0 Shifting (Animal) (Small, Medium), Fast Movement, Alertness
    2 +2 +3/+3/+0 Evasion, Uncanny Dodge, Track
    3 +3 +3/+3/+1 Shifting (Vermin), Endurance
    4 +4 +4/+4/+1 Shifting (Tiny, Large)
    5 +5 +4/+4/+1 Shifting (Magical Beast)
    6 +6 +5/+5/+2 Rapid Shifting
    7 +7 +5/+5/+2 Shifting (Humanoid, Monstrous Humanoid)
    8 +8 +6/+6/+2 Shifting (Diminutive, Huge)
    9 +9 +6/+6/+3 Shifting (Plant)
    10 +10 +7/+7/+3 Supernatural Shifting
    11 +11 +7/+7/+3 Shifting (Fey, Giant)
    12 +12 +8/+8/+4 Shifting (Fine, Gargantuan)
    13 +13 +8/+8/+4 Shifting (Aberration)
    14 +14 +9/+9/+4 Enhanced Shifting
    15 +15 +9/+9/+5 Shifting (Ooze)
    16 +16 +10/+10/+5 Shifting (Colossal)
    17 +17 +10/+10/+5 Shifting (Elemental)
    18 +18 +11/+11/+6 Magical Shifting
    19 +19 +11/+11/+6 Shifting (Dragon)
    20 +20 +12/+12/+6 Shifting Mastery

    Class Features
    The following are class features of the Beastblood Shifter.

    Weapon and Armor Proficiency: All simple weapons and light armor.

    Shifting (Ex): A Beastblood Shifter can transform into other creatures by altering and morphing her chaotic and unstable body. Doing so takes a standard action that does not provoke attacks of opportunity. She can shift at will, and there is no duration limit. At first level, she can only shift into Animals and only those of small or medium size. As she gets stronger, she gains more control over her ability and can turn into other types or sizes of creatures as indicated on the table. A Beastblood Shifter can only turn into creatures that she knows about. She must either have seen the creature previously or succeed on an appropriate Knowledge check against a DC of 10 + the creature's CR. The transformation is a result of her genetics and is non magical in nature. It cannot be suppressed or dispelled. This is a true change and not an illusion, but True Seeing will still reveal her natural form. If she falls unconscious or dies, she returns to her natural form, but any limbs cut off retain their shifted state.

    When a Beastblood Shifter changes into a new form, she keeps her original type and traits but gains the traits and the subtypes, if any, of her new form. She simultaneously counts as both creature types for any effect that relies on type. If there is a conflict, such as if one tries to determine whether she is susceptible to a certain spell based on type, such as Charm Person, rule in the positive. She is affected because she is that type.

    When she shifts, a Beastblood Shifter retains all her special qualities but loses all her special attacks. She gains all extraordinary abilities of the new form. She loses her previous natural attacks, natrual armor, and movement modes and gains those of the the new form. She retains all her ability scores but gains modifiers to her physical ability scores based on the new form. For each score, subtract 10 (if even) or 11 (if odd) to determine the modifiers of the new form. For example, if she were to turn into a wolf with the stats 13 Str, 15 Dex, and 15 Con, she would gain +2 Str, +4 Dex, and +4 Con. Regardless of her new Constitution score, her current and max hit point do not change. They are always based on her natural Constitution. She does not gain any innate spellcasting or manifesting the creature may possess.

    A Beastblood Shifter can turn into creatures of equal or fewer hit dice. However, her total number of HD do not change if she turns into a creature with less. She cannot become creatures with templates, creatures with more than the normal number of HD, creatures with class levels, incoporeal creatures, or creatures with the swarm subtype.

    When she shifts, all of a Beastblood Shifter's equipment merges into her body and returns when she adopts her natural form. Any magic items she wore continue granting their benefits, but anything that must be activated to use becomes useless. This is excepted when she turns into any creature with a humanoid-shaped body such as most Humanoids, Monstrous Humanoids, Giants, or Fey. Any equipment that she could reasonably wear and/or use remains. As her shifting is non-magical, if she adopts a form that is larger or smaller than her natural state, her equipment does not automatically resize to fit her. If she would be unable to wear or use something due to size, it merges with her when she shifts. If the Beastblood Shifter's natural form is something other than a humanoid-shaped creature, then her equipment maintains for any form that shares a similar body structure to her and merges with all others. For instance, a centaur would keep her horseshoes when shifting into a unicorn but not when shifting into a bear.

    A Beastblood Shifter can speak in any form she takes, but if she turns into something without hands, she cannot manipulate objects or perform somatic components.

    A Beastblood Shifter possesses the Shapechanger subtype and is immune to polymorphing effects. She does not suffer aging penalties and cannot die of old age.

    Fast Movement (Ex): A Beastblood Shifter gains fast movement as the barbarian ability. This bonus applies to both her normal movement as well as all movement modes of the forms she turns into.

    Bonus Feats: A Beastblood Shifter gains three bonus feats. She gets Alertness at level one, Track at level two, and Endurance at level three.

    Evasion (Ex): At second level, a Beastblood Shifter gains evasion as the rogue ability.

    Uncanny Dodge (Ex): At second level, a Beastblood Shifter gains uncanny dodge as the barbarian ability.

    Rapid Shifting (Ex): When she reaches level six, a Beastblood Shifter has had enough experience shifting that she can now do so as a swift action.

    Supernatural Shifting (Su): Upon reaching level ten, a Beastblood Shifter learns how to acquire the supernatural abilities of the creatures she becomes.

    Enhanced Shifting (Ex): By level fourteen, a Beastblood Shifter possesses enough control over her body to fine-tune and modify it to her specifications. She can augment her physical ability stats by an amount up to her class level. She can divide it between the three in any way she likes, but no one bonus can be higher than her Constitution modifier (before applying this ability). She can modify her stats at will as a move action. This ability is usable even in her natural form.

    Magical Shifting (Su): At level eighteen, a Beastblood Shifter has gained enough power to acquire the spell-like and psi-like abilities of the creatures she becomes. However, each ability is usable no more than once per day, even if she turns into a different creature with the same ability. She does not gain any racial spellcasting or manifesting.

    Shifting Mastery (Ex): A twentieth level Beastblood Shifter has mastered her own body. She becomes immune to paralysis and all transmutation effects. She can, however, voluntarily choose to be affected by such effects.



    New Feats:

    Armored Shifting [General]:
    Prerequisites: Shifting
    When shifted, you gain a bonus to natural armor equal to 1/2 your HD. If you possess Enhanced Shifting, this bonus also applies in your natural state.

    Celestial Shifting [General]:
    Prerequisites: Shifting, Non-Evil Alignment
    You can shift into creatures with the Celestial template. You can only apply the template to creatures that are normally allowed to have it.

    Fiendish Shifting [General]:
    Prerequisites: Shifting, Non-Good Alignment
    You can shift into creatures with the Fiendish template. You can only apply the template to creatures that are normally allowed to have it.

    Improved Shifting [General]:
    Prerequisites: Shifting
    The HD limit of creatures you can turn into improves by one. This feat can be taken multiple times.

    Kaiju Shifting [General]:
    Prerequisites: Shifting (Colossal), Improved Shifting, Variable Shifting
    When using the Variable Shifting feat, you can increase beyond Colossal size. Doing so doubles your height and octuples your weight. You gain +12 Strength, -4 Dexterity, +6 Constitution, +6 Natural Armor, +8 Grapple, -8 Hide, and -6 Attack/AC. Kaiju Shifting can only be used on creatures that are naturally Colossal size. This feat can be taken multiple times, each time allowing you to increase your size even further. Apply the same size modifiers for each increase.

    Microbial Shifting [General]:
    Prerequisites: Shifting (Fine), Improved Shifting, Variable Shifting
    When using the Variable Shifting feat, you can decrease beyond Fine size. Doing so halves your height and eighths your weight. You gain +6 Dexterity, -4 Strength (minimum 1), -4 Constitution (minimum 1), -8 Grapple, +8 Hide, +6 Attack/AC. Microbial Shifting cam only be used on creatures that are naturally Fine size. This feat can be taken multiple times, each time allowing you to decrease your size even further. Apply the same size modifiers for each decrease.

    Morphic Shifting [General]:
    Prerequisites: Shifting, Improved Shifting, +5 BAB
    When shifted into a form with at least one natural weapon, you can increase all natural weapons by one die step.

    Necrotic Shifting [General]:
    Prerequisites: Supernatural Shifting, 13 Int
    You can shift into creatures of the Undead type. Add Knowledge (Religion) to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into an undead creature, you retain your normal constitution score.

    Planar Shifting [General]:
    Prerequisites: Magical Shifting, Celestial Shifting or Fiendish Shifting, 17 Int
    You can shift into creatures of the Outsider type. Add Knowledge (The Planes) to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into an outsider, you acquire the native subtype

    Practiced Shifting [General]:
    Prerequisites: Shifting
    The HD limit of creatures you can turn into improves by 4, but not above your HD total.

    Structured Shifting [General]:
    Prerequisites: Enhanced Shifting, 15 Int
    You can shift into creatures of the Construct type. Add Craft to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into a construct, you retain your normal constitution score.

    Variable Shifting [General]:
    Prerequisites: Rapid Shifting, Improved Shifting
    While shifted, you can, as a move action, increase or decrease the size of your form, applying the stat changes from the table Changes to Statistics by Size under Improving Creatures. You must be able to shift into the size you are becoming, and you cannot change beyond one step in either direcrion. You cannot become larger than Colossal or smaller than Fine.
    Last edited by Celestia; 2018-07-20 at 01:53 PM.
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  4. - Top - End - #34
    Ogre in the Playground
     
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Aotrs Commander View Post
    Yeah. TWF is pretty feat-intenstive, but if your goals is "high number of attacks" - which to me is a bit of the point of the Monk class.

    That said, a cautionary tale...!

    Not that long ago, I was helping one of the players generate a 15th-odd level Monk. He wanted to go TWF. I strongly advised him to go with either weapons OR unarmed, but he insisted on both; and one of his +1 Kama was Speed. He did not quite take the maximum number of attacks (since he didn't pick up Greater TWF), but he did have Snap Kick. And thus basically the SINGLE most complicated attack routine ir is possible to have.

    By the time I had finished it, I'd had to work out (since the other player was hopelessly lost), it took me about two hours to triple-check and we had a table labelled in red (for Kama attacks), italic (for Speed), underlined (for off-hand) and flurry attacks marked with asterixs. The table, showing all permutations of combinations of Kama and/or unarmed, ran to 22 lines.

    (Because of course you had stuff like kama flurry plus kama offhand, kama flurry plus offhand unarmed, kama one flurry plus offhand one flurry (since nowhere does it say you that your flurry attacks have to come from your primary hand), kama plus offhand flurry kama, plus all of the above plus snap-kick etc etc...) We realise he will probably NEVER use any more than one or two of those routines, but by the time I'd covered the most obvious ones, I'd three-quarters done it all anyway. And now at least it's dead easy for him to read.)

    That is the extreme case, of course!

    Had he followed my advise and just gone for straight unarmed (especially since wehave sliced the ludicorus cost of Amulets of Mighty Fists to something merely +50% over a normal magic weapon pluses), it would have required, like maybe three lines, tops!
    That is pretty crazy. I once tried to make a build to get the most attacks per round that I could with an awakened fleshraker monk. I got up to twelve attacks before I realized that you can't flurry with natural weapons. D:
    Though I didn't realize you could TWF unarmed. That would have greatly increased my number. :P

    Yeah, it pretty much does. It lets the fighter do one thing really, really well, or a couple of things well. And we haven't even really tried some of the possibly more exotic things: you could take Hidden Talent at level 1, for example and used the 3rd-and-above-odd level feats on psionic feats or something, for example. Certainly, for out particular ply paradigm, it works fine.
    This is good. Thirty bonus feats in twenty levels with no other class features. I feel like I've accomplished something grand here.
    Princess Celestia's Homebrew Corner
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  5. - Top - End - #35
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    Default Re: Princess Celestia's Homebrew Corner

    Beastblood Shifter's wording for equipment needs to be changed to refer to similarity to base form, to be friendlier to non-humanoid characters. Largely because Sir Bearington needs this to work for him properly. It's one thing for the bear to disguise himself as the human, it's another for the bear to become the human.

  6. - Top - End - #36
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    Default Real Man

    The Real Man

    Alignment: Any
    Special: Male
    Hit Die: d12

    Level BAB Saves Special
    1 +1 +2/+0/+0 Glorious Manhood, Fist Fighting, Toughness
    2 +2 +3/+0/+0 Power Lifting, Power Attack, Endurance
    3 +3 +3/+1/+1 Taunt of Femininity, Weight Training +2
    4 +4 +4/+1/+1 Steadfast Determination
    5 +5 +4/+1/+1 Damage Reduction Con+1/-
    6 +6 +5/+2/+2 Fighter Bonus Feat
    7 +7 +5/+2/+2 Ripped Physique
    8 +8 +6/+2/+2 Weight Training +4
    9 +9 +6/+3/+3 Taunt of Inadequacy, Damage Reduction Con+2/-
    10 +10 +7/+3/+3 Improved Power Attack
    11 +11 +7/+3/+3 Fighter Bonus Feat
    12 +12 +8/+4/+4 Sweeping Strike
    13 +13 +8/+4/+4 Weight Training +6, Damage Reduction Con+3/-
    14 +14 +9/+4/+4 Swift Taunting
    15 +15 +9/+5/+5 Rippling Muscles
    16 +16 +10/+5/+5 Fighter Bonus Feat
    17 +17 +10/+5/+5 Damage Reduction Con+4/-
    18 +18 +11/+6/+6 Weight Training +8
    19 +19 +11/+6/+6 Wide Blow
    20 +20 +12/+6/+6 The Hugest
    Class Skills (2 + Int)
    Bluff, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim

    Weapon and Armor Proficiency: All simple and martial two-handed weapons. A Real Man uses only the biggest weapons around to emphasize his manliness. Small weapons are for women. He also does not use ranged weapons as that is cowardly. Armor and shields are also the tools of cowards. A Real Man goes into battle wearing only his bare chest for protection.

    Glorious Manhood (Ex): A Real Man does not hide behind armor. He protects himself with his sheer manliness alone. He also may not wear any clothing on his torso, upper arms, legs, or head. Doing so would hide his stunning musculature and flowing locks of hair. Other equipment slots are unaffected. The only clothing he is permitted to wear over his Manhood area is a kilt, loin cloth, or cod piece. All other things are unmanly. Some Real Men, who would argue that they are the manliest of all Real Men, do not even wear that. As long as a Real Man is suitably undressed, he may add his Strength modifier to AC.

    Fist Fighting (Ex): In addition to the largest of weapons, a Real Man is also highly trained in the use of his fists. Killing a foe with only your bare hands is especially manly. He gains the Improved Unarmed Strike feat, and he deals unarmed damage as a Monk of his level and size.

    Power Lifting (Ex): At second level, a Real Man has done enough weight lifting to become an expert at it. His carrying capacity is doubled. He may also mock others for having a lower carrying capacity than him.

    Taunt of Femininity (Ex): A third level Real Man knows how to hit his enemies where it really hurts: their feelings. Unfortunately, this tends to provoke their ire. As a Standard action that provokes attacks of opportunity, a Real Man may taunt and crudely insult all enemies within 30 ft. Creatures within the area must make a Will save (DC10 + 1/2 level + Charisma modifier) to avoid becoming angry. Any enemy who fails begin to Rage as a Barbarian and must exclusively target the Real Man with their attacks until their Rage ends. Each round, they may attempt a new Will save to calm themselves. If they have successfully dealt damage to the Real Man since becoming enraged, they gain a + 2 circumstance bonus on the roll. If they are ever physically unable to reach and/or attack the Real Man, the Rage immediately ends. This is a mind-affecting effect.

    Weight Training (Ex): A Real Man spends the vast majority of his down time lifting weights. By third level, his commitment has started to pay off, and his Strength permanently increases by two points. Every five levels thereafter, it increases by another two points.

    Damage Reduction (Ex): By level five, a Real Man has built up so much dense muscle mass that it can deflect physical blows. He gains damage reduction equal to one plus his Constitution modifier. Every four levels after, it increases by 1.

    Ripped Physique (Ex): At level seven, a Real Man has built up enough muscle mass to make himself physically larger. He gains the Powerful Build ability.

    Taunt of Inadequacy (Ex): Upon reaching level nine, a Real Man has learned how to make his insults sting in a way that provokes sadness rather than anger. When taunting, he can now inflict a morale penalty on his enemies rather than causing them to Rage and attack. If they fail the Will save, they suffer a penalty on their attack and damage rolls equal to the Real Man's Constitution or Charisma modifier, whichever is larger. The penalty lasts for a number of rounds equal to 1/2 his level plus his Charisma modifier. This is a mind-affecting effect.

    Improved Power Attack (Ex): Upon reaching level ten, a Real Man learns the hidden art of hitting things really hard. When power attacking with a two-handed weapon he gains three points of damage per point of attack rather than the normal two. His Unarmed Strikes also gain two points of damage per point of attack.

    Sweeping Strike (Ex): At level twelve, a Real Man can swing his weapon around himself. When wielding a two-handed weapon, he can, as a full-round action that does not provoke attacks of opportunity, make a single attack roll that targets every opponent he threatens. He cannot apply precision damage to this attack. A critical hit only affects one of the targets, chosen before the critical is confirmed.

    Swift Taunting (Ex): By level fourteen, a Real Man has mastered the subtleties and mysteries of an effective taunt and can now deliver a mighty insult in only a few choice words. Taunt of Femininity and Taunt of Inadequacy can now be used as swift actions.

    Rippling Muscles (Ex): When a Real Man reaches level fifteen, his bulky frame is so massive that every twitch and undulation of his rock-hard physique creates a minot but noticeable disturbance in the gravitational field surrounding him. He gains miss chance equal to his Strength score.

    Wide Blow (Ex): By level ninteen, a Real Man has had enough practice with his wide swings that he can now perform them with more speed and accuracy. His normal attack with a two-handed weapon can now hit up to three enemies. All enemies must be within reach and adjacent to one another. The Real Man makes one attack roll against all three. He cannot apply precision damage to these attacks, and a critical hit only affects one target, chosen before the confirmation roll.

    The Hugest (Ex): At level twenty, a Real Man has become so encased in his obscenely over-muscled body that he literally gets bigger. He increases by one size category. He gains +8 Strength, +4 Constitution, -2 Dexterity, and +2 Natural Armor. This does not replace or negate Ripped Physique which continues to function normally. For example, a medium sized human would become large size from The Hugest and then be situationally treated as Huge from Ripped Physique. This size increase does not affect the size of his Manhood.
    Last edited by Celestia; 2016-12-22 at 01:04 AM.
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  7. - Top - End - #37
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    Beastblood Shifter's wording for equipment needs to be changed to refer to similarity to base form, to be friendlier to non-humanoid characters. Largely because Sir Bearington needs this to work for him properly. It's one thing for the bear to disguise himself as the human, it's another for the bear to become the human.
    Good point. I worded it from the perspective that people would be playing as a humanoid creature (because I honestly just made this class so that I could go Warforged and be a Transformer :p ) and didn't really consider that. I'll update it.
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  8. - Top - End - #38
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    That is pretty crazy. I once tried to make a build to get the most attacks per round that I could with an awakened fleshraker monk. I got up to twelve attacks before I realized that you can't flurry with natural weapons. D:
    Though I didn't realize you could TWF unarmed. That would have greatly increased my number. :P
    Just bare in mind that (unless you houserule otherwise), you only get flurry once (i.e. you get one or two extra attacks (level dependant)), regardless of how many weapons you're using. You don't flurry with a specific "hand" (it specifically states you can interchangeably use unarmed and monk weapons). Flurry is rather a global extra number of attacks (which you can split between monk and unarmed).

    In theory, I suppose, you could make that attack routine I mentioned above even more complicated by changing thins up more than jusy doing one thing with one hand and assigning the flurry attacks to a hand, but I don't think anyone would want to make a table for that level of insanity...!)

    (Also worth noting it implies, but not explicitly says you can flurry with two two weapons (or using both ends of a quarterstaff), as it talks about being able to make a flurry while holding two weapons. But the Monk unarmed abilities are notoriously poorly-written. Let us not forget that by that poor wording technically a monk is not proficient with unarmed strikes, which basically no-one pays any attention to (and rightly so)!)

    Maximum thoerhetical attacks (assuming you allow Perfect TWF as a feat) would be something like (full-BAB) Monk Flurry (2) TWF/IRWF/GTWF/PTWF (8) plus Speed/haste (1) plus Snap Kick (1), which would give you (at 20th) 12 attacks at -4, and natural weapons like Bite/Tail Slap/Wing attack etc at -9 (sans any Claw/talon/slam attacks, which would basically be taking out from your "offhand" attacks, in the same way as you can't make a claw attack with a hand full of sword. You could reasonably, I think, make claw attacks (etc) plus offhand unarmed, but that would give you less attacks.)

    (This obviously only considers humanoids with two arms. A Thri-Kreen or Marilith Monk would be considerably more terrifying, since with MULTI-weapon fighting and the same extensions, they would get 2-4 sets of additional offhand attacks...!)
    Last edited by Aotrs Commander; 2016-12-21 at 11:31 AM.

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    Default Soulscarred Blade

    The Soulscarred Blade

    Alignment: Any except True Neutral
    Hit Die: d10

    Level BAB Saves Special Weapon Enhancements
    1 +1 +2/+0/+2 Soulscarred Weapon +1, Soulfeeding, Empathic Link 0
    2 +2 +3/+0/+3 Track 0
    3 +3 +3/+1/+3 Soulscarred Emanation 0
    4 +4 +4/+1/+4 Soulscarred Enhancement, Soulscarred Resistance +1 1
    5 +5 +4/+1/+4 Soulscarred Weapon +2 1
    6 +6 +5/+2/+5 Mettle 1
    7 +7 +5/+2/+5 Soulscarred Edge 2
    8 +8 +6/+2/+6 Soulscarred Resistance +2 2
    9 +9 +6/+3/+6 Soulscarred Weapon +3 2
    10 +10 +7/+3/+7 Telepathic Link 3
    11 +11 +7/+3/+7 Greater Soulscarred Emanation 3
    12 +12 +8/+4/+8 Soulscarred Resistance +3 3
    13 +13 +8/+4/+8 Soulscarred Weapon +4 4
    14 +14 +9/+4/+9 Traumatic Mind 4
    15 +15 +9/+5/+9 Greater Soulscarred Edge 4
    16 +16 +10/+5/+10 Soulscarred Resistance +4 5
    17 +17 +10/+5/+10 Soulscarred Weapon +5 5
    18 +18 +11/+6/+11 Soulscarred Power 5
    19 +19 +11/+6/+11 Soulreaper 6
    20 +20 +12/+6/+12 Soulscarred Resistance +5 6
    Class Skills (4 + Int)
    Bluff, Climb, Concentration, Craft, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Move Silently, Ride, Sense Motive, Survival, Swim, Use Rope

    Weapon and Armor Profciency: A Soulscarred Blade is proficient in only her Soulscarred Weapon and others of the same type. Her Weapon can be any kind, even exotic. A Soulscarred Blade is proficient in all armor. If her Weapon is light or one-handed, she is also proficient in shields (except tower shields).

    Soulscarred Weapon (Su): All Soulscarred Blades are born from tragedy and loss. Someone close her, be they parent, child, spouse, etc., was brutally murdered in front of her. Even more, the soul of her loved one did not, for whatever reason, pass on to its rightful afterlife. Instead, the soul became trapped forever within a particular weapon of some personal significance. Grief-stricken, the Soulscarred Blade takes up this weapon on a quest of either justice or vengeance.

    The Soulscarred Weapon can be any kind of masterwork weapon, which the Soulscarred Blade gets for free at level one. It cannot be made of any special materials, but it can later be reforged to include them following the normal crafting rules and costs. The Weapon gains a bonus to hardness equal to twice the Soulscarred Blade's level and gains bonus hit points equal to five times her level.

    As the Weapon houses a soul within it, it possesses it's own innate magic which grows as the Soulscarred Blade levels. It begins with a +1 enhancement bonus that increases every four levels. The Weapon is also an intelligent item. Roll 3d6 for each of its mental stats. Put the highest result into Charisma, and if it is lower than a 16, raise it to 16. Every time it increases in enhancement bonus, it's Charisma increases by 2 points. The weapon has its own skill ranks and gains 2 + Int skills per level and four times that at level one. It's class skills are all skills keyed off of the mental abilities, and it cannot take ranks in any other skills. The Weapon is not subject to any effect that requires a saving throw and is treated as an object for all effects. It possesses 20 feet of blindsight per point of enhancement bonus. For the purpose of the spell Mage's Disjunction, treat the Weapon as an artifact.

    The Weapon, being irreparably damaged by its traumatic death, does not possess a complete personality. Instead, its mind narrowly encompasses one Primary Emotion. There are four possible emotions, each one linked to a particular alignment. The Primary Emotion of the Weapon much match the alignment of the Soulscarred Blade. This emotion determines the ability granted by the weapon as well as future abilities it may develop.

    Anger (Chaotic): The soul within the Weapon feels only pure and all-consuming rage at the world. It can bestow this anger upon the Soulscarred Blade, allowing her to Rage as a Barbarian a number of times per day equal to its Charisma modifier.
    Fear (Evil): The soul perpetually relives the sheer terror of its final moments and the horror of feeling its life quickly slip away into oblivion. The Weapon can make others feel this terror, as well. Any creature dealt damage by this weapon must make a Will save (DC10 + 1/2 level + the Weapon's Charisma modifier) or become frightened for one round. This is a mind-affecting effect.
    Regret (Lawful): The soul feels great shame for its death and is constantly filled with a powerful regret that eats away at its mind. The Weapon seeks to protect the Soulscarred Blade from this regret and confers a deflection bonus to AC equal to the Weapon's Charisma modifier as long as it is in her possession.
    Sorrow (Good): The soul is consumed by guilt and sadness over its untimely death, and it can inflict these feelings of sorrow on others. It allows the Soulscarred Blade to use Crushing Despair as a spell-like ability with a caster level equal to her level a number of times per day equal to the the Weapon's Charisma modifier. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Soulfeeding (Su): Whenever a Soulscarred Blade kills a living creature with her Weapon, the soul within siphons off some of its power and gives it to her. She heals 1d8 hit points and gains a bonus on attack and damage rolls equal to the Weapon's Charisma modifier until the end of her next turn. This bonus overlaps and does not stack with itself if she kills another creature before its duration ends.

    Empathic Link (Su): The Soulscarred Blade's connection to her weapon is strong enough to form an empathic link. She usually only receives reinforcements of the Weapon's Primary Emotion over it, but she can sense the Weapon's level of approval or disapproval of her actions. She can also call the Weapon to her as an immediate action regardless of where it is. The Weapon instantly teleports to her hand.

    Soulscarred Emanation (Su): At level three, the Soulscarred Weapon has built up enough power to manifest its will as an aura of elemental energy around itself. This energy deals 1d6 damage on strike and 2d6 damage on a critical (3d6 if x3 or 4d6 if x4). The type of damage dealt is based on the Weapon's Primary Emotion: Fire (Anger), Electricity (Fear), Acid (Regret), or Cold (Sorrow). At level eleven, the number of damage dice doubles.

    Soulscarred Enhancement (Su): At level four and every three levels after, the weapon gains a new ability from the Soulscarred Enhancement list. These abilities can be picked from either the general list or the list matching the Primary Emotion and must meet the minimum level requirement.

    Soulscarred Resistance (Su): Starting at level four, the Weapon reaches out with some of its power to protect the Soulscarred Blade. She gains a +1 resistance bonus to saves as long as the weapon is in her possession. This bonus improves by one every four levels.

    Soulscarred Edge (Su): By level seven, the Soulscarred Weapon has killed enough creatures to learn their weakest points. While being swung, it realigns itself to strike at the most vulnerable parts of its enemies. The Weapon's critical threat range doubles, and its critical multiplier increases by one. At level fifteen, this ability improves. The threat range triples, and the multiplier increases by a further one. This ability does not stack with Improved Critical or any other feat or ability that increases threat range or critical multiplier.

    Telepathic Link (Su): By tenth level, the Weapon has fully awakened its mental powers and can telepathically communicate with the Soulscarred Blade as long as they are within one mile of each other.

    Traumatic Mind (Ex): After fourteen levels, the Soulscarred Blade has lived with her trauma long enough to harden her mind and use it like a shield. She gains immunity to mind-affecting effects. Further, any creature that attempts to use such an ability against her automatically takes 1d10 psychic damage and must make a Will save (DC10 + 1/2 level + Charisma modifier) or become dazed for a number of rounds equal to the Soulscarred Blade's Charisma modifier. If the creature is psionic, it also loses power points equal to the amount it failed it's save by.

    Soulscarred Power (Su): At level eighteen, the Weapon has reached the pinnacle of its power. It grants the Soulscarred Blade a spell-like ability usable once per day at a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher. The ability received is based on the Weapon's Primary Emotion: Storm of Vengeance (Anger), Weird (Fear), Imprisonment (Regret), Wail of the Banshee (Sorrow).

    Soulreaper (Su): By level ninteen, the Weapon has become so resentful and hateful of living things that it seeks to punish them and make them suffer for their happiness. Whenever the Weapon kills a living creature, it automatically Soul Binds the target, as the spell, with a caster level equal to the Soulscarred Blade's level and using the Weapon's Charisma modifier for the save DC. If successful, the soul becomes bound to the Weapon whereupon it is torn apart and consumed by the Weapon's hatred. Every soul the Weapon claims increases its Charisma by one point. The souls can only be freed by destroying the Weapon followed by casting Wish/Miracle/Reality Revision to repair the damage inflicted upon them. Thereafter, the slain creatures can be restored to life as normal.

    ------------------------------

    Soulscarred Enhancement:

    General:

    Bane (lvl 4): The Weapon gains the Bane enchantment. It can only be taken against the creature type of the one who murdered it.

    Distance (lvl 4): The Weapon gains the Distance enchantment.

    Ghost Touch (lvl 4): The Weapon gains the Ghost Touch Enchantment.

    Pain Thrust (lvl 10): The Weapon can force its pain and suffering upon another creature. It can psionically attack a creature that was just dealt damage by the Soulscarred Blade's attack. The creature takes 1d10/level psychic damage, Will negates (DC10 + 1/2 level + the Weapon's Charisma modifier). This ability is a mind-affecting effect and can be used a number of times per day equal to the Weapon's Charisma modifier.

    Recall Death (lvl 16): The Weapon can inflict images and emotions of its brutal murder upon the mind of another creature and make it undergo the experience of dying. Any living creature struck by the Weapon must make a Will save (DC10 + 1/2 level + the Weapon's Charisma modifier) or die from the shock and agony. If it succeeds the save, it takes 5d6 psychic damage and is shaken for one round. This is a mind-affecting and death effect and is usable once per day.

    Seeking (lvl 4): The Weapon gains the Seeking enchantment.

    Throwing (lvl 4): The Weapon gains the Throwing enchantment.

    Vorpal (lvl 19): The Weapon gains the Vorpal enchantment. Slashing and piercing only.

    Anger:

    Anarchic (lvl 13): The Weapon gains the Anarchic enchantment.

    Confusion (lvl 7): The Soulscarred Blade can use Confusion as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Greater Rage (lvl 16): The Weapon's Rage ability now acts like Greater Rage.

    Rage (lvl 4): The Soulscarred Blade can use Rage as a spell-like ability 3/day with a caster level equal to her class level.

    Vicious (lvl 4): The Weapon gains the Vicious enchantment.

    Fear:

    Fear (lvl 7): The Soulscarred Blade can use Fear as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Frightful Presence (lvl 16): As long as the Soulscarred Blade wields her Weapon, she gains Frightful Presence.

    Phantasmal Killer (lvl 7): The Soulscarred Blade can use Phantasmal Killer as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Thundering (lvl 4): The Weapon gains the Thundering enchantment.

    Unholy (lvl 13): The Weapon gains the Unholy enchantment.

    Regret:

    Axiomatic (lvl 13): The Weapon gains the Axiomatic enchantment.

    Dismissal (lvl 7): The Soulscarred Blade can use Dismissal as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Mighty Cleaving (lvl 4): The Weapon gains the Mighty Cleaving enchantment.

    Shield (lvl 4): The Soulscarred Blade can use Shield as a spell-like ability 3/day with a caster level equal to her class level.

    Speed (lvl 4): The Weapon gains the Speed enchantment.

    Sorrow:

    Disruption (lvl 4): The Weapon gains the Disruption enchantment. Bludgeoning only.

    Heal (lvl 10): The Soulscarred Blade can use Heal as a spell-like ability 3/fay with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Holy (lvl 13): The Weapon gains the Holy enchantment.

    Repulsion (lvl 10): The Soulscarred Blade can use Repulsion as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

    Wounding (lvl 4): The Weapon gains the Wounding enchantment.

    ------------------------------

    Ex-Soulscarred Blade: If the Soulscarred Weapon should ever break, the soul within scatters to the four winds, and the Soulscarred Blade loses all class features that rely on it. The Weapon can be repaired with a DC20 Craft check, but this does not fully restore the Weapon. Afterwards, the Soulscarred Blade must perform a ritual lasting no less than one day per level to recall the soul of the departed. She can do nothing else during this time, and if she is interrupted, the ritual fails and must be restarted. If the Soulscarred Blade does not complete the ritual within a year and a day of the Weapon's destruction, then the soul manifests as a Soulscarred Specter, and the Weapon can never be restored ever again. However, if the Soulscarred Blade tracks down and slays this Specter, then she can move on with her life. The soul, however, dissipates into oblivion. Due to the link between her and the soul, she always knows where the Soulscarred Specter is at any time. The Specter does not grant XP when defeated. Instead, destroying it allows the Soulscarred Blade to come to terms with her loss and find closure. She can rebuild her character, replacing all Soulscarred Blade levels with those of any other class(es) for which she qualifies and gains the associated features. She retains her weapon and armor proficiencies, even if her new class is not normally proficient in them. She also retains the Track feat if she has it. If she reached level fourteen, she retains her immunity to mind-affecting effects, but she no longer counterattacks those who use them against her.

    Soulscarred Specter:
    Medium Undead (Incoporeal, Psionic)
    Hit Dice: Equal to the Soulscarred Blade's level
    Initiative: +7
    Speed: Fly 80 ft (perfect)
    Armor Class: 13 (+3 Dex)
    Base Attack: 1/2 HD
    Attack: Incoporeal Touch (1d8 + 2d6 fire/electricity/acid/cold (based on Primary Emotion))
    Space/Reach: 5 ft/5 ft
    Special Attacks: Pain Blast
    Special Qualities: Damage Immunity, Darkvision 60 ft, Incoporeal Traits, Telepathy 100 ft, Turn Immunity, Undead Traits, Unnatural Aura
    Saves: low/low/High
    Abilities: Str --, Dex 16, Con --, Int *, Wis *, Cha * (mental abilities are the same as the Weapon's)
    Feats: Improved Initiative (plus more based on HD)

    A Soulscarred Specter cannot speak but can understand any language known by the Soulscarred Blade.

    Pain Blast (Ps): A Soulscarred Specter violently lashes out at all creatures around it. Every creature within 60 feet takes 1d10/level psychic damage, Will save negates (DC10 + 1/2 level + Charisma modifier). The Soulscarred Blade gets a +2 empathy bonus against this effect. This is a mind-affecting effect.

    Damage Immunity (Ex): A Soulscarred Specter can only be damaged by the weapon that it used to inhabit. It is immune to all other forms of damage. The Soulscarred Weapon also ignores it's Incoporeal traits.

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Soulscarred Specter at a distance of 30 feet. They do not willingly approach nearer than that point and panic if forced to do so. They remain panicked as long as they are within that range.
    Last edited by Celestia; 2016-12-22 at 03:53 AM.
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  10. - Top - End - #40
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    Default Re: Applemancer

    Quote Originally Posted by Celestia View Post
    What's unfair is comparing the eight fifth level spells of my Paladin to the Sorcerer spell list and saying that they are somehow equatable. If you can achieve tier one and two level power with Flame Strike and Atonement, then you don't need full BAB and Armor to overshadow the party.
    Realistically, spell lists are never closed. Either by official additions (complete series, races of__, spell compendium etc), 3rd party materials or homebrew stuff. This leaves too much room for things to surprise you. De-facto, your Paladin has access at 11th level to the same maximum SL (5th) as Sorcerer, Beguiler, Favored Soul etc.



    Quote Originally Posted by Celestia View Post
    I suppose. Though I still feeling like adding class features makes it feel non-fightery to me.
    In response to the above, I'll just ask: Why can't fighters have nice things?



    Quote Originally Posted by Celestia View Post
    Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.
    1. A monk can attack with her hands occupied
    2. Nothing in any official materials suggests otherwise.



    Quote Originally Posted by Celestia View Post
    And it's not a contest. I don't care whether you think your Monk is stronger than mine.
    You're right, it's not a contest. I simply demonstrated how the Monk can have a lot more kick w/o the need to elevate BAB or stack TWF on top of FoB.



    Quote Originally Posted by Celestia View Post
    I would still like examples of specific problems rather than a vague statement about inspiration. I can't fix what I don't know is wrong.
    It's not a matter of specific problem, but more of making those classes fun and interesting. Just saying that I think you didn't push them far enough to really make them inviting (compared to your proposed Bard fix, which is fantastic).



    Quote Originally Posted by Celestia View Post
    Not everything has to be good and amazing. I'm not going to homebrew a tier one Commoner. I just thought the class was unique and decided to mess with it one day. It doesn't have to be more than that.
    Then why bother doing a partial job in the first place. Would be better to put your time and effort on classes that truly fascinate you to do a solid job.

  11. - Top - End - #41
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    Default Re: Applemancer

    Quote Originally Posted by nonsi View Post
    Realistically, spell lists are never closed. Either by official additions (complete series, races of__, spell compendium etc), 3rd party materials or homebrew stuff. This leaves too much room for things to surprise you. De-facto, your Paladin has access at 11th level to the same maximum SL (5th) as Sorcerer, Beguiler, Favored Soul etc.
    If Wizards decides to jump back two editions just to make official additional content for my homebrew Paladin class, I will eat every pair of shoes I own.
    Claiming that something is unbalanced because someone could homebrew it into being unbalanced is one of the most hilariously poor arguments I've ever seen.
    Also, you'll may note that my Sorcerer fix gives them 6th level spells at eleven, and I did specifically design all these fixes at the same time with the intention of them not each being used in a vacuum. And if I ever decide to fix the Beguiler or Favored Soul, I would do the same for them.
    This Paladin is a whole spell level behind full casters at every level until 13 when it full stops. It gets less spells per day, especially when new spell levels are first unlocked, and it gets significantly fewer spells available.

    1. A monk can attack with her hands occupied
    2. Nothing in any official materials suggests otherwise.
    Okay?

    You're right, it's not a contest. I simply demonstrated how the Monk can have a lot more kick w/o the need to elevate BAB or stack TWF on top of FoB.
    That is true, but I fail to see the relevance. One could elevate the Monk by giving it psionic manifesting and a pair of wings, but then you're not really a Monk anymore. My goal was to take the classes as they are and make them more of that. One of the main design intents for the Monk was giving it lots of attacks, so my Monk gets lots of attacks.

    It's not a matter of specific problem, but more of making those classes fun and interesting. Just saying that I think you didn't push them far enough to really make them inviting (compared to your proposed Bard fix, which is fantastic).
    Personally, I already love the Warlock; it's one of my favorite classes. I think the Barbarian, Rogue, and Soulknife are also quite capable of interesting characters. Not every character has to be a Swiss army knife. I'll admit that they aren't as powerful or versatile as full spellcasters, but is there really any way to fix that without making them full spellcasters? No matter what I do, the Wizard will still out class them. I didn't try to close the gap, I just tried to shrink it. If you don't have any specific issues and only think that I simply didn't go far enough, them that's, frankly, just your opinion. A specific problem I'll try to patch up, but a generalization I'm not going to do anything about.
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  12. - Top - End - #42
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    Default Stormchild

    The Stormchild

    Alignment: Any non-lawful
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +0/+2/+2 Schocking Blast 1d6, Electricity Resistance 10, Wild Talent
    2 +1 +0/+3/+3 Endure Elements, Static Field
    3 +2 +1/+3/+3 Shocking Blast 2d6, Evasion
    4 +3 +1/+4/+4 Stored Charge, Thunder Bolt 30 ft
    5 +3 +1/+4/+4 Shocking Blast 3d6, Electricity Resistance 30
    6 +4 +2/+5/+5 Magnetic Shell, Shockwave 20 ft
    7 +5 +2/+5/+5 Shocking Blast 4d6, Magnetic Levitation 30 ft (Good)
    8 +6 +2/+6/+6 Paralytic Jolt, Lightning Strike 20 ft
    9 +6 +3/+6/+6 Shocking Blast 5d6, Thunder Bolt 60 ft
    10 +7 +3/+7/+7 Electricity Immunity, Charged Aura, Chain Lightning
    11 +8 +3/+7/+7 Shocking Blast 6d6, Shockwave 40 ft
    12 +9 +4/+8/+8 Stormcalling, Magnetic Levitation 60 ft (Perfect)
    13 +9 +4/+8/+8 Shocking Blast 7d6, Ball Lightning, Improved Evasion
    14 +10 +4/+9/+9 Ride the Lightning, Thunder Bolt 90 ft
    15 +11 +5/+9/+9 Shocking Blast 8d6, Lightning Strike 40 ft
    16 +12 +5/+10/+10 Electricity Adaptation, Shockwave 60 ft
    17 +12 +5/+10/+10 Shocking Blast 9d6, Magnetic Levitation 90 ft (Perfect)
    18 +13 +6/+11/+11 Energy Transcendence, Electrical Overload
    19 +14 +6/+11/+11 Shocking Blast 10d6, Thunder Bolt 120 ft
    20 +15 +6/+12/+12 Energy Apoyheosis
    Class Skills (4 + Int)
    Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Infornation, Jump, Knowledge (Geography), Knowledge (Nature), Knowledge (Psionics), Peform, Profession, Psicraft, Ride, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Tumble, Use Psionic Device

    Weapon and Armor Proficiency: All simple weapons and one martial weapon and light and medium armor.

    Shocking Blast (Ps): A Stormchild harnesses her own bio-electric energy and releases it as a concentrated blast of lightning. This is a ranged touch attack with a range of 60 feet that does 1d6/2 levels electricity damage. In stormy weather, she can absorb the electricity in the atmosphere to increase her power, causing Shocking Blast's damage dice to increase to d10s. This ability is subject to Power Resistance and is the equivalent of a first level power. A Stormchild has a manifester level equal to her class level. The save DC for any of her class features that allow saves is 10 + 1/2 level + Charisma modifier. Shocking Blast can be used at will.

    Electricity Resistance (Su): A Stormchild can use her powers to partially ground electrical attacks aimed at her. She gains 10 points of electricity resistance. At level five, this increases to 30 points. At level ten, she can fully deflect the electricity and gains immunity.

    Wild Talent: A Stormchild gains Wild Talent as a bonus feat, allowing her to manifest her latent psionic powers to control electricity.

    Endure Elements (Su): At second level, a Stormchild can survive the harshness of the weather and permanently acts as if under the effects of an Endure Elements spell.

    Static Field (Ps): A level two Stormchild can magnetically charge the ground to slow and hinder opponents. She creates a charged area with a 20 foot radius anywhere within 100 feet of her. Creatures within the area must make a Fortitude save or become stunned for as long as they remain in the field. At the beginning of each of the affected creatures' turns, they are allowed a new save to break free. Creatures who make their save move at half speed, and if they start their turn still within the area, must make a new save or become stunned. All creatures within the area also suffer a penalty to attack rolls with metal weapons equal to the Stormchild's Charisma modifier and become vulnerable to electricity. The field lasts for 1 round/level + Charisma modifier, but she can dismiss it as a free action. She can create multiple fields up to a maximum of her Charisma modifier. Overlapping fields only affect creatures once per round. A Stormchild is immune to her own Static Fields.

    Stored Charge (Ps): A fourth level Stormchild can electrically charge metal objects or weapons with her power. She can charge any number of objects up to a maximum of her Charisma modifier. Each object gains a charge that lasts for a number of rounds equal to her Charisma modifier or until discharged. Objects charged in such a manner automatically discharge the next time it touches a creature and deal damage equal to her Shocking Blast. If a creature is holding the object when it is charged (such as an ally's weapon), it does not harm the creature holding it. This ability is subject to Power Resistance and is the equivalent of a second level power.

    Thunder Bolt (Ps): At level four, a Stormchild can make her blasts of electricity into larger bolts. She can fire a 30 foot line that damages all creatures within the area with Shocking Blast damage, Reflex half. At ninth level and every five levels after, the Rage of the line increases by 30 feet. This ability is subject to Power Resistance and is the equivalent of a second level power.

    Magnetic Shell (Ps): By level six, a Stormchild can surround herself with an impenetrable magnetic barrier that deflects all physical objects and creatures. Magic, psionics, and Incoporeal creatures are unaffected. The shell also does not extend into the Ethereal Plane. The shell does not block line of sight or line of effect but does confer partial cover to both sides. The shell can be any size up to a radius of 10 feet wide. This ability takes a full-round action to use, and she perform no other actions while maintaining the shell. It lasts a number of rounds equal to however long she chooses to maintain it up to a maximum of her Charisma modifier.

    Shockwave (Ps): A Stormchild who has reached level six can expel her electrical energy into a quick burst around her. This affects all creatures in a 20 foot burst and deals damage equal to her Shocking Blast, Reflex half. At level eleven and every five levels after, the range increases by 20 feet. This ability is subject to Power Resistance and is the equivalent of a third level power.

    Magnetic Levitation (Su): By level seven, a Stormchild has enough fine control over the force of magnetism that she can safely propel herself through the air. She gains a fly speed of 30 feet with good maneuverability. At twelfth level and every five levels after, her speed increases by 30 feet. Also, at level twelve, her maneuverability increases to perfect.

    Paralytic Jolt (Ps): At eighth level, Stormchild can disrupt the electrical signals within a creature's body to paralyze her foes. A target creature within 60 feet must make a Fortitude save or become paralyzed as by a Hold Monster spell with a caster level equal to the Stormchild's manifester level. A creature who succeeds becomes dazed for one round. This ability is subject to Power Resistance and is the equivalent of a fouth level power.

    Lighting Strike (Ps): By level eight, a Stormchild has learned how to call down a massive bolt of electricity from the sky. She picks a location within 200 feet for the bolt to strike. All creatures within a 20 foot burst take Shocking Blast damage, Reflex half. Every creature within twice that area must also make a Fortitude save or become defend by the thunder clap for a number of rounds equal to the Stormchild's Charisma modifier. At fifteenth level and every seven levels after, the damaging area increases by 20 feet. The deafening area remains at double the damaging area. This ability is subject to Power Resistance and is the equivalent of a fifth level power.

    Charged Aura (Su): By level ten, a Stormchild has become so charged with electricity that she is constantly surrounded by a cackling aura of energy. This aura gives off light like a torch and imposes a -20 circumstance penalty to Move Silently checks. It grants a 20% miss chance, and any creature who comes within 5 feet takes 2d4 electricity damage (2d8 in stormy weather). This ability can be suppressed or resumed as a free action, but it can only safely remain suppressed for a number of rounds equal to her Charisma modifier. After that she must begin making Will saves against her own save DC. If she fails, she takes 1d8 psychic damage, and the aura resumes. She must then wait a number of rounds equal to the amount of damage she took before she can suppress the aura again.

    Chain Lightning (Ps): At tenth level, a Stormchild has learned how to magnetically charge her Shocking Blast so that it attracts itself towards other enemies and hops from creature to creature. By lowering her damage by two dice, she can make her Shocking Blast into a Chain Lightning attack. If she successfully hits a target, it automatically jumps to the nearest other creature within 30 feet and attacks with the same attack roll. The second attack deals two dice less damage. The blast then jumps again to the closest creature within 30 feet (possibly even the first target), and attacks again at two dice less damage. The blast continues chaining until it runs out of damage dice. This ability is subject to Power Resistance and is the equivalent of a fifth level power.

    Stormcalling (Ps): At level twelve, the Stormchild can call forth the raw power of nature and command it to do her bidding. This ability functions like the Control Weather spell with a caster level equal to her manifester level. Regardless of the season, she can always call down a thunderstorm. She can use Stormcalling a number of times per day equal to her Charisma modifier. This ability is subject to Power Resistance and is the equivalent of a sixth level power.

    Ball Lightning (Ps): At thirteenth level, a Stormchild can form her electricity into a sphere of electrically-charged plasma. She releases it in a chosen direction, but afterwards it bounces around at random until it eventually explodes. She can create a number of lightning balls up to one fifth her level. They move,at a speed of 60 feet per round at the end of the Stormchild's turn. Whenever they hit a creature or obstacle or at the beginning of each movement, they changes direction. Roll a d8 to determine their new heading. When one enters the same space as a creature or obstacle, it deals Shocking Blast damage with half of it being typeless, Reflex half. The balls exist for 1d4+1 rounds before becoming unstable and detonating. Every creature and object within 20 feet of a ball takes double Shocking Burst damage with half of it being typeless, Reflex half. If a creature or object is within range of more than one ball, it takes damage from each one and rolls separate Reflex saves for each. The Stormchild's Charged Aura automatically repels the balls without damaging her if they enter her space. It does not, however, block the explosion. This ability is subject to Power Resistance and is the equivalent of a seventh level power.

    Ride the Lightning (Ps): By level thirteen, a Stormchild has learned to quickly move about the land by hopping onto bolts of lightning. This ability works like the spell Teleport with a caster level equal to her manifester level. Traveling in such a manner is destructive, however. When the Stormchild and any passengers she takes with arrive at their destination, the lightning disperses violently around them. Act as if the Stormchild used her Lightning Strike ability centered on herself. She and her passengers are immune to this attack. This ability can be used a number of times per day equal to her Charisma modifier.

    Electricity Adaptation (Su): Upon reaching level sixteen, a Stormchild has started to transcend her physical body and becomes partially composed of electricity. Whenever a Stormchild is targeted by electricity damage, she instead heals by that amount. She cannot heal by hitting herself with her own powers, however. While her Charged Aura is active, she gains Fast Healing of an amount equal to her Charisma modifier.

    Energy Transcendence (Ps): By level eighteen, a Stormchild's body is composed of enough energy that she can temporarily become completely a being if pure electricity. She and all her equipment become Incoporeal for a number of rounds up to her level. While incoporeal, she gains an incoporeal touch attack that deals the same damage as her Shocking Blast, and she adds her Charisma modifier as a deflection bonus to her AC. In addition, her Charged Aura now deals double damage. Using this ability is a full-round action, and it can be used a number of times per day equal to her Charisma modifier.

    Electrical Overload (Su): At level eighteen, a Stormchild can overcharge her powers to devastating effect, both to others and to herself. Whenever she uses one of her abilities, she can maximize its damage, increase its save DC by her Charisma modifier (effectively applying it twice), and allow it to ignore Power Resistance. However, doing so inflicts psychic damage to herself equal to 1d4/2 levels + her Charisma modifier. She also becomes exhausted for the remainder of the encounter.

    Energy Apotheosis (Su): By level twenty, a Stormchild has mastered her power and becomes a being of pure energy. She permanently becomes incoporeal as by Energy Transcendence. Her Charisma increases by +4, and her Shocking Blast damage dice increase to d8s (d12s in stormy weather). She can temporarily reform her physical body and become coporeal for a number of minutes up to her level. She can do this a number of times per day equal to her Charisma modifier.

    -----------------------------

    New Feats:

    Explosive Blast [General]:
    Prerequisites: Schocking Blast
    Your Shocking Blast can, at will, do typeless damage by decreasing all damage dice to d4s, even in stormy weather.

    Magnetic Lift [General]:
    Prerequisites: Magnetic Levitation
    You gain a psi-like ability that functions like the spell Telekinesis with a caster level equal to your HD. This ability is usable at will.

    Thundering Blast [General]:
    Prerequisites: Shocking Blast, Lightning Strike
    Your Shocking Blast and all abilities that key their damage off of it (except for Ball Lightning) now do half electricity damage and half sonic damage.
    Last edited by Celestia; 2016-12-25 at 08:26 AM.
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  13. - Top - End - #43
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    Default Re: Princess Celestia's Homebrew Corner

    At a glance, Stormchild looks like it should be a partial progression actual Psionic class. Maybe be restricted to just the energy damage stuff, and only get to use them as Electrical things.

    It seems to be a mix of Psionic Uncarnate, Kineticist and a touch of Warlock. I don't see the setup as something that should be one element only, and intangibility fits Force much more than Electricity.

    Maybe have the basic version be Force themed, then AFCs/PF style archetypes to swap to the other damage types? The idea is nice, but it doesn't quite work out as coherent thematics because some of the things don't fit Electricity.

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    At a glance, Stormchild looks like it should be a partial progression actual Psionic class. Maybe be restricted to just the energy damage stuff, and only get to use them as Electrical things.
    It could, but how would that meaningfully differentiate it from being a more limited version of Psychic Warrior? You don't need a whole class for that.

    It seems to be a mix of Psionic Uncarnate, Kineticist and a touch of Warlock. I don't see the setup as something that should be one element only, and intangibility fits Force much more than Electricity.
    The problem with Force damage is that it is incredibly difficult to resist so a class that deals it at will would be unbalanced as nothing could actually defend against it.
    And how does being incoporeal not fit electricity? Is electricity made of solid matter over by you?

    Maybe have the basic version be Force themed, then AFCs/PF style archetypes to swap to the other damage types? The idea is nice, but it doesn't quite work out as coherent thematics because some of the things don't fit Electricity.
    In what way? Everything fits thematically. Lightning bolts? Check. Thunderstorms? Check. Electromagnetism? Check. Nothing is out of place.
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    Quote Originally Posted by Celestia View Post
    It could, but how would that meaningfully differentiate it from being a more limited version of Psychic Warrior? You don't need a whole class for that.
    No, it would not be a more limited version of Psychic Warrior, because it would be strictly ranged and use PP on direct attacks with variety instead of buffs. Also a few buffs on other party members. Psychic Warrior uses powers for the first few rounds of combat to get buffs for the rest of combat. Which largely just buff basic attacks in one way or another. At least Kineticist has some things outside of direct damage.

    The problem with Force damage is that it is incredibly difficult to resist so a class that deals it at will would be unbalanced as nothing could actually defend against it.
    And how does being incoporeal not fit electricity? Is electricity made of solid matter over by you?
    Being hard to resist is not a balance point. It really should not be considered OP to have hard to negate damage, because D&D is not a game where damage mitigation from hits that land is supposed to be important. How many forms of energy resistance are there in core, again? Besides, DR still has it's requirements, so basically all DR except DR/Magic still applies. By the logic of resistance availability being part of the power, Fireball is a horrible spell because Fire is one of the most resisted damage types in the game. A lot of things are even flatly immune to it!

    Electricity has a LOT of restrictions on what it can go through. And restrictions on how it moves. Becoming an intelligent electric current is far from intangibility, and becoming something made of EM energy of other types still has harsh physical limits on movement. Among other things, metal would basically vaporize on contact from induction heating.

    In what way? Everything fits thematically. Lightning bolts? Check. Thunderstorms? Check. Electromagnetism? Check. Nothing is out of place.
    The intangibility does not fit physics at all, which is it's only real place, and the class is psionic in name only, like the Soulknife. Only it has even less business being psionic because there is all of one line of fluff that is contradicted by the repeated mention of bioelectricity. And being shoehorned into Electricity alone is a narrow enough niche that all it takes to make the class completely useless is to throw a Blue Dragon or Air Elemental at the party. Or something with good electricity resistance.
    Last edited by Morphic tide; 2016-12-22 at 08:08 PM.

  16. - Top - End - #46
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    No, it would not be a more limited version of Psychic Warrior, because it would be strictly ranged and use PP on direct attacks with variety instead of buffs. Also a few buffs on other party members. Psychic Warrior uses powers for the first few rounds of combat to get buffs for the rest of combat. Which largely just buff basic attacks in one way or another. At least Kineticist has some things outside of direct damage.
    Different tactics =/= different mechanics

    Being hard to resist is not a balance point. It really should not be considered OP to have hard to negate damage, because D&D is not a game where damage mitigation from hits that land is supposed to be important. How many forms of energy resistance are there in core, again? Besides, DR still has it's requirements, so basically all DR except DR/Magic still applies. By the logic of resistance availability being part of the power, Fireball is a horrible spell because Fire is one of the most resisted damage types in the game. A lot of things are even flatly immune to it!
    Damage Reduction does not apply to energy attacks. And from what I've read on this forum and others, it is largely believed that fireball is suboptimal because of how easily it's resisted.

    Electricity has a LOT of restrictions on what it can go through. And restrictions on how it moves. Becoming an intelligent electric current is far from intangibility, and becoming something made of EM energy of other types still has harsh physical limits on movement. Among other things, metal would basically vaporize on contact from induction heating.
    Dragons? Sure. Magic? That's fine. Energy being? Woah there! That's unrealistic!

    The intangibility does not fit physics at all, ...
    You keep saying that. I don't think it means what you think it means. Answer honestly. Do you believe that electricity is a physically tangible? Can you touch and hold it?

    ... which is it's only real place, and the class is psionic in name only, like the Soulknife. Only it has even less business being psionic because there is all of one line of fluff that is contradicted by the repeated mention of bioelectricity.
    So these should be extraordinary abilities?
    Oh, and I guess psychometabolsim isn't psionic, either, huh?

    And being shoehorned into Electricity alone is a narrow enough niche that all it takes to make the class completely useless is to throw a Blue Dragon or Air Elemental at the party. Or something with good electricity resistance.
    You say shoehorned; I say consistent theme. Yes, this class has an Achilles' Heel, but so does everything. The Barbarian can be stopped by flying enemies or a Will save. The Rogue can be stopped by undead. The wizard can be stopped by golems. Not everyone is going to be amazing at everything. That's why it's a group game.
    Last edited by Celestia; 2016-12-22 at 10:54 PM.
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    Default Pokémon Trainer

    The Pokémon Trainer

    Alignment: Any
    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+2/+2 Pokémon Training 1, Pokémon Protection, Potions
    2 +1 +0/+3/+3 Pokédex, Evasion
    3 +2 +1/+3/+3 Full Heal 1/day, Endurance
    4 +2 +1/+4/+4 Pokémon Training 2, Running Shoes
    5 +2 +1/+4/+4 Battle Items 1/day
    6 +3 +2/+5/+5 Full Heal 2/day
    7 +3 +2/+5/+5 Pokémon Training 3
    8 +4 +2/+6/+6 Super Potions
    9 +4 +3/+6/+6 Full Heal 3/day, Battle Items 2/day
    10 +5 +3/+7/+7 Pokémon Training 4, Double Battling
    11 +5 +3/+7/+7 Revive
    12 +6 +4/+8/+8 Improved Evasion, Full Heal 4/day
    13 +6 +4/+8/+8 Pokémon Training 5, Battle Items 3/day
    14 +7 +4/+9/+9 Hyper Potions
    15 +7 +5/+9/+9 Full Heal 5/day
    16 +8 +5/+10/+10 Pokémon Training 6
    17 +8 +5/+10/+10 Battle Items 4/day
    18 +9 +6/+11/+11 Full Heal 6/day
    19 +9 +6/+11/+11 Max Revive
    20 +10 +6/+12/+12 Pokémon Master, Max Potions
    Class Skills (4 + Int)
    Craft, Handle Animal, Heal, Jump, Knowledge (All), Listen, Ride, Spot, Survival

    Weapon and Armor Proficiency: One simple weapon and light armor.

    Pokémon Training: A Pokémon Trainer's only real weapons are her Pokémon which she has trained for battle. At first level, a Trainer receives her starter Pokémon which can be any of the regional starters (Pikachu and Eevee don't count). Every third level after, a Trainer can add a new Pokémon to her team (up to a maximum of 6 Pokémon at level sixteen) which can be any unevolved Pokémon (except Legendaries). At every level that she gains a new Pokémon, she can also replace an existing Pokémon (except her starter). Every time the Trainer levels, one of her Pokémon may evolve if she so chooses.

    Pokémon live within their Poké Balls, though the Trainer can call upon them as needed. A Trainer can only call out one Pokémon at a time. Sending out or switching Pokémon is a swift action. The Pokémon appears in any square adjacent to the Trainer and acts immediately on the Trainer's turn. Pokémon only receive a partial action on their first turn after being sent out. A Trainer can only recall a Pokémon that is within 10 feet + 5 feet/2 levels of her. A Trainer may have one Pokémon outside of its ball even when not in battle. The Pokémon follows her at a distance of five feet and unless otherwise directed. If a battle starts while the Pokémon is outside it's ball, it rolls it's own initiative and uses either its own result or the Trainer's, whichever is better.

    On her turn, a Trainer can direct her Pokémon to use one of its Special Moves as a standard action that does not provoke attacks of opportunity. The Pokémon will proceed to use that move on its turn and receive a morale bonus equal to the Trainer's Charisma modifier on either the attack roll or the save DC. Pokémon otherwise battle to the best of their ability without instruction.

    If a Pokémon becomes frightened, shakened, or panicked, the Trainer can attempt to calm it as a standard action that provokes attacks of opportunity. The Pokémon immediately receives a new save with a morale bonus equal to the Trainer's Charisma modifier. If the Trainer is adjacent to the Pokémon, she can also spend a full-round action to give it a new save with a bonus of twice her Charisma modifier by petting it and otherwise offering a more intimate reassurance.

    A Trainer can ride her Pokémon if it is at least one size category larger than her. Treat all Pokémon as being war-trained for the purpose of Ride checks.

    Pokémon are not NPCs and are fully controlled by the player as extensions of her character.

    Pokémon Protection: The primary concern of all Pokémon is the defense of its Trainer. As long as the Pokémon is within ten feet of the Trainer, she gains a deflection bonus to AC equal to her level and cannot be targeted by ranged attacks. The Pokémon also has a bonus on Will saves vs. compulsion effects equal to the Trainer's Charisma modifier.

    Potions (Ex): A Trainer is well prepared for battle and always carries potions around with her to heal her Pokémon. Potions act as a Cure Light Wounds spell with a caster level equal to her class level but can only be used on her Pokémon and only if they are adjacent to her. Potions can be used a number of times per day equal to her level plus her Charisma modifier. At level eight, she replaces her potions with super potions which act as a Cure Moderate Wounds spell. At level fourteen, she replaces those with Hyper Potions which act as a Cure Critical Wounds spell. At level twenty, she switches to Max Potions which fully restore a Pokémon's hit points to maximum.

    Pokédex (Ex): At level two, a Trainer receives a Pokédex, a high-tech encyclopedia. By studying the Pokédex, she learns all sorts of things. She can make Knowledge checks untrained and receives a bonus on Knowledge checks equal to her level.

    Full Heal (Ex): At third level, a Trainer can use Full Heals to cure her Pokémon of harmful effects. When adjacent to her Pokémon, she can cure one or all of the following effects: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, energy drain, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. She can use this ability once per day per three levels.

    Running Shoes (Ex): At level four, a Trainer finally gets the running shoes and can move much faster. She gains Run as a bonus feat and can run indefinitely without becoming fatigued or exhausted.

    Battle Items (Ex): By fifth level, a Trainer has acquired battle items with which to temporarily improve her Pokémon. When adjacent to her Pokémon, she can duplicate the effects of the following spells with a caster level equal to her class level: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. She can use this ability once per day and gains an additional use every four levels.

    Double Battling (Ex): By level ten, a Trainer has enough experience controlling her Pokémon that she can now multitask more easily. She can send out up to two Pokémon at a time. She can direct both Pokémon to use a Special Move with one standard action.

    Revive (Ex): Sometimes, Pokémon die, but death doesn't have to be forever. At level eleven, a Trainer can bring her Pokémon back to life as by a Raise Dead spell with a caster level equal to her class level. As Pokémon HD is linked to Trainer level, it does not lose a level from being raised. Ghost types, despite being undead, can be brought back with this ability. They remain undead. At level ninteen, a Trainer upgrades to max revives which act like a True Resurrection spell.

    Pokémon Master (Ex): At level twenty, a Trainer has finally become a Pokémon Master. Her Pokémon receive a morale bonus equal to her Charisma modifier on every roll and on the save DCs for their attacks. When directed to use a Special Move, they receive twice this bonus on attack rolls and save DCs. In addition, she may replace one Pokémon (except her starter) with a Legendary Pokémon.

    Commitment: Being a Pokémon Trainer is a lifelong commitment. A Trainer who multiclasses out of Pokémon Trainer loses the respect of her Pokémon. All her Pokémon, except her starter, begin to disobey her. She must succeed on an opposed Charisma check to direct her Pokémon to use their Special Moves, and they do not receive the morale bonus. The Pokémon also refuse to defend her if doing so would put them at risk, and she does not gain the benefits of Pokémon Protection. If threatened, the Pokémon will, however, defend itself to the best of its ability. She also can no longer gain or change Pokémon when reaching the appropriate level.

    ------------------------------

    Spoiler: Pokémon
    Show

    Pokémon are powerful creatures that fight on behalf of the Trainer. The following information details how to convert Pokémon from the game statistics.

    Size: A Pokémon's size is based upon its height. Fine: under 0.3m, Diminutive: 0.3m to 0.4m, Tiny: 0.5m to 0.6m Small: 0.7m to 1.2m, Medium: 1.3m to 2.4m, Large: 2.5m to 4.8m, Huge: 4.9m to 9.2m, Gargantuan: 9.3m to 19.5m, Colossal: over 19.5m.

    Type: All Ghost-types are Undead (Incoporeal). Beyond that, type is based on egg group. Bug group: Vermin, Fairy group: Fey, Grass group: Plant, Human-like group: Monstrous Humanoid, Mineral group: Construct, Dragon group: Dragon, Undiscovered group: Outsider (Native), Amorphous and Ditto groups: Aberration, all other groups: Magical Beast.

    Hit Dice: A Pokémon has HD equal to the Trainer's level.

    Speed: A Pokémon's base land speed is based on its Speed base stat. 5 to 39: 30 ft, 40 to 79: 40 ft, 80 to 119: 50 ft, 120 to 159: 60 ft, 160 to 199: 70 ft, 200+: 80 ft. The Pokémon also receives a modification to this based on size. Fine: -30 ft (minimum 5), Diminutive: -20 ft (minimum 5), Tiny: -10 ft (minimum 10), Large: +10 ft, Huge: +20 ft, Gargantuan: +30 ft, Colossal: +40 ft. A Pokémon that has four or more legs receives a +20 ft increase to this speed.
    Water-type Pokémon receive a swim speed equal to their land speed plus one half. A Water-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5), and a Water-type that completely lacks legs loses its land speed.
    Flying-type Pokémon receive a fly speed equal to double their land speed. It has good maneuverability if its Speed base stat is 100 or higher, otherwise it has average maneuverability. A Flying-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5) after calculating it's fly speed.
    Pokémon with the Levitate ability receive a fly speed equal to their land speed with good maneuverability. If they lack legs, they lose their land speed and have perfect maneuverability. Ghost-types with Levitate always have perfect maneuverability.
    Legendary Psychic-type Pokémon can always fly with a speed equal to their land speed with perfect maneuverability.
    Ground and Rock-type Pokémon receive a burrow speed equal to half their land speed.

    Natural Armor: A Pokémon receives a natural armor bonus based on its Defense base stat. 5 to 19: +2, 20 to 39: +4, 40 to 59: +6, 60 to 79: +8, 80 to 99: +10, 100 to 129: +13, 130 to 159: +16, 160 to 189: +19, 190 to 209: +22, 210+: +25. A Pokémon's natural armor also improves by one for every four HD it possesses if its Defense base stat is under 80, every three HD if between 80 and 159, or every two HD if over 159. Ghost-types have a deflection bonus instead of a natural armor bonus.

    Base Attack Bonus: Pokémon are trained for battle and all receive full BAB regardless of type.

    Natural Attacks: A Pokémon receives natural attacks as appropriate for its physiology. All natural weapons are considered magic for overcoming damage reduction. If the Pokémon is an Outsider, its natural weapons are also aligned as per the Pokémon's alignment. Ghost-types possess an incoporeal touch attack that does 1d8 damage.
    Bite Claw/Talon Slam/Hoof Gore Tail Slap Wing
    Fine 1 1 1 1d2 --- ---
    Diminutive 1d2 1 1 1d4 --- ---
    Tiny 1d4 1d2 1d2 1d6 --- ---
    Small 1d6 1d4 1d4 1d8 --- ---
    Medium 1d8 1d6 1d6 1d10 1d10 ---
    Large 1d10 1d8 1d8 1d12 1d12 ---
    Huge 1d12 1d10 1d10 2d8 2d8 2d4
    Gargantuan 2d8 2d6 2d6 2d10 2d10 2d6
    Colossal 2d10 2d8 2d8 3d8 3d8 2d8

    Special Qualities: A Pokémon receives all traits appropriate for its type. Pokémon also receive damage reduction, spell resistance, and/or power resistance based upon its type. Rock-types have DR 10/bludgeoning. Steel-types have DR 20/bludgeoning. Bug, Fairy, Flying, Poison, and Psychic-types have DR 5/slashing or piercing. Pokémon also receive damage reduction for a high Defense base stat. If they have DR from their type, this is a bonus that stacks on that and is bypassed by the same damage type. Otherwise, it is separate. 5 to 79: none, 80 to 109: 1/-, 110 to 139: 2/-, 140 to 169: 3/-, 170 to 199: 4/-, 200+: 5/-. If the Pokémon is an outsider, this damage reduction is bypassed by any alignment that is opposed to their own.
    A Pokémon's spell resistance is determined by its Sp.Defense base stat. 5 to 59: none, 60 to 119: 5+HD, 120 to 179: 10+HD, 180+: 15+HD. Psychic-types have power resistance instead of spell resistance. Dark-types have power resistance of 20+HD and possess spell resistance as normal.
    Pokémon also possess other qualities based on type.
    Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
    Fighting: Can only have claw/talon or slam/hoof natural weapons but gains extra attacks with each weapon for high BAB.
    Flying: Gains Flyby Attack as a bonus feat and has the Air subtype.
    Poison: Is immune to poison, and natural attacks inflict poison (DC10 + 1/2 level + Constitution modifier; initial: 1 Con, secondary: 1d4 Con)
    Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
    Rock: Gains a +4 racial bonus vs. Poison and has the Earth subtype.
    Bug: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Psionic subtype.
    Ghost: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Psionic subtype.
    Steel: Is immune to poison and natural attacks are treated as Adamantine for the purpose of bypassing hardness and damage reduction.
    Fire: Natural attacks deal +1d6 fire damage and has the Fire subtype.
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Grass: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Aquatic subtype.
    Electric: Is immune to electricity and natural attacks deal +1d6 electricity damage.
    Psychic: Possesses Telepathy at a range of 100 feet and has the Psionic subtype.
    Ice: Natural attacks deal +1d6 cold damage and has the Cold subtype.
    Dragon: Has a breath weapon usable once every 1d4 rounds that deals 1d6/3 levels untyped damage.
    Dark: Natural attacks are treated as ghost-touch weapons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Undead type or Psionic subtype.
    Fairy: Is immune to the breath weapons of dragons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Dragon type.
    Pokémon can understand but not speak Common. They can communicate with each other in a language that is impossible for others to learn or understand.

    Saving Throws: A Pokémon receives saving throw bonuses as normal for its type and HD.

    Ability Scores: A Pokémon's ability scores are based on its base stats. 5 to 19: 8, 20 to 39: 10, 40 to 59: 12, 60 to 79: 16, 80 to 99: 18, 100 to 119: 22, 130 to 139: 24, 140 to 159: 28, 160 to 189: 30, 190+: 34. It does not receive the normal ability increase every four HD. Instead all its abilities increase at a rate dependant on its base stats. 5 to 80: +1 per eight HD, 81 to 160: +1 per five HD, 161 to 189: +1 per three HD, 190+: +1 per one HD.
    Strength: Based on attack.
    Dexterity: Based on Speed.
    Constitution: Based on HP. Pokémon with 220+ have 36 Constitution that increases by two points every level.
    Intelligence/Wisdom/Charisma: Based on Sp.Attack. One is the primary ability and has the normal progression. The other two are secondary abilities and have a slower progression. 5 to 39: 6 (+1 per nine HD), 40 to 79: 8 (+1 per eight HD), 80 to 119: 10 (+1 per seven HD), 120 to 159: 12 (+1 per six HD), 160 to 189: 14 (+1 per five HD), 190+: 16 (+1 per four HD). The primary ability is determined by type. Psychic: Intelligence; Dark, Dragon, Electric, Fairy, Fire, Ghost, Grass, Ice, and Water: Charisma; All others: Wisdom.

    Skills: A Pokémon receives skill points as normal for its type.

    Feats: A Pokémon receives feats as normal for its HD. All Pokémon gain Alertness as a bonus feat at level one.

    Alignment: Most Pokémon are either True Neutral or Neutral Good. However, they can be of any alignment provided it is within one step of the Trainer.

    Special Moves:
    A Pokémon can know up to four Special Moves at any one time. When a Pokémon is first obtained, it can know any moves from either its normal move list as if it were a level of its HD × 4 or from its list of egg moves. Every time it gains a new HD, it can potentially learn any new moves from its normal move list that have become available to it, replacing previous moves if it already has four. Every time a Pokémon acquires a feat, it can either relearn a move from its normal move list that it has forgotten, or it can learn any TM or HM move that is available to it. TM and HM moves can have a base power of no more than the Pokémon's HD × 12 in order to be selected.

    All physical moves (except for Ghost and Psychic moves) are extraordinary abilities. All status moves (except for Ghost and Psychic moves) and special moves from Dragon (except Dragon Pulse), Electric, Fairy, Fire, Grass, Ice, and Water (except Water Pulse) are spell-like abilities. All Psychic moves (except Heal Pulse) are psi-like abilities. All other moves are supernatural abilities. Status moves provoke attacks of opportunity when used but physical and special moves do not.

    Physical and special moves deal damage based on their base power. 10 to 20: 1d6/4 HD, 25 to 40: 1d6/3 HD, 45 to 60: 1d6/2 HD, 65 to 95: 1d6/HD, 100 to 120: 1d10/HD, 125 to 195: 2d8/HD, 200+: 3d6/HD. Physical moves add the Pokémon's Strength modifier to damage while special moves add the Pokémon's primary mental ability modifier to damage. Moves that deal a fixed amount of damage deal the same damage. Moves that deal damage equal to the Pokémon's level deal damage equal to the Pokémon's HD × 4. One-hit knockout moves reduce the opponent to exactly 0 hit points. Selfdestruct reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 10. Explosion reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 15.

    All physical and special moves are treated as melee attacks (if they make contact) or ranged attacks (if they do not). Special and Ghost moves are touch attacks. Ranged attacks have a range increment of 40 feet. Moves that can hit non-adjacent opponents in triple battles, instead, have a range increment of 80 feet. Poison moves deal acid damage. Ghost moves deal force damage. Fire moves deal fire damage. Electric moves deal electricity damage. Psychic moves deal psychic damage. Ice moves deal cold damage. All other moves deal either bludgeoning/slashing/piercing for physical moves (as appropriate) or typeless for special moves. Physical Dark moves can hit incoporeal enemies as if they were ghost-touch weapons.

    Moves that hit multiple opponents in double and triple battles do not have attack rolls. Instead, they apply their damage in a 30 foot radius spread and allow a Reflex save for half (DC10 + 1/2 HD + ability modifier). Melee physical moves are Strength-based. Ranged physical moves are Dexterity-based. Special moves are based on the Pokémon's primary mental ability. Ghost and Dark moves, instead, allow a Fortitude save, and Psychic moves, instead, allow a Will save. Moves that hit allies affect every creature in the area. Moves that only hit enemies affect only opponents in the area. Pokémon moves never hit the Trainer.

    Moves with less than 100% accuracy either apply a penalty to the attack roll or grant opponents a bonus on the saving throw as appropriate. 85% to 95%: -2, 70% to 80%: -4, 55% to 65%: -6, 35% to 50%: -8, 30%-: -10. Moves that never miss automatically hit without the need of an attack roll or do not allow a saving throw.

    Moves with a secondary affect have the same percentile chance of occuring.

    Moves that raise or lower stats apply a bonus or penalty of +/- 4 for 1 min/HD. Moves that affect by two stages apply a bonus/penalty of +/- 8, and moves that affect by three stages apply a bonus/penalty of +/- 12. Attack affects Strength. Defense affects AC. Sp.Attack affects the Pokémon's primary mental ability. Sp.Defense affects saves. Speed affects Dexterity. Accuracy affects attack rolls. Evasion affects AC.

    Status moves that apply penalties to opponents allow a Fortitude save to negate (DC10 + 1/2 HD + primary mental ability modifier). Moves that hit one enemy affect one target within 80 feet. Moves that hit multiple enemies affect all opponents within 40 feet. Moves that target allies have the same ranges/area and only affect allies.

    Moves that inflict status ailments have the same percentile chance of occuring and have similar effects.

    Burn: Ignites on fire.
    Freeze: Stunned for 1 round/HD. Fortitude save negates.
    Paralysis: Staggered for 1 round/HD. Fortitude save negates.
    Poison: Initial and secondary: 1d4 Con.
    Bad Poison: Initial and secondary: 2d4 Con.
    Sleep: Sleep for 1 round/HD. Will save negates.
    Confusion: Confused for 1 round/level. Will save negates.
    Curse: Deals damage equal to 1/4 the target's total hit points every round. Will save negates.
    Encore: Forces opponent to repeat it's last round of actions for 1d4+1 rounds. Will save negates.
    Flinch: Dazed for 1 round.
    Identify: Allows the Pokémon to ignore dodge bonuses to AC, concealment, and miss chances for 1 round/HD.
    Infatuation: Staggered as long as the Pokémon and the target remain within 60 feet of each other. Will save negates.
    Leech Seed: Inflicts 2d6 damage/round, and the Pokémon heals that same amount. Can be removed as a full-round action that provokes attacks of opportunity.
    Mind Reader/Lock-On: The Pokémon automatically succeeds on its next attack roll.
    Nightmare: Deals damage equal to 1/4 the target's total hit points every round. Only works on a sleeping opponent. Will save negates.
    Partially Trapped: Target acts as if it's being grappled. Can break free with a DC20 strength check or a DC30 Escape Artist check.
    Perish Song: Every creature within 60 feet dies three rounds later. Fortitude save negates.
    Taunt: Compels target to do take no other standard actions than attacking for 1d4+1 rounds. Will save negates.
    Torment: Prevents the target from performing the same action twice in a row for 1d4+1 rounds. Will save negates.
    Defense Curl: Doubles the damage dealt by Rollout and Ice Ball for the rest of the encounter.
    Focus Energy: Doubles the Pokémon's critical threat range on all attack rolls for 1 round/HD.
    Followed: Compels all opponents within 30 feet to only target the Pokémon for 1d4+1 rounds. Will save negates.
    Minimize: Lowers the Pokémon's size category by one step for the rest of the encounter.
    Mist: Prevents all allies within 30 feet from incurring penalties for 1 round/HD.
    Safeguard: Prevents all allies within 30 feet from being affected by ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, disease, energy drain, exhaustion, fatigue, feeblemindedness, insanity, nausea, sickness, stunning, and poison for 1 round/HD.
    Reflect/Light Screen: Halves all damage taken from a physical or magical/psionic source, respectively, for 1 round/HD.
    Substitute: The Pokémon deals itself damage equal to 1/4th it's maximum hit point to create a duplicate of itself with the same number of hit points. All attacks directed at or otherwise affecting the Pokémon get redirected to the substitute until it is destroyed.
    Trapped: Dimension all anchor, as the spell.
    Weather changing moves affect the weather within a 1 mile radius and last for 10 min/HD.

    Physical moves can be used a number of times per day equal to 1/2 their PP, rounded down. Special moves can be used a number of times per day equal to 3/4 their PP, rounded down. Status moves can be used a number of times per day equal to 1/4 their PP, rounded down.
    Last edited by Celestia; 2016-12-25 at 08:09 AM.
    Princess Celestia's Homebrew Corner
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  18. - Top - End - #48
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    Default Re: Princess Celestia's Homebrew Corner

    Saving a spot to do some math for your Pokemon trainer, hopefully I'll be done in 15 or to minutes.

  19. - Top - End - #49
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by nikkoli View Post
    Saving a spot to do some math for your Pokemon trainer, hopefully I'll be done in 15 or to minutes.
    I freely admit that it might not be perfect. It is difficult to port something as vast and complex as Pokémon into something as vast and complex as D&D.
    Princess Celestia's Homebrew Corner
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    And I completely understand that. I've been trying to write Path of Exile into pathfinder for the last 4-5 months.
    Using pathfinder stuff for types because I have them all memorized and don't want to look up the 3.5 ones
    He's a starter. Also the way it's wordered you can get the fully evolved starter at lvl 3.
    Mudkip level 10
    Lvl 1 mudkip
    Spoiler
    Show
    Size: diminutive (0.4 m tall)
    Type: magical beast
    HD 1d10
    Speed: 30 (speed stat)-20(size) = 10 ftland speed, 15 ft swim speed
    +6 natural armor
    Natural attacks: a bite or gore?
    0 SR
    0 DR
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Base saves: +2 fort +2 reflex +0 will
    14 strength
    12 Dex
    12 con
    8 int
    8 Wis
    12 cha
    Aaaand I'm not doing moves at the current time





    Lvl 2 marshtomp
    Spoiler
    Show

    Size: small (0.7m)
    Type: monsterous humanoid
    HD 2d10
    Speed: 30 ft land, 45 swim, 15 burrow
    +8 nat armor
    Natural attacks: slam /gore?
    0 DR
    7 SR
    Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Base saves change to +3 fort +0 reflex +3 will
    16 STR
    12 Dex
    14 con
    8 int
    8 Wis
    14 cha
    Earth subtype w/ burrow speed also grants tremor sense


    Lvl 3 swampert
    Spoiler
    Show

    Size: medium (1.7m)
    Type: monsterous humanoid
    Hd 3d10
    Speed: 30 ft land, 45 swim, 15 burrow
    +10 nat armor
    Natural attacks: slam /gore?
    1/- DR
    8 SR
    Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Base saves change to +3 fort +1 reflex +3 will
    18 STR
    14 Dex
    18 con
    10 int
    10 Wis
    16 cha
    Earth subtype w/ burrow speed also grants tremor sense


    Lvl 10 swampert
    Spoiler
    Show

    Size: medium (1.7m)
    Type: monsterous humanoid
    Hd 10d10
    Speed: 30 ft land, 45 swim, 15 burrow
    +10 nat armor
    Natural attacks: slam /gore?
    1/- DR
    15 SR
    Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Base saves change to +7 fort +3 reflex +7 will
    19 STR
    15 Dex
    19 con
    11 int
    11 Wis
    17 cha
    Earth subtype w/ burrow speed also grants tremor sense

    All in all, they don't look too crazy before you get to the mooves, I wasn't in the mood for those yet today so maybe look over these and see if this is a decent point for you. I think I'm going to do something that doesn't evolve to see how it would shape up.

    Update:Kangaskhan
    Lvl 1
    Spoiler
    Show

    Size: medium (2.2m)
    Type: monstrous humanoid?
    HD 1d10
    Speed: 40 ft land
    +10 nat armor
    Natural attacks: claws/gore?
    1/- DR
    6 SR
    Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
    Base saves: +2 fort +0 reflex +2 will
    16 STR
    16 Dex
    18 con
    8 int
    12 Wis
    8 cha


    Lvl 10
    Spoiler
    Show

    Size: medium (2.2m)
    Type: monstrous humanoid?
    HD 1d10
    Speed: 40 ft land
    +10 nat armor
    Natural attacks: claws/gore?
    1/- DR
    6 SR
    Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
    Base saves: +7 fort +3 reflex +7 will
    17 STR
    17 Dex
    19 con
    9 int
    13 Wis
    9 cha


    Lvl 20
    Spoiler
    Show

    Size: medium (2.2m)
    Type: monstrous humanoid?
    HD 1d10
    Speed: 40 ft land
    +10 nat armor
    Natural attacks: claws/gore?
    1/- DR
    6 SR
    Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
    Base saves: +12 fort +6 reflex +12 will
    19 STR
    19 Dex
    21 con
    10 int
    14 Wis
    10 cha
    Last edited by nikkoli; 2016-12-23 at 11:16 PM.

  21. - Top - End - #51
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    Different tactics =/= different mechanics
    Buffs =/= direct damage. Psychic Warrior gets self buffs and deals damage by way of basic attacks.

    Damage Reduction does not apply to energy attacks. And from what I've read on this forum and others, it is largely believed that fireball is suboptimal because of how easily it's resisted.
    Optimal does not mean only valid option. Commonality of resistance is not a measure of balance, because it's entirely possible to have a game where the resistance doesn't happen, and most classes have options to work around resistances.

    Dragons? Sure. Magic? That's fine. Energy being? Woah there! That's unrealistic!
    It's that you call it a specific type of energy that quite specifically does not work the way you says it does. You have the source of that energy be something that has nothing to do with anything else about the class.

    You keep saying that. I don't think it means what you think it means. Answer honestly. Do you believe that electricity is a physically tangible? Can you touch and hold it?
    It cannot be touched, but it does interact. Electricity can't just go through anything, same goes for magnetism. A being made of electromagnetic energy would not ignore stone walls and metal bars. Electrical resistance is a thing, and stone happens to have some of the highest electrical resistance in nature. Electricity passing through anything loses current and causes heating. Magnetic fields passing through metals that interact with magnetism are interrupted and the metal heats. Neither one can simply pass through anything.

    So these should be extraordinary abilities?
    Oh, and I guess psychometabolsim isn't psionic, either, huh?
    They should be (Su), not (Psi). Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.

    Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.

    You say shoehorned; I say consistent theme. Yes, this class has an Achilles' Heel, but so does everything. The Barbarian can be stopped by flying enemies or a Will save. The Rogue can be stopped by undead. The wizard can be stopped by golems. Not everyone is going to be amazing at everything. That's why it's a group game.
    The Barbarian can be given flight in some way, the Rogue has ways to deal sneak attack damage to Undead or swap sneak attack for something that works against undead and Spell Resistance is not a guaranteed no-sell to magic. It's bad class design to make something that can be countered completely with absolutely no way to use it's abilities. Having something with only one type of damage that falls into the standard elemental and dragon immunity types is bad, because that gives two types of thing that the class can do absolutely nothing to. At the very least, give a way to deal Sonic or Explosive damage at a rate lower than the Electric damage, or in addition to it. Both relate to the lightning theme, and both are much less resisted than Electricity. I'm fairly sure that there aren't any sorts of immunity to those two damage types...
    Last edited by Morphic tide; 2016-12-24 at 04:07 PM.

  22. - Top - End - #52
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post

    They should be (Su), not (Psi). Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.

    Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.
    Agree with first point, although it might make sense to say that the abilities are considered psionic for any purpose that matters. Note that your second quoted statement isn't really accurate since both Psi-like and Spell-like abilities fail in an antimagic field. Still agree though that this should be (Su) from a mechanical standpoint.
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  23. - Top - End - #53
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    I have had the Homebrew channel since last June. Here is how I got it.
    1. First it would be easiest to have a completely blank SD Card with no files or folders already on it.

    2. Then you need Bannerbomb you can get at

    3. Pick your Wii Menu Version. (If you don't know your Wii Menu Version go to Wii Options. Then go to Wii Settings in the top right corner you will see your Wii Menu Version.)

    4. On the blank SD Card you will need to download either: abd6a_v200.zip (If you have Wii Menu 4.2) or aad1f_v108.zip (if on Wii Menu 3.0-4.1)

  24. - Top - End - #54
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    Quote Originally Posted by Morphic tide View Post
    Buffs =/= direct damage. Psychic Warrior gets self buffs and deals damage by way of basic attacks.
    So it's a Psychic Warrior with a different power list? Got it. Same mechanics.

    It's that you call it a specific type of energy that quite specifically does not work the way you says it does.
    Oh boo hoo. I'm sorry my fantasy class for a fantasy game doesn't contain enough realism for you.

    You have the source of that energy be something that has nothing to do with anything else about the class.
    Source of the energy: electricity. Everything else about the class: electricity.

    It cannot be touched, ...
    Quote Originally Posted by The Dictionary
    Intangible: not tangible; incapable of being perceived by the sense of touch, as incorporeal or immaterial things; impalpable.
    Mic drop.

    ... but it does interact. Electricity can't just go through anything, same goes for magnetism. A being made of electromagnetic energy would not ignore stone walls and metal bars. Electrical resistance is a thing, and stone happens to have some of the highest electrical resistance in nature. Electricity passing through anything loses current and causes heating. Magnetic fields passing through metals that interact with magnetism are interrupted and the metal heats. Neither one can simply pass through anything.
    Waa! I want my realism!

    They should be (Su), not (Psi).
    Why? So they can be used without triggering attacks of opportunity and can ignore Power resistance?

    Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.
    This class is using psionic power to harvest biological energy. I thought that was obvious based on the fact that it's psionic. Maybe, instead of just assuming it makes no sense, you try to figure out an interpretation that does.

    Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.
    Umm, yes they do. Maybe you need to take a look at your rulebook again because there are actually a number of differences between psi-like/spell-like abilities and supernatural abilities. I mean, if there was no difference, why would they even have separate categories?

    The Barbarian can be given flight in some way, the Rogue has ways to deal sneak attack damage to Undead or swap sneak attack for something that works against undead and Spell Resistance is not a guaranteed no-sell to magic. It's bad class design to make something that can be countered completely with absolutely no way to use it's abilities. Having something with only one type of damage that falls into the standard elemental and dragon immunity types is bad, because that gives two types of thing that the class can do absolutely nothing to. At the very least, give a way to deal Sonic or Explosive damage at a rate lower than the Electric damage, or in addition to it. Both relate to the lightning theme, and both are much less resisted than Electricity. I'm fairly sure that there aren't any sorts of immunity to those two damage types...
    I do see your point, and I am considering options. Thank you.
    Last edited by Celestia; 2016-12-25 at 07:11 AM.
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  25. - Top - End - #55
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    I added three new feats to the Stormchild post, two of which address the damage problem.

    I also modified the Pokémon Trainer. Pokémon now have better ability scores and speed but weaker Special Moves.
    Princess Celestia's Homebrew Corner
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  26. - Top - End - #56
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    Quote Originally Posted by Celestia View Post
    So it's a Psychic Warrior with a different power list? Got it. Same mechanics.
    By that logic, Druids and Clerics use all the same mechanics. Well, except for Wildshape and Turn/Bolster Undead. Mechanics reuse is just fine, and a swapped list does a lot to change how a class acts.

    Source of the energy: electricity. Everything else about the class: electricity.
    I was referring to the Psionic aspect, not the electricity.

    Why? So they can be used without triggering attacks of opportunity and can ignore Power resistance?
    Well, removing another mode of total failure of the class is an advantage. And I actually never managed to find any 3.5 or PF rules on Psi-like and Spell Like abilities, so I was rather confused about it.

    This class is using psionic power to harvest biological energy. I thought that was obvious based on the fact that it's psionic. Maybe, instead of just assuming it makes no sense, you try to figure out an interpretation that does.
    Look, I understand Suspention of Disbelief is a thing, but when almost every level of the abilities is complete nonsense without the usual in-setting excuses for nonsense, I pick at it. Electromagnetic energy interacts with most physical materials. Being a sapient being made of EM energy does not result in any sort of intangibility because electrical resistance of a lot of stuff is rather high and many things disrupt magnetic fields.

    I do see your point, and I am considering options. Thank you.
    I see you went with Untyped damage instead of Explosive damage, which is understandable due to the massive pains of balancing at-will Explosive damage. If I remember correctly, it forces damaged creatures out of the AoE, then deals damage based on how far they move on top of the damage of the hit itself.

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    Quote Originally Posted by Morphic tide View Post
    By that logic, Druids and Clerics use all the same mechanics. Well, except for Wildshape and Turn/Bolster Undead. Mechanics reuse is just fine, and a swapped list does a lot to change how a class acts.
    Well there are a lot of similarities between Clerics and Druids due to them both being Wisdom-based prepared divine spellcasters. However, the class features and Domain magic separate them. What you proposed wouldn't allow for that. The Psychic Warrior has no class features, and if I turn all these class features into powers, then I'll have no class features. It would just be a power list swapped Psychic Warrior, and that's not what I wanted. I intentionally based it off the Warlock class because I like the way Warlock works. I like having at will abilities even if they're less powerful. It makes me feel more powerful as I can justify to myself using them even on mundane things. A Wizard has more power, but if that power is only ever used conservatively when it's needed, then it doesn't feel like power. What's the point in having a rocket launcher if you can't use it to blow up squirrels?

    I was referring to the Psionic aspect, not the electricity.
    And what's the problem? The psionics that already exist are almost as varied as magic. Psychometabolism already affects the body, and Pychokinesis can fire blasts of energy. Everything this class does can be done with the preexisting psionics. And you know what? The prexisting psionic fluff also already portrays it as an internally generated power. Literally the only significant difference is that this class is limited in scope.

    Well, removing another mode of total failure of the class is an advantage.
    All other magic and psionic classes, including the Warlock on which I based this class, has to deal with AOO and spell/power resistance, so why should mine be special? All of the Warlock invocations are spell-like abilities, so why should mine be supernatural?

    And I actually never managed to find any 3.5 or PF rules on Psi-like and Spell Like abilities, so I was rather confused about it.
    Here you go.

    Look, I understand Suspention of Disbelief is a thing, but when almost every level of the abilities is complete nonsense without the usual in-setting excuses for nonsense, I pick at it. Electromagnetic energy interacts with most physical materials. Being a sapient being made of EM energy does not result in any sort of intangibility because electrical resistance of a lot of stuff is rather high and many things disrupt magnetic fields.
    Nothing can ever truly be incoporeal because everything affects everything else. The very notion of true intangibility is impossible within a scientific universe. Ghosts or any other incoporeal creature are no more realistic than the Stormchild, so why are you only getting worked up over this one? It's simply inconsistent. You turn into a being without a physical form. That's all most people really need, and that's all D&D rules need.

    I see you went with Untyped damage instead of Explosive damage, which is understandable due to the massive pains of balancing at-will Explosive damage. If I remember correctly, it forces damaged creatures out of the AoE, then deals damage based on how far they move on top of the damage of the hit itself.
    Honestly, I didn't even know that "explosive damage" was a real thing, and I didn't want to just invent a damage type for a feat.
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    Quote Originally Posted by Celestia View Post
    Well there are a lot of similarities between Clerics and Druids due to them both being Wisdom-based prepared divine spellcasters. However, the class features and Domain magic separate them. What you proposed wouldn't allow for that. The Psychic Warrior has no class features, and if I turn all these class features into powers, then I'll have no class features. It would just be a power list swapped Psychic Warrior, and that's not what I wanted. I intentionally based it off the Warlock class because I like the way Warlock works. I like having at will abilities even if they're less powerful. It makes me feel more powerful as I can justify to myself using them even on mundane things. A Wizard has more power, but if that power is only ever used conservatively when it's needed, then it doesn't feel like power. What's the point in having a rocket launcher if you can't use it to blow up squirrels?
    Actually, the only things they have as irremovable differences are spell list differences, Druid animal companion and Wildshape and Cleric Turn/Bolster Undead. Both get domains, the Druid just gets fewer.

    And who said anything about turning all these class features into powers? The Eldritch Blast alike needs effects to work with to be a proper Eldritch Blast alike. Why not make it a carrier for various Psychokinesis powers? Or other Psionic Powers? Or just further Psi-like effects based on powers? You can do some rather interesting things if you think to have the Psionics more involved than just being the source of the electricity.

    And what's the problem? The psionics that already exist are almost as varied as magic. Psychometabolism already affects the body, and Pychokinesis can fire blasts of energy. Everything this class does can be done with the preexisting psionics. And you know what? The prexisting psionic fluff also already portrays it as an internally generated power. Literally the only significant difference is that this class is limited in scope.
    It's that Psionics tends to be focused on the mind rather than the body, even Psychometabolism works by exerting mental force on the body. My problem with the Psi-likes is more that the fluff of this class has nothing involving psionics outside of a throwaway line and actually fits a slightly Druid related power source quite well. The name and features relate well to a person with an innate connection to storm magic.

    Thanks, I really need to do more rules research.

    Nothing can ever truly be incoporeal because everything affects everything else. The very notion of true intangibility is impossible within a scientific universe. Ghosts or any other incoporeal creature are no more realistic than the Stormchild, so why are you only getting worked up over this one? It's simply inconsistent. You turn into a being without a physical form. That's all most people really need, and that's all D&D rules need.
    The D&D type of incorporealiality does not apply to electricity in any sense. It'll fry anything it goes through that ain't metal, and most metals too, when you are talking continuous lightning bolt levels of current. And the "energy being" trope rarely involves well understood types of energy because people who have any decent amount of physics knowledge understand that the specified energy type does not work that way. Force represents a generic mystic energy "stuff" that magical and psionic forces can create. Now, turning into wind or some undefined mystic energy type would be much closer to incorporeality as D&D terms it.

    Honestly, I didn't even know that "explosive damage" was a real thing, and I didn't want to just invent a damage type for a feat.
    It's a lesser known damage type, but it sees importance in some of the weirder TO stuff, like one of the Locate Ctiy bomb types.

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    Quote Originally Posted by Morphic tide View Post
    Actually, the only things they have as irremovable differences are spell list differences, Druid animal companion and Wildshape and Cleric Turn/Bolster Undead. Both get domains, the Druid just gets fewer.
    Druid does not get Domain spells.

    And who said anything about turning all these class features into powers? The Eldritch Blast alike needs effects to work with to be a proper Eldritch Blast alike. Why not make it a carrier for various Psychokinesis powers? Or other Psionic Powers? Or just further Psi-like effects based on powers? You can do some rather interesting things if you think to have the Psionics more involved than just being the source of the electricity.
    That wasn't the goal of this class. I did not have any desire to make a partial manifester with a bunch of unrelated powers. I wanted someone with total domination over electricity.

    It's that Psionics tends to be focused on the mind rather than the body, even Psychometabolism works by exerting mental force on the body.
    Just like this does. I explained how the psionics works, but you just ignore it and then claim this has nothing to do with psionics.

    My problem with the Psi-likes is more that the fluff of this class has nothing involving psionics outside of a throwaway line and actually fits a slightly Druid related power source quite well. The name and features relate well to a person with an innate connection to storm magic.
    It could fit the Druid theme, but I didn't want it to be Druid based, hence why it's not Druid based.

    The D&D type of incorporealiality does not apply to electricity in any sense. It'll fry anything it goes through that ain't metal, and most metals too, when you are talking continuous lightning bolt levels of current.
    Electricity damage will do that, but so will literally every other type of damage. In fact, Force damage is one of the few damage types that actually does full damage to objects, implying that it is actually less able to pass right through. And after all, what effects and objects can pass through a Wall of Force? I'm pretty sure the answer is none.

    Non-damaging electricity is completely undefined by the rules, so technically it doesn't affect anything.

    And the "energy being" trope rarely involves well understood types of energy because people who have any decent amount of physics knowledge understand that the specified energy type does not work that way. Force represents a generic mystic energy "stuff" that magical and psionic forces can create. Now, turning into wind or some undefined mystic energy type would be much closer to incorporeality as D&D terms it.
    This isn't sci-fi. This is fantasy, and given some of the other things in this game, it's particularly egregious fantasy, at that. You're still just complaining about realism in a game that has infinite chickens being created from nothing because someone reached their hand into their pocket who then killed them all in order to acquire enough strength to lift all matter in the known universe.
    Last edited by Celestia; 2016-12-26 at 11:43 AM.
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    Quote Originally Posted by Celestia View Post
    Druid does not get Domain spells.
    Must have mixed of PF and 3.5 again...

    That wasn't the goal of this class. I did not have any desire to make a partial manifester with a bunch of unrelated powers. I wanted someone with total domination over electricity
    A lot of Psionic damage powers have you pick the damage type. Add in a restriction to Electricity only use of those powers and have the rest of the

    Just like this does. I explained how the psionics works, but you just ignore it and then claim this has nothing to do with psionics.
    This class has almost nothing to do with any existing form of Psionics. The closest you get is the vampireism stuff Psychic Warrior gets. Nothing else about harnessing existing energy through Psionics exists in

    It could fit the Druid theme, but I didn't want it to be Druid based, hence why it's not Druid based.
    Controlling weather is quite decidedly a Druid thing, and has little to do with control over electricity. Manipulating existing elemental energies is a Druid thing, and there is nothing I know of in Psionics that does that. No Psionic version of Control Elements, or Weather Control, or Elemental making or anything involving manipulation of existing elemental energy.

    Electricity damage will do that, but so will literally every other type of damage. In fact, Force damage is one of the few damage types that actually does full damage to objects, implying that it is actually less able to pass right through. And after all, what effects and objects can pass through a Wall of Force? I'm pretty sure the answer is none.

    Non-damaging electricity is completely undefined by the rules, so technically it doesn't affect anything.


    This isn't sci-fi. This is fantasy, and given some of the other things in this game, it's particularly egregious fantasy, at that. You're still just complaining about realism in a game that has infinite chickens being created from nothing because someone reached their hand into their pocket who then killed them all in order to acquire enough strength to lift all matter in the known universe.
    You are arguing that RAW's insanity justifies ignoring in-setting rules and tendencies and IRL physics at the same time. Your ultimate justification for it being Psionic is because you feel like it being Psionic, rather than because Psionics is important. There is exactly one mechanical reason for going Psionic, and that's for the Psionic feats which don't do anything important for this class.

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