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  1. - Top - End - #31
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Very slick, albeit very incomplete as well. I like the idea of manifesting physical traits of the beast instead of magical energies, but there need to be some harsh limits on it. Your four categories of traits allow a lot of flexibility, but you need to limit especially Planar Tactics; what is a special attack? Because if it includes things like spell-like abilities (cough Wish cough) there needs to be some more limitations on it.

    Otherwise, it looks intriguing. What kind of action is expressing? A swift action every round? And how long do traits last? 1 round? I think that would probably work out pretty well; every round you can choose to express a certain trait, which lasts until the start of your next turn.

    The only thing I'd change otherwise is to only allow him to seal one outsider at a time. However, at cetain levels perhaps he could express 2 traits from the same beast at the same time? But I would suggest only 1 beast sealed. It makes sealbreaking too complicated otherwise; if you limit it to the 1 outsider, the same sealbreaker consequence can apply to the arch as the gate. Also, it steps on the turf of my Body of Many Beasts prestige class.

    Still, very cool!

  2. - Top - End - #32
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    This all looks cool. It's what the binder sounds like it should be. I would expand the seal to elementals too, in my game.
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  3. - Top - End - #33
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Hey! I love your system Kellus (and all your other stuff too) and plan to ban all vancian magic in my campaign settings and replace it with this.

    I've been lurking on this thread for a looong time, and I think I have a potential fix for the Arch (not that it needs too much fixing):

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    Emulating Rage (New name pending)
    With this ability, even a novice Arch can enter a state that mimics some of creature within him's abilities, though prolonged use of this state can lead to the Arch's seal breaking.

    As a move action usable at any time, the Arch can initiate an Emulating rage. The benefits of this rage are thus:
    • At 1st level, the Arch may add one of his his bonded creature's ability bonuses to his corresponding ability. At 4th level he gains another ability bonus (if positive), then again at 8th level, and others at 12th, 16th and 20th level.
    • At 3rd level, the Arch gains resistance to one type of energy the bonded creature has, with a value of half the bonded creature's resistance.
    • At 5th level, the bonded creature gains an attack of a type the bonded creature has that deals 1d8 damage. He automatically gains Weapon Focus and Weapon Specialisation with this weapon at 9th level.
    • At 7th level, he gains a movement type that the bonded creature has, at half the bonded's speed.
    • At 11th level, he gains spell resistance equal to half his bonded's spell resistance.
    • null
    • null
    • null

      He can initiate the rage as many times as he likes in a day, but each time he has to roll against his sealbreaker points.

      He has a number of rounds of Emulating Rage per day equal to half his character level plus his charisma modifier. If he Rages for longer than that, he gets X sealbreaker points per round.

      He can hold a rage for 5+plus Cha bonus rounds in a row.


    Incomplete, but you get the idea.

    I also think that you should make another prestige class: The "Body of the Bonded Beast".

    The "Body of Many Beasts" breaks the rule that you can only have 1 beast per Gate (or Arch). But the "Body of the Bonded Beast" slowly develops a friendly connection with a like-aligned beast that he bonds every day, eventually bend the rule of "when a beast breaks out, it is a very bad thing" by slowly reducing the consequences. A bonded beast also helps you cast better furies (or emulate it better).

    Whaddaya think?
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    Last edited by Altharis; 2007-09-18 at 03:10 AM. Reason: Fixing "emulating Rage"
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  4. - Top - End - #34
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    We need more furies. Yarr.

  5. - Top - End - #35
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Gah! I'm sorry, I work on it when I can!

    I make stuff for it when I have time, but I'm working 50+ hours a week, so I really don't have that much time for homebrewing these days. But more furies are coming, I promise!

  6. - Top - End - #36
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Kellus, you are the man. Just wanted to say that, and also to bump this glorious thread.
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  7. - Top - End - #37
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Just for that, I got off my rear and made some more.

    Two more personal seeds are up, Summon and Animate seeds. More ideas would be great, guys!

    Also, a new prestige class, the Worldheart is up and ready to seal elementals!

    Stay tuned!

  8. - Top - End - #38
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    For the love of god, somebody run a game with this system. I don't feel equal to the task myself, but I'd love to play a gate.
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  9. - Top - End - #39
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Wow, the worldheart is awesome. I'm definitely going to run a campaign on it after my exams.

    Just one nitpick, you listed "heart of the world" twice.

  10. - Top - End - #40
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Very nice... One small question though...

    Am I right in reading that at LVL 20, the Unique outsider does remember being bound and their chance of breaking free increases every day? That seems like a no-win situation. The powers are nice - while you have them. Then the Unique outsider breaks free and comes after you.
    Last edited by Kesnit; 2007-09-21 at 06:59 AM.
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  11. - Top - End - #41
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    That's why you can try and maintain the same seal every day without giving it a chance to leave for good. Of course, when it DOES get free, it's going to be pretty angry...

    It's an option, nothing more. If a player wants to play dangerously, he can get more powerful furies. But you're right, there are serious consequences.

    EDIT: Thanks for the nitpick, fixed up the worldheart.
    Last edited by Kellus; 2007-09-21 at 08:28 AM.

  12. - Top - End - #42
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    I've just had an idea that may help (and add to flavour), by making the risk of overcasting a little more varied by allowing the caster to take con burn in exchange for decreasing his sealbreaker value. Say 1 Con for 3 points off the sealbreaker value? The caster would literally use the reserves of his own body to force the bound creature into submission, thus straining himself in the process. I would only allow it to work when the outsider would otherwise break out, suince it would make little sense to burn physical reserves to push back an outsider that isn't trying to gain control at that moment.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    And here I was Just about to suggest some feat ideas when Arachnid beats me to the punch!

    Here you go:

    Seal over Body [Seal]
    Prereq: Magic Bonding class level 3
    Any time you would make a roll to see if your seal breaks, you may opt to take any amount Constitution damage in order to reduce your sealbreaker value by 3 times that amount.

    Special
    If you take this feat you cannot take the "Body over Seal" feat.


    Body over Seal [Seal]
    Prereq: Magic Bonding class Level 3
    Any time you would lose hit points for any reason, you may opt to add any amount to your sealbreaker value in order to get 3 times that number of temporary hit points.

    Special
    If you take this feat you cannot take the "Seal over Body" feat.

    And a seed:

    Shape Seeds:

    Chain Seed
    Cost: 2 points
    Range: See text.
    Effect: This seed may only be applied to a fury that affects a single target. The fury affects one other target that is the spell's range (close, medium, long) away from the original target. For this second target, halve the damage it deals (or if it does not deal damage, reduce the save DC by four).
    Augment:
    2 points: It affects one other target that is the spell's original range away from the last target. (Halve the damage (or reduce the DC by four) again)
    1 point: Add one tenth of the original spell's damge to any rebounds. this new damage may not exceed the original's damage. (Or add 1 to all of the rebound's DCs. To a maximum of +4)


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  14. - Top - End - #44
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Two comments. First, in regard to the Null Magic seed, I'm not sure the augment to dispel psionics makes since they'd be dispelled under psionic/magic transparency anyways. Or is there some reason you prefer non-transparency or is there something else I'm missing? Second, I didn't see anywhere a discussion of what furies spell level equivalent.

  15. - Top - End - #45
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    I don't think comparing it to spell-levels ls going to work. The best I can give you is:

    Spell-Level = Beast's HD/2 +1 , rounded down

  16. - Top - End - #46
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    This is really good stuff. However, let me play devil's advocate here:

    1. Am I correct in understanding that a high-level PC can take a one-level dip into Gate and be able to seal high-HD outsiders, and construct high-powered furies out of them? This really helps out a Sorceror in particular.

    2. What about incorporeal creatures, undead, or incorporeal undead who take levels in Gate?

  17. - Top - End - #47
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Update! (finally)

    Here's a wondrous item that's handy for gates:

    Seed Shard

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    Price (Item Level): 1,000 gp
    Body Slot: - (held)
    Aura: Faint (conjuration)
    Activation: Swift (command)
    Weight: 1/2 lb.

    This palm-sized glass orb shimmers with hidden colour. If you close your eyes and hold it close to your ear, you can hear whispers of echoes half-forgotten emanate from its core.

    A seed shard is a physical embodiment of extraplanar powers and memories. A gate can use the shard to absorb additional power when creating a magic seal. Every seed shard contains the essence of one effect seed or personal seed.

    If a gate shatters the seed shard during his ritual of sealing at dawn, he gains access to the seed the seed shard contained. He may use this seed in his furies for the day as if it were a seed granted by his beast.


    And a monster which uses seeds in battle. Perfect for a DM who likes the idea, but doesn't want to introduce the entire system!

    Seed Guardian

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    A seed guardian is an extraplanar champion of two fundamental magical forces. They are living embodiments of the seeds they espouse, and are opposed to those who would abuse the seeds’ power. Gates who seal seed guardians gain great talent with the guardian’s seeds, but give up their versatility in focusing on two seeds to the exclusion of all others.

    Creating a Seed Guardian

    “Seed Guardian” is a template which may be applied to any personal seed and any effect seed. Seed guardians of all possible strengths exist, and most of their abilities are measured by their Challenge Rating (CR).

    Size and Type: A seed guardian’s type is outsider, and its size depends on its CR, as shown in the following table:

    {table]CR|Size
    1-6|Small
    7-12|Medium
    13+|Large[/table]

    Hit Dice: A seed guardian has Hit Dice equal to its CR. Its Hit Dice are d8s.
    Speed: A seed guardian’s speed varies with its CR, as shown in the following table:

    {table]CR|Speed
    1-5|20ft.
    6-10|30ft.
    10-15|40ft.
    16+|50ft.[/table]

    Armor Class: A seed guardian has a deflection bonus to its AC equal to half its CR.
    Attack: A seed guardian gains a slam attack it can use once per round. The slam attack deals damage based on the seed guardian’s size: 1d3 for a Small seed guardian, 1d4 for a Medium guardian, and 1d6 for a Large guardian. The slam attack also deals additional damage equal to the seed guardian’s Strength bonus x 1-1/2. A successful slam attack may also affect the target as though it was hit by the seed guardian’s effect seed as if through the Source of Magic ability, at the seed guardian’s discretion (see Special Attacks, below).
    Special Attacks: A seed guardian has one special attack.

    Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their effect seed as they wish. Unlike gates, they need not decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate their points into the seed. They may apply any shape seeds applicable to the seed, at their discretion. They may use the seed as a standard action, or impart the effect of the seed with their slam attack (see Attack, above). The saving throw against a seed guardian’s effect seed is equal to 10 + 1/2 its CR + its Cha modifier.

    Special Qualities: A seed guardian has outsider traits, damage reduction 10/cold iron, and spell resistance equal to 10 + its CR. It also has the following two special qualities:

    Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their personal seed as they wish. If the personal seed has a duration greater than Instantaneous, the seed guardian is always under the effect of this seed. It may, however, change the allocation of its points in the seed as a swift action. If the personal seed has a duration of Instantaneous, the seed guardian may use it as a standard action, and decide on the spur of the moment how to allocate points to heighten it.

    Sublime Seal: If a gate attempts to seal a seed guardian, they have access only to the two seeds that the guardian espouses. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.

    For example, a 7th level gate with 16 Int seals an 8 HD seed guardian with the Fire and Tesseract seeds. Normally he would have 11 (8 + Int) points to spend on each of his furies, but would not be able to exceed spending 8 points on the Fire seed. With a seed guardian sealed, the gate may allocate all 11 points into the Fire seed.

    Saves: A seed guardian has normal saving throws for a creature of the outsider type.
    Abilities: A seed guardian has Strength, Dexterity, and Constitution scores equal to 7 + 1/2 its CR. It has Intelligence, Wisdom, and Charismal modifiers equal to 10 + 1/2 its CR.
    Challenge Rating: Any. A seed guardian has an unleasher level for its seeds equal to its CR.
    Treasure: A slain seed guardian leaves behind a seed shard, which contains one of the guardian’s seeds (determined randomly for each shard). Otherwise, the seed guardian carries no treasure.
    Environment: Any outer plane. Seed guardians spontaneously arise from high-magic environments as the magic breaks apart into its consituent seeds.
    Organization: Usually solitary or in pairs. Occasionally seed guardians will band together to fight on behalf of magic itself in groups reaching 40 or more consituent members.
    Alignment: Always neutral.
    Advancement: See Size and Type, above.
    Level Adjustment: -


    Guardian of the Invisible Lightning

    Medium Outsider (Electricity)
    Hit Dice: 7d8+14 (48)
    Initiative: +2
    Speed: 30ft. (6 squares)
    Armor Class: 15 (+3 deflection, +2 Dex) (+1 dodge)
    Base Attack/Grapple: +7/+2
    Attack: +10 slam (1d4+3+electricity seed)
    Full Attack: +10 slam (1d4+3+electricity seed) and +5 slam (1d4+3+electricity seed)
    Space/Reach: 5ft./5ft.
    Special Attacks: Source of magic (electricity)
    Special Qualities: DR 10/cold iron, spell resistance 17, source of magic (nondetection), sublime seal, outsider traits
    Save: Fort +7, Ref +7, Will +8
    Abilities: Str 14, Dex 14, Con 14, Int 17, Wis 17, Cha 17
    Skills: Concentration +13, Hide +12, Intimidate +13, Knowledge (arcana) +13, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +13, Move Silently +12, Sense Motive +13, Spellcraft +13, Spot +13
    Feats: Dodge, Power Attack, Weapon Focus (slam)
    Environment: Any outer plane
    Organization: Solitary, pair, or murder (30-40)
    Challenge Rating: 7
    Treasure: Seed shard
    Alignment: Neutral
    Advancement: 8-12 (Medium), 13+ (Large)
    Level Adjustment: -

    The guardian of the invisible lightning is a proud seed guardian who punishes those that mock the power of lightning. It often hunts the Prime Material Plane using its nondetection seed, tracking down spellcasters who abuse the power of electricity.

    Combat: In combat, the guardian of the invisible lighning uses its invisibility to confuse its opponents, and unleashes massive barrages of electricity at them.

    Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Electricity seed as it wishes. Unlike gates, he does not need to decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate his points into the seed. It may apply any shape seeds applicable to the Electricity seed at its discretion. It may use the seed as a standard action, or impart the effect of the seed with its slam attack. The saving throw against the effect seed is equal to 16.

    Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Nondetection seed as it wishes. It is always under the effect of the Nondetection seed, but may change the allocation of its points in the seed as a swift action.

    Sublime Seal: If a gate attempts to seal a guardian of the invisible lightning, they have access only to the Electricity and Nondetection seeds. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.

  18. - Top - End - #48
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Okay, comment time!

    Thanks for the feats, Altharis! Feats are next on my to-do list, as is one more prestige class which uses the Seed Guardians. I'll definitely either use yours as they are or with slight changes. Thanks muchly!

    JoshuaZ, as for psionics-magic transparency, this would be for a game where that is not the case. Obviously if transparency were in effect the heightening would be unneccesary. I'm simply trying to make the material applicable to as many styles of play as possible, and covering all the bases.

    Warbacon: good questions. I think I based the entire power level of your effective gate level, but I may have changed it to straight HD in editing at one point. I'll check and change it back if neccessary. But in answer to your question, no: to seal high-level outsiders you (should) need high levels in the gate class.

    As for incorporeal beings, I don't really see any problem. If its the fluff that's tripping you up, think of it as binding the beast to your soul, and not to your physical body. I also don't see any reason an undead can't become a gate either, so long as they're not mindless.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Maybe for the unique outsiders only you can make a deal with them? Manly just so you can have demon ridden BBEG cult leaders.
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    This.
    Is.
    Amazing.

    As for the Arch being a more physical based class, I'd change a few things up a bit.

    1. Drop to a d8 hit die. This is more of a melee build with buffs. Having as many hit points as a fighter just doesn't seem to fit here.

    2. Switch the will and reflex saves around. Fort is fine. Melee class. You can take it. Will should be a good save because you're used to dealing with intrusions to your body and mind on a daily basis. Reflex should drop because you are ultimately built to take it in the face.

    3. If you can't bring yourself to add a full martial weapon proficiency, maybe throw a couple of decent selections in there. Simple weapons for a melee class is kinda painful. Especially since there's nothing built into the class to help with ranged combat.

    Anyway. Great stuff. Thank you for building it. :)

  21. - Top - End - #51
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    I'm working on a final draft of Finerty's Arch right now, and it's coming along fairly well. The trick is finding a way to use Seeds and Furies, but in a martial way. I'll be posting when I'm done, but I just wanted to let people know that I am working on this, even though it's slow. I'm just busy.

    Otherwise, I'm glad you like it.

    Puppyavenger: the point of the class is that they seal outsiders against their will. One of the rough drafts of a PrC that percolates through my head is of a fellow who seals one outsider over and over and eventually becomes partners with it, but this is a long way from being done. Right now I work on the Arch when I have time.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Quote Originally Posted by Altharis View Post
    Seal over Body [Seal]
    Prereq: Magic Bonding class level 3
    Any time you would make a roll to see if your seal breaks, you may opt to take any amount Constitution damage in order to reduce your sealbreaker value by 3 times that amount.

    Special
    If you take this feat you cannot take the "Body over Seal" feat.
    Altharis
    Comments about this: Does it apply if the character does not have a constitution score, cause I can see people playing some kind of undead with this feat. Also, does this take effect only for the roll or does it reduce the sealbreaker value itself?

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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    You can't take constitution damage if you don't have a constitution score. A way to offset the constitution damage is the Strongheart Vest soulmeld or the vestige that recovers ability damage, though.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Quote Originally Posted by Altharis View Post
    Hey! I love your system Kellus (and all your other stuff too) and plan to ban all vancian magic in my campaign settings and replace it with this.

    I've been lurking on this thread for a looong time, and I think I have a potential fix for the Arch (not that it needs too much fixing):

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    Emulating Rage (New name pending)
    With this ability, even a novice Arch can enter a state that mimics some of creature within him's abilities, though prolonged use of this state can lead to the Arch's seal breaking.

    As a move action usable at any time, the Arch can initiate an Emulating rage. The benefits of this rage are thus:
    • At 1st level, the Arch may add one of his his bonded creature's ability bonuses to his corresponding ability. At 4th level he gains another ability bonus (if positive), then again at 8th level, and others at 12th, 16th and 20th level.
    • At 3rd level, the Arch gains resistance to one type of energy the bonded creature has, with a value of half the bonded creature's resistance.
    • At 5th level, the bonded creature gains an attack of a type the bonded creature has that deals 1d8 damage. He automatically gains Weapon Focus and Weapon Specialisation with this weapon at 9th level.
    • At 7th level, he gains a movement type that the bonded creature has, at half the bonded's speed.
    • At 11th level, he gains spell resistance equal to half his bonded's spell resistance.
    • null
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      He can initiate the rage as many times as he likes in a day, but each time he has to roll against his sealbreaker points.

      He has a number of rounds of Emulating Rage per day equal to half his character level plus his charisma modifier. If he Rages for longer than that, he gets X sealbreaker points per round.

      He can hold a rage for 5+plus Cha bonus rounds in a row.


    Incomplete, but you get the idea.

    I also think that you should make another prestige class: The "Body of the Bonded Beast".

    The "Body of Many Beasts" breaks the rule that you can only have 1 beast per Gate (or Arch). But the "Body of the Bonded Beast" slowly develops a friendly connection with a like-aligned beast that he bonds every day, eventually bend the rule of "when a beast breaks out, it is a very bad thing" by slowly reducing the consequences. A bonded beast also helps you cast better furies (or emulate it better).

    Whaddaya think?
    Altharis
    Your Arch fix and Prc would'nt happen to be based on this would they?

    But if they didn't, and you just ignored or missed my post, then maybe you should have a look....

    Just me being finicky,
    Altharis
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    Quote Originally Posted by The_Librarian View Post
    Altharis' crown is beautiful in its simplicity, a symbol of understated elegance and a sign that this man is both aware of his power and his responsibilities; the sort of guy Spider-Man would like to have a drink with.

  25. - Top - End - #55
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Amazing stuff. I'm going to be quick and to the point, the concept sold me on it before I even read the mechanics (to be honest I'm not done reading them because they stopped making sense after a little bit which is my fault, not yours). Exactly like what I was planning on making for the shaman/binder class for my setting. Check one new casting system off my list, time to move onto the other two

    I'll probably post more tomorrow when my brain is actually working and I can disect the mechanics. But right now it's 2 in the morning and I've been up for ~20 hours if I've done my math right (yay for counting on one's fingers) so anything else I add would probably be horribly flawed. So I guess this post amounts to a glorified *BUMP*
    ~Nostri, frequent lurker and periodic poster

    Quote Originally Posted by Eldan View Post
    I agree with this plan. Any terraforming plan involving Thermite is a good plan.
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  26. - Top - End - #56
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Well, thanks for the bump and I'm glad you like it. I will warn you, though: although I do have more things planned for the gate, it's on hiatus right now while I work on other stuff.

    If you need help understanding anything, or if something doesn't make sense, just ask.

  27. - Top - End - #57
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Bump. I hope this isn't thread necromancy.

  28. - Top - End - #58
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    I certainly don't think so.

    Also, just as a note: seeing this thread made me feel really guilty for not working on this, so after I finish my entry in the Design Contest (plug plug) , I'm going to get to work on new stuff for gates.

  29. - Top - End - #59
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    Woo! This is (one of) the best christmas present(s) I've received this year!

    I was building a campaign setting around this, and now my campaign setting can grow!

    Plus, any opporrtunity to work of Kellus's is golden.

    Thanks,
    Altharis
    Attack of the most awesome Ceikatar!!!!!

    My stocks:OOTS 40, HNJO 88, GOLD 5.

    What do you get when you cross Star Wars, Star Trek, OD&D, and percentile rolls, and jumble it up in a big pot of surrealism? This game right here.

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    Quote Originally Posted by The_Librarian View Post
    Altharis' crown is beautiful in its simplicity, a symbol of understated elegance and a sign that this man is both aware of his power and his responsibilities; the sort of guy Spider-Man would like to have a drink with.

  30. - Top - End - #60
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    Default Re: Unleash the Fury! [Alternative Spellcasting System, Base Class]

    I haven't read everything, but I like the idea and I will be using this at the first opportunity.
    Yet, something strikes me as odd. The Body of Many Beasts and the Worldheart's prereqs don't make sense. The worldheart needs level 5 binds, but level 6 skill ranks and the body needs level 6 binds and level 5 skill ranks.

    Is it balanced to switch this and have a gate that can take all 10 levels of the worldheart and the body of many beasts?

    I'll try it because that would be so fun to play "Captain Planet".

    EDIT: Upon closer inspection, I have found that Wild Empathy stomps my idea flat. So darn. I guess only 4 levels of Body of Many Beasts.
    Last edited by Fusecase; 2007-12-28 at 12:33 AM.

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