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    Default Eidolon Knight Base Class (3.5)

    Eidolon Knight

    "I stand not alone, but with the might of a thousand warriors. In my blade echo the battles of yore, each strike a testament to the heroes of old. I am but a vessel for their legacy. I am an Eidolon Knight."

    In the heat of battle, some warriors stand out, not just for their skill, but for the aura of history that surrounds them. These are the Eidolon Knights, warriors who draw upon the memories and spirits of their ancestors to augment their already impressive martial skills.

    They are the conduits of ages past, manifesting spectral weapons that carry the weight of history. Each strike echoes with the power of countless battles fought long ago. Through their mystical connection to the warriors of yore, they gain unparalleled versatility and adaptability in combat.

    Whether leading an army into battle or standing as the last line of defense, an Eidolon Knight is a symbol of the enduring spirit of the warrior, a testament to the timeless bond of those who fight not just for themselves, but for those who came before and those yet to come.

    A supernatural warrior, wielding ancient memories of fallen warriors to gain their knowledge and prowess in battle. Eidolon Knights are a potent mix of martial and magical abilities, focusing on damage and utility with their unique abilities, the Eidolon Armament and Ancestral Guidance. They make excellent frontline combatants, capable of dealing high damage while maintaining a degree of adaptability.

    Making an Eidolon Knight

    Abilities: Strength is important for an Eidolon Knight because of its role in combat, and a high Constitution score lets them live longer, which is important for a class that fights on the front lines. Charisma influences the potency of many of the Eidolon Knight's supernatural abilities.

    Races: Any race can produce Eidolon Knights, though they are most common among races with a strong sense of history and tradition, such as humans, dwarves, and elves. Half-orcs might be drawn to the class's focus on personal combat prowess.

    Alignment: Eidolon Knights can be of any alignment. Lawful Eidolon Knights might view their powers as a duty passed down through the generations, while chaotic Eidolon Knights might draw upon a more diverse and unpredictable array of ancestral memories.

    Starting Gold: 6d4 × 10 gp (150 gp).
    Starting Age: As fighter.

    Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str).

    Skill Points at 1st Level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +2 Eidolon Armament, Warrior's Memory
    2nd +2 +3 +0 +3 Ancestral Guidance 1/day
    3rd +3 +3 +1 +3 Ghostly Strikes
    4th +4 +4 +1 +4 Ancestral Guidance 2/day
    5th +5 +4 +1 +4 Timeless Warrior
    6th +6/+1 +5 +2 +5 Battle Spirit
    7th +7/+2 +5 +2 +5 Ancestral Guidance 3/day
    8th +8/+3 +6 +2 +6 Weapon Echo
    9th +9/+4 +6 +3 +6 Eidolon Resilience
    10th +10/+5 +7 +3 +7 Ancestral Guidance 4/day
    11th +11/+6/+1 +7 +3 +7 Improved Ghostly Strikes
    12th +12/+7/+2 +8 +4 +8 Weapon Echo II
    13th +13/+8/+3 +8 +4 +8 Ancestral Guidance 5/day
    14th +14/+9/+4 +9 +4 +9 Eidolon Deflection
    15th +15/+10/+5 +9 +5 +9 Weapon Echo II
    16th +16/+11/+6/+1 +10 +5 +10 Ancestral Guidance 6/day
    17th +17/+12/+7/+2 +10 +5 +10 Greater Ghostly Strikes
    18th +18/+13/+8/+3 +11 +6 +11 Eidolon Ascendancy
    19th +19/+14/+9/+4 +11 +6 +11 Ancestral Guidance 7/day
    20th +20/+15/+10/+5 +12 +6 +12 Ultimate Eidolon Armament

    Class Features

    All of the following are class features of the Eidolon Knight.

    Weapon and Armor Proficiency: Eidolon Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Eidolon Armament (Su): At 1st level, an Eidolon Knight gains the ability to summon weapons from the memories of fallen warriors. As a move action at-will, the Eidolon Knight can summon any weapon he is proficient with. The weapon is treated as magical for the purposes of overcoming damage reduction and has an enhancement bonus equal to 1/4 the Eidolon Knight's level. The weapon lasts for 1 round after it leaves your grip, but otherwise looks and feels like a masterwork version of the weapon.

    Warrior's Memory (Ex): The Eidolon Knight gains a bonus to his Knowledge (history) and Knowledge (the planes) checks equal to his Eidolon Knight level.

    Ancestral Guidance (Sp): Starting at 2nd level, the Eidolon Knight can tap into the memories of past warriors to gain guidance. Once per day as a swift action, the Eidolon Knight can gain a bonus equal to his Eidolon Knight level on any one attack roll, saving throw, or skill check. The number of times he can use this ability per day increases as he levels up.

    Ghostly Strikes (Su): At 3rd level, the Eidolon Knight's attacks with his Eidolon Armament deal extra force damage equal to his Charisma modifier.

    Timeless Warrior (Ex): At 5th level, the Eidolon Knight has become so in tune with the flow of time that he ages more slowly. He ages at one-quarter the normal rate for his race.

    Battle Spirit (Su): At 6th level, the Eidolon Knight can channel the fighting spirit of past warriors. Once per day, he can add his Charisma modifier as a morale bonus to all attack rolls, damage rolls, and saves for a number of rounds equal to his Eidolon Knight level. This ability stacks with Ghostly Strikes.

    Weapon Echo (Su): At 8th level, every time the Eidolon Knight makes an attack with his Eidolon Armament, he can create an echo of the attack that strikes another target within range. The echo deals half damage and does not benefit from precision damage or special weapon abilities.

    Eidolon Resilience (Ex): At 9th level, the Eidolon Knight gains a bonus equal to his Charisma modifier on all saving throws.

    Improved Ghostly Strikes (Su): At 11th level, the Eidolon Knight's Ghostly Strikes ability deals an extra 2d6 points of force damage.

    Echoed Guidance (Su): At 12th level, the Eidolon Knight can use his Ancestral Guidance ability to greater effect. When he does, he also creates an echo of the action he used Ancestral Guidance on, allowing him to make the same action against a different target within range. The echoed action is treated as if it were made separately, and any requirements or limitations still apply. This allows the Eidolon Knight to effectively target multiple foes or perform multiple actions with the same swift action.

    Timeless Warrior II (Ex): At 14th level, the Eidolon Knight stops aging entirely. He no longer takes penalties to his ability scores for aging and cannot be magically aged.

    Weapon Echo II (Su): At 15th level, the Eidolon Knight's Weapon Echo ability now deals full damage and can benefit from precision damage and special weapon abilities.

    Greater Ghostly Strikes (Su): At 17th level, the Eidolon Knight's Ghostly Strikes ability deals an extra 4d6 points of force damage.

    Eidolon Ascendancy (Su): At 18th level, the Eidolon Knight gains the ability to enter a state of heightened power for a number of rounds equal to his Eidolon Knight level. While in this state, his Eidolon Armament gains the ghost touch property, he gains a bonus equal to his Charisma modifier on all attack rolls, damage rolls, and saves, and he is immune to mind-affecting effects. Once the Eidolon Ascendancy ends, the Eidolon Knight is fatigued. This ability stacks with Battle Spirit and Ghostly Strikes.

    Ultimate Eidolon Armament (Su): At 20th level, the Eidolon Knight's Eidolon Armament becomes a weapon of immense power. The weapon gains an additional +5 enhancement bonus, and it can be summoned as a free action.

    Playing an Eidolon Knight

    Religion: An Eidolon Knight might worship any deity but is most likely to revere gods of war, memory, or the ancestors. Some Eidolon Knights may feel a special kinship with their ancestors and may choose to pay homage to them above all.

    Other Classes: Eidolon Knights can get along well with other classes, though they may have special respect for other martial classes such as fighters, rangers, and paladins. They might feel a certain rivalry with wizards and other arcane spellcasters, viewing their magic as less direct and visceral than the spiritual powers of the Eidolon Knight.

    Combat: In combat, an Eidolon Knight is likely to be on the front lines, using their unique weapon abilities to deal damage and control the battlefield. Eidolon Knights are highly versatile, capable of adjusting their strategy to fit the situation by calling upon different ancestral memories.

    Advancement: When advancing in level, an Eidolon Knight likely focuses on increasing their martial prowess, though they might also want to increase their other abilities to better integrate with a party. Multi-classing can be beneficial, but too much might dilute the Eidolon Knight's unique capabilities. Fighters or Paladins could be fitting classes to multi-class into, providing extra martial prowess and staying in sync with the Eidolon Knight's flavor.

    Eidolon Knights in the World

    Daily Life: An Eidolon Knight likely spends a significant amount of time each day in combat training, constantly seeking to improve their martial prowess. They may also spend time in meditation or quiet contemplation, reaching out to the spirits of their ancestors for guidance. Their connection to their lineage might lead them to study history or genealogy.

    Notables: Renowned Eidolon Knights might include Dareth Starborn, a human knight who used the memories of his ancestors to turn the tide in a significant battle, and Elindra Moonshadow, an elf who has refined the art of the spectral blade to a high art.

    Organizations: While there is no specific organization for Eidolon Knights, they are often found in military orders or knightly brotherhoods. They may also be found in cultural preservation societies or genealogical organizations, drawn by their connection to their ancestors.

    NPC Reactions

    Eidolon Knights are often met with a mixture of respect and unease. Their unique abilities and connection to their ancestors are impressive, but their spectral weapons and talk of ancient warriors can be disconcerting to the uninitiated.

    Common folk might view them as inspiring figures or living links to history, while nobles might see them as valuable allies or threats to their power, depending on the situation.

    Other martial characters might view Eidolon Knights with professional respect, rivalry, or a desire to learn their secrets. Spellcasters might be intrigued by their unique melding of martial prowess and spiritual magic.

    Ultimately, the reaction an Eidolon Knight receives depends on their actions and the values of those they interact with.

    Eidolon Knight Lore

    Characters with ranks in Knowledge (history) or Knowledge (nobility and royalty) can research Eidolon Knights to learn more about them. When a character makes a skill check, the following lore is revealed, including the information from lower DCs.

    DC 10: Eidolon Knights are warriors who draw upon the memories of their ancestors to enhance their combat abilities. They can summon spectral weapons that are perfect replicas of any weapon they are proficient with.

    DC 15: The power of an Eidolon Knight extends beyond their weaponry. They can guide their allies in combat, resist magical aging, and even manifest echoes of their weapon to attack multiple foes. Their connection with their ancestors provides them with unparalleled versatility on the battlefield.

    DC 20: Eidolon Knights have been known to become immune to critical hits and sneak attacks as they ascend in their mastery. Their spectral weapons can even overcome various forms of damage reduction and become weapons of immense power at their peak.

    DC 30: At this level of success, the character learns about specific Eidolon Knights, their deeds, and where they might be found. They also learn about the unique rituals that an Eidolon Knight might undergo to forge a deeper connection with their ancestral spirits, and the signs that might indicate an Eidolon Knight is about to reach the pinnacle of their power.

    Eidolon Knights in the Game

    Adaptation: The concept of an Eidolon Knight can be adapted to fit different campaign settings. In a high magic setting, their powers could be the result of powerful ancestral spirits or divine intervention. In a low magic setting, they might be legendary warriors who have achieved their abilities through intense training and sheer force of will.

    Eidolon Knights can also be customized by changing the type of ancestors they draw upon. Perhaps instead of drawing on the memories of various warrior ancestors, an Eidolon Knight in your campaign always channels the spirit of one legendary hero, changing their abilities to reflect that hero's specialties.

    Encounters: Encounters with an Eidolon Knight can be varied. A friendly Eidolon Knight might provide aid to the party in a tough fight, while a hostile one could be a formidable opponent.

    An Eidolon Knight might also be involved in a quest to recover an ancestral artifact or to lay to rest an ancestral spirit that has been disturbed. They could also be found leading troops on the battlefield, teaching at a warrior's academy, or seeking a worthy opponent to test their skills against.

    The Epic Eidolon Knight

    Hit Die: d10

    Skill Points at Each Additional Level: 4 + Int modifier.

    Epic Eidolon Knight
    Level Special
    21st Epic Weapon Bond
    22nd Epic Ghostly Strikes
    23rd Bonus Feat
    24th Epic Weapon Echo
    25th Epic Eidolon Ascendancy
    26th Bonus Feat
    27th Epic Eidolon Armament
    28th Epic Battle Spirit
    29th Bonus Feat
    30th Eternal Eidolon Knight

    Epic Weapon Bond (Ex): The bond between the Eidolon Knight and his spectral weapon becomes even stronger. The weapon now gains an additional +1 enhancement bonus for every two levels beyond 20th.

    Epic Ghostly Strikes (Su): The Eidolon Knight's Ghostly Strikes now ignore all damage reduction.

    Epic Weapon Echo (Su): The Eidolon Knight can now create an additional echo of his weapon for every four levels beyond 20th.

    Epic Eidolon Ascendancy (Su): The Eidolon Knight's spectral form becomes even more resilient, gaining immunity to all mind-affecting effects.

    Epic Eidolon Armament (Su): The Eidolon Knight's Eidolon Armament becomes a true weapon of legend. The weapon gains an additional special weapon ability of the Eidolon Knight's choice with a total enhancement bonus value of +1 for every four levels beyond 20th.

    Epic Battle Spirit (Su): The morale bonus provided by the Eidolon Knight's Battle Spirit increases by +1 for every five levels beyond 20th.

    Eternal Eidolon Knight (Su): At 30th level, an Eidolon Knight has become a timeless symbol of heroism. He no longer ages, cannot die of old age, and is immune to death effects and energy drain.

    Bonus Feats: The epic Eidolon Knight gains a bonus feat (selected from the list of epic feats) every three levels after 20th.

    Eidolon Knight Feats

    Extra Ancestral Guidance
    Prerequisites: Eidolon Knight level 1st, Ancestral Guidance class feature
    Benefits: You gain additional daily uses of your Ancestral Guidance class feature. The number of additional uses is equal to your Charisma modifier.
    Special: You can take this feat multiple times. Its effects stack.

    Eidolon Conviction
    Prerequisites: Eidolon Knight level 1st, Paladin level 1st
    Benefits: When you gain a level in either Eidolon Knight or Paladin, you can choose to have that level also count as a level in the other class for the purpose of determining the effects of your class features. This does not grant any additional class features; it merely makes your existing features more effective.

    For example, your Eidolon Knight's Weapon Bond and Ancestral Guidance, and your Paladin's Lay on Hands and Smite Evil abilities increase in effectiveness as if you had gained a level in both classes.

    In addition, you can multiclass freely between the Eidolon Knight and Paladin classes. You still must abide by all other prerequisites and restrictions of multiclassing.

    Ancestral Insight
    Prerequisites: Eidolon Knight level 1st
    Benefits: You can spend a swift action to gain a +2 insight bonus to any one skill check, attack roll, or saving throw as ancestral memories guide your actions. This feat can be used a number of times per day equal to your Charisma modifier (minimum 1).

    Spectral Reach
    Prerequisites: Eidolon Knight level 4th
    Benefits: The reach of your spectral weapons increases by 5 feet.

    Adaptive Ancestral Armament
    Prerequisites: Eidolon Knight level 6th, Charisma 13
    Benefits: You have honed your connection with your ancestral spirits, allowing you to adapt your Ancestral Armament on the fly. You can change your active Ancestral Armament as an immediate action a number of times per day equal to your Charisma bonus (minimum 1). This allows you to summon a different weapon from your repertoire of ancestral memories to suit the situation at hand.

    Ancestral Parry
    Prerequisites: Eidolon Knight level 8th
    Benefits: When wielding a spectral weapon, you can deflect one ranged attack per round as an immediate action.

    Eidolon Weapon Fusion
    Prerequisites: Eidolon Knight level 10th, Eidolon Armament class feature
    Benefits: When wielding a magical weapon, you can choose to manifest your Eidolon Armament in conjunction with it. This merges the spectral form of your Eidolon Armament with the physical form of your magical weapon, allowing you to utilize the magical properties of both.

    When using this feat, apply the higher enhancement bonus between the two weapons and combine the special abilities of both. However, the total effective enhancement bonus (calculated by adding the numeric enhancement bonus and the enhancement equivalent of the weapon abilities) of the combined weapon cannot exceed +10, as per standard D&D 3.5 rules.

    This feat does not allow you to bypass the usual restrictions of Eidolon Armament. You still can't manifest more armaments than your class level allows, and you must still have the appropriate feats to use the abilities of the magical weapon you're wielding.

    Eidolon Resilience
    Prerequisites: Eidolon Knight level 12th
    Benefits: You gain temporary hit points equal to your Eidolon Knight level whenever you use your Ancestral Guidance ability.

    Epic Eidolon Knight Feats

    Epic Ancestral Insight
    Prerequisites: Eidolon Knight level 21st, Ancestral Insight
    Benefits: The bonus from your Ancestral Insight feat increases to +4.

    Epic Spectral Reach
    Prerequisites: Eidolon Knight level 21st, Spectral Reach
    Benefits: The reach of your spectral weapons increases by an additional 5 feet.

    Epic Ancestral Parry
    Prerequisites: Eidolon Knight level 21st, Ancestral Parry
    Benefits: You can now deflect any number of ranged attacks per round.

    Epic Eidolon Resilience
    Prerequisites: Eidolon Knight level 21st, Eidolon Resilience
    Benefits: The temporary hit points gained from your Eidolon Resilience feat are doubled.

    Magical Items

    Amulet of Ancestral Echoes
    Description: This amulet is crafted from ethereal crystal and resonates with a barely audible hum.
    slot: throat
    Effect: While wearing this amulet, an Eidolon Knight gains an additional daily use of the Ancestral Guidance class feature. Additionally, once per day, the wearer may use a swift action to recall the power of an expended use of Battle Spirit.
    Caster Level: 5th; Prerequisites: Craft Wondrous Item, Eidolon Knight class; Market Price: 6,000 gp.

    Gauntlets of the Eidolon Armament
    Description: These spectral gauntlets shimmer with a faint, otherworldly light.
    slot: hands
    Effect: The Eidolon Knight's effective level for their Eidolon Armament class feature is increased by +4. This increases the abilities and effectiveness of their Eidolon Armament, including damage, special abilities, and any other features granted by the class feature.
    Caster Level: 10th; Prerequisites: Craft Wondrous Item, Eidolon Knight class; Market Price: 16,000 gp.

    Armor of Ancestral Spirits
    Description: This ethereal armor is crafted from a combination of ghostly metal and shimmering spirit essence. It seems to ripple with the faint whispers of ancestral voices.
    slot: body
    Effect: The Armor of Ancestral Spirits grants the following benefits:
    - The wearer gains a +4 insight bonus to AC.
    - Once per day, as a swift action, the wearer can activate the ancestral spirits within the armor. This grants them temporary hit points equal to their character level and the ability to add their Charisma modifier to all saving throws for a number of rounds equal to their Wisdom modifier.
    Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Eidolon Knight class; Market Price: 60,000 gp.

    Once upon a time in the fantastical realm of Fantasia, there lived an Eidolon Knight named Sir Percival the Wispwalker. Now, Sir Percival was a bit of a character, known for his quick wit and penchant for summoning the most peculiar spectral weapons.

    One sunny day, as Sir Percival strolled through the bustling town of Banterbury, he couldn't help but overhear a commotion at the local tavern. Curiosity piqued, he sauntered in, ready to lend his aid and wit to the situation.

    Inside, he discovered a group of rowdy bandits causing havoc. With a mischievous grin, Sir Percival drew upon his ancestral memories and summoned a spectral frying pan. Yes, you heard that right—a frying pan! As the bandits turned their attention to him, Sir Percival quipped, "Gentlemen, it's time to fry up some justice!"

    Swinging his spectral frying pan with finesse, he smacked the bandits with an assortment of eggs, sausages, and pancakes that materialized mid-air. The bandits, confused and covered in breakfast treats, soon found themselves defeated and thoroughly humiliated.

    As the patrons erupted in laughter, Sir Percival took a bow, saying, "They say the pen is mightier than the sword, but I've found the spatula is mightier than the cutlass!"

    News of Sir Percival's culinary combat prowess spread like wildfire, and he soon became a local legend. People would come from far and wide, eager to witness his eccentric weapon choices and his knack for turning battles into comical spectacles.

    In one memorable encounter, facing a fearsome ogre, Sir Percival summoned a spectral feather duster, and with a flourish, he tickled the beast into submission. The ogre collapsed in a fit of laughter, leaving Sir Percival victorious and the audience in stitches.

    Wherever he went, Sir Percival brought joy and laughter, proving that battles need not always be grim and serious. With his ever-growing arsenal of ridiculous spectral weapons, he reminded everyone that even in the face of danger, a dash of humor can go a long way.

    And so, Sir Percival the Wispwalker continued his whimsical adventures, leaving behind a trail of laughter and befuddled foes. The realm of Fantasia never knew what peculiar weapon he would conjure next, but they knew one thing for certain—where there's chaos, there's bound to be Sir Percival, ready to bring a smile to everyone's face, one spectral weapon at a time.
    Notes: This class was made with the assistance of ChatGPT4. I am currently working on a large incarnum based project.
    Last edited by BelGareth; 2023-06-07 at 09:30 AM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    Maat Mons's Avatar

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    Default Re: Eidolon Knight Base Class (3.5)

    Eidolon Weapon Fusion should really be a feature of the class, not a feat. Also, you don’t need the line about combined effective enhancement bonus not exceeding +10. Since the only magical ability Eidolon Armament will ever have before Eidolon Weapon Fusion is applied will be an enhancement bonus, this really just works out to the same thing as casting Greater Magic Weapon.

    Eidolon Armament should be a swift action to use. No one should have to spend their standard action on the first turn of combat just getting their weapon out.

    I can’t really think of a reason for anyone to use the Eidolon Armament except that you class-based damage bonuses turn off if you don’t. I mean, there’s the art where it counts as magic, and you get free Greater Magic Weapon on it starting at 4th level. But after a certain point, you could just have a caster in your party put Greater Magic Weapon on a normal weapon.

    If you try to multiclass Eidolon Knight with anything else, the enhancement bonus you get to your weapon will fall behind.

    At 12th level, Ancestral Guidance is a swift action to use. What action is it before that? Do you have to decide to use Ancestral Guidance before you make the roll? Or can you see what you got and then decide if you want the bonus?

    The Ghost Touch ability is niche, but fits better thematically with the class and with the name “Ghostly Strikes” than the bonus damage. I’d give continuous Ghost Touch at an early level, rather than waiting until 18th level, and making it only active part of the time.

    I’d move Timeless Body up a ways. Tattooed Monks can get it at ECL 10, and Dragonwrought kobolds can get it at ECL 1.

    I’d give unlimited lifespan sometime before epic levels. Some prestige classes give it at ECL 15, and some races get it at ECL 1.

    If you have Eidolon Resistance, does activating Battle Spirit give you Cha to saves twice? Does Eidolon Ascendancy give you Cha a third time?

    I feel like, if you’re communing with your ancestors, you should get more than knowledge about History and The Planes. I’d be tempted to give the class an equivalent of Bardic Knowledge, except maybe based on Charisma instead of Int, since you’re not so much remembering things, as you are being given useful information by ghosts. Getting to duplicate the effects of Commune, Contact Other Plane, et al. a few times per day would be fitting too.

    It seems like maybe you could do a lite merging with an ancestor, and gain some of their skills. This could be modeled by temporary bonus feats or getting to treat yourself as having ranks in skills.

    You could take this even farther, and have the player create a set of defined ancestors, each with their own set of benefits they provide the character. Channeling a spellcasting ancestor could give a limited form of spellcasting.

    It strikes me that the class offers little beyond numeric bonuses, and almost nothing that improves utility.

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Eidolon Knight Base Class (3.5)

    Agree with Maat Mons comments mostly.

    I'd also suggest a related other class features which might give them more flexibility: At level 2 have Eidolon Knight class levels count as fighter levels/2 for purposes of qualifying for feats. Then at certain levels get a pool of feats they can take which can be any bonus feats they meet the prerequisites for but they can change up which they are daily (representing channeling more martial knowledge). Given the setup, 20, 14 and 8 would be reasonable places for for those feats. That would go also to helping deal with the lack of much other than straight up bonuses, and give them more room for utility possibly outside combat or even some flexibility in some combat situations.
    Last edited by JoshuaZ; 2023-06-07 at 05:20 PM.
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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:

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  4. - Top - End - #4
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Eidolon Knight Base Class (3.5)

    The general idea is cute. I haven't engaged with the Chatgpt fluff here, but the overall theme is nice - though note that there are definitely already classes in 3.5 that do the whole "fighting with the help of ancestral warriors" - Eberron's Revenant Blade and ToB's Eternal Blade jump to mind.

    As for the mechanics: I think the class overall is slightly 5Eish, in how unfriendly it is towards multiclassing. This class would not open up many exciting new options for martial builds - it seems like it's meant to be approached solely in a 1-20 context. That's fine if that's what you want, just thought it'd be better that you be aware.

    On a more serious note, which is compounded by the 1-20 approach, I think a lot of the class is just... boring to play. It's +numbers, again and again and again. The few fun and unique abilities are either badly written, require little tactical thought, or both. It's hard to do interesting martials, but I don't think this will hold a player's interest for a full campaign.

    On specific abilities, here are my major and minor notes:

    Major Notes


    1. Ancestral Guidance is basically unusable on saving throws, because it's a swift action. It needs to be an immediate action if you want it to work.
    2. By default, Battle Spirit (as an activated, SU ability) is a standard action. If it's unintentional, you need to actually note it as a free/swift action. If it's intentional, I think it's a bad choice, and needs to be a swift action.
    3. Also on Battle Spirit, as currently written, it adds the Cha modifier to "all" damage rolls. That includes ability damage rolls. Be aware.
    4. Echoed Guidance is an absolute mess. Ancestral guidance lets me add a bonus to an attack roll, a skill check, or a saving throw. Echoed Guidance lets me "make the same action against a different target within range". I can interpret that as a second attack roll against a different target (something I already do with weapon echo), intimidate two opponents at once, and a couple of other things but... that's it. No other case makes sense. How do I "make the same action against a different target within range" when attempting to save against an effect? To deceipher an old script? To jump, tumble, balance?

      If I'm attempting a UMD check to activate a wand, can I use it "against" another wand "in range? I have no idea what you mean here.

      It's a terribly written ability, using extremely ambiguous language that doesn't refer to most of what the core ability does. The final "clarification" just seems wrong - I'm not using the swift action to do the original task, I know that much, so I'm definitely not performing multiple actions with the same swift action.

      Decide what you want this ability to actually do, and write it so it does that.
    5. Eidolon Ascendancy is again a standard-action to activate. If you want it to not be a standard action, you have the issue of it having no limitations besides fatigue, which is pretty trivial to be immune to.
    6. Extra ancestral guidance makes a mockery of the use increases for any knight who cares at all about the class (therefore, pumping cha) on the other hand, I like it because it's one of the few things that make this class potentially worth a dip.
    7. Ancestral Insight being a swift action has the same issue as ancestral guidance. Either throw out the saving throw option, or make it an immediate action.
    8. Eidolon Weapon Fusion has a few issues: it refers to general rules about enhancement bonuses that you've already broken at level 20 (as discussed in minor notes), it refers to none-existent rules, probably from an earlier iteration of the class, on how many armaments you may manifest and the required feats to use weapon special abilities, and most importantly, it should be a class feature.
    9. Gauntlets of the Eidolon Armament refer to a ton of stuff that isn't in the core feature. Either clarify what other features it impacts, or change the item description.



    Minor Notes


    1. You use the language "spectral weapon" all over the place, including in feats. Change it to Eidolon Armament when you're using mechanical language. It's currently dysfunctional, RAW wise.
    2. Eidolon Armament doesn't seem to provide ammo for ranged weapons, and doesn't specify that the weapon is summoned into your hand, or the appropriate physical faculty. Also, note that like similar abilities, it could be used to summon siege engines - though probably only balistas, which have a feat to explicitly make you proficient with them. Still, if you don't want a flying first level PC dropping 2,000 lbs objects on people's heads, be aware.
    3. I'm not sure I get the whole "the planes" angle with the class skill list and Warrior's Memory. Doesn't make more thematic sense than local, nobility and royalty, or even religion to me. Being a beast at recognizing elementals and outsiders (K. devotion will be a great choice for certain campaigns) doesn't seem more in tune with what you're doing than deep familiarity with legends, traditions, lineages, heraldry, or even mythic history. I get the "some of the planes are where people go in the afterlife" thing, but it still seems far fetched.
    4. Weapon Echo's use of the language "within range" is ambigious. Does it mean within the reach/range of the weapon? If so, say so.
    5. Greater Ghostly Strikes needs to clarify whether we're now dealing a total of 4d6, 4d6+Cha or 6d6+Cha. RAI seems clear, but as written, using the same language ("an extra X damage") as the improved version makes it seem like either option 1 or option 3 is the right one, and I'm pretty sure you meant option 2.
    6. Ultimate Eidolon Armament gives you a +10 weapon, if I understand correctly? Other classes that do such thing don't let you get there.
    7. Epic Ghostly Strikes isn't clear on whether the bonus damage overrides all DR, or if any hit with your armament does. If 2, just say that.
    8. Epic Eidolon Armament feels weird at 27, given that it works for every 4th level after 20. Same logic for Epic Battle Spirit
    9. Same as the "spectral weapon" issue, Adaptive Ancestral Armament refers to your abilities by the wrong name.
    10. Amulet of Ancestral Echoes is too complicated for no reason. You have one use per day of battle spirit, but the item let's you spend a swift action to recover an expended use... Why? I don't see a big reason not to just make it give an extra use. While you're at it, clarify that the extra uses it grants to ancestral guidance and battle spirit only apply if you have these features.
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