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  1. - Top - End - #1
    Titan in the Playground
     
    DracoDei's Avatar

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    May 2007
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    Default Semi-hiatus to avoid wearing new reviewers out, but ANYONE can post here if you want.

    Wikipedia-like Cross-indexing:
    The Protector-A class very much like this class in high-level concept, but with a very different execution.
    T.G. Oskar's Retooled Marshall
    Warlord II - by Nonsi
    The Fanatic - Seems to be just about the diametrical opposite of this class, both in stereotypical attitude, and in terms of class abilities.

    This class got too big for its old thread so I am redoing it in a new thread spread over a ridiculous number of posts. For the moment my development notes may be included in the body of the text and I may only update the main table rather than the alternate tables when adding new abilities.

    The Grace-Gift
    INDEX
    Post 1 - Class Introduction
    • Index & Cross-Index
    • Intent
    • A Warning to the GM
    • Important Notes for Players
    • Introductory Fluff

    Post 2 - Class Description
    • Adventures, Characteristics & Alignment
    • Religion, Background, Races, Other Classes & Role
    • Abilities
    • Code of Conduct
    • Grace-Gifts and Prestige Classes

    Post 3 - Class Attributes and Tables
    • Alignment
    • Hit Points, Skills, Armor & Weapon Proficiencies
    • Class Progression Tables

    Post 4 - Class Features
    • A General Rule on Spellcasting and Spell-like Abilities
    • Class Ability Descriptions

    Post 5 - Class Feats, Part 1
    • Feat List
    • Feat Descriptions

    Post 6 - Class Feats, Part 2
    • Feat Descriptions

    Post 7 - Suggestions for Game Play
    • Racial Suggestions
    • Ability Importance
    • Suggestions on Class Attributes and Features

    Post 8 - Partial Change Log
    • Partial Change Log

    Post 9 - Notes for Future Development 1
    Post 10 - Notes for Future Development 2/Room to grow (Empty)


    INTENT
    This is my attempt to create a class that is completely defensive in nature. So much so that half their tactical concern in battle is simply to stay alive.

    I realize that this is a very dipable class, but it also should be good for going deeper. I haven't figured out where all the abilities go, but I thought I should request comments before I add anything more. I realize it has a lot of options, but that is intentional, so as to prevent a situation where the class can't do anything because the threat doesn't happen to match up with any of the defenses they can grant. Sort-of like the original reason clerics were given everything on their class list instead of being limited to a smaller number of spells known... although I doubt I have created another CoDzilla, since, by himself, this guy has no offense. I might drop some abilities, but the all seem so flavorful to me (yes, even the ones that just transfer some sort of numeric bonus) and none of them are likely to be overpowered by themselves. Since most of them are mutually exclusive, and all of them are defensive (mostly of OTHERS, thus avoiding a one-character show), I don't think it will make any other character class obsolete. Considering an ability to take negative effects away from allies into themselves... would synergize well with a party member who can cast Heal, but not perhaps not Heal, Mass.

    In several cases I have gone a bit out of my way to make it so a Grace-Gift with a charisma of even 4 or something ridiculously low like that is still effective, at least as a village healer. The NPCs of the world thank me.

    Brief warning to GMs:
    Spoiler
    Show
    Think VERY carefully before allowing this class as a Cohort or anything like that. It is pretty exploitable in that role. It also may Gestalt a bit TOO well with sorcerer or other "squishy" classes. I also suspect that it is broken with Vow of Peace, but since I have only briefly read the vows, I don't know for sure.


    Important notes to players:
    Spoiler
    Show
    This class is probably stronger than it looks at first glance, but it may require a close reading to see that power. At the same time, it is probably more possible than with most classes to get yourself into a "dead end". Not all the bonus feats are created equal (but then again, things that are poor options for any other class may prove useful for this one). Read ahead a few levels from where you are actually working when building or leveling up a Grace-Gift. Along with everything else, I have been working on a "Suggestions for Playing a Grace-Gift" section at the end, covering both character design and equipping suggestions, as well as my best guesses on how to actually play one effectively when in "exploring" or "combat" modes.


    Introductory Fluff
    Whatever grace is given me, let it pass to him." -Galadriel

    "Greater love hath no man than this, that a man lay down his life for his friends." John 15:13, King James Bible.

    "Pay it Forward."

    Many are the gifts the gods and other powers grant. The cleric, the paladin, the favored soul, the warlock and many others are each given a different sort of gift, usually in exchange for their service. But none are called to give their gifts away in quite as personal a way as the grace-gift. Most of the blessings that the grace-gift are entrusted with to pass along to his fellows are invisible to the untrained observer. Those with skill in the arts of war may notice that the grace-gift strikes a little harder when a foe tries to move past them to get at those they protect. Those with knowledge of spells may discern the import of gestures that the grace-gift make. Those with sharp eyes may note the companions of such an individual seem to be blessed with the ability to escape danger, while the grace-gift themselves seems as hapless as a untrained man. Even the correlation between the wounds opening on the grace-gift when their companions are struck in oddly mild ways, or the tendency of the grace-gift to collapse to the ground even as their allies take to the sky may escape most. So also, their tendency to go oddly still at the very moments that their allies move with amazing speed can be easy to miss. Grace-gifts have been known to enter into stories and legends as burdens that great heroes chose to shepherd through danger. Nothing could be further from the truth; a true grace-gift is NEVER a burden. If they literally become the unsung hero it is because of the inability of the collective consciousness to retain fiddling details, the arrogance of their compatriots, or their own humility (or desire to play upon the first aspect to retain a tactical edge over the foes they face with their companions).
    Last edited by DracoDei; 2016-01-03 at 01:38 PM. Reason: Total Reorganization, no mechanical changes
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  2. - Top - End - #2
    Titan in the Playground
     
    DracoDei's Avatar

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    Default Class Description

    Adventures: Grace-gifts adventure to protect. Some protect out of altruism, others to maintain order (possibly including the sort of order than claims that the weak should never be given equal footing with the strong). Those who follow gods of specific races often are motivated by desire to protect those races, both as a whole, and individuals of that race.

    Characteristics: Grace-gifts are granted great protection (grace) by the god or force that has chosen them. While an inexperienced grace-gift might be easy to strike in combat, they will be less likely to be mortally wounded than almost any other character of equal power. It is the "gifting" part of their name that truly sets them apart as they extend the grace granted to them to those nearby. From nursing a sick child rapidly back to health, even as they themselves are likely to catch the disease in question, to taking on the very weight of gravity in the stead of a brave comrade, a grace-gift takes the concept of "a friend in need is a friend indeed" to whole new heights.

    Alignment: The desire to protect that goes hand-in-hand with the powers of a grace-gift requires either altruism, or, more rarely, a dedication to order, but without altruism. Thus most grace-gifts are Good of some variety or another, and the remainder are Lawful.

    Religion: Grace-gifts are as religious as paladins, and they tend to follow gods with the Good, Law, and/or Protection domains.

    Background: The background of the grace-gift is much like that of the paladin, with the exception that they require no especial training, and thus often lack mentors or masters before they become settled into their powers(AKA reach first level). Many NPC grace-gifts find service as healers, tending to the sick, others enter into service as bodyguards, in some cases only starting their study of more advanced weapon-work (AKA taking a weapon proficiency feat in a martial or exotic weapon or cross-classing into a fighting class) after they have started their duties. While lacking in much ability to deter harm or slay attackers, they make up for it with their ability to protect against poisons simply by sitting beside their charge as they eat and drink gesturing frequently.

    Races: Grace-gifts vary from race to race only in-as-much as the alignments that they live by do.

    Other Classes: Paladins, and clerics of compatible alignments get along very well indeed with grace-gifts. If a grace-gift supports a person (or at least their actions at the moment) they will go to great lengths to aid them. Almost any other class can gain strength when supported by a grace-gift, and that is enough for the grace-gift. Few are ungrateful for such aid. In return grace-gift truly appreciates help in return, especially help that lets them endanger themselves less when they share their own blessings. The wizard who provides a Mage Armor, or cleric with Shield of Faith, thus allowing the grace-gift to grant whoever needs it at the moment their own ability to turn aside attacks is appreciated, as is the sorcerer who casts fly on a physically strong grace-gift so that the grace-gift can keep up when he bears both the sorcerer and the gnomish bard aloft. Of course, everyone loves the cleric when he is healing them, but when the wound is one literally taken for a mutual friend, the bond only grows the deeper.

    Role: Grace-gifts serve much the same defensive roles as the buffing ability of a wizard, cleric, or defensively specialized fighter(this last, obviously, doesn't involve much buffing). A lot of their abilities are mutual exclusive, but this simply means that they can change roles from round to round as needed.[/SPOILER]

    Abilities: Charisma is important for many grace-gift abilities. Strength helps out with the attacks of opportunity that are the only thing approaching offense that grace-gifts are skilled with (and they are QUITE good at them at later levels). Strength is also vital to good use of the Carry the Burden ability, which allows you to lift your allies into the air by accepting the burden of gravity in their stead. Constitution helps with your Gift of Tolerance and Gift of Breath abilities, although, depending on circumstances, you might not need a LOT of it. Dexterity and Constitution are important because you have few protections against weapons (especially initially), and what defenses you DO have, you often will want to give away from time to time. You will also be loaning others the benefits of your base saving throws, so, together with Wisdom, these will ensure that you can survive doing so (but their benefits in this second regard are strictly secondary to charisma once you move beyond your initial array of abilities and gain the Divine Grace class feature).

    Code of Conduct
    Committing individual Chaotic or Evil acts has no effect on a grace-gift in and of itself, but they must dedicate themselves to either Good or Law. This choice is made upon gaining their first level in this class, and can not be changed. If they ever are not of the selected alignment they lose all grace-gift abilities with the exception of weapon and armor proficiencies and bonus feats. However, any feats with the [Grace-Gift] tag cease to provide any benefit regardless of if they were taken as grace-gift bonus feats. Their base saving throw bonuses from this class are also all reduced to 0. They may not progress any farther in levels as a grace-gift. They regains their abilities, saves, [Grace-Gift] bonus feat functionality and advancement potential if they returns to an acceptable alignment and then atones for her violations (see the atonement spell description), as appropriate.

    Grace-Gifts and Prestige Classes
    Grace-Gifts benefit in a specific way from prestige classes that have "+1 level of existing divine spellcasting class" or "+1 level of existing spellcasting class" as a level advancement benefit. A grace-gift taking levels in such a prestige class does not gain any of his daily or strictly passive abilities. However they do gain abilities that require an action to use, even if they also have a passive component, as if they had gained a level of grace-gift and an increased caster level when using grace-gift abilities. This also applies to new versions of old abilities, provided that at no level are they limited to a certain number of times per day. Thus a 4th level grace-gift who takes a level of a prestige class that advances their divine caster level would not gain unlimited uses per day of their An Ounce of Prevention ability from that prestige class, but could gain Gift of Soul and improved versions of Gift of Resistance.

    A grace-gift CAN qualify for prestige classes with spellcasting level requirements, since many of his abilities have equivalent spell levels.
    Last edited by DracoDei; 2015-02-07 at 01:23 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  3. - Top - End - #3
    Titan in the Playground
     
    DracoDei's Avatar

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    Default Main Table, Auxiliary Tables, Skills, Hit-Points, and Armor and Weapon Proficiencies.

    Main Table, Auxiliary Tables, Skills, Hit-Points, and Armor and Weapon Proficiencies.

    Alignment: Any Good and/or Any Lawful

    Starting Gold: 6d4 x 5 gp (75 gp on average)
    Starting Age: As per fighter.

    Hit-die
    d12

    Class Skills:
    The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Jump(Str), Knowledge[Local] (Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Religion] (Int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Speak Language(N/A), Spellcraft(Int), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex)

    Skill Points at 1st Level
    (6 + Int modifier) ×4.

    Skill Points at Each Additional Level
    6 + Int modifier.
    Spoiler: Main Table For Building/Leveling Up Characters
    Show

    Spoiler: Disclaimer
    Show
    I recognize that this is a wall of text, but my efforts to simplify it in a meaningful way have run into some problems. I've gotten some suggestion, but I'm not sure that they work out well in practice, never-the-less I shall be working on repairing the other tables from the forum update, when I have a block of time where I can be confident of not messing things up even worse.


    Saves
    Level BAB Fortitude Reflex Will Special
    1st
    +0
    +2
    +2
    +2
    Aura, Divine Protection(Deflection), Healing Item Use, Least Gifts, Swift to Protect, Defensive Strike (Damage Bonus), Bonus Feat(I), Life Saver(Stabilize, Long-term Care, Treat Bleeding Wound, Treat caltrop-etc wound)
    2nd
    +1
    +3
    +3
    +3
    Divine Grace, Bonus Feat(I), Helpful, Master of the Healing-ward
    3rd
    +1
    +3
    +3
    +3
    Defensive Strike(To-hit), Bonus Feat(I or II), Status 1/day, Courage, Carry the Burden(1 ally, levitate), Enhanced Defensive Strike(Magic), Hands of the Healer(Treat Blindness/Deafness, Ability Score Penalties)
    4th
    +2
    +4
    +4
    +4
    Bonus Feat(I or II), Life Saver(Treat Poison and Disease), Gift of Resistance(Penalty to 2 Save Types), Gift of Time(+20' movement)
    5th
    +2
    +4
    +4
    +4
    An Ounce of Prevention(At-Will), Carry the Burden(1 ally, fly), Gift of Breath, Gift of Protection (20' range), Gift of Soul, Helping Hand 1/day
    6th
    +3
    +5
    +5
    +5
    Defensive Strike(Class level x 1.5 damage), Gift of Time(Move Action), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)
    7th
    +3
    +5
    +5
    +5
    Bonus Feat(I to IV), Carry the Burden(2 allies), Enhanced Defensive Strike(1 alignment, Ghost-Touch, or Vicious), Gift of Resistance(Penalty to 1 Save Type)
    8th
    +4
    +6
    +6
    +6
    Divine Protection(15' Radius), Gift of Time (20' range), Status 2/day
    9th
    +4
    +6
    +6
    +6
    Bonus Feat(I to V), Gift of Life(Raise Dead), Gift of Resistance(Boost Multiple Saves)
    10th
    +5
    +7
    +7
    +3
    Carry the Burden(3 allies), Defensive Strike(Class level x 2 damage), Gift of Shielding (Swift or Standard Action), Gift of Time(Only Requires a Full-Round action)
    11th
    +5
    +7
    +7
    +7
    Bonus Feat(I to VI), Enhanced Defensive Strike(Adamantine), Hands of the Healer(remove drained levels up to 1 week/grace-gift level), Shield of the Soul
    12th
    +6/+1
    +8
    +8
    +8
    Divine Protection(Sacred/Profane), Gift of Time (30' range), Helping Hand 2/day
    13th
    +6/+1
    +8
    +8
    +8
    Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty, Mobile Defender
    14th
    +7/+2
    +9
    +9
    +9
    Bonus Feat(I to VII), Carry the Burden(4 allies), Gift of Protection(30' range for single target), Status At-Will
    15th
    +7/+2
    +9
    +9
    +9
    Enhanced Defensive Strike(2 alignments, Ghost-Touch, and/or Vicious), Gift of Shielding (Immediate, Swift or Standard Action), Gift of Time(Grant Swift, Standard, OR Move Action)
    16th
    +8/+3
    +10
    +10
    +10
    Defensive Strike(Class level x 3 damage), Shield of the Soul(Area)
    17th
    +8/+3
    +10
    +10
    +10
    Bonus Feat(I to IX), Carry the Burden(5 allies), Gift of Foresight, Gift of Life(True Resurrection)
    18th
    +9/+4
    +11
    +11
    +11
    Divine Protection(Insight), Gift of Time (40' range)
    19th
    +9/+4
    +11
    +11
    +11
    Bonus Feat(I to IX), Shield of the Soul (class level+10)
    20th
    +10/+5
    +12
    +12
    +12
    Gift of Time(Give Move+Standard action), Gift of Resistance(Half Penalties)

    Weapon and Armor Proficiency
    The Grace-gift is proficient with one type of simple melee weapon OR with one type of melee weapon that naturally deals subdual damage(such as a whip or sap, or one-handed/two-handed versions of a sap) OR with nets*. They are also proficient with Bolas, but ONLY when making trip attacks with them rather than attempting to deal damage.
    *Due to the way I hear that Pathfinders rules allow AoOs to be used for tripping and grappling, selecting this option requires expending the first level bonus feat to select in Pathfinder.

    If they pick "unarmed strike", then they gain the Improved Unarmed Strike feat for free.

    If they pick nets, then, for purpose of threatened areas for attacks of opportunity they treat nets as a melee weapon with reach. Thus they can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. They do not provoke attacks of opportunity when making an attack of opportunity of their own with a net. They use the better of their strength and dexterity modifiers when calculating their to-hit with such attacks.

    They are proficient with light armor but not with shields.

    Because the somatic components for a grace-gift's spell-like abilities are simpler than those used by wizards and sorcerers, a grace-gift can use those abilities while either unarmored or wearing light armor without needing to roll for arcane spell failure. However, like almost all arcane spell casters (and despite the fact that they themselves are divine spellcasters), a grace-gift wearing medium or heavy armor or using a shield incurs a chance of spell failure (all their spell-like abilities, have somatic components unless otherwise noted). A multi-class grace-gift still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

    Base Attack Bonus, Saves, Bonus Feats and Passive and/or Strictly Out of Combat Abilities(Work in Progress)
    Spoiler
    Show
    {table=head]Level[/TH][TH]Base Attack Bonus[/td][td]Fort Save[/TH][TH]Ref Save[/TH][TH]Will Save[/TH][TH]Special

    1st[/TH][TH]
    +0
    [/TH][TH]
    +2
    [/TH][TH]
    +2
    [/TH][TH]
    +2
    [/TH][TH]An Ounce of Prevention (1/level), Aura, Bonus Feat (I), Defensive Strike(Damage)

    2nd[/TH][TH]
    +1
    [/TH][TH]
    +3
    [/TH][TH]
    +3
    [/TH][TH]
    +3
    [/TH][TH]Defensive Strike(To-hit), Divine Grace, Bonus Feat(I), Master of the Healing-ward

    3rd[/TH][TH]
    +1
    [/TH][TH]
    +3
    [/TH][TH]
    +3
    [/TH][TH]
    +3
    [/TH][TH]Bonus Feat(I or II), Courage, Enhanced Defensive Strike(Magic), Hands of the Healer(Treat Blindness/Deafness, Ability Score Penalties), Status 1/day

    4th[/TH][TH]
    +2
    [/TH][TH]
    +4
    [/TH][TH]
    +4
    [/TH][TH]
    +4
    [/TH][TH]Bonus Feat(I or II), Life Saver(Treat Poison and Disease)

    5th[/TH][TH]
    +2
    [/TH][TH]
    +4
    [/TH][TH]
    +4
    [/TH][TH]
    +4
    [/TH][TH]An Ounce of Prevention (At-Will), Gift of Soul, Helping Hand 1/day

    6th[/TH][TH]
    +3
    [/TH][TH]
    +5
    [/TH][TH]
    +5
    [/TH][TH]
    +5
    [/TH][TH]Defensive Strike(Class level x 1.5 damage), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)

    7th[/TH][TH]
    +3
    [/TH][TH]
    +5
    [/TH][TH]
    +5
    [/TH][TH]
    +5
    [/TH][TH]Enhanced Defensive Strike(1 alignment, Ghost-Touch, or Vicious)

    8th[/TH][TH]
    +4
    [/TH][TH]
    +6
    [/TH][TH]
    +6
    [/TH][TH]
    +6
    [/TH][TH]Status 2/day

    9th[/TH][TH]
    +4
    [/TH][TH]
    +6
    [/TH][TH]
    +6
    [/TH][TH]
    +6
    [/TH][TH]Bonus Feat(I to V), Gift of Life(Raise Dead)

    10th[/TH][TH]
    +5
    [/TH][TH]
    +7
    [/TH][TH]
    +7
    [/TH][TH]
    +3
    [/TH][TH]Defensive Strike(Class level x 2 damage)

    11th[/TH][TH]
    +5
    [/TH][TH]
    +7
    [/TH][TH]
    +7
    [/TH][TH]
    +7
    [/TH][TH]Bonus Feat(I to VI)(, Enhanced Defensive Strike(Adamantine), Hands of the Healer(remove drained levels up to 1 week/grace-gift level)

    12th[/TH][TH]
    +6/+1
    [/TH][TH]
    +8
    [/TH][TH]
    +8
    [/TH][TH]
    +8
    [/TH][TH]Helping Hand 2/day

    13th[/TH][TH]
    +6/+1
    [/TH][TH]
    +8
    [/TH][TH]
    +8
    [/TH][TH]
    +8
    [/TH][TH]Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty

    14th[/TH][TH]
    +7/+2
    [/TH][TH]
    +9
    [/TH][TH]
    +9
    [/TH][TH]
    +9
    [/TH][TH]Bonus Feat(I to VII), Status At-Will

    15th[/TH][TH]
    +7/+2
    [/TH][TH]
    +9
    [/TH][TH]
    +9
    [/TH][TH]
    +9
    [/TH][TH]Enhanced Defensive Strike(2 alignments, Ghost-Touch, and/or Vicious)

    16th[/TH][TH]
    +8/+3
    [/TH][TH]
    +10
    [/TH][TH]
    +10
    [/TH][TH]
    +10
    [/TH][TH]Defensive Strike(Class level x 3 damage)

    17th[/TH][TH]
    +8/+3
    [/TH][TH]
    +10
    [/TH][TH]
    +10
    [/TH][TH]
    +10
    [/TH][TH]Bonus Feat(I to IX), Gift of Life(True Resurrection)

    18th[/TH][TH]
    +9/+4
    [/TH][TH]
    +11
    [/TH][TH]
    +11
    [/TH][TH]
    +11
    [/TH][TH]-

    19th[/TH][TH]
    +9/+4
    [/TH][TH]
    +11
    [/TH][TH]
    +11
    [/TH][TH]
    +11
    [/TH][TH]Bonus Feat(I to IX)

    20th[/TH][TH]
    +10/+5
    [/TH][TH]
    +12
    [/TH][TH]
    +12
    [/TH][TH]
    +12
    [/TH][TH]-[/table]


    Active and/or In Combat Abilities((Needs updating))
    Spoiler
    Show
    {table=head]Level[/TH][TH]Special

    1st[/TH][TH]Divine Protection(Deflection), Gift of Resistance(Penalty to all Saves), Gift of Shielding, Gift of Tolerance, Swift to Protect, Life Saver(Stabilize, Long-term Care, Treat Bleeding Wound, Treat caltrop-etc wound)

    2nd[/TH][TH]Helpful

    3rd[/TH][TH]Carry the Burden(1 ally, levitate)

    4th[/TH][TH]Life Saver(Treat Poison and Disease), Gift of Resistance(Penalty to 2 Save Types), Gift of Time(+20' movement)

    5th[/TH][TH]Carry the Burden(1 ally, fly), Gift of Breath

    6th[/TH][TH]Gift of Time(Move Action)

    7th[/TH][TH]Carry the Burden(2 allies), Gift of Resistance(Penalty to 1 Save Type)

    8th[/TH][TH]Divine Protection(15' Radius), Gift of Time (20' range)

    9th[/TH][TH]Gift of Resistance(Boost Multiple Saves)

    10th[/TH][TH]Carry the Burden(3 allies), Gift of Shielding (Swift or Standard Action), Gift of Time(Only Requires a Full-Round action)

    11th[/TH][TH]Shield of the Soul

    12th[/TH][TH]Divine Protection(Sacred/Profane), Gift of Time (30' range)

    13th[/TH][TH]Mobile Defender

    14th[/TH][TH]Carry the Burden(4 allies)

    15th[/TH][TH]Gift of Shielding (Immediate, Swift or Standard Action), Gift of Time(Grant Swift, Standard, OR Move Action)

    16th[/TH][TH]Shield of the Soul(Area)

    17th[/TH][TH]Carry the Burden(5 allies), Gift of Foresight

    18th[/TH][TH]Divine Protection(Insight), Gift of Time (40' range)

    19th[/TH][TH]Shield of the Soul (class level+10)

    20th[/TH][TH]Gift of Time(Give Move+Standard action), Gift of Resistance(Half Penalties)
    [/table]


    COMPLETELY New Abilities by Level, Without Details on Upgrades/Sub-abilities Available(But includes all bonus-feat gains, even if they are for a degree (I to IX) that you already gained)
    Spoiler
    Show
    {table=head]Level[/TH][TH]Special

    1st[/TH][TH] Aura, Bonus Feat, Defensive Strike, Divine Protection, Life Saver, Swift to Protect, Least Gifts[An Ounce of Prevention (1/level), Carry the Burden, Gift of Protection, Gift of Resistance, Gift of Shielding, Gift of Tolerance]

    2nd[/TH][TH]Divine Grace, Bonus Feat, Helpful, Master of the Healing-ward

    3rd[/TH][TH]Bonus Feat, Status, Courage, Enhanced Defensive Strike, Hands of the Healer

    4th[/TH][TH]Bonus Feat, Gift of Time(+20' movement)

    5th[/TH][TH]Gift of Breath, Gift of Soul, Helping Hand

    6th[/TH][TH]-

    7th[/TH][TH]Bonus Feat

    8th[/TH][TH]-

    9th[/TH][TH]Bonus Feat(I to V), Gift of Life

    10th[/TH][TH]-

    11th[/TH][TH]Bonus Feat(I to VI), Shield of the Soul

    12th[/TH][TH]-

    13th[/TH][TH]Matchless Loyalty, Mobile Defender

    14th[/TH][TH]Bonus Feat

    15th[/TH][TH]-

    16th[/TH][TH]-

    17th[/TH][TH]Bonus Feat, Gift of Foresight

    18th[/TH][TH]-

    19th[/TH][TH]Bonus Feat

    20th[/TH][TH]
    [/table]



    Divine Protection: AC Bonus Table
    Spoiler
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    {table=head]Level[/TH][TH]AC Bonus magnitude[/TH][TH]
    AC Bonus Type Options

    1st[/TH][TH]
    Cha. Bonus
    [/TH][TH]
    Deflection

    2nd[/TH][TH]
    Cha. Bonus
    [/TH][TH]
    Deflection

    3rd[/TH][TH]
    Cha. Bonus
    [/TH][TH]
    Deflection

    4th[/TH][TH]
    Cha. Bonus
    [/TH][TH]
    Deflection

    5th[/TH][TH]
    Cha. Bonus+1
    [/TH][TH]
    Deflection

    6th[/TH][TH]
    Cha. Bonus+1
    [/TH][TH]
    Deflection

    7th[/TH][TH]
    Cha. Bonus+1
    [/TH][TH]
    Deflection

    8th[/TH][TH]
    Cha. Bonus+1
    [/TH][TH]
    Deflection

    9th[/TH][TH]
    Cha. Bonus+1
    [/TH][TH]
    Deflection

    10th[/TH][TH]
    Cha. Bonus+2
    [/TH][TH]
    Deflection

    11th[/TH][TH]
    Cha. Bonus+2
    [/TH][TH]
    Deflection

    12th[/TH][TH]
    Cha. Bonus+2
    [/TH][TH]
    Deflection, Sacred/Profane

    13th[/TH][TH]
    Cha. Bonus+2
    [/TH][TH]
    Deflection, Sacred/Profane

    14th[/TH][TH]
    Cha. Bonus+2
    [/TH][TH]
    Deflection, Sacred/Profane

    15th[/TH][TH]
    Cha. Bonus+3
    [/TH][TH]
    Deflection, Sacred/Profane

    16th[/TH][TH]
    Cha. Bonus+3
    [/TH][TH]
    Deflection, Sacred/Profane

    17th[/TH][TH]
    Cha. Bonus+3
    [/TH][TH]
    Deflection, Sacred/Profane

    18th[/TH][TH]
    Cha. Bonus+3
    [/TH][TH]
    Deflection, Sacred/Profane, Insight


    19th[/TH][TH]
    Cha. Bonus+3
    [/TH][TH]
    Deflection, Sacred/Profane, Insight

    20th[/TH][TH]
    Cha. Bonus+4
    [/TH][TH]
    Deflection, Sacred/Profane, Insight
    [/table]


    Defensive Strike and Improved Defensive Strike
    Spoiler
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    {table=head]Level[/TH][TH]Alternate Attack Bonus*[/TH][TH]Damage Bonus [/TH][TH]Damage Reduction etc. Bypassed
    1st[/TH][TH]
    +0
    [/TH][TH]
    +1
    [/TH][TH]
    -

    2nd[/TH][TH]
    +2
    [/TH][TH]
    +2
    [/TH][TH]
    -

    3rd[/TH][TH]
    +3
    [/TH][TH]
    +3
    [/TH][TH]
    Magic

    4th[/TH][TH]
    +4
    [/TH][TH]
    +4
    [/TH][TH]
    Magic

    5th[/TH][TH]
    +5
    [/TH][TH]
    +5
    [/TH][TH]
    Magic

    6th[/TH][TH]
    +6
    [/TH][TH]
    +9
    [/TH][TH]
    Magic

    7th[/TH][TH]
    +7
    [/TH][TH]
    +10
    [/TH][TH]
    Magic + 1 Option

    8th[/TH][TH]
    +8
    [/TH][TH]
    +12
    [/TH][TH]
    Magic + 1 Option

    9th[/TH][TH]
    +9
    [/TH][TH]
    +13
    [/TH][TH]
    Magic + 1 Option

    10th[/TH][TH]
    +10
    [/TH][TH]
    +20
    [/TH][TH]
    Magic + 1 Option

    11th[/TH][TH]
    +11
    [/TH][TH]
    +22
    [/TH][TH]
    Adamantine + Magic + 1 Option

    12th[/TH][TH]
    +12
    [/TH][TH]
    +24
    [/TH][TH]
    Adamantine + Magic + 1 Option

    13th[/TH][TH]
    +13
    [/TH][TH]
    +26
    [/TH][TH]
    Adamantine + Magic + 1 Option

    14th[/TH][TH]
    +14
    [/TH][TH]
    +28
    [/TH][TH]
    Adamantine + Magic + 1 Option

    15th[/TH][TH]
    +15
    [/TH][TH]
    +30
    [/TH][TH]
    Adamantine + Magic + 2 Options

    16th[/TH][TH]
    +16
    [/TH][TH]
    +48
    [/TH][TH]
    Adamantine + Magic + 2 Options

    17th[/TH][TH]
    +17
    [/TH][TH]
    +51
    [/TH][TH]
    Adamantine + Magic + 2 Options

    18th[/TH][TH]
    +18
    [/TH][TH]
    +54
    [/TH][TH]
    Adamantine + Magic + 2 Options


    19th[/TH][TH]
    +19
    [/TH][TH]
    +57
    [/TH][TH]
    Adamantine + Magic + 2 Options

    20th[/TH][TH]
    +20
    [/TH][TH]
    +60
    [/TH][TH]
    Adamantine + Magic + 2 Options
    [/table]
    *Don't forget to add your Charisma Bonus to-hit!


    Carry the Burden Range
    Spoiler
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    Lvl
    Charisma Bonus
    ~ +1 +2 +3 +4 +5 +6 +7 +8 +9
    +10
    +11
    +12
    1
    5
    10
    15
    20
    25
    30
    35
    40
    45
    50
    55
    60
    2
    10
    20
    30
    40
    50
    60
    70
    80
    90
    100
    110
    120
    3
    15
    30
    45
    60
    75
    90
    105 120 135
    150
    165
    180
    4
    20
    40
    60
    80
    100 120 140 160 180
    200
    220
    240
    5
    25
    50
    75
    100 125 150 175 200 225
    250
    275
    300
    6
    30
    60
    90
    120 150 180 210 240 270
    300
    330
    360
    7
    35
    70
    105 140 175 210 245 280 315
    350
    385
    420
    8
    40
    80
    120 160 200 240 280 320 360
    400
    440
    480
    9
    45
    90
    135 180 225 270 315 360 405
    450
    495
    540
    10
    50
    100 150 200 250 300 350 400 450
    500
    550
    600
    11
    55
    110 165 220 275 330 385 440 495
    550
    605
    660
    12
    60
    120 180 240 300 360 420 480 540
    600
    660
    720
    13
    65
    130 195 260 325 390 455 520 585
    650
    715
    780
    14
    70
    140 210 280 350 420 490 560 630
    700
    770
    840
    15
    75
    150 225 300 375 450 525 600 675
    750
    825
    900
    16
    80
    160 240 320 400 480 560 640 720
    800
    880
    960
    17
    85
    170 255 340 425 510 595 680 765
    850
    935
    1,020
    18
    90
    180 270 360 450 540 630 720 810
    900
    990
    1,080
    19
    95
    190 285 380 475 570 665 760 855
    950
    1,045 1,140
    20
    100 200 300 400 500 600 700 800 900 1,000 1,100 1,200



    Table formatting suggestions (that turned into class tweak ideas and non-mechanic changing rewrites of ability descriptions) from Kane0
    Spoiler
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    Hmm, if you don't mind me reworking things a bit, It might end up a lot more streamlined if you take it back from the ground up:

    A general rule can be posted in the thread as a note or spoiler, it isn't really a class ability.

    Aura is good as is.

    Bonus feats are good as is.

    Your three gifts could easily be combined since they are all of the same level. Give a bonus to X (AC, Saves, Resistances) at a penalty to your own Y(AC, Saves, CON), with similar restrictions and improvements placed on all of them. This would save you space and would simplify the abilities.

    Swift to protect could probably be simplified to be a bonus to Init, but thats up to you.

    Defensive strike is fine as is.

    Life saver is fine as is.

    Divine Protection and Divine Grace could easily be combined.

    Helpful could probably be changed to grant +4 instead of +2, or taking 10 on any aid another action. Either way (or a choice if you want)

    Master of the Heaing Ward could be incorporated into Life Saver

    Courage is fine as is.

    Carry the burden is fine as is.

    Enhanced Defensive strike is fine as is.

    Hands of the Healer could be incorporated into Life Saver

    Gifts of time, breath, soul and life are good as is.

    Shield of the Soul is good as is.

    Im a little iffy about the Mobile Defender ability since it is reliant on a feat that is not automatically granted. No matter how good the feat is for the class it isnt usually good practice to assume the character would have it and thus benefit from the ability.

    Matchless loyalty and gift of foresight are good as is.


    Just an outline suggestion, the changes are up to you of course. The more abilities you can streamline and reduce in the table to be explained in the ability description the better.

    Ill be looking a bit more later on, but this is all i can do for now.


    Also roughly threw together a new table for your abilities based on what I suggested. The only change in the level these abilities are granted is that Divine Grace is level 2 to match divine protection (all one ability now)

    1 Aura, Gift (AC, Saves, Resistance) Swift to Protect, Defensive Strike (Damage), Bonus Feat, Life Saver (Treatment)
    2 Divine Protection, Bonus Feat, Helpful, Life Saver (Multiple Patients)
    3 Defensive Strike (Attack), Bonus Feat, Status, Courage, Carry the Burden (levitate), Emhanced Defensive Strike (Magic), Life Saver (Blind/Deaf, Ability Damage)
    4 Bonus Feat, Life Saver (Poison, Disease), Gift (Time, Resistance: Two saves)
    5 Carry the Burden (Fly), Gift (Breath, Soul), Helping Hand 1/day
    6 Defensive Strike (1.5 damage), Gift (Time: Move), Life Saver (Ability/Level Drain)
    7 Carry the Burden (2 allies), Enhanced Defensive Strike (alignment), Gift (Resistance: one save)
    8 Divine Protection (15ft), Gift (Time: 20ft), Status 2/day
    9 Bonus Feat, Gift (Life: Raise Dead, Resistance: Multiple Saves)
    10 Carry the Burden (3 Allies), Defensive Strike (x2 damage), Gift (AC: Swift or Standard Action, Time: Full round)
    11 Bonus Feat, Enhanced Defensive Strike(Adamantine), Life Saver (Level Drain time period), Shield of the Soul
    12 Divine Protection(Sacred/Profane), Gift (Time: 30ft), Helping Hand 2/day
    13 Gift (Life: Resurrection), Life Saver (Take 10), Matchless Loyalty, Mobile Defender
    14 Carry the Burden (4 allies), Bonus Feat, Status At-Will
    15 Enhanced Defensive Strike(2 alignments), Gift (AC: Immediate, Swift or Standard Action, Time: Swift, Standard, or Move Action)
    16 Defensive Strike(x3 damage), Shield of the Soul (Area)
    17 Bonus Feat, Carry the Burden (5 allies), Gift (Foresight, Life: True Resurrection)
    18 Divine Protection (Insight), Gift (Time: 40ft)
    19 Bonus Feat, Shield of the Soul (class level+10)
    20 Gift (Time: Grant Move & Standard action, Resistance: Half Penalties)


    Hope this helps

    Epic Progression
    Spoiler
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    Defensive Strike Defensive Strike
    Level AC Bonus Alternate Attack Bonus* Damage Bonus Special
    21st Cha. Bonus+4 +21 +63
    22nd Cha. Bonus+4 +21 +66
    23rd Cha. Bonus+4 +22 +69 Bonus Feat(I to IX, or Epic)
    24th Cha. Bonus+4 +22 +72
    25th Cha. Bonus+5 +23 +75
    26th Cha. Bonus+5 +23 +78 Bonus Feat(I to IX, or Epic)
    27th Cha. Bonus+5 +24 +81
    28th Cha. Bonus+5 +24 +84
    29th Cha. Bonus+5 +25 +87 Bonus Feat(I to IX, or Epic)
    30th Cha. Bonus+6 +25 +90
    31st Cha. Bonus+6 +26 +93
    32nd Cha. Bonus+6 +26 +96 Bonus Feat(I to IX, or Epic)
    33rd Cha. Bonus+6 +27 +99
    34th Cha. Bonus+6 +27 +102
    35th Cha. Bonus+7 +28 +105 Bonus Feat(I to IX, or Epic)
    36th Cha. Bonus+7 +28 +108
    37th Cha. Bonus+7 +29 +111
    38th Cha. Bonus+7 +29 +114 Bonus Feat(I to IX, or Epic)
    *Don't forget to add your Charisma Bonus to-hit!
    Last edited by DracoDei; 2015-01-25 at 07:10 PM.
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    Default Class Abilities

    Spellcasting and Supernatural Abilities: Unless otherwise noted, all spell-like and supernatural ability of this class that require an action (even a free action) to use are divine (opposed to arcane), have somatic components, and qualify as divine versions of the spells they duplicate for purposes of qualifying for prestige classes, feats, etc and can be modified as such as if they were both a spell and a spell-like ability by class features, feats (but noting that grace-gifts lack spells per day that can be sacrificed to power basic metamagic feats with level adjustments higher than +0), and items (such as Rod of Maximize).

    If an ability has both continuous(unless transferred, or simply continuous) functions and ones that require an action to use, then the above applies only to the portions of the abilities that requires actions.

    Despite the divine nature of their abilities they incur an arcane spell-failure chance if used with medium or heavy armor and/or a shield for actively using almost all of their class abilities. The grace-gift's active class abilities lack verbal components unless based on a spell with verbal components. The grace-gift's caster level is equal to his class level and his saving throws (on the rare occasions someone attempts a save against one of his abilities) are equal to 10 + the (equivalent) spell level of the effect + their charisma modifier. They do not require any particular charisma score to cast their spells... beyond the single point any creature requires to perform actions.

    Class Abilities

    Aura(Ex):
    Spoiler
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    Aura: A Grace-Gift has a particularly powerful aura corresponding to their chosen alignment(s) (see the detect evil spell for details). For example a chaotic good grace-gift has powerful auras of good and chaos, while a neutral good grace-gift has only a powerful aura of good and a lawful neutral grace-gift has only a powerful aura of law. These auras otherwise function like a cleric's aura.


    Bonus Feats:
    Spoiler
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    At various levels the grace-gift gains a bonus feat from the following lists. When taken in this way they do not need to meet the character level, ability score, base attack, maneuver/stance knowledge, or saving throw prerequisites of that feat. Prerequisites that take the form of other feats are required only for feats that are also on one of these lists. ?Also, the Improved Unarmed Strike feat is never required.? For example: the Improved Blocker feat requires the Combat Reflexes and Blocker feats, but, if taken in this manner does not require a +10 BAB, nor the Combat Expertise feat. They DO have to meet any class level requirements. For the bonus feats granted at first and second class levels only feats from List I may be selected.

    At later levels access to more lists is granted as follows:
    3rd and 4th: I or II.
    7th: I to IV.
    9th: I to V.
    11th: I to VI.
    13th: I to VII.
    17th & 19th: Any non-epic list.

    List I:
    Spoiler
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    Blind-fight
    Burden Bearer*
    Combat Casting
    Combat Reflexes(Special: A grace-gift who takes this feat as a grace-gift bonus feat may substitute Charisma for Dexterity for the purposes of determining how many attacks of opportunity he may make per round)
    Deflect Arrows(Only if 1st level melee weapon proficiency was "Unarmed Strike")
    Devoted Bulwark(ToB)
    Die Hard
    Disease Resistance
    Gift of Protection, Improved*
    Diving Evasion(Requires 1 Rank of Tumble.)
    Dodge
    Endurance
    Evasive Reflexes(ToB)
    Force of Will(Requires Iron Will.)
    Great Fortitude
    Hold the Line
    Hostile Mind
    Improved Toughness
    Iron Heart Aura (ToB)
    Iron Will
    Lightning Reflexes
    Mental Resistance
    Mobility(Requires Dodge.)
    Mind Over Body
    Obscured Casting
    ?Open Minded?
    Plague Bane*
    Poison Resistance
    Protecting Paladin*
    Psionic Hole
    Rapid Metabolism
    Self-Sufficient
    Sidestep Charge(Requires Dodge. Special: If taken as a Grace-Gift bonus feat the bonuses to Defensive Strike/Enhanced Defense Strike do NOT apply to this attack.)
    Skill Focus(Concentration)
    Skill Focus(Heal)
    Skill Focus(Tumble)
    Shielded Defender
    Stand Still
    Stoic Defender*
    Stone Power(ToB)
    Touch of the Grace-Gift*
    Up the Walls(Requires you to either have a power point reserve or have psi-like abilities.)
    ?White Raven Defense(ToB)?

    List II (Grace-gift level 3):
    Blocker(Requires Combat Reflexes.)
    ???Defensive Trip???(This feat is a rough draft at this time, and I do not consider it ready to play without further consideration.).
    Enhanced Material Defense*
    GET OFF OF THEM!!!*
    Improved Gift of Resistance*
    Plague-Bane*
    Improved Plague-Bane* (Requires Plague-Bane.)
    Mage Slayer, Lesser*

    List III (Grace-Gift level 5):
    Combat Expertise(SPECIAL: When taken in this way this feat requires 5 ranks in Tumble)
    Heavy Breather*
    Improved Disarm(Requires Combat Expertise.)
    Improved Swift to Protect*
    Protector's Reward*

    List IV (Grace-Gift level 7):
    Anchoring Defense*
    Cloak Dance
    Energy Defense*
    Sacrificial Defense*

    List V (Grace-gift level 9):
    Improved Blocker(Requires Blocker.)
    Doubled Gifts*
    Master of Motion*

    List VI (Grace-Gift level 11):
    Armored Defender*
    Extradimensional Defense*(Requires Anchoring Defense.)
    Grace-Gift's Toughness, Least* (Requires Improved Toughness.)
    Improved Divine Grace* (Note this requires Great Fortitude, Improved Divine Protection, Iron Will, and Lightning Reflexes.)
    Improved Shield of the Soul*
    Tripled Gifts*

    List VII (Grace-Gift level 13):
    Bountiful Gifts*
    Chaotic Defense*
    Evil Defense*
    Good Defense*
    Grace-Gift's Toughness, Lesser* (Requires Grace-Gift's Toughness, Least, and Improved Toughness.)
    Greater Shield of the Soul*
    Improved Touch of the Grace-Gift*
    Lawful Defense*

    List VIII (Grace-Gift level 15):
    Endless Gifts*
    Grace-Gift's Toughness* (Requires Grace-Gift's Toughness, Lesser, which, in turn, requires two other specific feats.)
    Improved Mobile Defender*
    Strike Anything Defensively*

    List IX (Grace-Gift level 17):
    Grace-Gift's Dodge* (Requires Dodge)
    Grace-Gift's Toughness, Improved* (Requires Grace-Gift's Toughness, which, in turn, requires three other specific feats.)
    Martyr's Power* (Note that this requires 4 feats with the [Grace-Gift] descriptor and that this does NOT include any feat merely because it is on this list, it must specifically have the [Grace-Gift] tag.)

    *These feats are new and specific to the class.




    Divine Protection(Su):
    Spoiler
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    The grace-gift adds his Charisma bonus (if any) to her AC as a deflection bonus. In addition, a grace-gift increases this bonus by 1 at 5th level. This bonus increases by a further 1 for every five grace-gift levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the grace-gift does not have a charisma bonus, the level-based bonus still applies. If the grace-gift has levels in any other class then the total AC bonus after combining these two sources is capped at the grace-gift's class level.

    At 12th level the grace-gift may take a full round action to change the/all* AC bonus(es) from this ability to (an) insight bonus(es). All bonuses* granted by this ability must be of the same type at any given point in time.

    At 18th level a third option is gained. Good aligned grace-gifts can change it to a sacred bonus. Lawful evil grace-gifts can change it to a profane bonus. Lawful neutral grace-gifts may pick which they will be able to change it to, but, like a neutral cleric choosing whether to channel positive or negative energy the path can not be altered after the fact for the rest of the character's existence. HOWEVER this choice ONLY applies when the Grace-Gift is Lawful Neutral. When Good or Evil, their actual alignment determines the type of bonus they provide. In any case this change of bonus type lasts until the grace-gift spends another full-round action to switch it again. Changing from any one of the three types to another is still a full-round action and all bonuses* from this ability must still be of the same type.


    *See Gift of Protection under Least Gifts for explanation.


    Healing Item Use(Ex):
    Spoiler
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    A Grace-Gift may use certain clerical spells from scrolls, wands, staves, etc. as if they were a cleric of equal level to their grace-gift level. The spell must target one or more individuals (including individuals in a given area), must allow a Fortitude or Will Save, and must have the [Harmless] descriptor. It must also either be instantaneous or be one of the specified in the list found below. Any saving throw against such a spell that is not voluntarily failed is automatically successful and the spell has no effect on such individuals, even if it would normally have some effect even on a successful save.

    The following non-instantaneous spells are allowed, however their duration changes to Concentration, capped at the duration of the original spell:
    Any spell with Vigor in the name.
    Neutralize Poison
    Regeneration


    Least Gifts(Sp):
    Spoiler
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    An Ounce of Prevention(Sp):
    Spoiler
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    A Grace-Gift may cast Purify Food and Drink and/or Prestidigitation a total number of times per day equal to their class level. (Or at-will in Pathfinder). In this case Prestidigitation is considered a divine spell and can only be used for cleaning things, however this cleaning effect specifically is sufficient to remove disease causing materials (so, for instance, a bowl that a dying patient had vomited blood into would be safe to drink from after being cleaned in this way). Depending on setting, a Grace-Gift will usually know enough to use this ability on their surgical tools.

    At 5th level this ability becomes at-will.

    Gift of Protection(Sp):
    Spoiler
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    A Grace-Gift may transfer some or all of the AC bonus from Divine Protection (the total of his charisma bonus and the level-based increase) to any single ally within 10 feet as a swift action. This transfer lasts until the grace-gift fails to renew it on his turn as a swift action or the grace-gift is out of range of the target. The amount of this bonus on a given character may be dispeled (on the recipient, not the grace-gift), but the grace-gift may use a swift, move, or standard action to restore the amount lost to the recipient on his turn. This is equivalent to a spell of spell level equal to half the grace-gift's class level (minimum 1, maximum 9). No more than one instance of this transferal may be in effect at any one time. This usage of this ability counts as the ability to cast shield of faith for purposes of qualifying for prestige classes, feats, etc.

    At 5th level the range of the single-target version of this ability increases to 20'.

    At level 8 the grace-gift may instead have this benefit apply to all allies within a 15 foot spread of himself. In such a case the amount of the bonus given to the allies is 2 points less than that sacrificed by the grace-gift (minimum 0). The rules for dispelling this are the same, except that each target is considered a separate spell for that purpose (rolled individually, etc). This usage of this ability counts as the ability to cast legion's shield of faith for purposes of qualifying for prestige classes, feats, etc.

    At 14th level the range of the single-target version of this ability increases to 30'.


    Gift of Resistance(Sp):
    Spoiler
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    At 1st level the grace-gift may, as a swift action, take a penalty to all of his saves up to the the smallest of his three base save bonuses for one round. He then selects one type of save. Whenever within a 10 foot emanation from of the grace-gift all allies gain a bonus to the selected type of save for that same round equal to the amount of the penalty taken by the Grace-Gift. Allies further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type gain half this bonus. This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus). This counts as the ability to cast resistance for purposes of qualifying for prestige classes, feats, etc.

    At 4th level the Grace-gift needs only select two types of save for the penalties to apply to, but one of them must be the save type that the bonus applies to.

    At 7th level the grace-gift only takes the penalty to the save that the bonus applies to.

    At 9th level the grace-gift may use this ability two or three times per each activating action. Each sub-activation applies to a different save, and the grace-gift may select a different value for the penalty(and related bonuses) for each.

    At 20th level the grace-gift only takes half the penalty/penalties (this has no effect on the progression of the bonuses they may provide).


    Gift of Shielding (Sp):
    Spoiler
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    The grace-gift may cast Shield Other at-will with the following changes:
    • The duration is one round. It may NOT be dismissed.
    • The focii may be omitted, but in such a case the maximum amount of damage that may be prevented per round (and thus the maximum that may be taken by the grace-gift) is capped at the grace-gift's charisma modifier times 5. This has no effect on the amount of damage the Grace-Gift takes, only on the amount of damage that is prevented from the beneficiary.
    • No bonus on saves or AC is provided.

    At class levels 1 and 2 this is equivalent to a first level divine spell. At class levels 3 and above it is considered a 2nd level divine spell and counts as the ability to cast shield other for the purposes of qualifying for prestige classes, feats, etc..

    At 10th level this ability may be cast as either a standard action or as a swift action. It may not be in effect on more than one target at a time. The duration on all existing targets must expire before it can be re-cast.

    At 15th level this ability may also be cast as an immediate action provided it is not already in operation. In such a case the duration is until the start of the Grace-Gift's turn(so if the first thing they do on their turn is renew the effect, then there is no instant where an enemy can attack with a readied action or whatever to by-pass it). It may not be in effect on more than one target at a time. The duration on all existing targets must expire before it can be re-cast.


    Gift of Tolerance(Sp):
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    At 1st level, you may cast Endure Elements with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting. Anything that removes one or more of the penalties negates that/those casting(s) of the spell.


    Carry the Burden(Sp):
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    As a swift action the grace-gift may take the weight of gravity from one of his companions (NEVER HIMSELF) within a number of feet equal to his caster level times his charisma modifier times five. Initially this can have any one of the following effects:
    1. A Feather Fall effect that lasts though any number of landings (but only 1 round).
    2. The target character is only considered lightly encumbered by weight. Note that this can allow the target to carry more than they normally could, including if their strength score has been reduced. This has no effect on the non-weight based encumbering effects of armor or shields.
    3. Cause a character wearing medium or heavy armor to only count as wearing light armor for purposes of movement speed, class features, running multipliers, etc. This also reduces arcane the total arcane spell failure chances from armor+shield by 10%, increases the maximum dexterity limit of the medium or heavy armor by 1, and halves the armor check penalty. None of this has any effect on weight-based encumbrance.
    4. As #3 above, but instead causing a character wearing light armor and/or a light or heavy shield to count as wearing none of those things for purposes of movement, class features, etc, and completely negating arcane spell failure chances and armor check penalties for said armor and shield.

    This ability qualifies as a 1st level divine spell.

    In all cases (including those options gained at later levels), for the duration of this effect the grace-gift's load is increased by the weight of the target and all the target's load. If the weight taken ever causes the grace-gift's current load maximum encumbrance they fall prone and are considered pinned. Despite this they are still able to cast their grace-gift spells, despite them having somatic components, and without the need for a concentration check due to this pinning. In addition, if the grace-gift's total encumbrance is at least twice their maximum encumbrance they take damage as per the following table. (For people who prefer math to tables: 1d8 for each Maximum load value or fraction there-of that the load exceeds twice their maximum load). Note that (unless targeted separately, as provided below) mounts, wizards with familiars on their shoulders, orc barbarians carrying unconscious halfling rogues, etc may be granted flight, but that the carried creature counts as part of the carrying creature's load, and receives no separate effect.
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    Encumbrance Damage per round
    Max to (2xMax)-1 None
    2xMax to (3xMax)-1 1d8
    3xMax to (4xMax)-1 2d8
    4xMax to (5xMax)-1 3d8
    5xMax to (6xMax)-1 4d8
    6xMax to (7xMax)-1 5d8
    7xMax to (8xMax)-1 6d8
    8xMax to (9xMax)-1 7d8
    9xMax to (10xMax)-1 8d8
    10xMax to (11xMax)-1 9d8
    Etc. Etc.




    At 3rd level a 5th option is gained that is a lot like a levitate spell. Specifically, it is as follows:

    Carry the Burden, Lesser
    Transmutation
    Level: Grace-gift 2 (Divine)
    Components: V, S
    Casting Time: 1 swift action
    Range: Caster-level x charisma Modifier x 5 feet
    Target: One willing creature (No weight limit, but see below)
    Duration: 1 round (D)
    Saving Throw: No
    Spell Resistance: No

    This ability allows another creature to move itself up and down as it wishes. The target can mentally direct itself to move up or down as much as 20 feet each round; doing so is a move action. This effect does not allow the recipient to move horizontally in and of itself, but they could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

    A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.



    At 5th level this can instead function as a Fly spell with the following changes:
    • The casting time is a swift action.
    • The duration of the effect is one round, or until the target exits the range (including by force or voluntary movement of the grace-gift or the target).
    • The target falls at normal speed if the effect ends rather than slowly. This means they may (and in fact are quite likely to) take damage. NOTE HOWEVER that if the grace-gift continues to renew the effect every round, and does not delay their initiative, then the effect is considered continuous as long as the target remains in range.
    • The range is the aforementioned amount, not touch.
    • It requires no focus or divine focus, and the somatic component is waived if the grace-gift is only renewing it on targets he used it on the previous round.
    • It is a divine spell (still of 3rd level) instead of an arcane spell.

    The weight transfer works as before.

    At 7th level the grace-gift may target two separate allies at once with this ability, however the weight is cumulative. If used in this way it its effective spell level is increased to 4th. The version of this ability applied to each ally need not be the same.

    At 10th level this increases to three separate allies. If used in this way it its effective spell level is increased to 5th.

    At 14th level this again increases to four separate allies, if used in this way its effective spell level is increased to 7th.

    Finally, at 17th level this increases to five separate allies, if used in this way its effective spell level is increased to 9th.


    Swift to Protect(Ex):
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    Before initiative is rolled a grace-gift may declare he is using the first part of this ability. He gains a bonus to his initiative equal to his levels in this class, but during his first turn in that combat may only take movement actions, draw one or more weapons, and/or use the abilities of this class (including Defensive Strikes, for instance if a held action provokes one) or grace-gift feats that involve action use OTHER than GET OFF OF THEM!!!.

    Regardless of if he uses the above, when acting during a surprise round a Grace-Gift may take a swift action instead of a standard or move action.


    Defensive Strike(Ex):
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    A grace-gift who made no offensive actions* EXCEPT for AoOs that qualify for this ability during his previous turn (if any) adds his class level to the damage he inflicts on attacks of opportunity which are provoked by:
    1. movement that would not take the target of the attack of opportunity further away from all of the grace-gifts allies. Familiars, psi-crystals, animal companions etc of the Grace-Gift never count for this purpose, and a mount the Grace-Gift is riding only counts it does not fall into the above set of categories (familiars etc) and has an intelligence score of 3 or higher.
    2. attacks (including but not limited to spell-casting) targeted at the grace-gifts allies.

    *In this case "offensive actions" does NOT only include direct action such as striking with a weapon, casting a spell targeting a foe or whose area or effect includes a foe but also indirect action, including, but not limited to: summoning monsters and having them attack, cutting the ropes holding a rope bridge while enemies are on the bridge, remotely triggering traps, opening a portcullis to release attack dogs, and so forth.

    None of the bonuses from this ability stack with any bonuses granted by the weapon wielded. For instance, if the weapon causes energy damage due to an enhancement on it (rather than a feat or class ability) then the grace-gift would have to pick whether to apply the bonus energy damage or the damage from this class ability.

    At 3rd level, when making such attacks of opportunity, the grace-gift counts his BAB from this class as being equal to his levels in it for purposed of determining his total attack bonus, and adds his charisma BONUS to all attack rolls for such attacks of opportunity. (For those of you who get weirded out by BAB changing, replace that part with a (class level +1)/2 bonus to such attack rolls... it works out to the same thing). At Epic Levels, the BAB "only" increases to that which would result if grace-gift was a full-bab class.

    At 6th level the grace-gift's bonus to damage on such attacks of opportunity increases to 1.5 times his class level.

    At 10th level the grace-gift's bonus to damage on such attacks of opportunity increases to twice his class level.

    At 16th level the grace-gift's bonus to damage on such attacks of opportunity increases to three times his class level.


    Life Saver(Ex):
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    The grace-gift may always take 10 on heal checks to stabilize another character, treat bleeding wounds, provide long-term care, or treat foot wounds of the sort resulting from caltrops, spike growth, spike stones, and similar spells and effects regardless of stress or distractions. A number of times per day equal to their class level they may instead take 20 on such a check, without increasing the amount of time required, and still regardless of stress or distractions.

    At 4th level they may take 10 on heal checks made to treat poison and disease regardless of stress or distractions.


    Divine Grace (Su):
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    At 2nd level, a grace-gift gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with similar class abilities from the paladin, blackguard, or crusader.


    Helpful(Ex):
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    When making a skill check or to-hit roll to Aid Another a grace-gift of at least 2nd level may always take 10, regardless of stress or distractions. This does not allow them to use "trained only" skills that they do not have skill ranks in.

    At 6th level the bonus on attack roll applies to all attacks by the selected ally on the selected enemy for the next round. or the bonus to AC applies to all attacks by the selected enemy on the selected ally for a similar period. The bonus on skill checks increases to +3 if the Grace-Gift accepts a +3 to the DC of his aid-another check (regardless of if they take 10 on it).

    At 10th level the Grace-Gift gains several bonuses to Aid Another:
    • The bonus to skill checks may be increased to +4 if the Grace-Gift accepts a +6 to the DC of his aid-another check (regardless of if they take 10 on it).
    • All AC and to-hit bonuses from Aid-Another by the grace-gift increase to +3.
    • When using the aid another combat action the grace-gift may select one of the following options:
      1. They may apply the bonus to all ranged attacks made by a single ally on the selected opponent. The ally does not need to be engaged in melee combat with the selected, but the opponent must still be one the grace-gift could make a melee attack on.
      2. They may apply the bonus (AC or to-hit as the case may be) to an unlimited number of allies who meet the PHB requirements for being the recipient of the benefits of the aid another combat action.

    At 15th level the bonus from the aid another combat action increases to +4 and the bonus from the aid another use of skills increases by +1 regardless of whether the grace-gift uses any of the other ways that this ability allows him to increase the bonus granted. This means that when going against a DC 10 skill check the grace-gift provides a +3 bonus, a successful DC 13 check yields a +4 bonus, and a successful DC 16 skill check grants a +5 bonus to the person being aided.
    In addition, once per day, they may take 20 on one or the other sort of aid another check without increasing the time required.

    At 20th level the bonus from the from the aid another combat action increases to +4 and the bonus from the aid another use of skills increases by a total of +2 regardless of whether the grace-gift uses any of the other ways that this ability allows him to increase the bonus granted. This means that when going against a DC 10 skill check the grace-gift provides a +4 bonus, a successful DC 13 check yields a +5 bonus, and a successful DC 16 skill check grants a +6 bonus to the person being aided.
    They may take 20 on any combination of 3 aid-another checks per day, instead of merely once per day, mixing freely between the combat action and the skill-use option. This still does not increase the amount of time required.


    Master of the Healing-ward(Ex):
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    When providing long-term care a grace-gift of at least 2nd level may provide for a number of additional patients equal to half of his grace-gift level.

    Using this ability causes the eight hours per day required to use those uses of the skill to count as strenuous activity rather than light activity.


    Courage(Ex):
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    Beginning at 3rd level, a grace-gift is immune to fear (magical or otherwise) for himself. Fear for those he cares about functions against him normally. Note that spells that do not specify (or explicitly allow the caster to specify) the rationalization for the fear that they create never qualify as causing fear for another person. This ability tends to make torturing a grace-gift pointless, as, unless they make a conscious and reasoned decision to do otherwise, they will not even give the torturer the satisfaction of crying out.


    Enhanced Defensive Strike (Su):
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    At 3rd level a grace-gifts defensive strikes are empowered by divine energy. All his defensive strikes* are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction and/or regeneration and for striking incorporeal creatures.

    At 7th level the grace-gift may select one alignment component that he has (Chaotic, Evil, Good, or Lawful) to add to all his defensive strikes* for the purpose of dealing damage to creatures with damage reduction, regeneration etc. Alternatively he may elect to treat his defensive strikes as if they were made with a ghost touch weapon for purposes of determining if the attack hits/is possible in the first place. As a third alternative he may elect to gain the option to add 2d6 damage to his defensive strikes, at the cost of taking 1d6 damage himself whenever he uses this option (cf the vicious weapon enhancement and stacking with it). In any of these cases this choice is permanent once made. In the case of Ghost Touch with a net, on a successful AoO the effect lingers until the target is no longer in the net.

    At 11th level all defensive strikes made by the grace-gift are treated as if made with an adamantine weapon for purposes of dealing damage to creatures with damage reduction, regeneration etc.

    At 15th level the grace-gift selects an additional alignment component, the ghost touch effect, or vicious effect to add to all his defensive strikes. The same effect may NOT be selected twice. Once again, this choice is permanent once made.

    *A defensive strike is defined as any attack that qualifies for the bonuses of the defensive strike class ability.


    Hands of the Healer(Su):
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    Nota Bene: Despite referring to treating a variety of conditions as if they were diseases, all uses of this ability require only one successful roll to have the listed effect, not two in a row.

    At 3rd level, the healing abilities of the grace-gift transcend the limits of mundane medicine. They may treat most blindness or deafness, or any magical effects reducing one of the patient's(or more than one patient if master of the healing-ward is used) ability scores as diseases for the purposes of the heal skill. In any of the above three cases this requires 24 hours of bedrest for the patient(s), and the grace-gift must treat them for the first 8 hours of this time. Roll at the end of the 24 hours, and retries (with another 24 hours of bedrest starting with 8 hours of treatment) are allowed, and only one success required to cure the condition. For blindness or deafness the DC is a flat 22. However, this ability does not restore ears or eyes that have been lost, but it repairs them if they are damaged. For a magical penalty to one ability score (effects reducing more than one ability score must have each ability score be treated separately) the DC is equal to that of the effect that caused the penalty in the first place, or 10+1/2 inflictor's hit-dice(or caster level as appropriate) + constitution(or casting ability) modifier if no save was initially allowed. The patient rolls no saving throw, the grace-gift's heal check is always substituted. The grace-gift MAY take 10 on such checks(but not yet on the any other uses of this ability). "Lifesaver" does not allow taking 10 or 20 on any use of this ability.

    At this level they may also spend 1 hour tending to a corpse. At the end of this time they roll a heal check. If the result is higher than 20 then they cause the corpse to be effected by Gentle Repose with a caster level equal to their own or the amount by which the check beat DC 20 whichever is lower. ??? If the result is 16 to 20 then there is no effect. If the result is 15 or lower then they actually accelerate the decay of the corpse by 1 day, reducing the window of opportunity for revivification magic. They may take 10 (but not 20) on this check, and may also fail it intentionally (although burning the corpse and scattering the ashes is generally more efficient).???

    At 6th level, they may treat negative levels, level drain, and ability score drain as if they were diseases. Each level drained or point of ability drain is considered a separate disease and requires a SEPARATE treatment period. Treating all negative levels on a given characters counts as treating a single patient for a single disease. Patients treated using this ability count against the grace-gift's limits as if they were being treated for a disease (IE only one at a time unless master of the healing-ward is used). In no case may this ability work against something that Greater Restoration could not. Examples include the negative level imposed on a Good-aligned person wielding an Unholy weapon or the constitution penalty imposed by the gift of breath class feature on another grace-gift (or themselves if they somehow have the ability to treat themselves). As with all uses of this ability, only one success is needed to have an effect.

    To dispel negative levels, the patient (or patients if Master of the Healing-Ward is used) must take 8 hours of total bedrest while the grace-gift tends to them. If this time is completed before the time for the secondary fortitude saves to remove the negative levels comes around, then when those secondary saves are rolled (or immediately if secondary saves are not relevant), then the grace-gift makes a heal check paired with each fortitude save. If the heal check is higher than the matching fortitude save then it is used in place of that fortitude save. This may not be retried for any given negative level (so spending two 8 hour sessions before the 24 hour limit on the re-reroll is up does NOT allow two heal checks with each fortitude save).

    If restoring ability drain then the Grace-Gift must select the ability score he will be restoring drain to, then the patient (or patients if Master of the Healing-Ward is being used), must take complete bedrest for at least 24 hours continuously, and the grace-gift must devote their full attention to them for the first 8 hours of that time. At the end of this period the Grace-Gift makes a heal check against DC 25. If this check is successful a single point of drain to that ability score is converted to ability damage.

    If attempting to restore a drained level then it functions as per removing a point of ability score drain, with the caveats that success removes the drained level completely, and that the process must be completed before a number of days equal to the grace-gift's class level have passed from when the drained level in question was inflicted. Note that this process may be repeated multiple times in that time-period if initial attempts fail, and/or if more than one negative level was inflicted. A character who has a level restored in this way has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. This ability can not restore levels or Constitution points lost due to death. Only one success is required to remove each individual negative level, not two in a row (as is required for recovery from a mundane disease).

    At 11th level the time limit for removing drained levels increases to one week per grace-gift level.

    At 13th level the grace-gift may take 10 on all heal checks made as part of this ability.


    Status (Sp):
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    At 3rd level, a grace-gift can cast status, as the spell, once per day.

    They can use this ability twice per day starting at 8th level.

    At 14th level they can cast it at-will.


    Gift of Time(Sp):
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    At 4th level a grace-gift may grant an additional moment to act to a single ally within 10 feet(however the grace-gift and the target do not need to REMAIN within this range of each other after this effect is cast...). The grace-gift may expend a move action to grant an ally within 10 feet a 20 foot bonus to their base speed for all forms of movement they have for one round. This may not increase any base speed to more than double its starting amount, and a given ally may only benefit from one movement rate increase from a grace-gift per turn. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). This usage of this ability counts as the ability to cast both Longstrider and Expeditious Retreat as divine spells for purposes of qualifying for prestige classes, feats, etc.

    At 6th level if he instead takes no other actions on his turn a grace-gift may do more with this ability. This may not be combined the additional actions or attacks from with Haste, True Haste, weapons of speed, etc., in such a case the target must choose which single effect to benefit from in that way at the beginning of their turn. Numerical benefits to armor class etc still apply from one such effect, even if the additional action(s) for this ability is selected. This usage of this ability counts as the ability to cast haste as a divine spell for purposes of qualifying for prestige classes, feats, etc.

    At 6th level this more powerful use may only grant the target character an additional move action on their next turn. This action may be taken in any order with other actions but may neither interrupt nor be interrupted by other actions by that character.

    At 8th level the range of all applications of this ability increases to 20 feet.

    At 10th level the more powerful versions of this ability requires only a full-round action to use.

    At 12th level the range of all applications of this ability increases to 30 feet.

    At 15th level when using the full-round version of this ability the grace-gift may instead chose to grant an additional swift or standard action (or they may grant an additional move action, as before).

    At 18th level the range of all applications of this ability increases to 40 feet.

    At 20th level the grace-gift may grant a move action AND a standard action when using the full-round version of this ability. These may be granted to a single target, or to two separate targets. ESPECIALLY NOTE THAT THESE MAY BE COMBINED INTO A FULL ROUND ACTION BY THE TARGET IF BOTH ARE GIVEN TO THE SAME TARGET.


    Gift of Breath (Sp):
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    At 5th level, you may sustain a number of willing creatures equal to your charisma modifier (minimum 1) within a range of your charisma modifier times 15 feet (minimum 30 feet) without the need to breath. You may add and/or remove creatures once per round during your turn as a swift action plus a standard action.

    The description of each target must be unique, but can be vague. Thus if you saw a hole in the middle of a frozen pond and specified "The creature underneath the ice making that thumping noise." then that would work if the creature was a single drowning individual (and technically would work if it were a dire carp chasing a school of minnows that were all trying to flee along the lower surface of the ice), but if there were two such individuals the ability would fail. If you instead specified that you were targeting "First the closest creature to me that is making those thumping noises under the ice, then the second closest creature to me that is making those thumping noises under the ice, then the third closest, and so on." then you could potentially reset the suffocation periods of a number of drowning persons equal to your charisma modifier as if they had been able to breath clean and fresh air for that round.

    You take a penalty to constitution for each creature you so sustain dependent on its size relative to you, and level of activity. In effect, any creature that makes a (or more than one, see Gift of Time) standard or full round action re-inflicts its penalty on you at that time. If a creature would have had to make a fortitude save on its turn if you did not intervene with this effect, add the DC of that save minus 10 (minimum 1) to the penalty it applies to you that round. If you CAN and ARE engaging in respiration (have lungs that are useful for oxygenating your blood-stream, rather than just talking or blowing out candles etc , are in a medium you can and are breathing, etc), but don't HAVE to (perhaps due to a Iridescent Spindle Ioun Stone), then you halve all constitution penalties from this ability.
    Size category relative to you Penalty(Low Activity) Penalty(High Activity)
    1 smaller -1 -2
    Same -2 -4
    1 larger -4 -8
    2 larger -8 -16
    3 larger -16 -32
    4 larger -32 -64
    5 or more larger -64 -128
    You must have a constitution score to use this ability, and the penalties from it CAN kill you if they reduce your constitution score to 0 or below. In such a case the effect still happens that round, your dying breath having great power to save others.

    This ability is the equivalent of a 3rd level divine spell and has no somatic components(thus spell-failure for armor and shields do not apply to it).

    Unlike most magical effects, this can penetrate all barriers except force effects that target an area, rather than an individual. Thus Wall of Force, or the solid version of Forcecage stop it, but Mage Armor, Shield, and Bigby's Interposing Hand don't. You must clearly identify each creature you wish to target with this ability.

    This usage of this ability counts as the ability to cast water breathing as a divine spell for purposes of qualifying for prestige classes, feats, etc.


    Gift of Soul(Su):
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    You may assist with the creation of any magic item, regardless of pre-requisites. The limits on activity levels, working time, etc apply to you as normal. The other worker(s) must be able to meet all pre-requisites (except XP available, which doesn't matter either way) to allow this to work. The only benefit of this is that you may contribute XPs towards the XP cost of the item. Any magic item creation process that does not have a sufficient amount of total XPs contributed to it fails as if it was abandoned before it was complete.
    You may also provide part or all of the XP component of any spell cast by an ally that you are touching for the entire casting time. This donation may not be coerced in any way.


    Helping Hand (Sp):
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    At 5th level, a grace-gift can cast Helping Hand, as the spell, once per day. She can use this ability one additional time per day at the following levels: 12th, ???.


    Gift of Life (Sp):
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    All uses of this ability require the same material components and have the same casting times as the spells they duplicate. In all cases if the grace-gift does not have a constitution score they may substitute an equal amount of burn to strength AND half that amount of burn to charisma.

    At 9th level a grace-gift may take 4 points of constitution burn to cast Raise Dead.

    At 13th level a grace-gift may take 6 points of constitution burn to cast Resurrection.

    At 17th level a grace-gift may take 8 points of constitution burn to cast True Ressurection.


    Shield of the Soul(Su/Sp):
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    At 11th level the grace-gift gains spell resistance equal to their class level + 5 as a supernatural ability.

    As a swift, move, or standard action spell-like ability they may transfer this for one round, with a +5 additional bonus, to an ally within 10 feet. This transferal is equivalent to a divine spell of 5th level. If, when transferred to someone other than the Grace-gift, the bearer of this spell resistance has spell resistance from another source that is equal to or greater than that granted by this ability, that applies against any given thing, then that other spell-resistance (against that specific effect) is instead increased by half the grace-gift's class level. Naturally, only one character may benefit from this spell-resistance at a time. For instance the grace-gift can not use all three types of actions to grant spell-resistance to three different targets (but see below).

    At 16th level, as a move or standard action spell-like ability this instead benefits all their allies (BUT NOT THEMSELVES) within a 10 foot emanation centered on the grace-gift. All allies further away than 10 feet, but within a 30 foot emanation of the grace-gift instead receive the spell resistance without the +5 bonus or the ability to have it apply as a bonus to another source of spell-resistance. When used in this way the transferal's equivalent spell level increases to 8th.

    At 19th level, the grace-gift's may improve his spell resistance to class level +10 as a full-round action that provokes attacks of opportunity. This increase lasts until he takes another full round action that provokes attacks of opportunity to switch it back to the lower level (which can be useful for generating synergy with other sources of spell resistance when giving away this spell resistance).


    Mobile Defender(Ex):
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    At 13th a grace-gift may use a modified version of the total defense action as a swift action. In this case no bonus to AC is provided, however the grace-gift may still make attacks of opportunity as provided by the Blocker and Improved Blocker feats as if he had spend a full-round action on total defense, provided he has the feat(s) in question. However if you use this option, any movement you make via those feats before the start of your next turn counts against your movement for said next turn, thus requiring you to expend at least a five-foot step, and quite possibly a move action, or even (in very rare cases) a double-move action.

    Alternatively, you may NOT gain the above class feature, and instead take any feat with the [Grace-Gift] tag, from lists I to IV(sic, NOT list VII).


    Matchless Loyalty(Ex):
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    At 13th level the grace-gift automatically breaks completely free of any mind-affecting effect the instant before it would otherwise cause him to cause harm to any creature he considered an ally at the moment he initially succumbed to said effect. Among other things this can reverse the effects of Mind Rape.


    Gift of Foresight(Sp):
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    At 17th level a grace-gift you may cast foresight at-will on others only. You may only have a number of such effects in place at one time equal to one third your charisma modifier rounded down (minimum 1). You may dismiss a single casting of this spell as a full-round action that provokes attacks of opportunity.
    Last edited by DracoDei; 2016-07-08 at 09:33 PM. Reason: Major reorganization with minimal mechanical changes.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

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    Default Class Feats, Part 1

    NEW Feats
    Standard Format Index of New Feats
    Anchoring Defense
    ---Extradimensional Defense
    Armored Defender
    Burden Bearer
    Chaotic Defense

    Defensive Trip
    Diving Evasion
    Doubled Gifts
    ---Tripled Gifts
    ------Bountiful Gifts
    ---------Endless Gifts
    Energy Defense
    Enhanced Material Defense
    ---Strike Anything Defensively
    Evil Defense
    Gift of Protection, Improved
    ---Gift of Protection, Greater
    Good Defense
    Grace-Gift's Dodge
    Grace-Gift's Toughness, Least
    ---Grace-Gift's Toughness, Lesser
    ------Grace-Gift's Toughness
    ---------Grace-Gift's Toughness, Improved
    GET OFF OF THEM!!!
    Heavy Breather
    Improved Gift of Resistance
    ---Improved Divine Grace
    Improved Gift of Tolerance
    Improved Healing Acceleration((Need to roll this into the main class))
    Improved Shield of the Soul
    ---Greater Shield of the Soul
    Improved Swift to Protect
    Improved Mobile Defender
    Lawful Defense
    Mage-Slayer, Lesser
    Master of Motion
    Plague-Bane
    ---Improved Plague-Bane
    ??Protecting Paladin??
    ??Protector's Reward??
    Sacrificial Defense
    Shielded Defender
    Stoic Protector
    Touch of the Grace-Gift
    ---Improved Touch of the Grace-Gift
    ---Disaster's Bane
    Martyr's Power

    The Feats Themselves

    Anchoring Defense [Grace-Gift]

    You can seriously impede even the most elusive of foes.
    Prerequisites: Enhanced Defensive Strike with Ghost Touch.
    Benefits: When you hit an incorporeal creature with a defensive strike, it must make a will save with a DC of 10+1/2 grace-gift level+charisma modifier. If it fails it loses the incorporeal quality for 1d3 rounds. If it is currently at least partially within a solid object it is shunted out to the nearest open space that can fully contain it, taking 1d6 damage per 5 feet so traveled.
    Special: A character with at least 7 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the save increases by 3.
    Extradimensional Defense [Grace-Gift]
    Even teleportation can not protect aggressors.
    Prerequisites: Anchoring Defense, Grace-Gift Level 11, Enhanced Defensive Strike with Ghost Touch.
    Benefits: An opponent who uses a [teleportation] spell or effect to arrive withing your threatened area provokes an attack of opportunity from you, this attack of opportunity gains the benefits of Enhanced Defensive Strike. If they are arriving within {their own reach plus 5'} of an ally this attack of opportunity counts fully as a Defensive Strike.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    Armored Defender [Grace-Gift]
    You can work around the problems of wearing a bit more protection.
    Prerequisites: Grace-Gift Level 11, Proficiency with Medium Armor
    Benefits: You do not suffer an arcane spell failure chance for grace-gift spells or spell-like abilities for medium armor, and retain your deflection bonus. You may tumble in medium armor, but if you do so, the armor check penalty from the armor to the tumble roll is doubled.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Burden Bearer [Grace-Gift]
    "He's not heavy, he's my comrade."
    Prerequisites: Carry the Burden class feature.
    Benefits: Halve the amount of all load increases caused by your use of your Carry the Burden class ability.
    Normal: Your load increases by the weight of the character(s) benefiting from your Carry the Burden ability plus the sum of their loads.
    Special: This feat may be taken up to three times, its effects stack. The progression is 1/2, 1/4, 1/8. A grace-gift may take this feat as one of his grace-gift bonus feats.

    Chaotic Defense [Grace-Gift]
    Prerequisites: Grace-Gift level 13, Enhanced Defensive Strike [Chaos].
    Benefits: When you hit an non-chaotic creature with a defensive strike it is deafened for 1d4 rounds. If it has more hitdice than your Grace-Gift caster level it is allowed a Fortitude saving throw with a DC of 10+1/2 grace-gift level+charisma modifier to negate the deafness. Furthermore, if you are on your home plane, and the creature you strike is a nonchaotic extraplanar creature it must make a will save against the same DC (regardless of hit-dice) or be instantly banished back to its home plane. Creatures so banished cannot return for at least 24 hours.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the saves increases by 3.


    Defensive Trip [Grace-Gift]
    "Hold It!"
    Prerequisites: Defensive Strike class feature granting a to-hit bonus, Grace-Gift level 3
    Benefits: If you are unarmed, or if you can make trip attacks with your weapon, you may substitute trip attempts for attacks of opportunity provoked by movement. You do not provoke an attack of opportunity when you attempt to trip an opponent in this way while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent in this way and when using bolas to trip. These benefits do not stack with the benefits of the Improved Trip feat and you do not get a free attack on an opponent you successfully trip in this way, even if you also have the Improved Trip feat.
    Normal: You can't make trip attempts as attacks of opportunity and trip attempts provoke attacks of opportunity.
    Special: A character with at least 3(2?) levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Diving Evasion [Fighter] [Grace-Gift]
    Prerequisites: Tumble 1 rank, Dexterity 13, must be capable of being both standing and prone (not at the same time of course).
    Benefits: When this feat is active, there is a direction that you could take a 5' step in without squeezing (regardless of other factors that might effect your ability to take 5' steps), and you are standing, you gain a +2 dodge bonus to your AC and a +2 bonus to reflex saves, however, any reflex save you make by less than 5 or any attack that misses you by less than 5 points causes you to become prone, and moves you 5 feet in a random direction that you could fit without squeezing. This movement does not provoke attacks of opportunity.

    You may activate or deactivate this feat at any time (except during the process of an attack on you or you making reflex save). During your turn this is a free action, at any other time it is an immediate action.
    Normal: You can't dive out of the way of attacks.
    Special: A Fighter or Grace-Gift may take this feat as one of their class bonus feats.

    Doubled Gifts [Grace-Gift]
    You can grant your gifts somewhat more easily.
    Prerequisites: Grace-Gift level 9
    Benefits: Once per round, up to 3/day, you may exchange a standard action for a swift action, however this action can ONLY be used to cast a grace-gift SLA. In no case may you use a given SLA more than once per round by virtue of this feat.

    Tripled Gifts [Grace-Gift]
    You can grant your gifts very easily.
    Prerequisites: Grace-Gift level 11
    Benefits: Once per round, up to 3 times per day, you may exchange a move action for a swift action, however this action can ONLY be used to cast a grace-gift SLA. In no case may you use a given SLA more than once per round by virtue of this feat(even in combination with Doubled Gifts).

    Also, you may use Doubled Gifts 6/day instead of 3/day, but still only once per round.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Bountiful Gifts [Grace-Gift]
    Gifts flow from you like beer from a keg at a dwarven celebration.
    Prerequisites: Grace-Gift level 13
    Benefits: You may use Doubled Gifts a number of times per day equal to 3+half your grace-gift level. You may use Tripled Gifts a number of times per day equal to 1+one-third your grace-gift level. Neither may be used more than once per round each.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Endless Gifts [Grace-Gift]
    Gifts flow from you like water over a waterfall.
    Prerequisites: Grace-Gift level 15
    Benefits: You have no daily limit on the number of times you may use doubled gifts or tripled gifts.
    Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Energy Defense [Grace-Gift]
    The energy of your protection manifests a bit more obviously than most grace-gifts.
    Prerequisites: Enhanced Defensive Strike with an alignment type.
    Benefits: Each time you make a defensive strike, you may change the bonus damage granted by your defensive strike class feature to one of the following that your defensive strikes are aligned to by your enhanced defensive strike class feature. Pick one at the time you take this feat. This can't be changed but you can take this feat again to add another option.
    • Acid, halve amount of bonus damage when using this option(Evil aligned strike)
    • Cold(Lawful aligned strike)
    • Fire(Evil aligned strike)
    • Lightning(Good aligned strike)
    • Non-lethal, this applies to all damage dealt by the strike, not just the bonus damage(Good aligned strike)
    • Sonic, halve amount of bonus damage when using this option(Chaotic aligned strike)

    This is a supernatural ability.

    More importantly, you gain also gain resistance to the damage type equal to twice your grace-gift level(or four times your grace-gift level in DR/lethal damage if you gain the ability to deal subdual damage via this feat, but which does NOT apply against things such as hunger, thirst, cold and hot environments, etc). This is a supernatural ability.

    You may use a swift, move, or standard action to transfer this resistance or damage reduction to one ally within a number of feet equal to 10+Your Grace-Gift level, rounded down to the nearest multiple of 5. This transfer lasts for one round, and is a Gift, and thus a spell-like ability. You may use it as many times per round as you have the actions to.
    Normal: Your bonus damage from defensive strike is the same type as when you are not making a defensive strike.
    Special: A character with at least 7 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time select a different damage type that you qualify for your bonus damage.

    Enhanced Material Defense [Grace-Gift]
    Prerequisites: Grace-gift level 3, Enhanced Defensive Strike class feature.
    Benefit: Select one(two?) material which a two-handed weapon for a medium sized may be made of for an additional cost of no more than 2,000 gp. When making defensive strikes your weapon counts as being made of that SPECIFIC material for by-passing damage reduction, regeneration, and other such defenses, or for special purposes involving a specific material (for instance if you have some sort of Vampire Hunter PrC that lets you stake vampires during AoOs on a sufficiently good roll, you might wish to select "wood" so that you can stake with metal swords and other piercing weapons of appropriate length). This is IN ADDITION to any other material(s) it is made of or counts as being made of. In no case does this allow your weapon to acquire a trait that could be acquired via enhanced defensive strike, such as flame-touched iron weapons counting as [Good]. In any case other common (and valid) choices include cold iron, alchemical silver(noting there is no penalty to damage with this option), Byeshk, or Targath.
    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats. This feat may be taken more than once. Each time you select a new (pair of) material(s).

    Strike Anything Defensively [Grace-Gift]
    Prerequisites: Grace-gift level 15, Enhanced Defensive Strike(Adamantine and two special features) class feature, Enhanced Material Defense emulating at least two different materials ((Give rebates on any excess instances?))
    Benefit: Your defensive strikes ignore all damage reduction.
    Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Evil Defense [Grace-Gift]
    Prerequisites: Grace-Gift level 13, Enhanced Defensive Strike [Good].
    Benefits: When you hit an non-evil creature with a defensive strike it is dazed for 1 round. If it has more hitdice than your Grace-Gift caster level it is allowed a Fortitude saving throw with a DC of 10+1/2 grace-gift level+charisma modifier to negate the deafness. Furthermore, if you are on your home plane, and the creature you strike is a nonevil extraplanar creature it must make a will save against the same DC (regardless of hit-dice) or be instantly banished back to its home plane. Creatures so banished cannot return for at least 24 hours.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the saves increases by 3.

    Gift of Protection, Improved [Grace-gift]
    Your protection from threats as simple as a blade is strong.
    Prerequisites: Grace-gift level 1, Gift of Protection
    Benefits: When you use your Gift of Protection class feature to grant at least 1 point of armor class bonus to a SINGLE ally the granted bonus is then increased by 2. When using the multi-targeting version of Gift of Protection, the targets gain (bonus sacrificed -1) instead of (bonus sacrificed -2) armor class.
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Gift of Protection, Greater [Grace-gift]
    Your protection from threats as simple as a blade is strong.
    Prerequisites: Grace-gift level 9?, Gift of Protection, Gift of Protection, Improved
    Benefits: When you use your Gift of Protection class feature on a SINGLE ally and sacrifice at least 3 points of AC the granted bonus is double what you sacrifice instead of the +2 extra you would grant if you only gave up 1 or 2 points. When using the multi-targeting version of Gift of Protection, the targets gain (bonus sacrificed +1) armor class.
    Special: A grace-gift of at least ?9th? level may take this feat as one of his grace-gift bonus feats.

    Good Defense [Grace-Gift]
    Prerequisites: Grace-Gift level 13, Enhanced Defensive Strike [Good].
    Benefits: When you hit an non-good creature with a defensive strike it is deafened for 1d4 rounds. If it has more hitdice than your Grace-Gift caster level it is allowed a Fortitude saving throw with a DC of 10+1/2 grace-gift level+charisma modifier to negate the deafness. Furthermore, if you are on your home plane, and the creature you strike is a nongood extraplanar creature it must make a will save against the same DC (regardless of hit-dice) or be instantly banished back to its home plane. Creatures so banished cannot return for at least 24 hours.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the saves increases by 3.

    Grace-Gift's Dodge [Grace-Gift]
    Prerequisites: Grace-Gift level 17, Dodge, Tumble 22 ranks, Divine Protection class feature granting you at least a +10 bonus to armor class(when you aren't giving it away).
    Benefit: Once per round, when struck by an attack from an opponent you have designated as the object of your dodge, you may automatically avoid all damage from the attack.
    Special: A character with at least 17 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Grace-Gift's Toughness, Least [Grace-Gift]
    Your body is a shield for those who need it, and a shield that can not take a few nicks is utterly worthless.
    Prerequisites: Grace-gift level 11, Improved Toughness
    Benefit: The bonus hit-points from Improved Toughness increase to +2/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Grace-Gift's Toughness, Lesser [Grace-Gift]
    Your body is a shield for those who need it, and shields need to be strong.
    Prerequisites:
    Grace-gift level 13
    Improved Toughness
    Grace-Gift's Toughness, Least
    Benefit: The bonus hit-points from Improved Toughness increase to +3/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Grace-Gift's Toughness[Grace-Gift]
    Some shields are better-made than others.
    Prerequisites: Grace-gift level 15
    Improved Toughness
    Grace-Gift's Toughness, Least
    Grace-Gift's Toughness, Lesser
    Benefit: The bonus hit-points from Improved Toughness increase to +4/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
    Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Grace-Gift's Toughness, Improved [Grace-Gift]
    Pain is only the sign that someone is making a feeble attempt to remove you from between them and those you protect.
    Prerequisites: Grace-gift level 17
    Improved Toughness
    Grace-Gift's Toughness, Least
    Grace-Gift's Toughness, Lesser
    Grace-Gift's Toughness
    Benefit: The bonus hit-points from Improved Toughness increase to +6/level(sic). This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
    Special: A character with at least 17 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    GET OFF OF THEM! [Grace-Gift]
    Attempting to overwhelm your teammates with numbers is... unwise.
    Prerequisites: Grace-gift level 3, Defensive Strike class feature granting to-hit bonus.
    Benefit: At its most basic level you may use a full-round action to make a single melee attack on each enemy that is within your threatened area that has at least one ally (NOT COUNTING YOURSELF) within its threatened area and has made a melee attack against at least one of your allies (AGAIN, NOT COUNTING YOURSELF) since your last turn (or the start of combat if it is your first turn). These attacks are made at your full BAB and gain the to-hit bonus from Defensive Strike and half of the damage bonus of Defensive Strike. If you have the Enhanced Defensive Strike ability these attacks also have all the benefits of that ability to which your class levels and feats entitle you.

    When you use the GET OFF OF THEM!!! feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    If your grace-gift level is at least 6 when using this ability you may instead make these attacks as a standard action.

    If your grace-gift level is at least 11 and you are actually using a full round action to use this ability, then you make two such attacks on each such enemy.

    If your grace-gift level is at least 16 then you may make two such attacks on each such enemy as a standard action.

    Remember, you can not use this feat on your first turn in any combat in which you use Swift to Protect.

    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Heavy Breather [Grace-gift]
    With practice, breathing for two becomes much easier.
    Prerequisites: Gift of Breath class feature.
    Benefits: Halve Constitution penalties for each character you are breathing for via "Gift of Breath", minimum 1 in the case of each such character.
    Normal: You take penalties to constitution when breathing for other characters as per the appropriate chart.
    Special: A character with at least 5 levels of grace-gift may take this feat as one of his grace-gift bonus feats. This feat may be taken up to three times, its effects stack. The progression is 1/2, 1/4, 1/8. The minimum constitution penalty for each creature you are breathing for remains unchanged.
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    Default Class Feats, Part 2

    Improved Gift of Resistance [Grace-gift]
    Every scrap of protection from threats more complex than a blade is yours to give as a gift... provided it was truly given to you by the gods to begin with.
    Prerequisites: Grace-gift level 3, Gift of Resistance and Divine Grace class features
    Benefits: You gain a +1 bonus to all saving throws. This is three SEPARATE bonuses. Both these bonuses and the bonuses to saves from divine grace may now be transferred via Gift of Resistance as if they were base saves.
    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    Improved Divine Grace [Grace-gift]
    The protections against threats more complex than a blade on you are strong indeed.
    Prerequisites:
    Class Level: Grace-gift level 11
    Class Features: Gift of Resistance and Divine Grace class features
    Feats: Great Fortitude, Improved Gift of Resistance, Iron Will, Lightning Reflexes
    Benefits: You gain a +4 bonus to all saving throws. This bonus may not be transferred.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Improved Gift of Tolerance [Grace-gift]
    Neather arctic chill nor desert heat affects you or those under your care.
    Prerequisites:
    Class level: Grace-gift level 1
    Class features: Gift of Tolerance
    Benefits: You gain a +4 bonus to saves against any environmental condition of heat or cold that Endure Elements would provide a mechanical benefit against. You now may effect two targets per point of constitution penalty you take from Gift of Tolerance.
    Normal: Each target you effect with Gift of Tolerance imposes a -2 penalty to your constitution score.
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.


    Improved Shield of the Soul [Grace-gift]
    Your soul's shield is stronger than usual.
    Prerequisites: Shield of the Soul class feature, Grace-Gift level 11
    Benefits: The spell resistance granted by your Shield of the Soul increases by 2.
    Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Greater Shield of the Soul [Grace-gift]
    Your soul's shield is both adaptable and very strong.
    Prerequisites: Shield of the Soul class feature, Improved Shield of the Soul, Grace-Gift level 13
    Benefits: The spell resistance granted by your Shield of the Soul increases by a further 2 points. This stacks with the bonus given by Shield of the Soul.
    Additionally, when transferring your spell-resistance you may choose to reduce the strength of the spell-resistance(s) you grant to each ally benefiting from the transfer, thus allowing it to synergize better with their spell-resistance from other sources. You may reduce each individual spell-resistance granted by a different amount, including zero (but not less than zero... that would just be silly, you silly!).
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Improved Swift to Protect [Grace-gift]
    ???
    Prerequisites: Swift to Protect, Grace-Gift level 5
    Benefits: When you use Swift to Protect but before initiative is rolled, you may select one of two benefits:
    1. You may add your charisma modifier to your initiative.
    2. If, upon rolling, your total initiative score would be less than your charisma score, replace it with your charisma score.

    Special: A character with at least 5 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Improved Mobile Defender [Grace-gift]
    Even at your most overwhelmed your protection does not flag.
    Prerequisites: Combat Reflexes, Blocker, Improved Blocker, Grace-Gift level 15, Mobile Defender Class feature.
    Benefits: For purposes of the Blocker and Improved Blocker feats you may take Total Defense as a free action at the end of your turn. The effects for those feats is as if you had spend a full-round action taking Total Defense. However if you use this option, any movement you make via those feats before the start of your next turn counts against your movement for said next turn, thus requiring you to expend at least a five-foot step, and quite possibly a move action, or even (in very rare cases) a double-move action.
    This version of total defense provides no bonus to armor class or other similar benefits.
    Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Chaotic Defense [Grace-Gift]
    Prerequisites: Grace-Gift level 13, Enhanced Defensive Strike [Law].
    Benefits: When you hit an non-lawful creature with a defensive strike it is deafened for 1d4 rounds. If it has more hitdice than your Grace-Gift caster level it is allowed a Fortitude saving throw with a DC of 10+1/2 grace-gift level+charisma modifier to negate the deafness. Furthermore, if you are on your home plane, and the creature you strike is a nonlawful extraplanar creature it must make a will save against the same DC (regardless of hit-dice) or be instantly banished back to its home plane. Creatures so banished cannot return for at least 24 hours.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the saves increases by 3.

    Mage-Slayer, Lesser [Grace-gift]
    It is difficult to hurt your friends with magic when you are on the job.
    Prerequisites: Grace-gift level 3, Spellcraft 4 ranks
    Benefits: Spellcasters you threaten may not cast spells that target one or more of your allies defensively, (they automatically fail their concentration checks to do so), but they are aware that they cannot cast such spells defensively while being threatened by a character with this feat. This includes harmful spells that target an area (such as Wail of the Banshee, Fireball, or Web) occupied by one or more of your allies. Remember you do not count as your own ally.
    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats. Note that unlike the Mage-Slayer feat this does not reduce your own caster level.

    Martyr's Power [Grace-Gift]((This feat is a bit over-complicated, but it is only a first draft.))
    While you live, you protect those you hold dear... your death releases your soul from the need to maintain its connection to your body, allowing it to become a conduit of great power for the energy of the divine. One shining perfect moment of giving.
    Prerequisites: Grace Gift level 17, Four [Grace-Gift] feats (note that this is a smaller subset of the feats that a grace-gift may take as bonus feats).
    Benefits: If you are slain by an enemy you may choose to activate this ability at the moment of your death. If you do so, several effects occur:
    1. You take an amount of burn to both your constitution and your strength equal to your grace-gift level. This burn is recovered at the normal rate for a living creature engaged in moderate daily activity while you are dead. If your constitution score would be lower than 1 then all attempts to revivify you fail, but only half the xp's and/or material components of such efforts fail(in the case of charged magic items the lost charge(s) may be restored by anyone with the correct item creation feat and spells at half GP and xp costs), and the person attempting the revivification gets the impression that you can be revived in approximately a certain number of days. The GM determines the amount to report by secretly rolling a number of d3s equal to half the number of days remaining rounded down. If the number of days remaining is odd he should add 1d2 to this result.
    2. The duration on any of any of your grace-gift powers currently in operation whose total duration is two rounds or less are extended by a number of rounds equal to half your grace-gift level.
    3. Similarly, the durations of any of your grace-gift effects that are continuous continue for half your grace-gift level in hours.
    4. You may use any of your Grace-gift spell-like abilities that were NOT currently in operation at the moment of your death (including the transferal sub-ability of Shield of the Soul and similar) once each at the moment of your death. In the case of Gift of Shielding the damage is transferred to your corpse. The duration of all such abilities is 1 round and may not be extended by any means. When calculating how many creatures you may apply Gift of Breath, Gift of Tolerance, or similar abilities to you may not reduce your constitution below 1 but each such ability is considered separately and, do not count anything other than the specific ability in question in each case that would decrease your constitution (such as damage, drain, penalties, or burn from other sources), note specifically that this includes the constitution burn from using this ability.
    5. Related to the above: If you have the Touch of the Grace-Gift feat you may distribute your remaining healing ability among any allies you wish who are within 5' per grace-gift level without regard for the normal per-round limit. If you have Improved Touch of the Grace-Gift then this healing is instead a total amount equal to 4 times your grace-gift level times your charisma SCORE (or your grace-gift level times 10, whichever is greater) and you may apply up to number of temporary hitpoints equal to twice your Grace-Gift level to anyone you heal to full hitpoints (or was already at full hitpoints). These excess hitpoints count against your pool of healing, and last the usual duration for temporary hit-points.
    6. All allies within 5' per your grace-gift level gain a +2 bonus to hit OR to AC for one round, as if you had successfully used the Aid Another action on each of their foes. You may select which type of bonus is received individually for each such ally.
    7. Your body can not become an undead, deathless, or be otherwise transformed as a direct result of your death (such as if you are killed by a ghoul or vampire), and gains spell-resistance equal to twice your grace-gift level against all attempts by people other than your allies (as known to you at the moment of your death) to raise it as an undead, cast speak with dead, or similar spells or abilities on it.
    8. Any creature that consumes your corpse (including by your dying after having been swallowed whole or similar) must make a will-save with a DC equal to 10+your total bonus on will saves, not counting spells or magic items. If they fail this check their attitude becomes indifferent to all your allies for a number of rounds equal to your grace-gift level. So all encompassing is this effect that immunity to Mind-Affecting effects only grants a +10 bonus on the will save. This affect is broken if the creature is harmed by any of your allies, even indirectly.
    9. You receive your normal class-based spell-resistance against Soul Bind or any equivalent effect despite having transfered your spell-resistance as part of this feat. Even if you are successfully subjected to such an effect, all counter-divination spells and effects used to conceal the location of the gem automatically fail (Including placing the gem in an Anti-magic Field if that would normally cause a problem for such divination).
    10. The caster level of any spell used in an attempt to revive you is doubled, and the cost of any material or XP components is for such a spell is halved (only half XP is consumed, and if more than the necessary amount of material component is provided, only the halved amount is actually consumed).

    Special: A character with at least 17 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    Master of Motion [Grace-gift]
    You do not need to be so close to your allies to speed them on their ways.
    Prerequisites: Grace-gift level 9, Ability to grant Move Actions with Gift of Time.
    Benefits: When granting movement rate increases you grant a +30' speed, rather than a +20' speed, with the same limitations about doubling. In addition, when doing this, or granting a move action your range is increased to Medium (100 feet + 10 feet per caster level).

    The ranges of all other applications of Gift of Time that you have are doubled.
    Special: A character with at least 9 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Obscured Casting [Grace-Gift]
    You have become adept at disguising the true nature of your spells so that your foes do not know where the weak point of your allies is.
    Prerequisites: Grace-Gift Level 1, Bluff 1 Rank, Sleight of Hand 1 Rank, Spellcraft 1 Rank
    Benefits: Add your Grace-Gift caster level to the DCs of all spellcraft checks to identify a Grace-Gift spell you are casting. Alternatively, you may substitute a Bluff check for the DC for any particular casting. This second option is mostly of use to multiclassed Grace-Gifts.

    You also gain a Grace-Gift spell that does absolutely nothing, and may be cast as a Swift, Move, Standard, Full-Round, or Full-Round+Swift action. You may use this spell at-will, and as many times per round as you like. The spell-level of this ability is select for each use, and can be anywhere from 0 to a maximum of half your class level (minimum 1, maximum 9).
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Plague-Bane [Grace-Gift]
    There are diseases that can bring a nation to its knees, infecting more people per day than clerics may cure. Every wise king who values the lives of his people(if only for what they provide him) has a healthy amount of fear of these things... those diseases fear YOU.
    Prerequisites: Master of the Healing Ward class ability, Heal 6 ranks
    Benefits: The increase to the number of people you can provide long-term care for and treat for diseases (and things that count as diseases due to Hands of the Healer if you have that ability) changes from one half your grace-gift level to twice your grace-gift level.
    In addition, for purposes of saves versus mundane disease (IE not intrensically supernatural or magical in nature, and not in the process of being inflicted via Contagion or similar), your Gift of Resistance class feature provides its full benefits out to a range of 30 feet, and the reduced benefits out to a range of 100 feet.
    ((specify rules, preferably as a sub-spoiler under Gift of Resistance for how much of the time you have to use Gift of Resistance for it to apply to a daily saving throws against disease.))
    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    Improved Plague-Bane [Grace-Gift]
    You fear no disease.
    Prerequisites: Master of the Healing Ward class ability, Plague Bane, Heal 6 ranks
    Benefits: You become immune to all diseases, including supernatural and magical diseases.
    The ranges for Gift of Resistance purposes of saves versus mundane disease further increases, providing full benefit out to a range of 100 feet, and the reduced benefits out to a range of 500 feet.
    Against NON-mundane diseases, the ranges are instead 30 feet for full effect and 100 feet for the reduced effect.
    Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats. If you had previously taken Disease Resistant as a bonus feat, you may retrain it to any other feat you could have taken at that level.

    ??Protecting Paladin?? [Grace-gift]((VERY rough draft, just jotting a rough sketch down.))
    To both strike down evil and lend defense to others are two sides of the same coin.
    Prerequisites: Divine Grace ability from BOTH Grace-Gift AND Paladin (Except this means that you either need to be triple-classed, human, or eating XP penalties... well I guess I could put it on the I list and you could spend a bonus feat on it).
    Benefits: Removes multi-classing induced caps from all Grace-Gift abilities.
    +1 to all saves? (to compensate for redundancy of Divine Grace)
    If the character has the ability to turn undead as a result of his paladin levels then his grace-gift levels stack with his paladin level to determine the effectiveness of that ability. (Simply because paladin turning is weak enough already, so why not throw them a bone?)
    If the character has the spell-like ability to Remove Disease as a result of his paladin levels then grace-gift levels stack with paladin levels for determining how many times per week they can do so.
    Can take more levels of Paladin even if you take grace-gift levels afterward.
    Stack for Mount (once you get mount? Or stack towards mount anyway?)
    Stack for Defensive Strike and, if the grace-gift has the ability, Improved Defensive Strike.
    Stack for Lay On Hands and Touch of the Grace-Gift points add to Lay On Hands pool (which limits what they can be used for, but allows offensive uses).
    Stack for number of Smite Evils per day and maybe even for damage. (Yes, I realize this means you can end up adding charisma to your to-hit multiple times a day... assuming you can smite on an AoO, which if you can't I should consider having this feat allow, but smites aren't often enough a day anyway, so I don't think I care.)
    Stack for Hands of the Healer (it is so slow anyway, and you ARE losing a bit of spell-casting).

    ...... so basically it stacks for everything on the paladin side except BAB and spell-casting? Seems a bit much, but then again most of the abilities are either central to the paladin's contribution to the mix (Smite Evil) or so weak that it doesn't matter much (Turn undead). Could probably drop the save bonus, and the turn undead stuff.
    Special: A character grace-gift who meets the requirements listed above may take this feat as one of his grace-gift bonus feats.

    ??Protector's Reward [Grace-Gift]??(This feat is a rough draft at this time, and I do not consider it ready to play without further consideration. If I had to guess I would say that it is UNDER powered.)
    After much self-sacrifice for your allies to protect them from their enemies you have been granted a token amount of balancing to the karmic scales.
    Prerequisites: Defensive Strike class feature granting at least a +4? bonus to damage.
    Benefits: Each time you deal damage with a defensive strike or GET OFF THEM!!! to a true foe who presents a true threat (both as determined by the GM) to you or your allies add whichever of the following is the SMALLEST to a running tally:
    • The amount of damage you dealt
    • Your damage bonus from Defensive Strike for that specific attack (so this will be smaller if you are using GET OFF THEM!!!).
    • The subject’s hit points prior to being struck, +10 if the target had a constitution score. In other words the minimum amount of damage that would be required to kill/destroy the target.

    At the start of each of your turns, and at the end of combat, you are healed for one quarter(one half?) of the amount of the tally and the running tally is then reduced to zero. Hitpoints in excess of your maximum gained at the start of your turn are instead gained as temporary hitpoints which last until the end of combat. Excess hitpoints gained at the end of combat are lost.
    This is a supernatural ability.
    Special: A character with at least 5? levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    ((Change this from 1/4 to 1/2... or maybe 1/3? Anyway, looking at "Aura of Triumph" this doesn't look so powerful after all.))

    Sacrificial Defense [Grace-gift] ((Poorly written, but should give the idea. Need to fix this later.))
    You take down threats to those you protect, even at the cost of yourself.
    Prerequisites: Enhanced Defensive Strike with option for +2d6 damage dealing 1d6 damage to you, Grace-gift level 7
    Benefits: When making a defensive strike you may increase the number of d6s of damage you take when using that option by an amount up to one fifth of your grace-gift level. For each additional d6 of damage you take, increase the damage of that defensive strike by +2d6
    Special: A character with at least 7 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Shielded Defender [Grace-Gift]
    You can work around the problems of wearing a bit more protection.
    Prerequisites: Grace-Gift Level 1, Proficiency with at least bucklers, small shields, and large shields.
    Benefits: You do not suffer an arcane spell failure chance for grace-gift spells or spell-like abilities for buckers, small shields, or large shields, and retain your deflection bonus while using them. You may tumble while wearing a shield, but if you do so, the armor check penalty from the shield to the tumble roll is doubled and you do not gain any benefit from the shield during your tumbling movement.
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Stoic Protector [Grace-gift]
    Your aren't sociable, but you are there when you are needed.
    Prerequisites: Dwarf, Grace-gift level 1
    Benefits: Replace your charisma(including modifier and bonus) with your wisdom(ditto), for the purpose of all grace-gift special abilities and grace-gift feats(including, for instance, the kicker if you take Combat Reflexes as a grace-gift feat).
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Touch of the Grace-Gift [Grace-gift]
    You are able to slowly repair harm to your allies... or even yourself.
    Prerequisites: Grace-gift level 1
    Benefits: A grace-gift may heal wounds with a touch (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to her grace-gift level × her Charisma bonus × 4, provided her charisma modifier is 1 or greater.((Tweak this to (Charisma-10, min 1)*Level*2 so that odd points matter?)) Otherwise the amount per day is equal to twice his grace-gift level. A grace-gift may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once, however this ability may not be used on any creature that lacks both an intelligence and a constitution score, and only a number of points of healing equal to half the grace-gifts level (minimum 1) may be healed per use of this ability. Using touch of the grace-gift is a full-round spell-like with somatic components that provokes attacks of opportunity.
    Note that this ability CANNOT be used to harm undead (or anything else), and heals undead (and characters with the tomb tainted soul feat, etc) perfectly well. It also is fully effective for healing any construct that has either an intelligence or constitution score (or both).
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Disaster's Bane [Grace-Gift]
    By means of this gift a hundred men may be saved in a city struck by earth-quake.
    Prerequisites: Grace-Gift level 5, Touch of the Grace-Gift
    Benefits: This ability gives an additional option when using Touch of the Grace-Gift: a burst centered on you.

    By default this option heals up to a number of creatures up to your grace-gift caster level within close range (25 ft. + 5 ft./2 levels) of you. The TOTAL amount ACTUALLY healed is limited by and deducted from your daily limit of healing. You may elect to heal less than your normal limit per target per usage in order to conserve your per-day limit.

    When using this option you may elect to take one point of constitution burn (or charisma burn if you do not have a constitution score). If this burn takes effect then the range of this ability is increased to Long (400ft + 40ft), penetrates all non-magical materials and barriers, and can effect an unlimited number of targets. Magical materials, other than force effects, are penetrated as long as the total amount of such material(s) in a direct line between you and the individual target is less than your grace-gift caster-level in feet. You may specifically include or exclude any creature you have line of sight to and can clearly identify. Other creatures can be included or excluded based on creature type (thus allowing the option to avoid expending healing on half-crushed cockroaches and/or animals). For targets you can't see or clearly identify this ability is automatically fooled by magical disguises with regard to creature type, and requires a caster-level check versus the disguise check to determine if is fooled by mundane disguises with regards to creature type. It is not fooled by any form of concealment, cover, invisibility(Including superior invisibility), the Dark-Stalker feat etc.

    In either case the grace-gift may elect to heal no hit-point damage, but only stabilize dying creatures targetted. In such a case the ability consumes points of Touch of the Grace-Gift based on the Grace-Gift's heal checks modifier per the following table.
    Heal Check Modifier up to +10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55
    Targets stablized per point of Touch of the G.G. consumed 2 3 4 5 6 7 8 9 10 11


    Special: A character with at least 5 levels of grace-gift may take this feat as one of his grace-gift bonus feats.
    Improved Touch of the Grace-Gift [Grace-gift]
    The well of healing within you is bottomless.
    Prerequisites: Grace-gift level 13
    Benefits: There is now no per-day cap on the amount of healing Touch of the Grace-Gift may provide.
    Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Grant Mystic Strength [Grace-gift]
    You have a measure of the power of your less self-sacrificial comrades.
    Prerequisites: Grace-gift level 1, must worship as a cleric not devoted to an abstract concept (usually meaning a single god)
    Benefits: You may bolster and dispel turning of undead and deathless as a cleric of your level. This makes no distinction regarding alignment. Thus a good-aligned Grace-Gift could bolster a ghost as they seek to stop the cleric of Hextor who slew the fellow before he can lay waste to the home town that the now-ghost was on his way to warn when he was killed, and an evil grace-gift infiltrating an adventuring party in hopes of slowly corrupting them over the course of years could dispel the turning of the Deathless sorcerer among their number. It can even effect both Deathless and Undead at the same time with a single use.

    These "turning" attempts may power feats, class abilities, prestige classes, etc just as if they were turning/rebuking uses of the creature type they apply to, with the exception that all costs in daily uses (such as for divine metamagic) are doubled except for feats with the [Grace-Gift] tag.

    This feat does not grant the ability to turn, destroy, rebuke, or command any creature.

    In all other regards this functions just as if they were turning/rebuking uses of the creature type they apply to. This includes, but is not limited to, benefiting from feats (such as Extra Turning), and qualifying for feats, prestige classes, and skill tricks.
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    Turn Away Harm[Grace-gift]
    You can cause some threats to stand back.
    Prerequisites: Grace-gift level 1, Grant Mystic Strength, must worship as a cleric not devoted to an abstract concept (usually meaning a single god)
    Benefits: Your daily uses of Grant Mystic Strength may also be used to turn, but never destroy, rebuke, or command, undead or deathless as a cleric of your alignment who worships whatever it is that you worship.
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats. See below for synergy with the Grant Strength to All feat.

    Grant Strength to All[Grace-gift]
    You can protect a broader range of allies
    Prerequisites: Grace-gift level 1, Grant Mystic Strength, must worship as a cleric not devoted to an abstract concept (usually meaning a single god)
    Benefits: Your "turning" attempts from Grant Mystic Strength may now be used to bolster or dispel turning of any type of creature. You may even mix creature types in a single bolstering or dispel turning attempt. Naturally, this is most useful for Outsiders and Elementals, but if you ever encounter a creature capable of turning/destroying Humanoid[Human], and need to counter that ability, you will be ready...
    Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

    In addition, if you have, or later acquire, the Turn Away Harm feat, you may select either one type of elemental [Air, Water, Earth, Fire, Shadow, etc], Animals, Plants, or Outsiders with a single alignment type that is opposite of you on that axis. Your daily uses of Grant Mystic Strength may be used to turn that type of creature but never destroy, rebuke, or command it.

    Turn Away Harm, Improved[Grace-gift]

    Prerequisites: Grace-gift level 3, Grant Mystic Strength, Grant Strength to All, Turn Away Harm, must worship as a cleric not devoted to an abstract concept (usually meaning a single god)
    Benefits: You may select two additional creature types to be able to turn, as per the restrictions on Grant Strength to All.
    Special: A grace-gift of at least 3 class levels may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, adding two new creature types each time.

    A feat to maybe reference for benchmarks (not very granular though):
    http://www.dnd-wiki.org/wiki/Battlef...283.5e_Feat%29
    Last edited by DracoDei; 2019-09-04 at 05:24 PM. Reason: Massive reorganization, few mechanical changes.
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    Default Suggestions for How to Play a Grace-Gift

    Suggestions for How to Play a Grace-Gift
    I am just going to go through the races then class abilities individually, since I already said the overall tone of the class in many places, plus if you don't get it by reading the abilities then you probably don't have the grasp of general D&D mechanics not to slow down a live group (PbP would be something else again).

    Races
    Spoiler
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    Changeling:
    Roleplay:
    Not a particularly good match, but there isn't any particular reason a Neutral Good or Lawful Neutral changeling couldn't be a Grace-Gift. One good application is as a body-guard who simply seems to be a passing acquaintance or that night's date (or hired muscle too thick-headed to be a spellcaster)... or as a body double, causing would be kidnappers or assassins to hit the wrong target.
    Mechanics:
    Bonuses to sense motive, intimidate, and saves against sleep and charm help. Throw in a rogue level every so often (but not so soon it ends up hurting your AC) for the skill points if you want to pull the tricks with disguise and bluff I mentioned above.
    Mechanical Summary:
    A blander version of Human.


    Dwarf:
    Roleplay: Excellent match! Dwarven stoicism and emphasis on community work wonders... so much so that I even made a dwarf-specific feat to help them be more mechanically viable (was thinking constitution substitution, but that is TOO good... looks like it will be wisdom).

    Mechanics: That charisma penalty STINGS. Eat your feat tax(Stoic Protector) and be happy for the bonus to a second-tier ability score.

    More specifically on how +2 Con helps you out: You can get good mileage out of the dwarf constitution bonus for Gift of Tolerance, Gift of Shielding, Gift of Breath, and, if you don't have a better option in the party, Gift of Life.
    Tumble takes a hit from the slow movement, but you could go with it and carry more gear/be more free with your use of Carry the Burden since it won't slow your movement rate further (actually this would be among the best reasons to go dwarf with this class).

    Darkvision means you will usually be able to remain aware of the larger tactical situation and make your AoOs (baring magical darkness of course).

    The saving throw bonuses give you a bit of padding for when you use Gift of Resistance. To-hit helps AoOs, and the dodge bonus allows you padding for giving away your Divine Protection bonus. Favored Class(Fighter) means if you need a feat or two to beef up your AoOs after 4th level you can dip for one or two levels.

    Mechanical Summary: Not the best choice, but hardly a total loss, especially if you take the feat I created to address this problem: Stoic Defender.


    Elf:
    Roleplay:
    Good tendencies in the race make this sensible, if not the most obvious choice. If you want to play up the elven haughtiness then don't be humble to the party about your contributions ("Good grief, you lot wouldn't last a day without me!" etc etc). If you want to play up the "close to nature" angle, just act more like a druid than a cleric in how you present yourself. (Any bronies out their should feel free to channel Fluttershy in her facet of animal-healer.).

    Mechanical:
    Plus Dexterity, minus constitution... AC and reflex saves become somewhat "cheaper" to give away when dealing with non-hit-point effects; fortitude saves get a small hit. The con-penalty abilities of the class become harsher. Dexterity also helps tumble, most importantly meaning you get to the point where you don't even have to roll the DC 15 standard tumble check to negate AoOs a level earlier.

    Low-Light Vision isn't going to help as much as you might think since you don't need to see your allies clearly to target them, and your AoOs are likely to be happening within range of the party's light source's.

    Sleep immunity and no need for natural sleep means you will never be literally caught sleeping on guard as you watch over your charges.

    Spot and Listen bonuses mean you will get to act during a small percentage more of surprise rounds at low level. At higher levels the DCs will likely get too high, and it probably isn't worth cross classing it.

    Consider going for a non-lethal weapon for your grace-gift pick, especially the net, since it offers the most divergent option, and stick to the longsword for your AoOs (remember, the bonus damage from defensive strike gets multiplied on a critical so getting twice as many criticals is nothing to sneeze at). Get a long bow around 3rd level for if you have nothing better to do with your standard action while facing flying enemies with ranged attacks and piddling enough melee and reach that the arcanist will be GLAD if one of them decides to close with him.

    The favored class of Wizard isn't going to do much for you, unless you are just dipping Grace-Gift for the defensive bonuses. I have tried to discourage this mechanically, but if you can take the hit to your caster level etc, who am I to stop you?

    Conclusion:
    Reasonable choice.

    Gnome:
    Roleplay:
    The happy-go-lucky nature of a gnome works well with someone who laughs off whatever life throws at him and helps others do the same.
    Mechanics:
    Well, you aren't going to be using Carry the Burden much, especially not in combat. The constitution bonus helps with a variety of things, from hitpoints and fortitude saves (so you can afford to be generous), gift of tolerance, and gift of life. Gift of Breath is actually weakened more by the small size than it is helped by the constitution bonus unless you take the Heavy Breather feat once or twice, and/or acquire an Iridescent Spindle Ioun Stone thus dropping the penalty to where it can't get any lower anyway.

    Low movement rate limits your mobility to get to where you are needed, especially if you try to tumble... consider investing in Dodge->Mobility.

    Low-Light vision still doesn't help the class much (see comments under "elf"). Still, it combines well with Dancing Lights for emergency use.

    Bonus against illusions is nice when up against multi-targetting illusions (including the Shadow Conjuration line).

    To-hit bonus helps your Defensive Strikes, and you get to be generous with the AC against giants...
    Listen checks help you act during surprise rounds at low levels, don't bother cross-classing it to try to keep up.

    The Racial SLAs... well, if you really do want to play Fluttershy in a humanoid body, here is your Speak with Animals even if it is pretty nerfed.

    Favored class makes sense thematically for dipping in either direction, but no particular synergy for actual use. More of a "cover all the bases" type build-decision than a "use power A from Class X with power B from class Y" type thing.

    Summary:
    SLIGHTLY below average.

    Half-Elf:
    Roleplay:
    Strength in unity from the product of an inter-species union. It works. It would be easy to play that idea up, especially in a party with the usual degree of racially diversity that one sees in D&D.
    Mechanics:
    Ability-score-wise these are a more well-round, as opposed to focused, version of the elf.
    Slightly lower spot and listen (and search) plus actually sleeping means you aren't as watchful as a full-blood elf.
    That longsword would have been nice, but you can drop a feat on EWP(Spiked Chain) and have better area control anyway.
    Diplomacy bonus should make you a decent party Face if you invest in Diplomacy ranks, so go for it.
    Summary:
    Solid choice for social maneuvering heavy campaigns. Not bad for other campaigns, but nothing outstanding.


    Half-Orc:
    Roleplay:
    Very counter-intuitive, but after getting rocks (figurative or literal) thrown at you by both sides through-out your life they you both value the few friends you DO have even more and have learned to endure.

    Mechanics:
    Your AoOs and Carry the Burden are going to be your strong-point here. Go for the gusto and take EWP(Spiked Chain), and as many feats that help your Defensive Strikes as possible (note that Energy Defense ISN'T on the list).

    Darkvision means you can almost always see your targets for the AoOs. Still, given the existence of fog and magical darkness, Blind-Fight may still have a place in your build.

    Summary:
    This only works well if you want to emphasize the AoOs.

    Human:
    Roleplay:
    Fit-any-role race fits any role. Not much to say here.
    Mechanics:
    There are many many grace-gift specific feats*. Sure you get a lot of bonus feats, especially the first four levels, but one more never hurts. My test character is/was a human, and I was still so tight for feats I ended up being mildly cheesy and taking Power Attack at first level, despite the fact that he couldn't have used it due to having a +0 BAB. Then again I was trying to get as many of the class specific feats I had at the time in there, and so I ended up with a very AoO-centric build. My total attack bonus seemed pretty high, and I was going with a Spiked Chain(mostly for the reach), so I threw in Power Attack to compliment the two-hander.

    The extra skill-points don't hurt either, although they could be seen as more of a reason to not put such a high score into intelligence than anything else. If you are trying to be the party Face or keep up movement-wise if you are the major source of flight in the party(and thus can't fly often yourself making jump and climb important) then you will need more skill-points.

    *Not to mention the Combat Reflexes(with Charisma kicker)->Blocker pair you will need to get the benefit of your Mobile Defender class feature at 13th level. Feel free to NOT put the emphasis on AoOs though. [sarcasm]In case you hadn't noticed[/sarcasm] this class has a lot of features.
    Summary:
    A good choice.

    Kalashtar:
    Roleplay:

    Mechanics:
    Save bonuses help you stay protecting the right people and the social bonuses help too, especially if you don't dump-stat intelligence.
    Mindlink is somewhat useful for giving unheard warnings.
    Power point means you can take psionic feats, if that is where you want to go with things.
    Mechanical Summary:
    If you are going to be the party face, this a good choice.

    Mepholk:
    Roleplay:
    As followers of Allurehn with her emphasis on benign eugenics you might think that Mepholk would be a poor match for the Grace-Gift... you would be wrong. Breeding out humans requires larger numbers (plus recovering from their under-prolificness in the past if that is still going on in your campaign). Besides which, Allurehn values a persons morals above their survivability and as such making the Good alignment a survival trait is right up her alley.

    A "don't mess with me and I don't mess with you" skunk-like philosophy can mesh well with Defensive Strike (and the GET OFF OF THEM!!! feat if you take it).

    Mechanics:
    +2 charisma in exchange for a single racial hit-die. Your abilities will be stronger than a humans, but you will be getting new options a little later. Since most of your options scale perfectly well, that second part isn't as much of a problem as you might think at first glance. This trade-off is especially good for someone trying to ease into the class a bit since you have slightly fewer abilities to worry about at lower levels. At higher levels change "slightly" to "VERY slightly".

    The racial skills don't include any of your Big Three (Concentration, Heal, Tumble) but include several support skills such as Climb, Jump, and Swim. Intimidate, Spot, and Listen are also nice, but unfortunately they don't add up on your Grace-Gift class list. If you include the +2 to balance from the tail, you are getting the same total bonuses to skills as you would from your SECOND level of Grace-Gift, and your FIRST level of Grace-Gift (or another class) counts as your first level for purposes of getting the quadrupling.

    Maximizing a d8 instead of a d12 for your first level hurts, but you will get over it.

    Bonus feat and skill points are straight off of human.

    The spray looks nice, but since it is a ranged attack your GM might not allow it to be used for AoOs, even if they are happening within your melee reach. You will need to sink two feats into immunity... see if you can re-train those at higher levels when the party is immune to poison from other sources. Speaking of which, remember that when you spray NOBODY is happy and you do like to stay close to your allies.... Of course, if you want to take one for the team, you can always combine it with Gift of Resistance to increase their fortitude saves. Shenanigans with attempting to use Gift of Tolerance to yo-yo your constitution between the spraying a fortitude save caused by being within the range of the stench when spraying deserve GM smiting. Checking with your GM about using that ability AFTER the initial saving throws are resolved.

    Summary:
    Competitive with Human(at least if I designed them right...). If you are overwhelmed by the options of the Grace-Gift, this can help limit them a bit.

    Shifter:
    Roleplay:
    You put the "bear" in "mama bear". Slightly atypical alignment, but adventurers are going to be at least a BIT odd usually anyway. Followers of Boldrei are quite plausible to be Grace-Gifts, what with her Community domain. The Traveler could also fit a Chaotic Good Grace-Gift.

    Mechanics:
    Charisma hit stings.

    Shifting doesn't stop casting, so get a trait that lets you boost your strength or constitution when you need it, and consider getting a second for the other ability score. Beasthide helps with the tanking, and Long-tooth is better for making AoOs (if you are going to do without a weapon for some reason) than Razorclaw.

    Low-light vision helps see enemies coming far enough away to react when your group is carrying light sources into dark areas.

    Summary:
    Not as bad as you might think, but not good.

    Warforged:
    Roleplay:
    Oh look, someone decided to go more in the direction of the Shield Guardian than the Iron Golem when looking for the basis for a living construct. Makes sense to me.

    Mechanics:
    Mithril Body looks like it will be your friend. Good thing too, because that hit to charisma effects your AC. One point less from Divine Grace and another point on will saves from the wisdom hit is compensated by the immunities and resistances. Still, you have less AC to give away. Constitution bonus helps with the tanking.
    If you think you need Mithril Fluidity, just repeat Admiral Akbar's famous works and take Skill Focus[Tumble] instead, since that is the only dexterity based skill you need, and your dexterity isn't going to be high enough for the increased Maximum Dexterity Bonus to matter.

    No need to sleep means you can keep watch.

    Touch of the Grace-Gift is very good for keeping yourself patched up since the cleric/druid spells are half-strength on you. Get the Improved version if you find you need it.

    If you are going to be playing a campaign with a lot of underwater stuff and your GM is ok with you not rusting/rotting or getting infested with barnacles then this can be a good choice since Gift of Breath doesn't actually require you to breath so you can keep other people survivable, albeit with a fairly heavy penalty.

    Summary: Better than the Dwarf, but still not the best choice for most applications.




    Ability Scores:
    Here is the direction that the class most obviously lends itself to. Variations are VERY possible (although Charisma should always be the highest priority).
    Cha > Str > Con > Dex ~= Wis ~= Int
    At higher levels, wisdom may be less of a priority, given Matchless Loyalty. It really depends on how realistic your GM is about having enemies who don't know your specific capabilities order you to attack your friends rather than buff them after they charm you (noting that buffing may be a good idea for them even before you get that ability).

    Class Attributes and Features:
    Spoiler
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    Skills/Int:
    In my view the three "must have" skills for this class are:
    Heal - Many of your abilities rely on this. Max this at first level, and don't stop maxing it until you can make every DC for every one of your abilities for your level that the GM can reasonably throw at you (noting you can often take 10 on some of the rolls). This becomes a much higher number once you get ?Accelerated Treatment?.
    Concentration - Short-range buffs plus caster means you are going to need this. If you can't make all your defensive casting checks without rolling you need to put all the skill points you can into this.
    Tumble - You are going to need to move around a lot to set up your own AoOs, and ESPECIALLY to get from one party member to another to put your buffs where they are needed. 5 ranks in this is also a prerequisite for taking Combat Expertise as a bonus feat, but that shouldn't be a deciding factor. In any case, you can perhaps scrape by with not-so-many ranks in this if you want to rely on your hitpoints and high AC... although your real forte's in AC are Touch and Flat-Footed. Tumbling around opponents is important, but you won't often need to go through them unless you are trying to set up flanking for the rogue. You should consider doing that since your AC is probably better than his, and you have more hitpoints, but getting further away from the party means you can't use as many of your SLAs. If you have skill points to spare, drop 5 into Jump for the synergy bonus.

    You may also want 4 ranks in spellcraft so you can take the Mage-Slayer, Lesser feat.

    Other than that, you can decide between social and mobility skills as you like. Remember that you may easily become the only person in the party who CAN'T fly when the occasion demands it at a certain range of levels if the party relies on your "Carry the Burden" ability. For this reason Climb, Jump, and Balance may be of use to you. Knowledge skills are an option if the ones you want are on your list. Knowledge(Religion) fits if your character is to be tied to a specific deity for his or her powers.

    BAB:
    Poor. This isn't to say that you won't be using a weapon, but usually if you are using it during your own turn you are doing something wrong. When it is NOT your turn, you will be relying on Defensive Strike and Enhanced Defensive Strike for most of your competency. Many class-specific feats exist to further improve this, not to mention Combat Reflexes and Blocker, which you want to have by 13th level unless you don't mind having a underleveled bonus feat. Of course, a lot of the bonus feats for low levels are pretty darn good even at higher levels...

    Hit-Dice and Saves:
    Yep, you are TOUGH. More-so once you get Divine Grace at 2nd level. Of course, like many things about this class, this isn't something you will always have. Consider having at least two layers of defense for everything, allowing you to completely give away one layer to an ally.

    Weapon Proficiencies:
    Long-spear may be your best choice for damage, unless you decide to improve your survivability when using Gift of Shielding and Divine Protection by dropping a feat(or getting a mithril shield), and forgetting about Tumble to go sword-and-board (since your strength bonus becomes insignificant to your damage at later levels so 1 vs 1.5 times strength mod is not that big a deal). If so, go for the morning star for a "real" weapon choice, or a sickle if you are going to be taking Spiked-Chain at third level so if you get swallowed whole you can cut your way out. Alternatively if you really want to play up the "nice guy" angle, or like taking prisoners, consider the a net, or a sap. In the case of the sap, hope you don't run into too many undead trying to get past you to the squishies before you can take EWP(Spiked Chain). If your campaign is going to be awash in zombies and other stuff with DR/Slashing and you need every bit of damage you can get, then go for the sickle. Quarterstaff for two weapon fighting is quite frankly insane since none of your attack options benefit from it. The bolas (which you get for free) are the only weapon worth using during your turn, but you may want Quickdraw if you still want to be able to make AoOs.

    Armor Proficiencies: Light Armor. Cast in it, tumble in it, get mithril chain-shirt to tumble better in it, love it. Maybe a mithril breastplate later if you need the extra point of AC more than the tumble checks.

    A General Rule:
    Some stuff about how you cast. Boring but necessary. Doesn't mean much on its own so I have nothing more to say here. Although this IS about the right place to mention a few things that apply generally to the abilities, but don't have to do with the casting mechanics in this "ability".

    First off most of your in-battle class features use swift actions, so you are going to be more mobile (you could even attack on the second or later turn of a combat if you have absolutely nothing better to do with your standard action and don't see a defensive strike as likely that round).

    Secondly, if you are going to transfer something, it is USUALLY the best idea not to go by half measures. It takes the same action to give a 1 point bonus to fortitude saves as it does to give a 5 point bonus, so go for the gusto, especially with multi-targetting abilities.

    Aura:
    Yeah, be proud of your alignment... don't forget to bluff that you actually have more hit-dice than you actually do if it would be useful.

    Bonus Feats:
    Enjoy those first four levels, the bonus feats get much much sparser later on. Feats are where most of the flexibility in building the class comes in, especially in the long-run. Mobility skills (other than tumble) become less useful at higher levels, and your other special features don't allow any customization at all. Other skills are fine, but aren't going to really personalize you AS a grace-gift. Find what special features you like and select feats to augment those. Many of the normally under-powered feats such as Iron Will MAY find new life breathed into them by the fact that you can use them to protect yourself after you give away bonuses. On the other hand, I DON'T promise that all the original feats are equally good. The Toughness line for example probably isn't that great at the levels you get access to it, and Improved Divine Grace is basically a consolation prize for going whole-hog into buffing your saves and then ending up with spell-resistance.
    If you are going to take Combat Reflexes, be SURE you take it as a bonus feat!
    If the party doesn't have a more normal healbot, the most important feat you will need is Touch of the Grace-Gift. Consider upgrading it at 13th level, depending on the party's needs.


    (Note: A lot of the following stuff got rolled into "Least Gifts" for organizational purposes. That didn't change anything of how they worked, it was mostly to make the main table easier to understand. Of course there may have been some tweaks independent of that that might effect utility in ways that mean the following might be slightly out of date on a few points.)
    Divine Protection/Gift of Protection:
    And now we get to our first feature that truly embodies this class... You get some really nice AC. Normally you have no need for a ring of protection +X... consider getting one anyway, since good things are meant to be shared, and your AC isn't meant to be hoarded (if you think they are, you are probably trying to turn this class into a gish... I suspect you may have a hard time of that, but DO tell me how it goes). Work to stand where you won't need what you are giving away, but can reach those who do. This may not always be possible of course, but do it when possible.

    At later levels you get to change the type. This is especially important when using the AoE effect you get a bit later, and also makes that ring of protection +X suddenly fully useful again. Other than that, just try to stay with whatever works for whoever will be within range and can actually use the AC.

    Gift of Resistance:
    Your base saves aren't just for you. Share them with EVERYONE (this is the only combat ability of yours that starts out able to effect more than one ally)! At later levels you get to pick what to give up. Reflex is especially cheap for you since half of the reflex saves you will be making as a PC will probably just be to mitigate damage, and your d12 hit-dice aren't there to give a rarely used die-type some love... don't bother with the Cloak of Resistance +X* except as a secondary quality of your Cloak of Charisma +X (provided you can afford to be saving up for one or outright buy one), since that will boost your saves, AC and many of your special features. Note that you CAN use this ability outside combat, so feel free to boost the guy on point or disarming the traps. Of course then you have to decide whether to be 10 feet back or 30. Depends on if you are expecting AoE traps, especially those that you don't get to eat with your d12 hit-dice.
    *Vest of Resistance +X OTOH can be found in Magic Item Compendium, and is a reasonable purchase AFTER you have the charisma-boosting item.

    Gift of Shielding:
    Again, your hit-points aren't just for yourself, but remember that this can actually result in more total damage to the party until both you and your target shell out 50 GP for a platinum ring. Not as much of a problem at 1st, and maybe 2nd and 3rd level. The hit-point cap should give you no problems until then, but don't forget to get them when the time comes. Deciding between this and Divine Protection (or Gift of Resistance for reflex save-for-halfs) is mostly a matter of statistics. If you are expecting a mix of attack-roll and saving-throw based damage sources, go with this. For attacks that require an attack roll, but don't deal hit-point damage this is almost always a bad choice (use Helpful to give them a +2 to AC if you feel a need to make a "profit" on total AC in the party). For lower hitpoint allies Gift of Shielding is the safer choice (given the existence of natural 20's on to-hit rolls) unless the attack would have a significant chance to do so much damage that they would be dead/KOed even at half damage.

    Gift of Tolerance:
    Got a low-con character in the party, or just someone having bad luck with saving throws against temperature extremes? Throw this on them if you can spare the fort save, hitpoints, and concentration check. If the GM has their head screwed on straight the target will count as "out of the heat/cold" and will start to recover the non-lethal damage over the hours. Sidenote: And is it just me or is it backwards that laying down with no blanket in a warm room is a better cure for mild to moderate hypothermia than pacing the room energetically? If heading into a sauna-like nest of mephits, or icewater, don't hesitate to use this pre-emptively. You have the hit-points to eat the non-lethal damage if you fail your own saves, and it isn't like you are going to be doing any charging. Light armor means you are going to slow the party down less if it comes to running for your lives than if the guy in heavy armor gets hypothermia.

    Swift to Protect:
    Planning on playing to the class's strengths? Then use this every combat, unless you have a GOOD reason not to for a specific one.

    Defensive Strike:
    Say hello to the first half of the pair of abilities that are the only reason you even bother carrying a weapon better than a dagger. Admittedly it doesn't come into its own until second level, but not bad. The class is already pretty frontloaded so you can afford to be patient. This ability means you don't have to invest TOO heavily in your weapon. Even masterwork doesn't stack with your class features.

    Don't forget to look through the feats to see if you want anything to augment this. Don't let your poor BAB fool you, Weapon Focus is still a poor idea if you plan on spending less than half of your adventuring career as a first level character (perfectly possible in a "screw the XPs, we just like roleplaying" campaign). Combat Reflexes is the obvious choice, but don't bother to get it if your GM prefers smaller number of monsters in his encounters and you don't think you can often spare a full-round action to grant yourself +2 to hit and +5 to Tumble DCs to ignore your AoO. Remember that full-round action DOESN'T include your swift action, which is what you use for most of your casting. If you are expecting many spell-casters (especially ones you have a hope of closing with), go for Lesser Mage-Slayer. Of course, some means of getting a threatened area at least 10 feet deep will be necessary to keep them from just 5' stepping back to cast most of the time(although Blocker can perhaps help with this). The premiere choice for this is EWP(Spiked Chain) but the short-haft feat/equivalent martial stance can work, and spiked gauntlets are good if you don't mind having to have two different weapons. For a different take on this, try an item of Enlarge Person. Belt of Growth from Magic Item Compendium is a good start, but eventually you will probably want something continuous that you can turn on and off at need. My test character did this with a belt, which fit through a second set of belt-loops he had tailored onto his pants. Holes in the magic item let him put ties through it (also part of the tailoring) so it couldn't get yanked off when he had it unbuckled to de-activate it. He ALSO took the EWP for a whopping 50' diameter threatened area (10' space plus 20' reach on each side). When and if your total attack bonus on AoOs gets high enough that you are hitting almost all the time, got ahead and consider getting Power Attack. Of course, your bonus damage makes this somewhat less of a priority. Stand Still is a solid option against enemies that don't know what you are capable of, or which you can't drop in one hit. Improved Critical could be nice (especially for an elf sticking to a long-sword), but hopefully I gave you better things to do with your 18th level non-bonus feat... or 15th(or fighter bonus feat) if you dip a full-BAB class. I will consider putting it on the bonus feat list at around VI list=11th class level. But... more on feats later with Enhanced Defensive Strike.
    At Epic levels look into a psionic or shugenja based item to increase your size even further.

    Life-saver:
    Oh look, you are reliable as the combat medic! If you put at least a 12 into wisdom, took Skill Focus(Heal)*, or can afford a healer's kit your 4 ranks in heal at first level means you can make those DC 15 heal checks every time. If not, you will have to settle for once per class level per day for a level or two. Of course Cure Minor Wounds beats this unless you are trying to save the lives of large numbers of NPCs after a pitched battle in which case the cleric might run out of spell slots. In any case this is just the first taste of your healing prowess, so don't look a gift horse in the mouth, especially if you might be the one stabilizing the cleric when they hit negatives.
    *Hold your laughter until you have read through the Hands of the Healer class feature. If you still want to laugh, go for it, but at least tell me about it so I can have that bit of feed-back on the class.

    At 4th level you can do this with Disease*. Again, as a PC this isn't nearly so hot as it is for the NPCs, but more on that later, note however that I THINK this works on lycanthropy**. Note especially that this DOESN'T help out with all the marvelous abilities you get to treat various conditions as diseases via Hands of the Healer (you have to wait until 13th level before you can take 10 on ALL of that stuff). Much more importantly, you can take 10 against poison* which means that if you keep your heal check pumped, secondary damage from poison should never be an issue in your party. Again, probably not that great compared to what the cleric can do if properly prepared, but he might want his third level spell slots for stuff other than Remove Poison.
    *Actually, by RAW I think anyone can do so with poison and disease as long as they aren't distracted or whatever. Seems a little silly to me, but whatever.
    **And other varieties of theranthropy... sorry, this is a pet peeve of mine.

    Divine Grace:
    Your "initially better than the thing you lost and always better than what those poor fellows with the bad saving throws you are helping out have to live with" consolation prize for occasionally giving away your base saves. Of course, if you like it that much, you can always take the "Improved Gift of Protection" feat with gives you +1 to all saves and lets you give away even more of them... and if you have gotten totally paranoid about your saving throws you can eventually take the "Improved Divine Grace" feat for an additional +4 to all saving throws. Don't forget that you get more mileage out of a Cloak of Charisma than you do from a Cloak of Resistance although eventually you might want to have a bit of Protection on your cloak as a secondary enchantment. Of course, that is for games where Vest of Resistance is disallowed for some reason! Get the cloak first probably, but the vest is still useful.

    Helpful:
    Ok, so you aren't as flexible as a bard, but at least you don't run out of songs per day. If AC in the party is at a premium, the +2 AC use of Aid Another is there, and the +2 to-hit is probably marginally more productive than making your own attack. This scales at higher levels, but you might have to spend some skill points.

    Master of the Healing Ward:
    As a PC the main use of this is in combination with Hands of the Healer. Meanwhile your NPC counterparts are doing more to turn the tide against the black death than their equally-leveled-and-statted clerical counterparts for the next few levels at least. Don't forget to roleplay this though... you might get some cred when you save some lives.

    Courage:
    Immunity to fear, with some minor, and mostly fluff limitations on it. If your allies end up Frightened or Panicked flee with them anyway. You aren't much of a combatant on your own. If they are Shaken or Cowering, stick with them. Better hope you can buy enough time for them to recover if it is Cowering though. Note that this immunity means you can prevent such problems by boosting Will saves.

    Carry the Burden:
    And here is the main reason you actually need a decent strength score at higher levels, especially if you want to Tumble while using it. Levitate is nice, but is only a fore-taste of the real power here. Invest in the future by taking the Burden Bearer feat at 3rd or 4th level (or both if necessary). Your strength will go up at later levels, but by then you can use this on more allies. Enlargement magic helps here too. Offer to swap the flight for the enlargement, since Enlarge Person has the same duration as Fly and is a level lower, and your AoOs benefit from greater reach. Don't be afraid to take some damage if you are sure your allies can keep the fliers away from you. An item so YOU can fly makes the party much more mobile, especially out of combat (but not overland really).

    Enhanced Defensive Strike:
    And here is the second half of the abilities that let you be effective in certain types of melee. Get yourself a masterwork cold-iron weapon and only replace it if you gain a weapon proficiency. Consider augmenting it with an alchemical silver back-up weapon since you can save a lot on weapon costs via this ability. This isn't to say that you shouldn't spend a little on enchanting your weapons, or perhaps even a lot. The "a lot" option would be because everything stacks, and once you break through the +2 equivalent enhancement bonus barrier to get into weapons with an actual option you open up a lot of possibilities.
    Speaking of Options, in the long run, Ghost Touch is probably the best choice for your 7th level pick. The alignment options are good for getting past DR, but eventually you might want a weapon with the actual enchantment so you can get the extra damage. Viscous is problematic, not so much for the damage you take, as for the fact that +2d6 becomes less and less impressive as you level up. Ghost Touch on the other hand, doubles your chance of successfully injuring certain types of enemies (compared to just a magic/magic-equivalent weapon) at ANY level where you have the option.

    Hands of the Healer:
    Ok, so this ability requires a COLOSSAL+ amount of time compared to the cleric or druid's casting times, but you don't have to prepare anything, and you can treat a lot of people at once, so when you first get access to each sub-ability you are a bit ahead if the party gets trashed. I may have this slowly decrease to only a Huge amount of time... about 1/24th (so replace every instance of "1 day" with "1 hour" eventually, and every instance of "8 hours" with "20 minutes") over the course a few levels after each ability is granted.

    Gift of Time:
    Got a move action you have nothing to do with? Not any more! Your action economy just got more efficient, although a +20' movement rate bonus varies in its usefulness... still the barbarians and the monks can't be completely missing the point, and even rangers and arcanists want in on the action with longstrider and expeditious retreat.
    Later on... well it costs you significantly, but you can give the meleeist a form of Pounce when he needs it.
    At 10th level you can cast one of your other buffs and still give that Pounce.
    At 15th level you can allow the wizard to double-cast (or triple if one of the spells is Quickened), or give the fighter the equivalent of Haste as far as his attacks go. Basically you get to double their effectiveness for a round, making it as if you were a copy of them.... the wizard more than the fighter(unless the "fighter" is actually a Martial Adept) unfortunately but what can you do?
    At 20th level you the duplication effects get better for the persons with sharp objects. Time Stands Still+this = 3 full-attacks, or charge(possibly a manuever), or move-plus-maneuver, followed by two full-attacks. Bring a sponge, this may get messy.

    Gift of Breath:
    Situational, but really good when you need it... this is the the second ability to be fueled by constitution... and your source of Enlarge Person also pays off here, just as it does with Carry the Burden.

    Gift of Soul:
    You get to help out with the item crafting. Not bad, but not for every campaign.
    If you are short on gold, and can spare a few XPs, hire an NPC to Permanency an Enlarge Person on you. It is Dispel Magic bait but at least you can save a bit on the cost while you save up for a magic item.
    Also good for paying for your own Wishes to get that +5 inherent bonus to Charisma.

    Gift of Life:
    Oh look, you can revivify... preferably during down-time, since you are a wee bit frail afterwards... but at least you can do it on the spur of the moment, right? Don't forget to purchase your material components though.

    Shield of the Soul:
    No save spells making Gift of Resistance feel a bit useless? Well, here is your ability for that. It might OCCASIONALLY even help you against a spell aimed at YOU. Depending on what magic items your team-mates can scrape together (or if you have a monk around), the two feat investment to be able to synergize with their spell-resistance could actually be worth it, and +4 to the SR isn't anything to sneeze at either.

    Mobile Defender:
    The most controversial ability of this class, in as much as it does NOTHING without the Combat Reflexes->Blocker feat pair. Since if you are going for AoOs* you probably took that pair already this shouldn't be a problem, but if you were going with Lesser Mage-Bane, Stand Still, and the Enhanced Defensive Strike feats you might have missed that. If so, and if you want to go with this your VERY last chance before you get this ability would be taking Combat Reflexes as your bonus feat at 11th level and Blocker at 12th level. Note that since you will be getting Blocker as a NON-bonus feat you need to have Combat Expertise to make this work.

    *I would think most players would at least to a certain extent, but what do I know?

    Matchless Loyalty:
    Nice ability, completely passive, so the only thing that needs saying here is that you don't need to be as afraid to give away your will saves or spell-resistance against opponents that can Charm or Dominate but don't know you have this ability and/or aren't smart enough to have you buff them and forgo AoOs.

    Gift of Foresight:
    Two parts to this.

    The easy part:
    This is at will, so recast it often, lest you get busy and run out. Every 10 minutes while you are awake should be fine. Take the middle watch if you are still keeping watch at night, and cast it before you go to bed both times, plus when you wake up for your watch.

    The hard part:
    Deciding who you want your two or three (or 4 if playing in a high enough level/power game that you can get a +12 modifier) targets to be.

    Obviously you want to throw this on the guy who is most likely to be blind-sided by something and when that is about to happen. Don't be afraid to dispel and recast to move that around as needed, as long as you aren't worried about being blindsided during that 1 round, perhaps by a canny enemy secretly waiting for just such a moment.

    You could put it on a forward scout, but it is most useful if they remain with in shouting range. There are two exceptions to this: forms of communication better than shouting (telepathy comes to mind), and as an improved version/additional data source with Status. In other words just because you can't stop bad things from happening to the scout if they are far away doesn't mean that you can't make better decisions about how to rescue them (or at least keep bad things from happening to MORE people you care about) if you know what they could have done to avoid the harm, not just the form the harm took.

    If AoEs are are likely, then put it on they guy nearest the center of the party who isn't you (since you might be in the middle sometimes). That way you can warn EVERYONE with one shout.

    Other than that decide if you want to blow your wad all at once, or spread it out through the day, and then balance who is most likely to benefit from it versus who is going to be most harmed if they need it and don't have it.
    Last edited by DracoDei; 2015-07-11 at 05:42 PM.
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    Default Partial Change Log

    Partial Change log:
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    SOME of newer edits(Newest at top approximately):
    September 4, 2019:
    Changed "ally" to "enemy" in feat "Martyr's Power" for who needs to have killed you. This was probably a typo, and if it wasn't, it was a bad idea.

    Years ago:
    Added a bonus feat at 7th level, after deciding that the feat-drought HAD to be ended and that 7th level wasn't as awesome as I though it was, what with just getting one new ability, plus an upgrade to an ability that requires additional strength to get any use of said upgrade, and another upgrade that mildly increases survivability.
    Added Doubled Gifts and Tripled Gifts, which would be their version of Quicken Spell/Quicken Spell-like Ability... wondering if I shouldn't make this built into more class features instead. Don't want this to be a required feat to keep up with all the other casters being able to layer the buffs they provide due to not being limited by 1 round durations for most of their buffs.
    Started adding necessary boiler-plate to make them count as divine casters like they should have from the start. Need to add the rules about spellcasting advancement in PrCs.
    Having heard that Epic Feats are often underpowered, I went looking at them. First one I noticed was Epic Dodge, so I threw that in there as Grace-Gift's Dodge, although I did hedge my bets by giving it a 22 rank Tumble pre-requisite. I should continue looking though.
    Added An Ounce of Prevention SLA.
    Added Accelerate Natural Healing feat, which will probably be changed into a class feature.
    Added Stoic Defender feat.
    Gave actual rules for Gift of Foresight.
    Added Helping Hand.
    Added at-will use of Status at higher levels.
    Added Gift of Life.
    Gave more options weapon-wise, including limited use of bolas.
    Added Aura.
    Allowed Mobile Defender to be used as a Standard action.
    Added a 4th level version of Gift of Time that only takes up a move action, and grants an improvement to base movement rate.
    Removed a lot of the comments embedded in the class itself so as to save on character count.
    Improved the versatility of the capstone for and "Loosened The Leash" on Gift of Time, taking it all the way to 40' at 18th level. But since it requires you to NOT move on your turn for the most part it seems appropriate that it should cap out higher than other stuff.
    Beefed up Martyr's Power a bit... still poorly written, for instance, unsuccessful raise attempts should now consume 1/4 rather than 1/2 resources.
    Added a bunch of feats from the Psionics section of www.d20srd to the "I" section of the bonus feats list.
    Clarified that Hands of the Healer does NOT require two successes in a row to produce an effect.
    Clarified wording of light armor casting.
    Allowed drawing a weapon to NOT interfere with Swift to Protect.
    Added ability to replicate Remove Blindness/Deafness to "Hands of the Healer".
    Added "Hands of the Healer" to cover stuff that the heal skill normally can't effect, but which Lesser Restoration and then later Restoration can cover.
    Added "Improved Gift of Protection", "Improved Shield of the Soul", "Greater Shield of the Soul", and "Martyr's Power" feats.
    Renamed "Energized Defensive Strike" to "Energized Grace" and added transferable energy resistance to it.
    Shifted Feats to the second post.
    Clarified casting time of fly function of "Carry the Burden".
    Finished out "Gift of Tolerence". Considering changing it to scale with size like Gift of Breath does.
    Added "Improved Touch of the Grace-Gift" feat.
    Put levels for the two upgrade points of "Shield of the Soul". Not really sure about picking 19th level, but the 16th level part is probably good to go.
    Expanded "Gift of Soul"
    Added Combat Expertise and Improved Disarm to the III bonus feat list. Considering adding an extension (via feat?) to Defensive Strike that might make Improved Disarm a "trap".
    Increased starting gold to allow them to get a healers kit and some armor in addition to basic adventuring supplies.
    Doubled the per-day caps on "Touch of the Grace-Gift"(This may be too much but... it is out of battle healing and doing so lets a party scrape by without a cleric at low levels).
    Removed save penalty from "Shield of the Soul".
    Clarified "Swift to Protect".
    Allowed multi-targetting of "Divine Protection".
    Expanded the 1st level uses of "Lifesaver"... (change name?)
    Tweaked Lesser Mage-Slayer to work against AoE spells.
    Allowed "Gift of Shielding" to be used as an immediate action at 15th level.
    Gave them the ability to wear light armor.(bad idea?)
    Added Iron Will and Lightning Reflexes to the first list of bonus feats.
    Last edited by DracoDei; 2019-09-04 at 05:26 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  9. - Top - End - #9
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    Default Notes for Future Development 1

    The following are my very round drafts for are the abilities I HAVEN'T added. I might or might not add any particular ones.
    Spoiler
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    A feat that allows taking 10 on concentration checks for GG spellcasting Class Level/4 times a day or so. Perhaps with Skill Focus(Concentration) as a prerequisite.

    Gift of Skill: Full round action, touch range, transfer BAB up to +20 total. Anything over that is treated as simply a to-hit bonus (to damage too for the overflow?). Feat grants an extra TWF/MWF virtual feat for the duration of the transfer (including Perfect TWF/MWF if the target already gets 4 attacks with each weapon).

    Add feat that requires GG's toughness line (probably just the first feat of it) and allows targetting up to Cha Mod additional creatures(minimum 2 total) with Gift of Shielding?

    Complete change of casting concept: Maintaining all pre-existing effects is a swift action, changing an ability (including turning it completely on or off) requires a standard action. Maybe cap the number of different abilities you can have running at one time based on an additional column in the table. I am not liking this idea, but it could be the way to go, especially for speeding up the play of less experienced players. It might require toning down some of the abilities.


    Mettle(Ex):
    Spoiler
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    At level X((probably X>7, to keep it competitive with MOST sources of mettle, although hex-blades get it at level 3, but grace-gifts don't need more stuff at LOW levels.)) a Grace-Gift selects either fortitude or will saves, when succeeding on such saves they take no ill effects that would usually apply on a failed save. This choice is permanent, but see below. If you take a penalty equal to at least your half your base save with the selected save via Gift of Resistance you may elect to forgo the benefits of this class feature for that type of saving throw in order to grant it to all allies within 10 feet. Your Mettle never stacks with Mettle from other sources on you. Unless you have at least Y levels of Grace-Gift, this does NOT stack with Mettle from other sources on the target to produce an "Improved Mettle" effect. Improved Mettle reduces the effect of a failed fortitude or will save (whichever you selected, but see below) to what a character with neither mettle nor Improved Mettle would suffer on an successful saving throw.

    Starting at level Z((Z > 10, so it is AFTER they get Gift of Resistance(Boost Multiple Saves).)), this applies to both fortitude and will saves. Consider fortitude and will save transfers separately for determining if the grace-gift may transfer that function of mettle to allies within 10 feet.

    Probably going to put this in, but it might be at very late levels.

    Accelerate Natural Healing(Ex):
    Spoiler
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    If you forgo the use of the Lifesaver class feature, you may achieve improved results.
    {table=head]Roll|First Aid or Caltrop|Spike Stones or Spike Growth|Long-term Care OR Disease (Final needed Success)|Poison|Disease (Needing 1 or more further successes)

    <DC|Failure|Failure|Failure|Failure|Failure|Failur e|Failure|Failure|Failure|Failure

    DC|Ordinary Success|Ordinary Success|Ordinary Success|Ordinary Success|Ordinary Success|Ordinary Success|Ordinary Success|

    DC+3|Move OR Standard*|5 minutes|4 / 12 hours|Undo 1 point of damage from a failed initial save or halve duration of special effect from a failed initial save|Special Retry starting in 12 hours**

    DC+6|Move OR Standard OR Swift*|3 minutes|3 / 8 hours|Undo 2 points of ability score damage or 1 point of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/3rd|Special Retry starting in 8 hours**

    DC+9|Free Action*|2 minutes|2 / 6 hours|Undo 3 points of ability score damage or 1 point of ability score drain from a failed initial save, or quarter duration of special effect from a failed initial save|Special Retry starting in 6 hours**

    DC+12|Free Action*|1 minute|1.5 / 4 hours|Undo 4 points of ability score damage, 2 points of ability score drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/5th|Special Retry starting in 4 hours**

    DC+15|Free Action*|5 rounds|1 / 3 hours|Undo 5 points of damage, 2 points of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/6th|Special Retry starting in 3 hours**

    DC+18|Free Action*|3 rounds|40 min / 2 hours|Undo 6 points of damage, 3 points of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/8th|Special Retry starting in 2 hours**

    DC+21|Free Action*|Full-Round|20 min / 1 hour|Undo 7 points of damage, 3 points of drain, or reduce duration of special effect from a failed initial save to 1/12th|Special Retry starting in 1 hour**

    DC+24|Free Action*|Standard Action|10 min / 30 min|Undo 9 points of damage, 4 points of drain, or reduce duration of special effect from a failed initial save to 1/30th|Special Retry starting in 30 minutes**
    [/table]
    *Time changes are retroactive, but you must have a standard action to attempt.
    **Special Retries for disease when there is no previous success are another treatment period, but failure inflicts no damage. Grace-Gift may use Master of the Healing Ward to overlap two treatments for one disease in this case.
    ((Need to define how <6 second durations for poison secondary effects turns into mere actions that must be sacrificed/pass before the effect goes away.))



    Accelerate Supernatural Healing (Su):((Put this under Hands of the Healer instead?))
    {table=head]Roll|Blindness, Deafness, Magical Penalty to Ability Score, Drained Level, or Ability Drain|Negative Levels
    <DC|Failure|Failure|Failure|Failure

    DC|Ordinary Success|Ordinary Success|Ordinary Success|Ordinary Success

    DC+3|4 / 12 hours|Special Retry starting in 12 hours**

    DC+6|3 / 8 hours|Undo 2 points of ability score damage or 1 point of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/3rd|Special Retry starting in 8 hours**

    DC+9|2 / 6 hours|Undo 3 points of ability score damage or 1 point of ability score drain from a failed initial save, or quarter duration of special effect from a failed initial save|Special Retry starting in 6 hours**

    DC+12|1.5 / 4 hours|Undo 4 points of ability score damage, 2 points of ability score drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/5th|Special Retry starting in 4 hours**

    DC+15|1 / 3 hours|Undo 5 points of damage, 2 points of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/6th|Special Retry starting in 3 hours**

    DC+18|40 min / 2 hours|Undo 6 points of damage, 3 points of drain from a failed initial save, or reduce duration of special effect from a failed initial save to 1/8th|Special Retry starting in 2 hours**

    DC+21|20 min / 1 hour|Undo 7 points of damage, 3 points of drain, or reduce duration of special effect from a failed initial save to 1/12th|Special Retry starting in 1 hour**

    DC+24|10 min / 30 min|Undo 9 points of damage, 4 points of drain, or reduce duration of special effect from a failed initial save to 1/30th|Special Retry starting in 30 minutes**

    DC+27|5 min / 15 min|

    DC+30|2.5 min / 7.5 min|

    DC+33|1 min / 3 min|

    DC+36|5 rounds / 15 rounds

    DC+39|2 rounds / 6 rounds

    DC+42|1 round / 3 rounds
    [/table]

    Epic Feats worth CONSIDERING turning into high-level Grace-Gift feats:
    Armor Skin(but if you already have natural armor and con 13 you can get this as a monster feat), Damage Reduction (3/-, transferable once per round as a swift, move, immediate or standard action, but becomes 5/-), Energy Resistance (easier to access than Engerized defense, should stack with it, and be transferable in the same way), Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus (Concentration, Heal, Tumble), Epic Speed(But add/replace Dash in the prerequisites... which means adding it to the I list), Epic Toughness(but kinda steps on the toes of the other toughness feats), Epic Will, Exceptional Deflection(in which case add Deflect Arrows to the I list), Fast Healing, (Compare Great Smiting to Defensive Strike), Holy Strike (but make it stack), Improved Combat Casting, Improved Combat Reflexes, Improved Ki strike, compare Improved Spell Resistance, Improved Whirlwind Attack, Infinite Deflection, compare Penetrate Damage Reduction to Enhanced Material Defense, Perfect Health, Permanent Emanation, Polyglot, Reflect Arrows (probably not), Righteous Strike, Self-Concealment (although this should be more like a high-level class feature), Sneak Attack of Opportunity(fold this into a rogue/grace-gift multi-classing feat, or even make it the central feature), compare Spectral Strike with Enhanced Defensive Strike (Ghost-Touch), Spell Opportunity, Spellcasting Harrier which is +4 to hit and... unfairness of surprise compared to Mage-Bane, compare Superior Initiative to Swift to Protect, compare Unholy Strike with the others to Enhanced Defensive Strike,



    Feat to allow using Swift action Grace-Gift ability with a standard or move action 3/day, limit 1/round. Can't use the same SLA more than once per round, has to be different SLAs (and close this loophole in abilities that have the multiple allowed initiating action, perhaps under "A General Rule").


    14th level is where this class starts really tailing off, although it may have some problems before that. EDIT: I MAY have fixed this.

    Give some source of miss chances that can be given away?
    Ditto for Sanctuary type effect "Shield of the Innocent"?

    Taking on other's maladies is fine, but what about an ability to give away any buffs you have on you? One standard action per buff? Throws in a bit of versatility as you can shift things around a bit.

    1 point of Con burn to turn diseases that hit more than once a day (such as some that hit every round for epic-level threats) into 1/day hitters.

    Some sort of ability to replicate the following(Go back over cleric list looking for "service to the community" type spells):
    1. (Based on "Cryogenically frozen until a cure can be found" concept) Flesh to Stone 5 round casting time on allies only. Stone to Flesh with 1 hour casting time on persons turned to stone by a Grace-Gift only.
      • Give all versions of this at least 2 class levels ( = 1 spell level) earlier than their arcane equivalents.
      • Distinctive aura under Detect Magic is obvious, but requires a DC 16 check against ONE of the following skills with all the others providing synergy bonuses: Spellcraft, Heal, Knowledge(Religion). In any case, the target DOES appear alive to Deathwatch and other such spells.
      • If both spells were cast as Grace-Gift class features then no fortitude save is required to survive the restoration process. If only one was, then subject gains a bonus equal to one quarter of the grace-gift's caster level.
      • Does not effect gear?
      • Upgrades to 1 full-round (IE like Summoning spells) casting time and not effecting parasites to allow "The Dragon Doctors" type surgery?
      • Later upgrades to Temporal Stasis with 5 round casting time.
    2. Repulsion
    3. Dream Allies only.
    4. Dismissal Allies only... really I should just raid the Anchored Guardian for almost everything it can do for Prime Material allies and which I can justify.
    5. Resilient Sphere? Allies only, not sure on cost... 5 points of con damage and 1 of burn to emulate the toughness of the sphere?
    6. Locate Creature Allies only, note that there is a better version of this at a later level on this list I think, but it might come to the same thing due to the limitations. Also Find the Path.
    7. Globe of Invulnerability. Lesser/Greater? No idea on a penalty for this. -10 to saves and SR for spells high enough level to get through the sphere?
    8. Dimensional Anchor ...no idea what the penalty for this should be, although maybe just the action, single targeting, and 1 round duration are enough... unless I give them permanent immunity to hostile teleportation effects, then let them give it away... that could actually be good, if only because I don't think I know of anything other than my Anchored Guardian that has such an immunity. This would, obviously, be a fairly high-level ability, but then again those are what I need anyway.
    9. Blur or Mirror Image... except the only ideas for a negative effect for you I can think of would be Faerie Fire the grace-gift, and that is just a bit ridiculous.
    10. Spectral Hand for someone else to use but you take x4 damage (the hand still has the unmultiplied amount of hit-points) and the hit-points DON'T return at the end of the spell's duration.
    11. 1 or 2 point penalty to strength to cast Floating Disk on someone, penalty lasting as long as you keep the disk around? Seems a bit silly actually, but why not?
    12. Actually, better than the above would probably be an ability from first level to reduce someone's load by X by adding X to your load could be more appropriate and a good predicesor level for Carry the Burden... which would also mean that the Burden Bearer feat would move to the I list from the II list, which would be... interesting since it is one of the more "must have to get maximum mileage out of class features" feats.
    13. Antipathy (on allies only? Penalty is removing any miss chances you might have, -4 or more to all saves, AC, and SR.)
    14. Invisibility? (see above for Penalty types.)
    15. Foresight? (On others only.)
    16. Regenerate
    17. Control Weather? (Can only make NICE weather, including nil to moderate rain or snow, nil to moderate winds, no lightning, hail, sleet, or fog. Problematic thaws allowed? Can cause flooding with continuous rain?)
    18. Move Earth? (3 points of damage and 3 points of burn to BOTH Strength and Constitution. May substitute 6 points of drain to both if you wish.)
    19. Awaken? (No XP cost. 1 point penalty to INT that is cancelled only by the creature's death. Creature is rendered infertile by the spell?)
    20. Commune with Nature
    21. Quench?? (deals fire damage to you)
    22. Atonement
    23. Word of Recall? Perhaps one that CAN'T effect you...
    24. Find the Path/Discern Location (To locate allies only)
    25. Spell Immunity/Spell Immunity, Greater (you suffer the effect of each of the spells you grant immunity to in turn when you create the effect, can only have X in effect at one time. Standard 10 min/level duration.))
    26. Refuge
    27. Consecrate/Desecrate/Hallow/Unhallow? Probably not...
    28. Death Ward? Maybe 10 points of Con damage when it is activated.
    29. Dispel Magic/Greater Dispel Magic/Break Enchantment, perhaps using the lower of Diplomacy and Heal for anything with the [Mind Affecting] tag... or maybe just straight Diplomacy. Perhaps Dispel Chaos/Evil/Good/Law's ability to auto-succeeded against spells with alignments opposed to yours (pick one such alignment when you get the ability?)
    30. Remove Curse replicating ability, similar to the above.
    31. Remove Disease's ability to cure Mummy Rot and other "magical cure only" diseases with a +5 or +10 to the DC, perhaps still requiring 2 successful heal checks in a row. Or perhaps only ONE of the successes needs to be a heal check, rather than a fortitude save (note that if BOTH succeed on a given day, then it qualifies as a success as a heal check). Or maybe they BOTH have to succeed on the final day of the sequence, every day (no DC increase in this final case).
    32. Stone to Flesh?
    33. Limited Wish
    34. Heal
    35. Miracle (not Wish, because that is Arcane).


    Gift of Mobility(Su): A Grace-gift of at least 3rd level may accept 2 points of ability score damage, distributed as they choose between strength and dexterity to cast Remove Paralysis.

    For longer-term paralysis, alternate uses of the heal skill would seem more appropriate. One or two round limit on the ability score damage method?


    Gift of Bravery: (1st level ability) Cast Remove Fear, but perhaps without the save bonus (that is what Gift of Protection is supposed to be for). 1 point of charisma damage? Permanent duration that inflicts 1 or 2 point charisma penalty as long as it is in effect?

    (Do something with Remove Curse?)


    Toughened by Hardship(Ex): ((This ability will be added if this class is deemed to be too M.A.D.)).
    Spoiler
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    At level X and every odd-numbered level there-after the grace-gift selects one ability score except intelligence and increases it as if from character levels. The same ability score may not be selected twice in row for this class ability.


    Never a Burden(Sp):
    Spoiler
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    I should make a chart of what levels additional uses/whatever are granted for scaling abilities... either one chart for all scaling abilities, or one chart for each, or one chart for the low-level stuff, and a shorter chart for the higher level stuff.(lists needed to do this below)
    All target/can be used by self ONLY unless otherwise noted.
    Pick ONE of the ones that you know to be able to use that day. Lose this ability for 24 hours, and all on-going durations of it end, if ever more than 60 feet from nearest focus creature, or if focus creature stops meeting the requirements.
    Focus creature(s): Must be willing, at least one required both to prepare(within 30 feet) and to cast the spell(must be touching). Preparation takes 5 minutes.

    (1)This ability may be shared.
    Spell-level 0:
    • Create Water (No focus creature required. Range is 10 feet. 1 minute casting time. Amount capped at enough to sustain you, and up to one mount and one pack animal owned and touched by you sustained comfortably, drink-wise in your current environment.)(1)
    • Light (No focus creature required, considered My Light, but litterally giving someone light to see by is too cool... maybe make it My Light, but allow it to be used on others.).(1)
    • Purify Food and Drink (No focus creature required), later double volume?(1)
    • Mending The focus creature(s) may be any intelligent creature(s) that each own at least two items of manufactured goods it/they currently have in its/their possession(s). An outfit counts as one item for this purpose. Later give more times per day. Allow to be swapped out if grace-gift ever gains the "Make Whole" ability.(1)


    Spell-level 1:
    • Endure Elements No focus creature required.
    • Hide from Animals Focus creature(s) must have at least 4 more ranks in Survival than you do ((this is a bit klutzy, but...)).
    • Hide from Undead (Ravenloft and other "killer undead are all over the place" type settings only. Focus creature must have at least 4 more ranks in both hide and move silently than you do.)
    • Longstrider Later changes to Extended Longstrider(less powerful than giving it more times per day because there is less flexibility). Focus creature(s) must have (a) higher land-speed(s) than you.
    • Mount May substitute a camel. Focus creature(s) must have (a) higher land-speed(s) than you, or be within 60 feet of a mount that they own.
    • Comprehend Languages. Later changes to Extended Comprehend Languages (less powerful than giving it more times per day because there is less flexibility) Give slow increase until this is a LOT of times per day since the duration is only 10 minutes/level. Requires touching one or more willing creatures that speaks the both the language to be gained, and at least one language that you can understand, both without magical aid. DO NOT HAVE THIS TURN INTO TONGUES, since that is a 3 level jump. Maybe allow it to be replaced by a different 1st level choice if the grace-gift later acquires tongues.
    • Low-Light Vision Focus creature(s) must have continuous innate (including class-based, but not spell or magic item) low-light vision.((Later give 2/day))
    • Pass without Trace Focus creature(s) must be able to pass without trace, by whatever means (Class ability, spell, item, etc).
    • Spider Climb Focus creature(s) must have an innate climb speed.


    Spell-level 2:
    • Avoid Planar Effects (but the duration stinks, remove this or give a free upgrade to Attune Form at a later level). Focus creature(s) must be immune to the effects of the plane in question.
    • Burrow Focus creature(s) must have an innate burrow speed equal to or greater than what the spell would grant.
    • Darkvision Focus creature must have continuous innate (including class-based, but not spell((Allow permanency-ed spells?)) or magic item) darkvision with a range of at least 60'.((Later give 2/day))
    • Replicate the effects of the druid's Woodland Stride class ability 1 hour/level?
    • Make Whole The focus creature(s) may be any intelligent creature(s) that each own at least two items of manufactured goods it/they currently have in its/their possession(s). An outfit counts as one item for this purpose.


    Spell-level 3:
    • Attune Form Focus creature(s) must be, either naturally or because of the effects of class features, continuously immune to the effects of the plane in question.
    • Create Food and Drink Any intelligent creature(s) may serve as the focus(-i).
    • ?Gaseous Form?((If I do this the requirements should be REALLY strict)).
    • Tiny Hut Focus is any shelter large enough for you, and at least as good as a tent. DIAMETER is equal to your height plus 50%.((Tiny Hut already has a clause about vanishing if you exit it. Also, DO NOT add Secure Shelter, and Magnificent Mansion is right out.))
    • Waterbreathing Focus creature(s) must currently be capable of breathing water (including via a currently active spell or magic item effect).((Allow replacement with another 3rd level choice when the Grace-gift obtains Cloak of the Sea.))


    Spell-level 4:
    • Tongues (actual varies from 2nd to 4th based on class, but it is a spell that makes a skill obsolete, so...). Later changes to Extended Comprehend Languages (less powerful than giving it more times per day because there is less flexibility). Give slow increase until this is a LOT of times per day since the duration is only 10 minutes/level. Focus creature must speak both the language to be gained, and at least one language that you can understand, both without magical aid.


    Spell-level 5:
    • Overland Flight (later give 2/day?). Focus creature must currently be able to fly at a speed of at least 30 feet, and be able to remain aloft for at least 2 hours without additional spell-casting etc.
    • (Replicate a Wing-Dragon's On your tail ability on a willing creature at touch range, but with simultaneous casting required, or maybe even a 1 minute casting time and the spell you are "riding" having to be cast after that, with all your actions tied up in concentrating on maintaining the link... maybe even have to maintain touch with caster during whole thing. Limited to effects of (GG level+1)/2. 1/day to start with increasing to 3 or 4/day by 20th level.


    Spell-level 6:
    • Cloak of the Sea Focus creature must be ((Help! Don't know enough about what Cloak of the Sea does!)).


    Spell-level 8:
    • Ghostform Focus creature must be ethereal, or capable of becoming so indefinitely without the use of spells or magic items. Ignore the fact that they can't be touched... sticking your hand through them counts as touching them, and your hand is forced out without harm to either of you as the spell takes effect.


    1/day:
    Create Water
    Purify Food and Drink
    Endure Elements
    (2 hour/level Woodland Stride as a spell... remember to grab boiler-plate from Leap-Dragoon to prevent abuse by non-grace-gifts.)
    Create Food and Drink
    Tiny Hut

    Extend 1/day:
    Mount
    Low-Light Vision
    Pass without Trace
    Attune Form
    Waterbreathing
    Overland Flight
    Cloak of the Sea

    Extend 2/day:
    Longstrider


    2/day:
    Mending

    3 to 4/day:
    (On Your Tail)

    Extend 3 to 4/day:
    Light
    Hide from Animals
    Hide from Undead (make this Extended and 4/day)
    Comprehend Languages
    Spider Climb
    Tongues


    Extend 20/day:
    Avoid Planar Effects
    Burrow(PF)
    Gaseous Form
    Ghost-form


    Related feats:
    Adaptable Traveler [Grace-Gift]((Formerly known as "Good Traveling Companion".))
    "Oh, I won't be any trouble to you, I promise!"
    Prerequisites: Never a Burden class feature.
    Benefits: You gain an additional way you can use your Never a Burden class feature. You must meet the level requirements of the ability selected.
    Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Walker of Strange Roads [Grace-Gift]
    You adapt well to even the most odd and unplanned of circumstances.
    Prerequisites: Never a Burden class feature.
    Benefits: You may prepare an additional set of Never a Burden abilities. You may not prepare the same option more than once.
    Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Traveling Companion [Grace-Gift]
    "He's with me."
    Prerequisites: Never a Burden class feature that grants at least one spell that can ordinarily target more than one target.
    Benefits: (Allows multi-targetting of Never a Burden spells. Creatures targeted with any such spell may not be used as a focus for 48 hours after the end of the duration of such a spell. Maybe share spells that can't normally multi-target with one creature, can change which creature with a 24 hour ritual? Gain 2 additional creatures each extra time you take this feat?)
    Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

    Gift of Body(Sp):((I should probably add this instead of the mid-to-high range bonus feats))
    Spoiler
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    Swift action to start, free action to maintain. Cha-Mod*5 foot range, when maintaining may extend to 5 times this range with standard action. Take penalty to one physical ability score to grant half that amount as a sacred/profane bonus to the same ability score of one ally.

    At 11th level((When Bear's Endurance, Mass and equivalent spells become available)) you may instead target Cha-Mod allies, but in this case the bonus is one quarter the penalty you take, and extending the range requires a swift action plus a full round action.


    Gift of Mind(Sp): ((If I add this it should be in place of one of the high-level bonus feats)).
    Spoiler
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    Full-round action to initiate, touch range, the only action you may take while this ability is active is to take an immediate (or swift if it happens to be your turn) action to end this ability, change the amount of penalty you are taking (Minimum 1, maximum Score-1), or change the type of bonus you are granting between sacred/profane and a caster level bonus. Your target may end this ability as a immediate/swift action. Both of you count as flat-footed, and are ADDITIONALLY denied your dexterity bonuses for the duration of this ability. This ability ends if the target leaves your reach for any reason. You take a penalty to one of your mental ability scores from 1 to ability score -1. The target gains a sacred or profane bonus to the same ability score equal to half this amount OR a bonus to caster levels equal to one quarter of the amount of the penalty you are taking (make it penalize all your mental ability scores when used this way?). If the second effect is selected, then any spells that benefited from this bonus end when this effect ends.





    Gift of Sleep (Sp): ((Fairly flavorful, but not really very useful, give this at first or second level.))
    Spoiler
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    A grace-gift may target an individual and go to sleep. This sleep does not rest the grace-gift in any way, but instead provides the benefits of whatever sleep/rest the grace-gift gets to them. Once they are fully rested sleep-wise, the grace-gift passes into normal sleep, or awakens if the grace-gift wasn't tired enough to fall asleep when they activated this ability. In any case this sleep is no more deep than normal sleep and the grace-gift may be awakened at any stage by anything that would normally wake the grace-gift up.


    Assume Concentration (Sp):((cf Aiming at the Target and Finding the Center from Complete Arcane))
    Spoiler
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    Teamwork:
    A grace-gift of at least 9th level may target one ally(here-after referred to as "the original caster") within 30' who is currently maintaining a spell with a concentration-based duration as a swift action. For a number of rounds equal to the grace-gift's level every time that ally needs to make a concentration check to maintain that spell that ally chooses one of the following three options:
    • Rely Completely on the Grace-Gift: In this case the grace-gift attempts the concentration check in the place of the original caster with the same DC, but using the grace-gift's total bonus to the check. The GM should adjudicate if any given situational bonus would apply to this. Generally anything that effects the concentration DC of the SPELL should apply without change, but anything about the CIRCUMSTANCES (such as standing on the deck of a pitching ship) should be as per the grace-gift unless that circumstance is the only reason that the check exists in the first place rather than merely being a modifier.
    • Work With the Grace-Gift: In this case the grace-gift must make a check as above but against a halved DC ((or just at -10 to the DC?)). If this check fails then concentration is broken as if the caster had failed the overall concentration check. If it is successful then the original caster gains a circumstance bonus on their concentration check equal to half of the grace-gift's total modifier on concentration checks.
    • Do Without the Grace-Gift's Help: The original caster attempts the concentration check as usual without any effect from this ability.

    This ability has a duration of one round per grace-gift level, and may be renewed after it expires on the same spell, or with a readied action triggered as the previous duration expires so as to leave no gap in continuity. A given spell, caster, and/or grace-gift may only be the subject of one instance of this ability(including the below variant) at a time.

    Full responsibility:
    At 15th level a second option becomes available, in this case the grace-gift takes on the full burden of maintaining the spell. This may be done as a swift, move, or standard action. They roll any necessary concentration checks if circumstances relative to the spell itself or the grace-gift would require such a spell. In no case does this give the grace-gift any control over the ability other than the ability to cease concentration on it.
    Example:
    Spoiler
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    Jalim is maintaining a Improved Major Image* of a small pack of lions backed by a wide bonfire to deflect a stampede of wildebeest from a fallen comrade. Seeing a treacherous local guide drawing a dagger and moving stealthily to a point directly behind Jalim(perhaps wishing to start his assault with a full-attack rather than a single attack). On his turn Timothy the grace-gift moves to within range of Jalim then uses the higher-level option of this ability ability as a swift action before shouting a warning. Jalim turns and attempts to deflect the stab with the planes of invisible force produced by his Bracers of Armor +2 but the dagger strikes home. No concentration check is necessary because Jalim is not the one responsible for maintaining concentration over the Improved Major Image* any more. Timothy tries to reason with the traitor, but fails, and gets stabbed for his trouble. Timothy is now required to make a concentration check to keep the 3 round delay on the end of the spell from starting. Timothy makes the concentration check, as Jalim sees the force of the herd press some uncomfortably close to them. Jalim responds by having the male lion step backwards into the illusionary fire in apparent fear of the stampede before him and then rushing towards the wildebeest fully engulfed in flames and maddened with pain, making sure to have the lion react to the force of the blow as one of the passing creatures gores it with a horn(otherwise the whole illusion would fail since no concentration check is involved). Timothy draws his net and casts it at the traitor as he hopes that the fierceness of the illusion will counter the added lack of realism.
    *Just made this spell up since, as I read it, Major Image would allow you to do ONE lion OR the bonfire.


    Come and Eat! (Sp):
    Spoiler
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    You may cast Heroes Feast 1/day provided you are within 30 feet of at least two allies who will be sharing in the feast. You may partake or not as you choose, but if you do the effects on you only (including the nutritive and hydrating benefits) end if, within the next 12 hours from the completion of the 1 hour eating period, there are not at least two individuals within 30 feet of you who are benefiting from the magical effects of this ability.


    Helping Hand
    1+/day
    Astral Hospice 1+/day
    Something approximating a single-target Status, Greater 1+/day. Subtract 10 or so from grace-gift level to determine what spell-like grace-gift abilities can be used and what their strengths are for level-based effects. These always target a single character only.


    Allow "Martial Stance(Intercepting Arrow Kata)" as a bonus feat at level 13? Probably not... requires the use of a weapon they don't start out as proficient with to use well, requires attack rolls, doesn't have any element of self-sacrifice and... just doesn't fit as well as it did at first glance. Still I could be talked into it (including by myself).


    Was considering adding Handle Animal to the class skill list, but now I can't think why.


    Gift of Vision(Sp):
    Spoiler
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    At 2nd level a grace-gift may grant greater vision to another at the cost of his own. This ability requires a swift action, and causes the grace-gift to go blind and lose all abilities that grant the equivalent or near-equivalent of vision such as Blind-sight, Blind-sense, Tremor-sense, etc for as long as the improved vision is granted. This does not effect the Scent special quality except as it is used to locate the specific square(s) that a creature or object is in or the Blind-fight feat. This ability grants one ally within 30' Low-Light Vision(as per the spell, except as otherwise noted), or increases the range of such vision to four times instead of twice the vision of a human if the target already has low-light vision. This ability lasts 1 round, and may be extended by 1 round with a swift action (note that this does not require the grace-gift to have any idea where the target is, although the ability fails, returning the grace-gift's sight if the target is not within range at that time). When used in this way this ability is the equivalent of a 1st level divine spell.

    At later levels the grace-gift acquires other ways of using this ability. In all cases the durations and penalties involved in its use remain the same.

    At 3th level the grace-gift may instead grant the effects of a See Invisibility spell. When used in this way this ability is the equivalent of a 2nd level divine spell.

    At 4th level the grace-gift may instead grant the effects of a Darkvision spell. When used in this way this ability is the equivalent of a 2nd level divine spell.

    At 7th level you may grant Low Light Vision or See Invisibility to two targets each time you use those versions of this ability. These may be the same target if you wish. When used in this way this ability is the equivalent of a 4th level divine spell.

    At 8th level the allowable range between the grace-gift and the target of this ability increases to 60 feet.

    At 9th level the grace-gift may instead grant the effects of a Arcane Sight spell. The penalties to the grace-gift remain the same. When used in this way this ability is the equivalent of a 3rd level divine spell.

    At 10th level a grace-gift may grant a total of three Low-Light Vision and See Invisibility effects when using that ability. These may be to any combination of targets within range. When used in this way this ability is the equivalent of a 5th level divine spell.

    At 12th level a grace-gift may instead grant two effects to the same or different targets. These effect may be any of Arcane Sight, Detect Invisibility, Dark Vision, and/or Low-Light Vision. When used in this way this ability is the equivalent of a 6th level divine spell.

    At 16th level a grace-gift may instead grant three effects from the above list (instead of two) to the same or different targets. When used in this way this ability is the equivalent of a 7th level divine spell.

    At 18th level a grace-gift may instead grant a single ally within the range of this ability a True Seeing effect. When used in this way this ability is the equivalent of a 6th level divine spell.

    At 20th Level a grace-gift may instead grant four of the following effects to the same or different targets: Arcane Sight, Detect Invisibility, Dark Vision, and/or Low-Light Vision. When used in this way this ability is the equivalent of a 8th level divine spell.


    Preservation(Su):
    Spoiler
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    By spending 1 hour tending to a corpse, a Grace-Gift of at least 3rd level may attempt a DC 20 heal check. If it is successful, decay does not occur for the next 24 hours. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this ability don’t count against the time limit. Additionally, this ability makes transporting a fallen comrade more pleasant.


    Gift of Voice(Sp):
    Spoiler
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    At 4th level a grace-gift may give up all ability to to speak, write, read, and otherwise understand language to grant the ability to speak and read all languages he normally knows to all allies within 60'. He can still understand body language and basic gestures.


    Gift of Immunity(Sp):
    Spoiler
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    Starting at 7th level, as a full-round action that provokes attacks of opportunity a grace-gift may touch another creature and grant it immunity to a single spell with a level no more than that specified by the following chart. The grace-gift may dismiss a single such instance of this ability (so NOT multiple immunities on the same or different target(s)) as a full round action. The number of effects they may have running at the same time is given on the following table. If they are at(or somehow above) this limit they must first one or more existing instances effect before adding a new one. The benefits of this ability end for any target that is ever more than 30 feet from the grace-gift at both the start and the end of any of grace-gift's turn (or beyond that range at all outside of initiative), but the grace-gift must still dismiss the effect before they lose the associated penalty (see below) or it stops counting against their maximum.
    {table="Head"]GG Level|Max. Spell Level / Effective Spell Level|Max. Active At Once

    7th|
    4th
    |
    1

    8th|
    4th
    |
    2

    9th|
    5th
    |
    2

    10th|
    5th
    |
    3

    11th|
    6th
    |
    3

    12th|
    6th
    |
    4

    13th|
    7th
    |
    4

    14th|
    7th
    |
    5

    15th|
    8th
    |
    5

    16th|
    8th
    |
    6

    17th|
    9th
    |
    6

    18th|
    9th
    |
    7

    19th|
    9th
    |
    7

    20th|
    9th
    |
    8
    [/table]
    The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

    Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.

    In any case the grace-gifts class special abilities provide him no protection against a spell he is granting another creature from, and he automatically fails all saving throws against it. Note especially that the AC bonus from Gift of Protection does not apply to any attack rolls made as part of such a spell.

    If the grace-gift would be protected by Spell Immunity, Spell Immunity, Greater or a similiar spell or effect against a spell that they are currently providing immunity to via this ability then the immunity to that/those spell(s) that the grace-gift is provided is dismissed as if they had spent a full-round action for each such spell and the immunity provided TO the grace-gift against that/those specific spell(s) is negated. If this would negate all immunities provided TO the grace-gift by a given spell or effect that spell or effect is considered countered. In similar fashion, attempting to provide immunity to another to a spell that the grace-gift is immune to due to Spell Immunity, Spell Immunity, Greater or a similar spell or effect provides no protection, instead removing that immunity from the grace-gift. Again, if this removes all immunities provided by a given spell or effect then that spell or effect is considered dispelled.

    ((How should this interact with Spell Immunity(Greater?) on the TARGETS as far as being mutually exclusive? Full exclusion seems the safest route, but with the cap on how many individual immunities the grace-gift can provide I don't know if that is fair.))


    High-level Gift of Time option that freezes you in place (even in mid-air?) but you can still be injured, auto-fail all reflex saves, can even be coup-de-graced. Can't be moved from spot without tearing you to pieces/crushing you to death against the force holding you in place. This lasts 4 rounds. At the end of the 2nd round you pick one ally (not requiring LoS since you can't turn your head) to receive a 3 round Time Stop. This is the ONLY action you may undertake for those 4 rounds. This is at-will. ((Going to be FUN seeing what actual uses the non-munchkin power-gamers can come up with for this one!))


    Quote Originally Posted by Bhu
    Quote Originally Posted by DracoDei
    Ok. For my reference, did you look at the other comments? Knowing this would help me give context to this comment.
    I read some of it yes.

    I don't suppose you can clarify why this particular combination came to mind?
    Because the healbot can take care of whatever effects get through to the Grace-gift (or other party members), thus making them multiplicative with eachother?
    I agree that, as currently written, they aren't exactly a replacement for a cleric in the party in most campaigns.
    The overlap would be one nasty buffing machine. If the group is short casters and has to rely on frontline melee, one of these and a cleric in back could really boost the frontline.



    "Hello, my name is Mother Nightingale, this is my hospital. If you come to visit, or to receive treatment or instruction, then welcome indeed. If you come here to offer violence to any, then I will refer you to the list I have posted by the door of those I have added to the patient list in the past."

    List of mass buff spells.

    Threads in ROLEPLAYING section where I asked for help on specific aspects of this:
    AoO builds


    Threads researching aspects of this:
    Last edited by DracoDei; 2013-06-09 at 04:30 PM.
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    Default Notes for Future Development 2/Room for expansion

    ((Nothing here yet.))
    Last edited by DracoDei; 2013-06-09 at 04:31 PM.
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    Default Re: Do Not Post Here! Under Construction!!!

    What is this?

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    Default What this is.

    Quote Originally Posted by Callous View Post
    What is this?
    First off, the fact that you posted was fine. I reserved as many posts as I needed already, but wasn't going to change the thread title until I had split apart the main table (or at least made split versions of it) and perhaps gotten some more play-testing done. I didn't want to "nag" the Playground by displaying this class too insistently.

    But to answer both of the interpretations of your question that come to my mind...
    What is the class?
    Spoiler
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    It is a base class I have been working on a while and is currently in playtest. I like to say it isn't supposed to be the wind beneath the party's wings, it is supposed to be the SCRAM-jet beneath their wings.

    The core idea was a class that gets a host of marvelous defenses, but is challenged in combat to survive since its major contribution is giving those defenses away. Later I added abilities with the goal of it being able to cure just about anything a cleric of equal level can if MUCH more slowly in many cases. I also put in some abilities that enhance its AoOs. In other words it is the concept of "Defender" taken to such an extreme that it accomplishes nearly nothing directly during its turn and it is only during the turns of its allies or enemies that it materially effects the battle.

    Almost everything about the class can be enhanced by one or more feats. Needless to say this is a LOT of feats, even if one only counts the original, class-specific ones.

    I suspect people were scared away from the first thread by the odd concept, and how big the main table is.


    What is the reason I made a new thread?
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    I keep thinking of more options for it, and since it is pretty lacking at the higher levels I keep putting them in. Admittedly SOME of my new ideas effect the lower levels too, but since the class is, almost by definition, never going to hog the spotlight I put those in too. In any case my edits kept causing the first post in its old thread to exceed the character limits for a single post, despite my moving the feats, development notes, and ideas for continuation separate post(s) in that thread. I got tired of trying to find development notes I could delete, or stuff I could move to a different post, so I made a new thread with LOTS of break-down.
    Last edited by DracoDei; 2012-11-21 at 08:14 PM.
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    Default Re: Still under construction to improve clarity, but you can post here if you want.

    For the first time since.. ever, I'm actually a player in an ongoing campaign. I've played a couple of one shots, and have been DMing for years, but haven't ever been a player before. Guess which class I chose?

    So yeah, the I am naturally interested in where you go with this. It's a very original and unique type of character, and one that frankly suits my style of play ("Try not to let everyone die").

    Notes:
    1. I was a bit confused by how you structured the bonus feat lists. Namely, List III says "Grace-Gift 5" on it, yet at that level on the table they aren't listed as getting a feat. I took it that this number was instead to indicate the minimum level to take the feat, which made sense. Then at level 9 when they DO get a bonus feat, It only goes up to list IV, when List V says "Grace Gift 9". I think I'm missing something here.

    2. AoOs get ridiculous. Evasive Strike+Combat Reflexes (As a bonus, of course)+Blocker+Stand Still. YOU. SHALL NOT. PAAAASS.

    3. Touch of the Grace Gift. "Woo, I can heal 16 HP per day, at second level! Ohwait.. What's that? It takes a full round to use? And it maxes at 1/2 my level per round? So.. I can heal 1 hp as a full round action 16 times per day?" (Not a critique, I understand the reasoning and that it'll improve at upper levels. Just.. Aww)

    4. Overall it looks amazing, though it is a tad complicated at first.

    If you'd like me to, I can post my findings from my playtest of it.
    Last edited by Welknair; 2012-07-07 at 11:09 PM.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: Still under construction to improve clarity, but you can post here if you want.

    Quote Originally Posted by Welknair View Post
    For the first time since.. ever, I'm actually a player in an ongoing campaign. I've played a couple of one shots, and have been DMing for years, but haven't ever been a player before. Guess which class I chose?
    EDIT: I am honored.
    Quote Originally Posted by Welknair View Post
    So yeah, the I am naturally interested in where you go with this. It's a very original and unique type of character, and one that frankly suits my style of play ("Try not to let everyone die").
    Thank you. I was pretty sure there was a niche out there among players.
    Quote Originally Posted by Welknair View Post
    Notes:
    1. I was a bit confused by how you structured the bonus feat lists. Namely, List III says "Grace-Gift 5" on it, yet at that level on the table they aren't listed as getting a feat. I took it that this number was instead to indicate the minimum level to take the feat, which made sense.
    This second interpretation is correct.
    Quote Originally Posted by Welknair View Post
    Then at level 9 when they DO get a bonus feat, It only goes up to list IV,
    Oops, that might be a typo.
    Quote Originally Posted by Welknair View Post
    when List V says "Grace Gift 9". I think I'm missing something here.
    You have the mechanics right. What you are missing is a look behind the scenes.

    My father is a computer programmer and so I have something of the mind-set of one (even if very little training in any specific language). Part of that mindset is making things modular so you can change one part of a thing without changing a bunch of other stuff.

    The feats are sorted into their roman numeralled lists by power level, and those power levels are mapped onto the class levels via the wizard's spell level progression. This has nearly NOTHING to do with what levels they get bonus feats at.

    Meanwhile, I give bonus feats at the class levels I feel are a bit empty, or otherwise in need of a boost. The class itself is a fairly weak concept in many ways, and the ONLY character design choices it offers are the feats and skill-points (EDIT: and the Enhanced Defensive Strike options and first level melee weapon proficiency). For this reason I gave one feat for the first 4 levels. In fact, initially these were static feats, but motionmatrix pointed out that I should give the players choices, so I did... and then things got gloriously out of hand as I eventually brewed up 25+ class-specific feats. Admittedly several of them (the Toughness line and Improved Divine Grace come to mind), are probably underpowered outside of some sort of theoretical optimization. I probably need to give more feats at the later class levels, but I am not quite sure where to put them. EDIT: Powering up the less good original feats could also be good. The "Grace-Gift's Toughness" line should be possible, but I am not so sure how to go about figuring out the exact numbers to do it. Said numbers would be the levels you get access to each one, and when there is a jump of 2 or more versus just 1.

    The point being, as things stand, I could edit the table* to move the bonus feats around and the ONLY things I would have to change would be the table*. Meanwhile, if I want to change the power level of a feat I can do that in the feats post and under the bonus feat class feature listing (NOT the table*), and not create a contradiction with the table*.
    *Tables as of this second thread, due to my trying to offer more options for how to read it so people would be less intimidated by the size of the table. But that is beside the point.
    Quote Originally Posted by Welknair View Post
    2. AoOs get ridiculous. Evasive Strike+Combat Reflexes (As a bonus, of course)+Blocker+Stand Still. YOU. SHALL NOT. PAAAASS.
    I assume you mean "Defensive Strike", or is "Evasive Strike" a feat I don't know about?

    And yeah, it should get pretty good. Note that Blocker requires a full-round action, so you can't move towards the enemy and then do it (at least not until 13th level), but that whole business worked out very well for something that I developed as a secondary function of the class to help round them out a bit. Of course you often will be using BOTH in a given turn since "full-round action" doesn't include a Swift action.
    Quote Originally Posted by Welknair View Post
    3. Touch of the Grace Gift. "Woo, I can heal 16 HP per day, at second level! Ohwait.. What's that? It takes a full round to use? And it maxes at 1/2 my level per round? So.. I can heal 1 hp as a full round action 16 times per day?" (Not a critique, I understand the reasoning and that it'll improve at upper levels. Just.. Aww)
    Yeah, it isn't anywhere near as much per-day a cleric or even druid's healing abilities (especially at class levels 3 and up), but not bad for a feat. It also isn't competing for spell-slots with almost everything else the class can do like the Vancian healers are dealing with.
    The Full-Round and per-round cap were basically my way of saying "But in battle this SHALL NOT substitute for Gift of Protection and Gift of Shielding... take your damage like a man Grace-Gift."
    Quote Originally Posted by Welknair View Post
    4. Overall it looks amazing, though it is a tad complicated at first.
    Yeah, and I don't really think it can be simplified much without taking away from the core concept. The PRESENTATION could perhaps be, but the actual mechanics... they need OPTIONS in combat, and since what they need to be doing varies based on what the enemies (and, to a lesser extent, allies) will be doing, they need a LOT of options.
    Quote Originally Posted by Welknair View Post
    If you'd like me to, I can post my findings from my playtest of it.
    To a homebrewer, play-test data is extremely rare and valuable. PLEASE do.
    Last edited by DracoDei; 2012-08-25 at 09:18 PM.
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    Default Re: Still under construction to improve clarity, but you can post here if you want.

    1. Ahh, that makes a lot of sense. I may use that trick on later projects

    2. Woops, meant to say "Evasive Reflexes", from ToB.

    3. Well, combat healing was never a terribly good option anyways, and this class is better than most at helping allies not take damage in the first place (The two gifts you mentioned)

    4. Can-do! First session was mostly character creation, and then a bit of exposition. The team are all 2nd level humans. My character has proficiency with a mildly brewed wooden training sword, 1d6 nonlethal bludgeoning damage. We're using elite array and I distributed my ability scores how you recommended (looking forward to level 4 when my Cha bumps up to 16). Feat-wise, I chose Force of Personality for Human, Improved Toughness for 1st, and then Stand Still and Touch of the Grace Gift as the bonuses. I plan to take Comat Reflexes as my bonus next level, as well as Blocker for 3rd. I can see how it can get complicatd fast.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
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    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: Still under construction to improve clarity, but you can post here if you want.

    Quote Originally Posted by Welknair View Post
    1. Ahh, that makes a lot of sense. I may use that trick on later projects
    Slightly less valuable for table-top RPGs than for programming, but yeah...
    Also, you DID find a typo in the tables at level 9, and I DID fix it.
    Quote Originally Posted by Welknair View Post
    2. Woops, meant to say "Evasive Reflexes", from ToB.
    Not seeing what you would use that for in that combo, since it lets you take 5' steps INSTEAD of taking an AoO, which rather defeats the point unless you can generate 2 AoOs later in the round by taking a 5' step.
    Quote Originally Posted by Welknair View Post
    3. Well, combat healing was never a terribly good option anyways, and this class is better than most at helping allies not take damage in the first place (The two gifts you mentioned)
    True.
    Quote Originally Posted by Welknair View Post
    4. Can-do! First session was mostly character creation, and then a bit of exposition. The team are all 2nd level humans. My character has proficiency with a mildly brewed wooden training sword, 1d6 nonlethal bludgeoning damage.
    Sounds reasonable. No damage die increase over the sap (ARE you using the changes in red?) but it lets you add more of your strength bonus. Might want to cover what happens with Stand Still if your enemy is immune to subdual damage (constructs and undead). By RAW this works, and it isn't too counter-intuitive that it would actually work like that, but it never hurts to work these things out in advance.
    Quote Originally Posted by Welknair View Post
    We're using elite array and I distributed my ability scores how you recommended (looking forward to level 4 when my Cha bumps up to 16). Feat-wise, I chose Force of Personality for Human,
    I assume this lets you substitute Charisma for Wisdom when making Will saves?
    Quote Originally Posted by Welknair View Post
    Improved Toughness for 1st,
    Probably useful at lower levels. I don't quite recall what I have heard about it at higher levels.
    Quote Originally Posted by Welknair View Post
    and then Stand Still and Touch of the Grace Gift as the bonuses. I plan to take Combat Reflexes as my bonus next level, as well as Blocker for 3rd. I can see how it can get complicated fast.
    Yeah, not as bad as a sorcerer, wizard, or sword-sage, but still some decisions to make (which is a good thing).
    You going to be doing anything to increase your reach? The only applicable option I can think of for the next few levels is potions of Enlarge Person.


    One of the things I did during the pre-game discussion for Tavar's game was to work out ahead of time which the other players thought were the tastiest buff(s) for their characters. You got that figured out, and if so, did you talk about it with the other players, or did it seem pretty obvious to you?
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    Your face-to-face group met for the second session yet Welknair?
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    My Homebrew is humbled by the sight of this class
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    Quote Originally Posted by toapat View Post
    My Homebrew is humbled by the sight of this class
    Can you be more specific regarding what you like about it?
    Or were you just saying that it is really long? Which is unsurprising given that they get individual class abilities that cover a good portion of the curative and buff lists, plus the feats to let you pick which aspects to accentuate. Actually simpler than a cleric if you count the text of all the spells that clerics get as part of the complexity of the class.

    EDIT:
    Ah, this guy. I'm not sure how you connected Grappling as being "defensive" unless it was the idea of locking down the opponent. You also needed to specify that the AC bonuses for the two shield's stacks.

    But yeah, Grace-Gift gives a lot more options to play around with.
    Last edited by DracoDei; 2012-07-17 at 03:50 AM.
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    Quote Originally Posted by DracoDei View Post
    Ah, this guy. I'm not sure how you connected Grappling as being "defensive" unless it was the idea of locking down the opponent. You also needed to specify that the AC bonuses for the two shield's stacks.

    But yeah, Grace-Gift gives a lot more options to play around with.
    Actually grappling was added as to evoke the feeling of being a mountain and crushing your opposition as though a under a landslide. The class is built around the concept of becoming the mountain.
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    Quote Originally Posted by toapat View Post
    Actually grappling was added as to evoke the feeling of being a mountain and crushing your opposition as though a under a landslide. The class is built around the concept of becoming the mountain.
    Ah, I see, I didn't realize it was a later edit...
    But I need things explained to me step-by-step a lot of the time. I am very poor at reading implications. Did you like the Grace-Gift? What do you like/not like about it?
    Last edited by DracoDei; 2012-07-17 at 12:38 PM.
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    I am impressed by the effort that went into this class, but what i really dislike is how you basically created an entire rulebook for one class.

    I like that someone put out the effort to build such a class, but the more you put into a class, the more breakable, or more rigid it becomes.

    this is a pretty cool super paladin though
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    Thank you for your comments, now let me see if I can dig a little deeper to try to understand them.
    Quote Originally Posted by toapat View Post
    I am impressed by the effort that went into this class, but what i really dislike is how you basically created an entire rulebook for one class.
    Sounds like "nice try, but the end result isn't worth it"?
    Quote Originally Posted by toapat View Post
    I like that someone put out the effort to build such a class, but the more you put into a class, the more breakable, or more rigid it becomes.
    So you are saying I should have used the spells more directly, without as many tweaks?

    I think the key to breaking this class would be a way of redirecting the benefits of the SLA's to yourself plus some way of avoiding the matching penalty. I'm not sure how easy that is to produce since I don't hang out on the optimization boards.

    It is mechanically simpler than most full-casters. Not that most of those aren't broken, but the only break I have seen explained for this class (Grace-Gift followers/cohorts) I had already fixed with a warning to the GM, and I am probably going to install the mechanical fix I came up with at some point. If someone can think of one or more specific ways to break this then I might consider that, but so far I am seeing survivability and having a strongly relevant response (out of the MANY responses the class gives you) to any particular threat as being the major problems here.
    Quote Originally Posted by toapat View Post
    this is a pretty cool super paladin though
    I assume that you are talking about the overall vibe, not the mechanics?
    Mechanically they are closer to a non-CoDzilla cleric out of combat and in combat... well to use 4E's term Paladin's are Strikers and Grace-Gifts are Defenders (or perhaps Controllers/Leaders/whatever they call that?) utilizing a combination of Defensive Buffs and AoOs, with some very tasty offensive and utility buffs (and more to come on the offensive buffs I think).

    Mechanically:
    Matches:
    • Divine Grace
    • medium-strength hitpoint healing (well... if you take Touch of the Grace-Gift)
    • close ranged auras (Aura of Courage for the paladin, several abilities for the grace-gift)
    • pretty good AC
    • Non-hitpoint curative stuff (Weak spellcasting for the Paladin, Hands of the Healer etc for the grace-gift).

    Non-matches:
    • Active role in combat is attacking for the Paladin, and he only has one class feature that is preventive for his allies. The Grace-Gift is about prevention and AoOs in combat.
    • Paladin uses physical attacks in a fairly basic way with a single per-day class feature supporting it. Grace-Gift's are more about the spell-casting, with a sideline of AoOs (or removing weaker foes from allies when/if GET OFF OF THEM!!! enters the picture). That sideline gets CHOICES and requires forethought to set up for maximum effectiveness.
    • Paladins are per/day for their smite and spellcasting, Grace-Gifts are mostly all-day for their core features (and some of those features take ALL DAY).
    Last edited by DracoDei; 2013-02-18 at 02:38 AM.
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    Quote Originally Posted by DracoDei View Post
    *snip*
    Im not saying that, im saying that it becomes easier to either hyperfocus the class, or to underbalance a class when you have so much material, or to create problems you cant deal with.


    and i mean in terms of role, the paladin was supposed to be a defender in role and flavor, but was not given very strong defense in mechanics
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    Quote Originally Posted by toapat View Post
    Im not saying that, im saying that it becomes easier to either hyperfocus the class, or to underbalance a class when you have so much material, or to create problems you cant deal with.
    Ah, well yeah, I am creating a new style of play, or something very close to it with the super-short duration buffs. I never really stopped to think about it when I first started writing up the class, but it could prove to be a challenge. Will have to wait for playtest* and/or more specific critique.

    *Two are under way! Thank you Welknair for playing in his RL game and Tavar for GMing the PbP(IC OOC) I am playing a Grace-Gift in! Of course, all that [sarcasm]pesky[/sarcasm] roleplaying has delayed the play-test of the actual class. So far I have just been "that guy with the maxed ranks in heal" who lets the guy with the demon in his head use his abilities while maintaining a semblance of control. Welknair's report for his first session can be seen further up this page.

    Quote Originally Posted by toapat View Post
    and i mean in terms of role, the paladin was supposed to be a defender in role and flavor, but was not given very strong defense in mechanics
    I see. Didn't recall that. Thought they were supposed to be "Protectors" in that they kill all the nasties trying to kill the defenseless commoners.
    Last edited by DracoDei; 2013-02-18 at 02:39 AM.
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    This feels very unprofessional to me. It's almost designed to be unreadable. It would be a lot easier to understand without all of the notes saying things along the lines of "You couldn't understand this if you tried, so here's something else." If you're going to put up a work in progress as a usable class, I'd suggest keeping it in a usable form, with your notes either on your computer or in a separate post underneath it (rather than jumbled inside something otherwise workable).

    Also, the name irks me for some reason. Maybe "Martyr" or "Giver" instead? Grace-Gift just sounds like two words smushed together, rather than a real name to me.

    Main Table For Building/Leveling Up Characters (Note: I DO NOT recommend using this table for getting to know this class or critiquing it, it is MUCH too verbose.)
    Ironic, because the class table contains a lot of information that many of the abilities lack. What level they come at, for instance. Or even the existence of some otherwise unlisted abilities (Status, Helping Hand, and I wouldn't be surprised if there are more lurking in there).

    Under Code of Conduct, the Able to Bear It ability is mentioned, despite the fact that it doesn't exist.

    Why are random passages and abilities in red? It's disconcerting. Are you trying to mess with my mind? Are those the notes your teacher wrote in after correcting it? Are those words written in blood to forge a deal with the demon of darkness and despair who lives at the heart of every forum outage?
    - Edit: Nevermind, I saw the note up top about what the red text means. It's still disconcerting and makes it harder to read, though.

    Why did you need to create a whole new spell for Carry the Burden, since nobody can actually use it as a spell? Just say what it does and give an effective spell level and be done with it, rather than confusing the issue by adding irrelevant information that also has unintended consequences. Specifically, since it's a spell (and for some reason specified as divine, despite the fact that Grace-Gifts aren't spellcasters at all), Chameleons can cast it, Archivists can learn it, and items can be made with it, and it's apparently on the Grace-Gift's spell list so they have a spell list despite not being spellcasters.

    Spell-like abilities and supernatural abilities are normally neither arcane nor divine. Only spells have that distinction. Does the note about saving throws (I think you meant save DCs?) also apply to the supernatural abilities (which don't normally have equivalent spell levels, instead normally having save DCs of 10 + 1/2 HD + ability modifier)?
    Last edited by Garryl; 2012-07-17 at 07:31 PM.
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    Finally some more comments on formatting... not as good as specific comments on the abilities themselves, but better than a sharp stick in the eye, and more than I expected with the thread being "offline for maintenance, enter at your own risk", which I ran out of characters to say more clearly in the title.

    I am dashing off this response while my anxiety which follows me despite all the homebrewing I have done over the years allows me. Please ask questions about any unclear points.
    Quote Originally Posted by Garryl View Post
    This feels very unprofessional to me. It's almost designed to be unreadable.
    I would welcome SPECIFIC ideas for clarifying it. You said a few things, but I get the sneaking feeling there is a lot more that you felt would be obvious.

    The words "clarify this" are anathema to me. They unfortunately often mean nothing for me. I write how my brain works mostly, or in my best imitation of the writing style of what I read, and usually can't improve on that without knowing at least what the specific type of unclarity is, or, better yet, precise (and I mean almost computer programmer/mathematician/grammar-teacher level of precise) directions for making said repairs.
    Quote Originally Posted by Garryl View Post
    It would be a lot easier to understand without all of the notes saying things along the lines of "You couldn't understand this if you tried, so here's something else."
    I never said THAT. I said that one table wasn't worth the effort for the someone critiquing the class (or creating a character from scratch?) rather than leveling up in it... based on what Kane0 said in the previous thread and/or some PMs between us. With only one data-point on how to improve formatting, I went along with what he said to a certain degree (not to the point of changing the underlying mechanics to make the table easier to read).

    Apparently you disagree?

    Also, if I missed something and said such a thing in more than one place please point them out to me.
    Quote Originally Posted by Garryl View Post
    If you're going to put up a work in progress as a usable class, I'd suggest keeping it in a usable form, with your notes either on your computer or in a separate post underneath it (rather than jumbled inside something otherwise workable).
    And what would such a form be EXACTLY?

    My notes mostly ARE in a separate post... only a very small fraction of them are in with the text. Those notes would be very difficult for me to keep in any sort of context in a separate post, and many of them are designed so that if someone reading the class to critique it will notice the question in that context.

    No, I am seriously asking, because the first thread used the format you described as far as a single table and got very little response(I swapped some reviews with the only person to comment on it in any depth). Then Kane0 said that I needed to dumb down the table because nobody would read it, so we worked together to split up the tables to group similar concepts together.

    Kane0's table suggestions (which I received via PM) went with the tables. I guess I COULD move those to the "ideas for future changes" post.
    Quote Originally Posted by Garryl View Post
    Also, the name irks me for some reason. Maybe "Martyr" or "Giver" instead? Grace-Gift just sounds like two words smushed together, rather than a real name to me.
    Different strokes for different folks? Those sound somehow childish to me. Neologizing seemed the way to go. I could be convinced by enough people saying they prefer such a name. The mechanics are where my focus is.
    Quote Originally Posted by Garryl View Post
    Ironic, because the class table contains a lot of information that many of the abilities lack. What level they come at, for instance. Or even the existence of some otherwise unlisted abilities (Status, Helping Hand, and I wouldn't be surprised if there are more lurking in there).
    I haven't been as good as I might have been about updating the split tables, but up to a certain point of development everything should be on there, including the SLAs. I can go through and try to check that everything on the main table is on one of the sub-tables I made.
    Quote Originally Posted by Garryl View Post
    Under Code of Conduct, the Able to Bear It ability is mentioned, despite the fact that it doesn't exist.
    Yeah, I guess I should change that since I found other things to give them. Good catch.
    Quote Originally Posted by Garryl View Post
    Why are random passages and abilities in red? It's disconcerting. Are you trying to mess with my mind? Are those the notes your teacher wrote in after correcting it? Are those words written in blood to forge a deal with the demon of darkness and despair who lives at the heart of every forum outage?
    - Edit: Nevermind, I saw the note up top about what the red text means. It's still disconcerting and makes it harder to read, though.
    Well, since I need to reference this for the play-test game, those need to stay in until they are approved. MAYBE I could just put a [Not Approved by Tavar] tag on those, but that would be harder to locate for discussion.
    Quote Originally Posted by Garryl View Post
    Why did you need to create a whole new spell for Carry the Burden, since nobody can actually use it as a spell? Just say what it does and give an effective spell level and be done with it, rather than confusing the issue by adding irrelevant information
    It seemed the clearest way to state the overall changes. What exactly would you call "irrelevant information"? Any time someone says something like that it throws up huge red flags in my mind since I often have a great deal of trouble knowing what other people consider relevant or irrelevant.
    Quote Originally Posted by Garryl View Post
    that also has unintended consequences. Specifically, since it's a spell (and for some reason specified as divine, despite the fact that Grace-Gifts aren't spellcasters at all),
    Uh... I take it that by your definition Warlocks aren't spellcasters?
    Quote Originally Posted by Garryl View Post
    Chameleons can cast it, Archivists can learn it, and items can be made with it, and it's apparently on the Grace-Gift's spell list so they have a spell list despite not being spellcasters.
    Forgot about those problems, despite having run into them with my Leap Dragoon. I should be able to copy-paste the countering phrases from that work to take care of that.
    Quote Originally Posted by Garryl View Post
    Spell-like abilities and supernatural abilities are normally neither arcane nor divine.
    Well, maybe technically not(never occurred to me to investigate the matter), but I would certainly call an SLA of a divine-only spell a "divine SLA" and I would say that Warlocks are Arcane casters built around SLAs.
    Quote Originally Posted by Garryl View Post
    Only spells have that distinction. Does the note about saving throws (I think you meant save DCs?) also apply to the supernatural abilities (which don't normally have equivalent spell levels, instead normally having save DCs of 10 + 1/2 HD + ability modifier)?
    Should be "saving throws against his abilities" or something along those lines.

    And yes, those would apply to supernatural abilities... except that I am pretty sure that all their supernatural abilities are saveless since they don't target anyone per se.

    *Checks to see if he gave any supernatural abilities spell levels.*
    Huh... so I did!
    Looks like I need to split Divine Protection in the same way I split Shield of the Soul where it is a Supernatural ability with a Spell-like ability that is so closely related that they are best sharing a heading (unless you really think that having more items on the table is a good thing).


    EDIT: Added a small disclaimer in the first post after the link to the old thread.
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    Yeah, sorry about that. I was a frustrated with something else and let it come out into my words. This should have been a much more helpful critique than it actually was. My apologies.

    I never said THAT. I said that one table wasn't worth the effort for the someone critiquing the class (or creating a character from scratch?) rather than leveling up in it... based on what Kane0 said in the previous thread and/or some PMs between us. With only one data-point on how to improve formatting, I went along with what he said to a certain degree (not to the point of changing the underlying mechanics to make the table easier to read).

    Apparently you disagree?

    Also, if I missed something and said such a thing in more than one place please point them out to me.
    Looking it over again, my comment was indeed entirely about that line, I think. Regardless, it was unfair of me.

    Regarding the class table, it could be a lot more clear by having less information. Specifically, most of that extra info in brackets can go. Bonus feats don't need to specify which list they can come from on the table. Most of the abilities don't need to give details when they are originally gained, and only need a very short summary of the changes at higher levels. Really, more of a reminder to a reader who knows the ability than even a summary. For example:

    Spoiler
    Show

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |A General Rule, An Ounce of Prevention, Aura, Divine Protection, Gift of Resistance, Gift of Shielding, Gift of Tolerance, Swift to Protect, Defensive Strike , Bonus Feat, Life Saver

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Divine Grace, Bonus Feat, Helpful, Master of the Healing-ward

    3rd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Defensive Strike(Base Attack Bonus), Bonus Feat, Status 1/day, Courage, Carry the Burden, Enhanced Defensive Strike(Magic), Hands of the Healer

    4th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |Bonus Feat, Life Saver(Treat Poison and Disease), Gift of Resistance(2 saves), Gift of Time

    5th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |An Ounce of Prevention(At-Will), Carry the Burden(fly), Gift of Breath, Gift of Soul, Helping Hand 1/day

    6th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Defensive Strike(+50% damage), Gift of Time(Move Action), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)

    7th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Carry the Burden(2 allies), Enhanced Defensive Strike(1 alignment, Ghost-Touch, and/or Vicious), Gift of Resistance(1 save)

    8th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Divine Protection(15' Radius), Gift of Time (20' range), Status 2/day

    9th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Bonus Feat, Gift of Life, Gift of Resistance (Boost Multiple Saves)

    10th|
    +5
    |
    +7
    |
    +7
    |
    +3
    |Carry the Burden(3 allies), Defensive Strike(+100% damage), Gift of Shielding (Swift), Gift of Time(Full-Round action)

    11th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Bonus Feat, Enhanced Defensive Strike(Adamantine), Hands of the Healer(level drain), Shield of the Soul

    12th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Divine Protection(Sacred/Profane), Gift of Time (30' range), Helping Hand 2/day

    13th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty, Mobile Defender

    14th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Carry the Burden(4 allies), Bonus Feat, Status At-Will

    15th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Enhanced Defensive Strike(2 options), Gift of Shielding (Immediate), Gift of Time(Grant Swift, Standard)

    16th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Defensive Strike(Class level x 3 damage), Shield of the Soul(Area)

    17th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Bonus Feat, Carry the Burden(5 allies), Gift of Foresight, Gift of Life(True Resurrection)

    18th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Divine Protection(Insight), Gift of Time (40' range)

    19th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Bonus Feat, Shield of the Soul (class level+10)

    20th|
    +10/+5
    |
    +12
    |
    +12
    |
    +12
    |Gift of Time(Grant Move+Standard action), Gift of Resistance(Half Penalties)[/table]


    Uh... I take it that by your definition Warlocks aren't spellcasters?
    Nope. They are invokers. They have invocations (which are spell-like abilities, not spell). They do not have a spell list, but they do have an invocation list. They do have a caster level since their invocations are spell-like abilities, but that isn't a sufficient condition to be a "spellcaster". If I recall correctly (and I probably don't), Complete Arcane specifically defines them as not spellcasters, and instead provides exceptions to the normal rules that allows them (as invokers) to qualify for certain options that ordinarily only function for spellcasters (such as gaining a benefit from PrCs that advance spellcasting).

    Well, maybe technically not(never occurred to me to investigate the matter), but I would certainly call an SLA of a divine-only spell a "divine SLA" and I would say that Warlocks are Arcane casters built around SLAs.
    Warlocks are neither arcane nor divine. They have a specific exception in their ability to cast invocations that causes their invocations to be affected by arcane spell failure, but that does not make them arcane. If I recall correctly (and, again, I probably don't) they can't even benefit from PrCs that specifically advance arcane spellcasting, only unqualified spellcasting.

    Forgot about those problems, despite having run into them with my Leap Dragoon. I should be able to copy-paste the countering phrases from that work to take care of that.
    Or just don't define it as a new and distinct spell. For example:

    Spoiler
    Show

    Starting at 3rd level, the grace-gift may take the weight of gravity from one of his companions (but not himself). Initially this functions much like a levitate spell, except as follows. The ability has a range of 5 feet per caster level per his Charisma modifier (minimum 5 feet). Using this ability is a swift action. Like all Grace-Gift spell-like abilities, Carry the Burden counts as a divine spell, has both verbal and somatic components, and is subject to the arcane spell failure chance of armor heavier than light armor. This effect lasts 1 round (unless dismissed), unless renewed as a swift action at the beginning of the Grace-Gift's turn. Carry the Burden can only affect a single, willing creature (with no wieght limit).

    For the duration of this effect the grace-gift's load is increased by the total weight lifted (that of the target and anything it carries). If the weight taken ever causes the grace-gift's current load maximum encumbrance they fall prone and are considered pinned. For every multiple beyond the first of the Grace-Gift's maximum load that her current load is increased to, she takes 1d8 points of damage each round.

    Starting at 5th level, this ability functions as the fly spell, instead of levitate, except as noted above. In addition, when the effect ends, the subject falls immediately, instead of falling slowly for 1d6 rounds.

    At 7th level the grace-gift may target two separate allies at once with this ability, however the weight is cumulative. If used in this way it its effective spell level is increased to 4th.

    At 10th level this increases to three separate allies. If used in this way it its effective spell level is increased to 5th.

    At 14th level this again increases to four separate allies, if used in this way its effective spell level is increased to 7th.

    Finally, at 17th level this increases to five separate allies, if used in this way its effective spell level is increased to 9th.


    For me, that's also a lot easier to understand, although at least some of that is because I wrote it.

    Sorry again for my unhelpfulness earlier. Going to bed now, hopefully this makes up for some of it.
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    Quote Originally Posted by Garryl View Post
    Yeah, sorry about that. I was a frustrated with something else and let it come out into my words. This should have been a much more helpful critique than it actually was. My apologies.
    I forgive you. (And I am tired, but not angry, as I write this so there may be errors).
    Quote Originally Posted by Garryl View Post
    Looking it over again, my comment was indeed entirely about that line, I think.
    Good to know.
    Quote Originally Posted by Garryl View Post
    Regardless, it was unfair of me.
    See above comment regarding forgiveness.
    Quote Originally Posted by Garryl View Post
    Regarding the class table, it could be a lot more clear by having less information. Specifically, most of that extra info in brackets can go. Bonus feats don't need to specify which list they can come from on the table. Most of the abilities don't need to give details when they are originally gained, and only need a very short summary of the changes at higher levels. Really, more of a reminder to a reader who knows the ability than even a summary. For example:
    Ok, now THIS is VERY helpful general theory, especially if it doesn't get contradicted by someone else.
    Quote Originally Posted by Garryl View Post
    Spoiler
    Show

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |A General Rule, An Ounce of Prevention, Aura, Divine Protection, Gift of Resistance, Gift of Shielding, Gift of Tolerance, Swift to Protect, Defensive Strike , Bonus Feat, Life Saver

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Divine Grace, Bonus Feat, Helpful, Master of the Healing-ward

    3rd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Defensive Strike(Base Attack Bonus), Bonus Feat, Status 1/day, Courage, Carry the Burden, Enhanced Defensive Strike(Magic), Hands of the Healer

    4th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |Bonus Feat, Life Saver(Treat Poison and Disease), Gift of Resistance(2 saves), Gift of Time

    5th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |An Ounce of Prevention(At-Will), Carry the Burden(fly), Gift of Breath, Gift of Soul, Helping Hand 1/day

    6th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Defensive Strike(+50% damage), Gift of Time(Move Action), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)

    7th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Carry the Burden(2 allies), Enhanced Defensive Strike(1 alignment, Ghost-Touch, and/or Vicious), Gift of Resistance(1 save)

    8th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Divine Protection(15' Radius), Gift of Time (20' range), Status 2/day

    9th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Bonus Feat, Gift of Life, Gift of Resistance (Boost Multiple Saves)

    10th|
    +5
    |
    +7
    |
    +7
    |
    +3
    |Carry the Burden(3 allies), Defensive Strike(+100% damage), Gift of Shielding (Swift), Gift of Time(Full-Round action)

    11th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Bonus Feat, Enhanced Defensive Strike(Adamantine), Hands of the Healer(level drain), Shield of the Soul

    12th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Divine Protection(Sacred/Profane), Gift of Time (30' range), Helping Hand 2/day

    13th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty, Mobile Defender

    14th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Carry the Burden(4 allies), Bonus Feat, Status At-Will

    15th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Enhanced Defensive Strike(2 options), Gift of Shielding (Immediate), Gift of Time(Grant Swift, Standard)

    16th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Defensive Strike(Class level x 3 damage), Shield of the Soul(Area)

    17th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Bonus Feat, Carry the Burden(5 allies), Gift of Foresight, Gift of Life(True Resurrection)

    18th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Divine Protection(Insight), Gift of Time (40' range)

    19th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Bonus Feat, Shield of the Soul (class level+10)

    20th|
    +10/+5
    |
    +12
    |
    +12
    |
    +12
    |Gift of Time(Grant Move+Standard action), Gift of Resistance(Half Penalties)[/table]
    And this saves me a lot of work! I should wait until I am more awake to give a shot at double-checking it, and then quote-save the current table's post so I can have a back-up when I replace most of the tables with this.
    Quote Originally Posted by Garryl View Post
    Nope. They are invokers. They have invocations (which are spell-like abilities, not spell). They do not have a spell list, but they do have an invocation list. They do have a caster level since their invocations are spell-like abilities, but that isn't a sufficient condition to be a "spellcaster". If I recall correctly (and I probably don't), Complete Arcane specifically defines them as not spellcasters, and instead provides exceptions to the normal rules that allows them (as invokers) to qualify for certain options that ordinarily only function for spellcasters (such as gaining a benefit from PrCs that advance spellcasting).
    Well, I actually want them to be able to get into most cleric/paladin PrCs as easily as possible, although how to have spell-casting advancement work with the class MIGHT be a challenge... I think a good start would be "each added caster level instead advances all spell-like abilities that never had a per-day limit as if it was a level of grace-gift, including granting access to new spell-like abilities, increasing caster level, and giving new options for abilities that advance with class level".
    Quote Originally Posted by Garryl View Post
    Warlocks are neither arcane nor divine. They have a specific exception in their ability to cast invocations that causes their invocations to be affected by arcane spell failure, but that does not make them arcane. If I recall correctly (and, again, I probably don't) they can't even benefit from PrCs that specifically advance arcane spellcasting, only unqualified spellcasting.
    Yeah, that last bit proves it was a mistake in my book, and one I see no reason to repeat.
    Quote Originally Posted by Garryl View Post
    Or just don't define it as a new and distinct spell. For example:

    Spoiler
    Show

    Starting at 3rd level, the grace-gift may take the weight of gravity from one of his companions (but not himself). Initially this functions much like a levitate spell, except as follows. The ability has a range of 5 feet per caster level per his Charisma modifier (minimum 5 feet). Using this ability is a swift action. Like all Grace-Gift spell-like abilities, Carry the Burden counts as a divine spell, has both verbal and somatic components, and is subject to the arcane spell failure chance of armor heavier than light armor. This effect lasts 1 round (unless dismissed), unless renewed as a swift action at the beginning of the Grace-Gift's turn. Carry the Burden can only affect a single, willing creature (with no wieght limit).

    For the duration of this effect the grace-gift's load is increased by the total weight lifted (that of the target and anything it carries). If the weight taken ever causes the grace-gift's current load maximum encumbrance they fall prone and are considered pinned. For every multiple beyond the first of the Grace-Gift's maximum load that her current load is increased to, she takes 1d8 points of damage each round.

    Starting at 5th level, this ability functions as the fly spell, instead of levitate, except as noted above. In addition, when the effect ends, the subject falls immediately, instead of falling slowly for 1d6 rounds.

    At 7th level the grace-gift may target two separate allies at once with this ability, however the weight is cumulative. If used in this way it its effective spell level is increased to 4th.

    At 10th level this increases to three separate allies. If used in this way it its effective spell level is increased to 5th.

    At 14th level this again increases to four separate allies, if used in this way its effective spell level is increased to 7th.

    Finally, at 17th level this increases to five separate allies, if used in this way its effective spell level is increased to 9th.
    Could work... will have to look at it when I have my head more together.
    Quote Originally Posted by Garryl View Post
    For me, that's also a lot easier to understand, although at least some of that is because I wrote it.
    Well, I will think about swapping this out.
    Quote Originally Posted by Garryl View Post
    Sorry again for my unhelpfulness earlier. Going to bed now, hopefully this makes up for some of it.
    Yeah, tired as I write this too.
    Last edited by DracoDei; 2012-07-18 at 12:32 PM.
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  30. - Top - End - #30
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    Stuff from DnD-Wiki IRC chat:
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    1:37 <DanielDraco >Those are passive.
    21:37 <DanielDraco >PAssive is not fun to play.
    21:38 <DanielDraco >It's sitting there and watching people roll dice against you.
    21:39 <DanielDraco >I would say that it's generally a fairly well balanced class. I just wouldn't necessarily call it a /good/ class. It's kind of like calling a stone wall a balanced obstacle -- sure it might be appropriate, but does anyone want to take control of one and have that be their responsibility in the game?
    21:39 <DracoDei >Apparently yes.
    21:40 <DracoDei >Very few people, but those that do very much appreciate the chance.
    21:40 <DanielDraco >Maybe if you capitalize more on the "the challenge is to survive" thing by giving it more things it can do to make that happen.
    21:41 <DracoDei >You got any ideas for that, or just that general concept?
    21:41 <DanielDraco >Make its risks riskier, and give it self-healing options, evasion options, etc. -- but make those take actions, limiting how much help it can be.
    21:41 <DanielDraco >Nothing specific atm, thinking broadly right now
    21:41 <DracoDei >Ok.
    21:41 <DanielDraco >Because the issue is that yes, it can be exciting to play this character and think "**** **** **** I'm gonna die, what can do I about it?"
    21:41 <DracoDei >I did give it one in-combat self-healing option.
    21:41 <DanielDraco >It's just that the answer to that question is "**** all"
    21:43 <DracoDei >Ctrl+F for "Protector's Reward" (which I am unsure about right now).
    21:44 <DracoDei >Oh, and for just a touch of offense, there is "GET OFF OF THEM!!!" (Caps and exclaimation points very much intentional).
    21:45 <DracoDei >I know that Whirlwind Attack is weak, but that is because it comes at late levels, and has tons of pre-requisites.
    21:45 <DanielDraco >where's its in-combat healing?
    21:45 <DanielDraco >well also because you /usually/ don't face more than a handful of foes
    21:46 <DracoDei >Protector's Reward <-The feat for self-healing in combat.
    21:46 <DracoDei >Depends on the group.
    21:47 <DracoDei >Our only major encounter so far has been about 4 dire rats, an APL+1 or more caster who was large sized, and 3 swarms of templated rats.
    21:48 <AuraHorse >did you ever want to let the dire rats bite you? just in case you turn into a wererat?
    21:49 <DracoDei >No, but our main DPS got mobbed.
    21:50 <AuraHorse >that awkward moment when the main melee gets mobbed by dire rats... and the dire rats are actually were rats... and the main melee character uses weapon finesse
    21:50 *** Draco_Dei joined #dnd
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    Topic set by TarkIsAround on Tue Jan 01 2013 15:24:51 GMT-0500 (Eastern Standard Time)
    21:51 <Draco_Dei >Last thing I saw before accidentally hitting the "Back" button: 21:50 <AuraHorse >that awkward moment when the main melee gets mobbed by dire rats... and the dire rats are actually were rats... and the main melee character uses weapon finesse
    21:52 <AuraHorse >yeah, i ran a game where that happened once
    21:52 <AuraHorse >lol
    21:52 <DanielDraco >I'm really not sure what to suggest. I feel like it needs more active things to do, rather than just sustaining buffs each round. But that would need a nerf on its buffs or else it's then doing too much.
    21:52 <Draco_Dei >What does Weapon Finesse have to do with it?
    21:52 <AuraHorse >main melee was a samurai. Were rat samurai is pretty nice
    21:52 <Draco_Dei >It needs to have the buffs feel like they ARE active things to do.
    21:52 <AuraHorse >because +6 to dexterity
    21:52 <AuraHorse >in alternate form
    21:53 <Draco_Dei >AuraHorse: Alignment change wasn't a problem?
    21:53 <AuraHorse >Draco: no, he was an evil samurai
    21:53 <DanielDraco >Then give it more buffs that aren't numbers.
    21:53 <AuraHorse >the chaos only manifested on full moon
    21:53 <AuraHorse >when the involuntary change took
    21:53 <DanielDraco >What those may be, that's up to you to determine
    21:53 <DanielDraco >Maybe some swift action battlefield control
    21:54 <DanielDraco >That's more fun than giving a bonus, and not too brash for the feel of the class
    21:55 <AuraHorse >I actually liked the wererat samurai
    21:55 <Draco_Dei >The AoOs are Battlefield control for my character... then again he has a belt that enlarges him, EWP(Spiked Chain), Lesser Mage Slayer, and Power Attack (which is actually a bit useless).
    21:55 <DanielDraco >But those AoOs are so freaking limited. And they're not active.
    21:56 <DanielDraco >Well, I guess they are, but they're /re/active.
    21:56 <AuraHorse >well, if you had Combat Expertise, Improved Trip, and Power Attack, it would be nice
    21:56 <AuraHorse >with that spiked chain
    21:56 <Draco_Dei >Oh... wait...
    21:56 <DanielDraco >I'd give him something to do to control the situation with a swift action -- an alternative to a buff.
    21:56 <DanielDraco >So he has some tactical decisions to make other than whcih bonus to give
    21:56 <Draco_Dei >Yes, I do have Combat Expertese... forgot about that one... and because I took it as a class bonus feat it cues off Charisma instead of Dexterity.
    21:57 <AuraHorse >ha
    21:57 <AuraHorse >you mean from intelligence, right?
    21:57 <AuraHorse >13 intelligence?
    21:57 <Draco_Dei >The class is already sorta MAD, so I gave them that option.
    21:57 <Draco_Dei >Nope.
    21:57 <Draco_Dei >I mean charisma.
    21:57 <AuraHorse >I know you mean charisma
    21:57 <AuraHorse >but int as opposed to dex
    21:57 <DanielDraco >It normally uses Int, not Dex
    21:57 <Draco_Dei >You MAY be thinking of PF.
    21:58 <AuraHorse >I am thinking of D&D 3rd editions
    21:58 <AuraHorse >but think it's the same in PF, yeah
    21:58 *** DanielDraco quit (Quit: http://www.mibbit.com ajax IRC Client)
    21:58 *** DanielDraco joined #dnd
    21:58 <DanielDraco >whoops, wrong hotkey
    21:58 <Draco_Dei >http://www.d20srd.org/srd/feats.htm#combatReflexes
    21:59 <Draco_Dei >I don't know PF hardly at all.
    21:59 <AuraHorse >oh, Combat Reflexes
    21:59 <DanielDraco >You said Expertise earlier
    21:59 <AuraHorse >that's different from Expertise
    21:59 <Draco_Dei >Oh... sorry.
    21:59 <AuraHorse >you need 13 int to get CE, you need CE to get Improved Trip
    21:59 <AuraHorse >and you need exotic weapon to use spiked chain
    21:59 <AuraHorse >you use combat reflex for more AoO
    22:00 <Draco_Dei >No, I don't have Combat Expertese.
    22:00 <AuraHorse >power attack is nice to go with expertise
    22:00 <Draco_Dei >I actually had the class drop a lot of the requirements from its bonus feats.
    22:00 <DanielDraco >I would suggest that you do /not/ lengthen the leash on the save bonus, at least
    22:01 <DanielDraco >It can easily become "my allies auto-pass saves, and I auto-fail them" -- which becomes broken if you can do this from a distance
    22:01 <Draco_Dei >DanielDraco: Yeah, that one already has a pretty long leash. Maybe a feat that x1.5's the range at high levels.
    22:01 <DanielDraco >what's its longest range right now?
    22:01 <Draco_Dei >For the saves thing?
    22:01 <Draco_Dei >Or out of all of its abilities?
    22:02 <DanielDraco >saves thing -- that's the one with the potential to be broken
    22:02 <DanielDraco >or, well, greater potential
    22:02 <Draco_Dei >10/30 feet, doesn't change with level.
    22:02 <DanielDraco >Ah, alright. That's...reasonable
    22:02 <Draco_Dei >Full effect within 10 feet, half-strength if outside that but within 30.
    22:04 <DanielDraco >I would place a limit on the AC bonus. You say this class is MAD, but I'm seeing only Cha -- so that bonus is going to be quite large, and can be laying on top of the allies' native bonuses of similar magnitude
    22:04 <Draco_Dei >Sounds like I lucked out picking a boost to the exchange rate for that as one of the 20th level capstones (the other being the ability to hand an ally a standard+move action = full-round action).
    22:04 <DanielDraco >And I would remove the ability to change the bonus type. Keep it one thing, unchanging, unconditional.
    22:05 <DanielDraco >Otherwise you can get a group of four of them together, and you've got ridiculous stacking bonuses
    22:06 <DanielDraco >Or even just two.
    22:06 <Draco_Dei >It needs STR for Carry the Burden, Con for hitpoints for "Gift of Shielding" (and Gift of Breath and Gift of Tolerence, but those are very situational... well, and Gift of Life, but that is pitiful in most games.).
    22:06 <Draco_Dei >Hmmm... interesting point.
    22:07 <DanielDraco >Get two together, and the penalty is negated. Free uberbuff.
    22:07 <DanielDraco >Three or four, and they get a profit.
    22:08 <Draco_Dei >Only at 20th level.
    22:08 <Draco_Dei >Wait...
    22:08 <DanielDraco >No -- the moment they get access to a second bonus type
    22:08 <Draco_Dei >Sorry, you are talking about the Area AC buff...
    22:08 <DanielDraco >Yes, sorry
    22:09 <DanielDraco >Although I would remove the 20th level resistance boost
    22:09 <DanielDraco >for similar reasons
    22:09 <AuraHorse >dodge bonus also stacks: don't know what kind of AC buff you all are talking about, but since we're on the topic of keeping the bonus one type so it won't stack up, avoid using dodge
    22:09 <AuraHorse >you probably already know
    22:09 <Draco_Dei >The can't do dodge bonuses.
    22:09 <Draco_Dei >*They
    22:10 <DanielDraco >I'd make it straight-up deflection
    22:10 <AuraHorse >okay, I'm not sure which edition you guys are in, so apologies
    22:10 <DanielDraco >never anything else
    22:10 <Draco_Dei >3.X
    22:10 <AuraHorse >man
    22:10 <AuraHorse >I'm glad I don't play at your table LOL no offense
    22:10 <DanielDraco >not a fan of 3e?
    22:10 <AuraHorse >I do like 3e
    22:10 <AuraHorse >but a lot of homerules I don't really like
    22:10 <AuraHorse >not always
    22:10 <AuraHorse >sometimes
    22:10 <Draco_Dei >The reason I let them change was so they could eventually stack with their allies' /Rings of Protection/
    22:11 <DanielDraco >It's already a very large boost. I would suggest keeping it deflection precisely so they /can't/ stack with that.



    Garryl: Was working my way through the table you gave me, alphabetizing the abilities at each level (my fault they weren't, not your's) and making sure that nothing was left out. Everything was going 100% fine until 3rd level where I ran into some questions.

    The first is that I replaced "Defensive Strike(Base Attack Bonus)" with "Defensive Strike(To-Hit)". This includes the charisma bonus in the concept, and also... well, phrasing anything in that ability in terms of base attack bonus was my way of stating things in the most simple way possible, rather than making the bit with the weird formula the main way of explaining the mechanics.

    The other thing I did was follow you advice to the letter by changing "Enhanced Defensive Strike(Magic)" to simply "Enhanced Defensive Strike". This isn't the way the monk does it in the SRD though. Of course, that would argue against the whole idea of what you were saying about leaving out the baselines of things and only listing upgrades in parantheses, and we KNOW the table is overly wordy... although the alphabetization within each level may help.

    What do people think?

    I haven't gotten much past this point yet, but only due to being interrupted by the time-limits on a public terminal I am using at the moment.

    EDIT: Have been moving forward with the alphabetizing part. When I got to 6th level I was uncertain if "+50% damage" was better than "level x1.5"...

    Working copy of Garryl's suggested table that have alphabetized, and now need to check that everything that is in the main text is on it, and vice-versa.
    Spoiler
    Show

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    | A General Rule, An Ounce of Prevention, Aura, Bonus Feat, Defensive Strike, Divine Protection, Gift of Resistance, Gift of Shielding, Gift of Tolerance, Life Saver, Swift to Protect

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    | Bonus Feat, Divine Grace, Helpful, Master of the Healing-ward

    3rd|
    +1
    |
    +3
    |
    +3
    |
    +3
    | Bonus Feat, Carry the Burden, Courage, Defensive Strike(To-Hit), Status 1/day, Enhanced Defensive Strike(Magic), Hands of the Healer

    4th|
    +2
    |
    +4
    |
    +4
    |
    +4
    | Bonus Feat, Gift of Resistance(2 saves), Gift of Time, Life Saver(Treat Poison and Disease)

    5th|
    +2
    |
    +4
    |
    +4
    |
    +4
    | An Ounce of Prevention(At-Will), Carry the Burden(fly), Gift of Breath, Gift of Soul, Helping Hand 1/day

    6th|
    +3
    |
    +5
    |
    +5
    |
    +5
    | Defensive Strike(+50% damage), Gift of Time(Move Action), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)

    7th|
    +3
    |
    +5
    |
    +5
    |
    +5
    | Bonus Feat, Carry the Burden(2 allies), Enhanced Defensive Strike(1 alignment, Ghost-Touch, or Vicious), Gift of Resistance(1 save)

    8th|
    +4
    |
    +6
    |
    +6
    |
    +6
    | Divine Protection(15' Radius), Gift of Time (20' range), Status 2/day

    9th|
    +4
    |
    +6
    |
    +6
    |
    +6
    | Bonus Feat, Gift of Life, Gift of Resistance (Boost Multiple Saves)

    10th|
    +5
    |
    +7
    |
    +7
    |
    +3
    | Carry the Burden(3 allies), Defensive Strike(+100% damage), Gift of Shielding (Swift), Gift of Time(Full-Round action)

    11th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Bonus Feat, Enhanced Defensive Strike(Adamantine), Hands of the Healer(level drain), Shield of the Soul

    12th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Divine Protection(Sacred/Profane), Gift of Time (30' range), Helping Hand 2/day

    13th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty, Mobile Defender

    14th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Bonus Feat, Carry the Burden(4 allies), Status At-Will

    15th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Enhanced Defensive Strike(2 options), Gift of Shielding (Immediate), Gift of Time(Grant Swift, Standard)

    16th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Defensive Strike(Class level x 3 damage), Shield of the Soul(Area)

    17th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Bonus Feat, Carry the Burden(5 allies), Gift of Foresight, Gift of Life(True Resurrection)

    18th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Divine Protection(Insight), Gift of Time (40' range)

    19th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Bonus Feat, Shield of the Soul (class level+10)

    20th|
    +10/+5
    |
    +12
    |
    +12
    |
    +12
    |Gift of Time(Grant Move+Standard action), Gift of Resistance(Half Penalties)[/table]




    Backups of tables I am probably going to remove from the table's post:

    Base Attack Bonus, Saves, Bonus Feats and Passive and/or Strictly Out of Combat Abilities(Work in Progress)
    Spoiler
    Show
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |An Ounce of Prevention (1/level), Aura, Bonus Feat (I), Defensive Strike(Damage)

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Defensive Strike(To-hit), Divine Grace, Bonus Feat(I), Master of the Healing-ward

    3rd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Bonus Feat(I or II), Courage, Enhanced Defensive Strike(Magic), Hands of the Healer(Treat Blindness/Deafness, Ability Score Penalties), Status 1/day

    4th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |Bonus Feat(I or II), Life Saver(Treat Poison and Disease)

    5th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |An Ounce of Prevention (At-Will), Gift of Soul, Helping Hand 1/day

    6th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Defensive Strike(Class level x 1.5 damage), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)

    7th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Enhanced Defensive Strike(1 alignment, Ghost-Touch, or Vicious)

    8th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Status 1/day

    9th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Bonus Feat(I to V), Gift of Life(Raise Dead)

    10th|
    +5
    |
    +7
    |
    +7
    |
    +3
    |Defensive Strike(Class level x 2 damage)

    11th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Bonus Feat(I to VI)((Red because moved from 12th level)), Enhanced Defensive Strike(Adamantine), Hands of the Healer(remove drained levels up to 1 week/grace-gift level)

    12th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |, Helping Hand 2/day

    13th|
    +6/+1
    |
    +8
    |
    +8
    |
    +8
    |Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty

    14th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Bonus Feat(I to VII), Status At-Will

    15th|
    +7/+2
    |
    +9
    |
    +9
    |
    +9
    |Enhanced Defensive Strike(2 alignments, Ghost-Touch, and/or Vicious)

    16th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Defensive Strike(Class level x 3 damage)

    17th|
    +8/+3
    |
    +10
    |
    +10
    |
    +10
    |Bonus Feat(I to IX), Gift of Life(True Resurrection)

    18th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |-

    19th|
    +9/+4
    |
    +11
    |
    +11
    |
    +11
    |Bonus Feat(I to IX)

    20th|
    +10/+5
    |
    +12
    |
    +12
    |
    +12
    |-[/table]


    Active and/or In Combat Abilities
    Spoiler
    Show
    {table=head]Level|Special

    1st|A General Rule, Divine Protection(Deflection), Gift of Resistance(Penalty to all Saves), Gift of Shielding, Gift of Tolerance, Swift to Protect, Life Saver(Stabilize, Long-term Care, Treat Bleeding Wound, Treat caltrop-etc wound)

    2nd|Helpful

    3rd|Carry the Burden(1 ally, levitate)

    4th|Life Saver(Treat Poison and Disease), Gift of Resistance(Penalty to 2 Save Types), Gift of Time(+20' movement)

    5th|Carry the Burden(1 ally, fly), Gift of Breath

    6th|Gift of Time(Move Action)

    7th|Carry the Burden(2 allies), Gift of Resistance(Penalty to 1 Save Type)

    8th|Divine Protection(15' Radius), Gift of Time (20' range)

    9th|Gift of Resistance(Boost Multiple Saves)

    10th|Carry the Burden(3 allies), Gift of Shielding (Swift or Standard Action), Gift of Time(Only Requires a Full-Round action)

    11th|Shield of the Soul

    12th|Divine Protection(Sacred/Profane), Gift of Time (30' range)

    13th|Mobile Defender

    14th|Carry the Burden(4 allies)

    15th|Gift of Shielding (Immediate, Swift or Standard Action), Gift of Time(Grant Swift, Standard, OR Move Action)

    16th|Shield of the Soul(Area)

    17th|Carry the Burden(5 allies), Gift of Foresight

    18th|Divine Protection(Insight), Gift of Time (40' range)

    19th|Shield of the Soul (class level+10)

    20th|Gift of Time(Give Move+Standard action), Gift of Resistance(Half Penalties)
    [/table]


    COMPLETELY New Abilities by Level, Without Details on Upgrades/Sub-abilities Available(But includes all bonus-feat gains, even if they are for a degree (I to IX) that you already gained)
    Spoiler
    Show
    {table=head]Level|Special

    1st|A General Rule, An Ounce of Prevention (1/level), Aura, Divine Protection, Gift of Resistance, Gift of Shielding, Gift of Tolerance, Swift to Protect, Defensive Strike, Bonus Feat, Life Saver

    2nd|Divine Grace, Bonus Feat, Helpful, Master of the Healing-ward

    3rd|Bonus Feat, Status, Courage, Carry the Burden, Enhanced Defensive Strike, Hands of the Healer

    4th|Bonus Feat, Gift of Time(+20' movement)

    5th|Gift of Breath, Gift of Soul, Helping Hand

    6th|-

    7th|-

    8th|-

    9th|Bonus Feat(I to V), Gift of Life

    10th|-

    11th|Bonus Feat(I to VI)((Red because moved from 12th level)), Shield of the Soul

    12th|-

    13th|Matchless Loyalty, Mobile Defender

    14th|Bonus Feat

    15th|-

    16th|-

    17th|Bonus Feat, Gift of Foresight

    18th|-

    19th|Bonus Feat

    20th|
    [/table]



    Table formatting suggestions (that turned into class tweak ideas and non-mechanic changing rewrites of ability descriptions) from Kane0
    Spoiler
    Show

    Hmm, if you don't mind me reworking things a bit, It might end up a lot more streamlined if you take it back from the ground up:

    A general rule can be posted in the thread as a note or spoiler, it isn't really a class ability.

    Aura is good as is.

    Bonus feats are good as is.

    Your three gifts could easily be combined since they are all of the same level. Give a bonus to X (AC, Saves, Resistances) at a penalty to your own Y(AC, Saves, CON), with similar restrictions and improvements placed on all of them. This would save you space and would simplify the abilities.

    Swift to protect could probably be simplified to be a bonus to Init, but thats up to you.

    Defensive strike is fine as is.

    Life saver is fine as is.

    Divine Protection and Divine Grace could easily be combined.

    Helpful could probably be changed to grant +4 instead of +2, or taking 10 on any aid another action. Either way (or a choice if you want)

    Master of the Heaing Ward could be incorporated into Life Saver

    Courage is fine as is.

    Carry the burden is fine as is.

    Enhanced Defensive strike is fine as is.

    Hands of the Healer could be incorporated into Life Saver

    Gifts of time, breath, soul and life are good as is.

    Shield of the Soul is good as is.

    Im a little iffy about the Mobile Defender ability since it is reliant on a feat that is not automatically granted. No matter how good the feat is for the class it isnt usually good practice to assume the character would have it and thus benefit from the ability.

    Matchless loyalty and gift of foresight are good as is.


    Just an outline suggestion, the changes are up to you of course. The more abilities you can streamline and reduce in the table to be explained in the ability description the better.

    Ill be looking a bit more later on, but this is all i can do for now.


    Also roughly threw together a new table for your abilities based on what I suggested. The only change in the level these abilities are granted is that Divine Grace is level 2 to match divine protection (all one ability now)

    1 Aura, Gift (AC, Saves, Resistance) Swift to Protect, Defensive Strike (Damage), Bonus Feat, Life Saver (Treatment)
    2 Divine Protection, Bonus Feat, Helpful, Life Saver (Multiple Patients)
    3 Defensive Strike (Attack), Bonus Feat, Status, Courage, Carry the Burden (levitate), Emhanced Defensive Strike (Magic), Life Saver (Blind/Deaf, Ability Damage)
    4 Bonus Feat, Life Saver (Poison, Disease), Gift (Time, Resistance: Two saves)
    5 Carry the Burden (Fly), Gift (Breath, Soul), Helping Hand 1/day
    6 Defensive Strike (1.5 damage), Gift (Time: Move), Life Saver (Ability/Level Drain)
    7 Carry the Burden (2 allies), Enhanced Defensive Strike (alignment), Gift (Resistance: one save)
    8 Divine Protection (15ft), Gift (Time: 20ft), Status 2/day
    9 Bonus Feat, Gift (Life: Raise Dead, Resistance: Multiple Saves)
    10 Carry the Burden (3 Allies), Defensive Strike (x2 damage), Gift (AC: Swift or Standard Action, Time: Full round)
    11 Bonus Feat, Enhanced Defensive Strike(Adamantine), Life Saver (Level Drain time period), Shield of the Soul
    12 Divine Protection(Sacred/Profane), Gift (Time: 30ft), Helping Hand 2/day
    13 Gift (Life: Resurrection), Life Saver (Take 10), Matchless Loyalty, Mobile Defender
    14 Carry the Burden (4 allies), Bonus Feat, Status At-Will
    15 Enhanced Defensive Strike(2 alignments), Gift (AC: Immediate, Swift or Standard Action, Time: Swift, Standard, or Move Action)
    16 Defensive Strike(x3 damage), Shield of the Soul (Area)
    17 Bonus Feat, Carry the Burden (5 allies), Gift (Foresight, Life: True Resurrection)
    18 Divine Protection (Insight), Gift (Time: 40ft)
    19 Bonus Feat, Shield of the Soul (class level+10)
    20 Gift (Time: Grant Move & Standard action, Resistance: Half Penalties)


    Hope this helps
    Last edited by DracoDei; 2013-01-06 at 10:18 PM.
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