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Author Topic: Past, Present, and Future  (Read 16107 times)
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Stratovarius
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« Reply #60 on: June 30, 2008, 10:12:44 PM »

Seedling

"And it is within his home of the branch and the bough
that the god came to him and said 'this is how
all men shall be taught, and all things will grow'
but man listened not, and told him to go"
- Hedwch, elven seedling


Text


Becoming a Seedling
Text


Table 1: Seedling
Hit Die: d4

Code:
Level  BAB    Ref   Fort  Will   Special Abilities         Ancient Casting Technique         
---------------------------------------------------------------------------------------
  1    +0     +0    +0    +2     Bonus Magical Seed        ---
  2    +1     +0    +0    +3     Falling to a Hard Ground  +1 Ancient Casting Technique
  3    +1     +1    +1    +3     Bonus Magical Seed        +1 Ancient Casting Technique
  4    +2     +1    +1    +4     Cold Winter Earth         +1 Ancient Casting Technique
  5    +2     +1    +1    +4     Bonus Magical Seed        +1 Ancient Casting Technique
  6    +3     +2    +2    +5                               +1 Ancient Casting Technique
  7    +3     +2    +2    +5     Bonus Magical Seed        ---
  8    +4     +2    +2    +6     Root and Branch           +1 Ancient Casting Technique
  9    +4     +3    +3    +6     Bonus Magical Seed        +1 Ancient Casting Technique
  10   +5     +3    +3    +7     One Spreading Tree        +1 Ancient Casting Technique
Class skills (2 + Int modifier per level):
Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Chronomancy) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int),
Spot (Wis), Spellcraft (Int).

Requirements:
Feats: Waves of History, Shaping Touch or Continuance Temporal or Incantations Mystical
Skills: Autohypnosis 8, Knowledge (History) 12, Knowledge (Arcana or Religion) 12, Spellcraft 12.
Caster Level: 9th
Special: Must be able to shape one of the ancient casting techniques


Class Features
Text
  • Ancient Casting Technique: At each indicated level, the seedling increases the seeds known and spell points of whichever ancient casting technique has been shaped that day.
  • Bonus Magical Seed: At each indicated level, the seedling gains an additional magical seed, be it of wizardry or prayer. Unlike the seeds gained through the historian's ancient techniques, these seeds are permanent once selected.
  • Falling to a Hard Ground (Ex): A seed is nothing more than a part of the mother until it falls away, free at last to tempt its own fate. Only when it is there, laying on the ground beneath its family, may a seed begin the long journey from sprout to proud tower. The seedling has begun his long journey to full grasping the significance of what he has, and the seedling gains a bonus to his spell points equal to the number of seeds he knows.
  • Cold Winter Earth (Ex): Each seed that would be a tree must survive within the earth of a chilled and darkened season, proving that it has hardiness beyond the measure of its brethren. The seedling gains spell resistance equal to twice the number of seeds he knows.
  • Root and Branch (Ex): It is said that within each seed lies the power to become great, to grow into a mighty oak that dominates the forests and the lands and all who surround it. None, however, may skip the intervening life. Each time during the day that the seedling casts a spell with a seed, or with a combination of seeds, that he has not used before, he gains one free spell point to expend upon that spell. He cannot break the maximum number of spell point to be spent on a single spell.
  • One Spreading Tree (Ex): It is only at the last, within the grasp of comforting warm earth and stretched to the flowing sky, that a seed at last becomes a true tree, standing tall and proud against all who would harm her, dominating them with awe. Only through the use of the magics of all aspects of life may the seedling fully comprehend his place in things. Whenever the seedling uses three or more seeds on a single spell, he may affect it with a single metamagic alteration, excluding quicken, for free.
« Last Edit: September 04, 2008, 10:47:37 AM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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Stratovarius
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« Reply #61 on: July 02, 2008, 07:58:10 AM »

Further update: two new class features for the historian. I've also jotted down the outline of another Echoing class, as well as a martial historian PrC.
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Stratovarius
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« Reply #62 on: July 09, 2008, 07:49:11 AM »

Duo Dualis

"And then yet again, he came to the man
Pleading and begging and asking for harm to stay far away
To let him be safe for one final day.
Yet man would not listen, all stubborn and proud
And so he lies here, wrapped within a shroud.
His only comfort, one of kin
The last of his line, his still living twin"
- Gaharb, elven Duo Dualis


Text


Becoming a Duo Dualis
Text


Table 1: Duo Dualis
Hit Die: d6

Code:
Level  BAB    Ref   Fort  Will   Special Abilities         
-----------------------------------------------------------
  1    +0     +2    +0    +2     One Becomes Two, Echo's Twin
  2    +1     +3    +0    +3     Thoughts As One
  3    +2     +3    +1    +3     Twin's Return
  4    +3     +4    +1    +4     Flesh of thy Flesh
  5    +3     +4    +1    +4     Standing Wave
 
Class skills (4 + Int modifier per level):
Autohypnosis, Balance, Bluff, Concentration, Craft (any), Escape Artist, Knowledge (Arcana), Knowledge (Chronomancy), Knowledge (History), Knowledge (The Planes), Profession, Sense Motive, Slight of Hand, Spellcraft, Swim, Tumble.

Requirements:
Feats: Time's Grace, Brother from Beyond
Skills: Knowledge (History) 9, Autohypnosis 12
Special: Shimmer in Time class feature


Class Features
Text
  • Echoes (Ex): The Duo Dualis has only a limited number of times a day that he can alter the flow of time, pulling time from the future and the past. For every level in the class, the Duo Dualis gains one echo per day, plus one per point of Wisdom modifier. All echo abilities use the Duo Dualis's swift action for the round, unless mentioned otherwise. All of these abilities can be used only once per round, even if the Duo Dualis should acquire extra swift actions.
  • One Becomes Two (Ex): There are many things that have the properties of echoes, but only a few that are found to be worthy of study. The duo dualis focuses exclusively upon the nature of duplication, of creating two copies of each thing where there once was only one. Every echo used by the duo dualis, except for those that create a duplicate of the character, targets a second object of the same type within 30 ft. of the duo dualis.
  • Echo's Twin (Su): Reaching out and grasping into an alternate time stream, the duo dualis calls himself sideways in time, creating an exact copy of himself in an adjacent square. The clone cannot use any magic items that are consumable, nor any use or command-word activated item, only items with a permanent magical effect. The duo dualis's clone can also not use this ability, or any other that may create duplicates. This costs two echoes to activate. The clone takes his turn immediately after the duo dualis's, and disappears upon completion of his actions. Any damage done to the clone is added to the duo dualis at the beginning of his next round.
  • Thoughts As One (Ex): The duo dualis, a creature of nature doubled, fights always alongside himself, a body out of body experience only possible for those with great temporal skill, and yet he can easily use two minds for one action. Whenever the duo dualis or his twin would be forced to make a saving throw, if one succeeds, they both succeed. They also have perfect mental telepathy, out to a range of one mile.
  • Twin's Return (Ex): Skilled at parting the curtains that hold the various streams of time separate from one another, it has become little more than a simple task for the duo dualis to flick it aside and call forth his brethren. Whenever he uses echo's twin, the twin remains for one minute.
  • Flesh of thy Flesh (Ex): The link between the duo dualis and his twin has bridged more than just a temporal boundary, for it is now a physical bond as well. Whenever either takes damage, that damage is split in half and distributed evenly among the two, and either can make a stabilization check to affect both twins. Likewise, they share from a pool of actions, with each contributing all possible actions (swift, standard, and move) into that pool. Either the duo dualis or his twin can utilize all of the actions, even if one should be lying disabled or paralyzed on the ground. This ensures a minimum action pool of 2 swifts, 2 moves, and 2 standards.
  • Standing Wave (Ex): There are few things that are more apparent to the duo dualis than the two-sided nature of his own body, for he has spent a great deal of time focused exclusively on that aspect of his life. He has become so attuned with his temporal twins that when he calls for them, using echo's twin, they remain with him for some time, an hour's length per calling.
« Last Edit: September 04, 2008, 10:48:17 AM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
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That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
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« Reply #63 on: July 09, 2008, 07:49:41 AM »

Another echoing prestige class, and a new feat for those who just gotta double up in life.
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« Reply #64 on: July 10, 2008, 10:00:10 PM »

Creating New Seeds: The total quantity of seeds presented here allows the creation of only a small proportion of all spells possible. As such, presented herein are some guidelines for seed creation. The simplest way of creating seeds in a spell-point based system is having a seed that has the effect of that spell, with a point cost one lower than what would be needed to cast that spell. Thus, 7th level spell X, when converted into a seed, would cost 12 points, and have the same effect as spell X, but without the attached information regarding targeting. Saving throw type remains the same. It is recommended that at least 5 spells, of similar nature and theme, be fitted to each individual seed, so that a player who chooses that seed is not left bereft of options.


This has been added to the first of the seed segments.
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Ubernoob
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« Reply #65 on: July 10, 2008, 11:28:42 PM »

I swear I'll get to this eventually.  It may take a few months though.
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dman11235
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« Reply #66 on: July 10, 2008, 11:38:49 PM »

ditto.
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Stratovarius
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« Reply #67 on: July 11, 2008, 06:47:12 AM »

I'll try and have another book ready for you by then 


Speaking of which... Link Magic and Crafter's Magic
« Last Edit: July 11, 2008, 07:55:33 AM by Stratovarius » Logged

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Stratovarius
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« Reply #68 on: July 17, 2008, 07:02:19 AM »

Antediluvian Champion

"Life has flown across my blade for many centuries, pitiful thing. It will be easy to add yours to the list of recorded past."
- Garalkla, elven Antediluvian Champion


Text


Becoming an Antediluvian Champion
Text


Table 1: Antediluvian Champion
Hit Die: d12


Code:
Level  BAB    Ref   Fort  Will   Special Abilities                   Ancient Martial Techniques     
-----------------------------------------------------------------------------------------------
  1    +1     +0    +2    +2     Ancient Martial Feat                ---
  2    +2     +0    +3    +3     Craft Ancient Martial Weapon        +1 Ancient Martial Techniques
  3    +3     +1    +3    +3     Ancient Martial Feat, Martial Era   +1 Ancient Martial Techniques
  4    +4     +1    +4    +4     Weapons of Thy Own Hand             +1 Ancient Martial Techniques
  5    +5     +1    +4    +4     Ancient Martial Feat                +1 Ancient Martial Techniques
  6    +6     +2    +5    +5     Relearned Knowledge, Martial Era    +1 Ancient Martial Techniques                   
  7    +7     +2    +5    +5     Ancient Martial Feat                +1 Ancient Martial Techniques
  8    +8     +2    +6    +6     Timewalker's Greed                  +1 Ancient Martial Techniques
  9    +9     +3    +6    +6     Ancient Martial Feat, Martial Era   +1 Ancient Martial Techniques
  10   +10    +3    +7    +7     Champion of a Forgotten Style       +1 Ancient Martial Techniques
Class skills (4 + Int modifier per level):
Autohypnosis (Int), Craft (Int), Climb (Str), Intimidate (Cha), Jump (Str),  Knowledge (Architecture) (Int),  Knowledge (Chronomancy) (Int),  Knowledge (Dungeoneering) (Int),  Knowledge (History) (Int), Ride (Dex), Swim (Str), Tumble (Dex).

Requirements:
Feats: Warrior of Olden Days, Any two Ancient Martial Feats
Skills: Knowledge (History) 6, Knowledge (Architecture) 4, Craft (Weaponsmithing) 2.
Base Attack Bonus: +6


Class Features
Text
  • Ancient Martial Feat: At each indicated level, the Antediluvian Champion gains an additional ancient martial feat for which he meets the requirements.
  • Martial Era (Ex): Gifted with the knowledge of ancient martial civilizations, the antediluvian champion focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd, 6th, and 9th level, the antediluvian champion may attune an additional ancient martial era, if he is in ancient martial technique for the day.
  • Craft Ancient Martial Weapon (Ex): There are many things that appear to be worthwhile, but few of them have been invented in recent times. Instead, these recent 'inventions' are merely the recreation of something from a former time, lost and now recovered. The antediluvian champion gets a +5 bonus on craft checks to make an Ancient Martial Weapon. The antediluvian champion gains the Craft Magical Arms and Armour feat, and his caster level for creating items is equal to twice his class level.
  • Weapons of Thy Own Hand (Ex): Nothing shapes to fit the hand of the warrior greater than that which he had built to his own palm. The antediluvian champion gains a +2 attack and +6 damage bonus when wielding he has created.
  • Relearned Knowledge (Ex): Each little step forward, from the great mysteries of the past to the revealed knowledge of today, is but a recovery of all that has gone before, when the world was young and bright and full of knowledge. The antediluvian champion seeks to use that knowledge, bringing it forward into the present moment. Once per hour, he can choose a single fighter bonus feat for which he meets the prerequisites. He also gains a +5 bonus on all Knowledge checks.
  • Timewalker's Greed (Ex): Much like his other brethren who study the far-distant past, the antediluvian warrior has learned that the perils of time are something that can be easily overcome, should he expend the necessary effort. He gains an extra move action each round.
  • Champion of a Forgotten Style (Ex): Each little swing of the blade or movement of his enemy allows the antediluvian warrior further insight into their fighting style, and with that he can dredge up the techniques and tactics necessary to defeat that foe. If the antediluvian champion succeeds at a Knowledge (History) check with a DC of 15 + his target's CR, whenever he takes a full attack action against that foe, he gains a second full attack action that he can only use against that foe.
« Last Edit: September 15, 2008, 08:02:27 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
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Posts: 1215


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22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
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« Reply #69 on: July 21, 2008, 07:30:36 AM »

Martial Casting

Take the name above with a grain of salt, it's only there for lack of a better word. However, what I have noticed is that there is a great deal missing for one of the three facets of the Historian: what is presented there is effectively a favoured soul, a sorcerer, and a fighter. Anyone with experience of DnD can tell you one of these is not like the other.

What I am going to do, then, is boost the Ancient Martial Technique by giving it its own style of spellcasting, that will be point based, as with the others, but look something more like ToB, with each possible martial maneuver denoted with a point score, and the same level cap on strikes as the other classes have.

Possible bonuses will look like this: +1 AB for one point, +1 AC for one point, +3 damage for one point, and so on. The system will expand a great deal shortly, once I work the mechanics out.
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Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
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Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
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« Reply #70 on: July 22, 2008, 07:08:30 AM »

Ancient Martial Fusillade
The Historian, when he has attuned himself to the ancient martial technique, can attack in such a way that his foe can have no sense of what is coming. The save DC of the historian's fusillades is 10 + Strength modifier + 1/2 the total number of martial points expended. Whether it is a Fortitude, Reflex, or Will save is determined by the fusillade. The range on these abilities is attack, unless stated otherwise. Attacking with any of these fusillades does not generate an AoO. Fusillades take a standard action to use, unless mentioned otherwise. All benefits last until the beginning of the historian's next turn.

Martial Points per Level
Code:
Level  Martial Points   Maximum Points Per Fusillade
------------------------------------------------
1      3                1   
2      5                2   
3      8                3   
4      14               4   
5      19               5   
6      29               6   
7      37               7   
8      51               8   
9      63               9   
10     81               10   
11     97               11   
12     115              12   
13     131              13   
14     149              14   
15     165              15   
16     183              16   
17     199              17   
18     217              18   
19     233              19   
20     249              20

Bonus Martial Points
The historian gains bonus martial points for having a high martial stat. He gains bonus martial points equal to his constitution modifier times his fusilier level times 1/2. Calculate his total martial points whenever he attunes a technique.

Creating New Fusillades: The total quantity of fusillades presented here allows the creation of only a small proportion of all martial actions possible. As such, presented herein are some guidelines for fusillade creation. The simplest way of creating fusillades in a martial-point based system is taking an item property for a magical weapon or armour, and giving it a point cost equal to the current bonus value + 1. To create a more complex fusillade option, it is left to the control of the DM, but is recommended to find fusillades of equivalent effect, and take the average of their prices in order to determine a starting point.

Ancient Fusillade Options
When using a fusillade, the historian choose to alter his basic attacks, stretching and tweaking them into a new shape to strike out at foes. These changes cost martial points, and the point cost of each is denoted at the end of the ability. He may use a single ability multiple times, and it stacks with itself.

Scaling Benefits
Due to the nature of how the historian learns to attack, these benefits increase as he goes up in level. At fusilier level 9, the benefits mentioned below double, while at level 15 they triple.

The Basics
  • Aimed Blow - The fusilier fights in such a way that he is more likely to strike his foe. He receives a +1 bonus to attack. Point Cost: +1.
  • Defensive Maneuver - The fusilier fights in such a way that he is less likely to be struck by his foe. He receives a +1 bonus to his armour class. Point Cost: +1.
  • Crushing Strike - The fusilier hammers down on his foe, crushing him beneath the weight of his blows. He receives a +3 bonus to damage. Point Cost: +1.
  • Gleaming Weapon - The weapon he holds gleams sharply in the fusilier's hands. The threat range of the weapon held doubles. Point cost: +2.
  • Sudden Lunge - A blow darts out, striking at impossible distance from the attacker. The fusilier gains a 5 ft. bonus to reach. Point cost: +4.
  • Steel Shadow - One blow is quickly followed by another at a second creature as the fusilier lashes out. During a fusillade, the fusilier may attack a second creature in range. Point cost: +5.
  • Easing Strike - The strike crashes down with ease, breaking through the foe's defenses as if they were not even there. Attacks made as part of this fusillade are touch attacks. Point cost: +7.
  • Returning Strike - The weapon lashes out, flickering far beyond its normal range and then flying back through the air. The weapon gains a range increment of 10 ft. and returns to the thrower at the end of his round. Point cost: +4.
  • Flurrying Blows - Blow upon blow fires down from the fusilier as he strikes at his foe. The fusilier may make a full attack against his foe as part of the fusillade. Point cost: +9.
Elemental Assault
  • Flaming Flash - A weapon the fusilier wields lights on fire, scorching those who touch it. The fusilier's attacks deal an extra 1d6 fire damage. Point cost: +1.
  • Burning Strands - Flames curl along the blade, growing bright and tall, hungry for flesh. The fusilier's attacks deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so affected bestow the fire energy upon their ammunition. Point cost: +2.
  • Chilling Knife - A weapon the fusilier wields has snow curling from the air around it. The fusilier's attacks deal an extra 1d6 cold damage. Point cost: +1.
  • Shivering Sword - Ice graces the sword, rendering it freezing to the touch. The fusilier's attacks deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points of cold damage. Bows, crossbows, and slings so affected bestow the cold energy upon their ammunition. Point cost: +2.
  • Lightning's Touch - A weapon the fusilier wields crackles with power, leaping to any who come near. The fusilier's attacks deal an extra 1d6 electricity damage. Point cost: +1.
  • Elias's Electrical Arc - Lightning flashes along the length of the blade, arcing across the wielder. The fusilier's attacks deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points of electricity damage. Bows, crossbows, and slings so affected bestow the electricity energy upon their ammunition. Point cost: +2.
  • Devouring Hungers - Acid seeps from the tip of the weapon, coating the striking surface. The fusilier's attacks deal an extra 1d4 acid damage. Point cost: +1.
  • Caustic Tars - Acid roars in a flood from the weapon, soaking the ground beneath and burning into it. The fusilier's attacks deals an extra 1d8 points of acid damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of acid damage instead, and if the multiplier is x4, add an extra 3d8 points of acid damage. Bows, crossbows, and slings so affected bestow the acid energy upon their ammunition. Point cost: +2.
  • Sudden Clap - Each blow echoes in the distance, a clap stunning those who are struck. The fusilier's attacks deal an extra 1d4 sonic damage. Point cost: +1.
  • Thunder from on High - Thunder rumbles across the tundra, the sound of a single blow struck from this mighty hand. The fusilier's attacks deals an extra 1d10 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so affected bestow the sonic energy upon their ammunition. Point cost: +2.
Defensive Techniques
  • Countering Parry - The weapon flashes up, easily slapping aside the incoming attack from that foe. Make an attack against an AC equal to the result of the foe's attack roll. If the roll is greater than the enemy's, his attack is deflected and has no effect. This is an immediate action that does not deal any damage. Point cost: +5.
  • Blistering Defense - A fortress of steel is built by the fusilier against his foes. Make an attack roll. The result becomes the fusilier's armour class for the round. This is a swift action that does not deal any damage. Point cost: +7.
  • Retributive Strike - The fusilier opens his stance, inviting attacks in order to strike a decisive return blow. When the fusilier is struck by an attack, he may use this fusillade to make a riposting attack at his highest base attack bonus. This is an immediate action. Point cost: +4.
  • Resilient Boost - Easily strong enough to shrug off most attacks, the fusilier can even overcome magical assaults. The fusilier shrugs off one negative effect. Point cost: +2.
  • Fortified Will - Magical strikes seem to flow over the fusilier, leaving him untouched. The fusilier gains a +1 insight bonus to all his saves. This is a swift action that does not deal any damage. Point cost: +2.
  • Body of Steel - Strikes that would cause grevous wounds are reduced to little nicks and cuts as they rebound from the flesh of the fusilier. The fusilier gains damage reduction of 1/-. This is a swift action that does not deal any damage. Point cost: +2.
  • Resistant Form - Blows that thud into the fusilier's body seem to pause a moment before the strike truly hits home. The fusilier delays 5 damage until the next round. This is an immediate action that does not deal any damage. Point cost: +1.
  • Strengthened Form - The fusilier smiles at his foes as his body grows in strength and speed. The fusilier gains a +1 enhancement bonus to Strength, Dexterity, or Constitution. This is a swift action that does not deal any damage. Point cost: +1.
Special Attacks
  • Bowling Charge - The fusilier charges, burying those foes who stand in his way. The fusilier performs a charge attack. Any foe standing between him and the target is overrun. This overrun attempt does not provoke an attack of opportunity. This is a full round action. Point cost: +4.
  • Skilled Attack - The fusilier whips his weapon at his foe, causing him to collapse. The fusilier gains a +4 bonus to all checks performed as part of a grapple, trip, overrun, sunder or disarm. This is an immediate action. Point cost: +1.
  • Whipping Strike - His weapon slashing all around him, the fusilier dislodges those around him. The fusilier performs a trip attack against every foe within melee range. These trip attempts do not provoke attacks of opportunity. Point cost: +7.
  • Crushing Blow - Slicing his weapon at his foe, the fusilier distracts them and then crushes their equipment. The fusilier performs 2 sunder attacks against his foe. Point cost: +4.
  • Easy Grasp - The fusilier switches the grip on his weapons, holding them more easily. The fusilier suffers no penalties to attack from two weapon fighting. This is a swift action. Point cost: +1.
  • Rolling Rush - Dodging and diving over the terrain, the fusilier manages a charge through impossible conditions. The fusilier may charge across difficult terrain, and does not need to charge in a straight line. This is a full round action. Point cost: +3.
  • Overwhelming Avalanche - Charging down upon his foe, the fusilier dispatches his foe with a flurry at the end of a charge. In addition to the normal attack, at the end of the charge the fusilier may make a full attack against his foe. This is a full round action. Point cost: +6.
  • Knockback - His weapon striking his foe, the fusilier shoves, sending his enemy skidding backwards. If the fusilier's attack hits successfully, he may perform a bull rush that does not generate an attack of opportunity. The fusilier does not need to move with his enemy to push him back. Point cost: +4.
  • Whirlwind Strike - Cutting and slicing, the fusilier strikes all foes within range. The fusilier performs an attack against every foe within melee range. Point cost: +3.
Ability Attacks
  • Sapping Blow - The strikes from the fusilier drain the energy from his foe. That foe suffers 1d4 negative levels. Point Cost: +7.
  • Sucking Attack - Each blow siphons the life energy into the fusilier. The fusilier heals 1d4 hitpoints. Point Cost: +1.
  • Draining Strike - The body of his foe breaks and crumbles beneath the assualt of the fusilier. That foe suffers 1d4 points of ability damage to a chosen ability. Point Cost: +4.
  • Flaying Blade - Cutting at the flesh of his foe, the fusilier drives him back. That foe suffers a -1 penalty to hit. Point Cost: +1.
  • Shieldbreaking Strike - Hacking at his foe's armour, the fusilier slowly breaks it down. That foe suffers a -1 penalty to armour class. Point Cost: +1.
  • Stunning Blow - A single solid hit stuns the foe. Will save vs 10 + 1/2 points spent + strength modifier or be stunned. Point Cost: +4.
  • Dazing Assault - A brilliant strike dazes the foe. Will save vs 10 + 1/2 points spent + strength modifier or be dazed. Point Cost: +4.
  • Tangling Strike - Several brilliant feints cause the foe to trip over his own weapon. Reflex save vs 10 + 1/2 points spent + strength modifier or be entangled. Point Cost: +1.
  • Feint of the Heavens - An expert's beguiling assault tricks the foe into seeing what is not there. Will save vs 10 + 1/2 points spent + strength modifier or the foe is treated as flat-footed for the round. Point Cost: +3.
  • Sickening Flurry - Blows hammer in at the foe's vital points, sickening him. Fort save vs 10 + 1/2 points spent + strength modifier or be sickened. Point Cost: +2.
  • Brute's Bash - Grinning with glee, the fusilier hits with great strength, staggering his foe. Fort save vs 10 + 1/2 points spent + strength modifier or be staggered. Point Cost: +2.
Movement Options
  • Dancer's Roll - The fusilier spins away from his foe, gaining a +5 bonus to tumble. This is a swift action that does not deal any damage. Point cost: +1.
  • Strike on the Run - The fusilier runs past his foe, striking once as he passes by. The fusilier makes a single attack as part of a double move, at any point during that attack. This is a full-round action. Point cost: +3.
  • Longstride - A quick dart brings the fusilier further out of range of his foe. He may take an additional 5' step this round. This is a swift action that does not deal any damage. Point cost: +4.
  • Dash - A sprint moves the fusilier further than his foe thought possible. The fusilier may move up to his speed. This is a swift action that does not deal any damage. Point cost: +5.
  • Portal's Benefit - A door opens before the fusilier, and he steps through. The fusilier may teleport up to 50'. This is a move action that does not deal any damage. Point cost: +6.
  • Gateway Step - A portal opens around the fusilier, teleporting him away. The fusilier may teleport up to 100'. This is a standard action that does not deal any damage. Point cost: +6.
  • Sliding Past - A quick step past, and the fusilier is next to his foe. The fusilier may teleport up to 15', and must end standing next to a foe. This is a swift action that does not deal any damage. Point cost: +6.
Team Benefits
  • Ally's Grace - The fusilier shouts a cry, benefiting his allies. This must be combined with any other choice that deals no damage. All friends within 30' gain the benefits of this effect. This is a swift action that does not deal any damage. Point cost: +5.
  • Flanker's Ease - Sliding into position with a friend, the fusilier cows a foe. The fusilier and one ally gain an additional +2 bonus to hit when both flank the same foe. This is a swift action that does not deal any damage. Point cost: +1.
  • Sneaking Blow - Distracting a foe with dazzling blades, the fusilier renders one foe flat-footed for a single ally. Point cost: +2.
  • Synchronous Strike - The fusilier and an ally both strike at the same moment, leaving their foe unable to defend against either strike. Both attacks gain a +2d6 damage bonus. Point cost: +2.
  • Defending Strike - The fusilier thrusts his blade up to block an attack made against his friend. The fusilier rolls an attack against his friend. If the roll is higher than that of the attack he is attempting to stop, that attack is blocked and no damage is dealt. This is an immediate action that does not deal any damage. Point cost: +5.
  • Create Opening - Slashing at his enemy, the fusilier creates enough of an opening for his ally to do what he must. If the attack hits, the struck creature cannot take attacks of opportunity for the rest of its turn. Point cost: +4.
« Last Edit: August 25, 2008, 05:26:46 PM by Stratovarius » Logged

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« Reply #71 on: July 30, 2008, 09:52:05 PM »

Updated with another option under the Basics, and fleshed out Elemental Assault. Right now, all of these options are fairly easy to do, but I'm trying to add as many as I can come across. I've also added the text below.

Creating New Fusillades: The total quantity of fusillades presented here allows the creation of only a small proportion of all martial actions possible. As such, presented herein are some guidelines for fusillade creation. The simplest way of creating fusillades in a martial-point based system is taking an item property for a magical weapon or armour, and giving it a point cost equal to the current bonus value + 1. To create a more complex fusillade option, it is left to the control of the DM, but is recommended to find fusillades of equivalent effect, and take the average of their prices in order to determine a starting point.
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« Reply #72 on: August 06, 2008, 10:05:33 AM »

Updated with the Defensive Techniques section. You'll recognize some of these as coming from ToB.
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« Reply #73 on: August 06, 2008, 12:33:46 PM »

Speaking of the ToB... The Future Echoes ability for the Echocaller, would the clone have your maneuvers as well? And if it does, would it use up the maneuvers you have readied, or would he have its own that it would activate? The abilities description seems pretty broad, so I'm thinking yes, but I wanted to see what your ruling on it was.
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« Reply #74 on: August 06, 2008, 12:46:18 PM »

Well, the clone is a copy of you, including class features such as Manoeuvres. However, it is a copy of you, and not you, so it would use a separate pool of manoeuvres. Abuse as you wish.
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« Reply #75 on: August 12, 2008, 04:13:53 PM »

Updated with the Special Attacks section.
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« Reply #76 on: August 13, 2008, 12:28:17 PM »

Massive update. Added Ability Attacks, Movement Options, and Teamwork Benefits, as well as a few others in pre-existing areas. Probably about 30 new options. This will more or less conclude the choices presented for this iteration of the Ancient Martial Technique.
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« Reply #77 on: August 19, 2008, 08:07:06 PM »

Okay. I've begun to go through this, and I'm going to go in order. However, you have a lot of classes/spells/etc to go through, so I'll do a post per topic, where applicable. Big Grin

Let's start off with the Echocaller...

Depending on your interpretation of echo, the class needs either spot or listen or both as class skills. You make multiple reference to being able to see and manipulate echoes.  Whether you're referring to a sensory by sight, sound, or both in some extra-sensory way, it makes sense to add one or both to the class skill list.

Echoing Strike is unclear. Does it overcome hardness or DR? Fluff-wise, it seems like it would, but mechanically it only deals SA damage, which is subject to hardness/DR.

I dislike Soul Echo as written. It needs a duration for how long the body can be dead before it stops working. If you based it off revenance (which it seems you did) you should be aware that acting as a temporary raise dead means it stops the create spawn ability of certain undead.  That's another thing you may want to clarify one way or the other. I'd personally prefer it to specify that the body dies of the same cause it originally did. As written it at least implies that Soul Echo is the ability causing death at the end of its duration.

Shimmer in Time also needs some clarification as to what penetrates the concealment. Will true seeing? Or does it fool even that?

Link Through Time is probably my biggest complaint. I love the idea behind it. The problem is in the example. If I strike at air, and the person being forced to echo me is striking at a person, something is amiss.  Yes, they get a save to resist the control, and another save to resist hitting the square would not work well. What I'm thinking of, since the attack is mirrored and difficult to aim at an opponent from a different angle, there are two ways to do it. Either the person striking your enemy takes a penalty to hit or, what I prefer, is that since you aren't actually making the attack, and can't properly aim it, you take the 50% miss chance.

With Echo of the Past... What happens when I have to move 50' forward and there's a person 20' in front of me? The only mechanic for moving through a square when someone doesn't want you to is a bull rush, but that's not an echo then. I mean you can move forward right? So you wouldn't just stand there. Conflicting mechanic...

Okay, so here's something that bothers me. Stolen moments uses 4 echoes to get an extra full round action (which does not grant an extra swift action, mind you). Yet, Echoes of the Edge costs 1 echo and gets a full attack as a swift action. I think the 4 echo cost is too high.

Fading Echoes: You need to define "real" does this refer to damage given? taken? miss chance? All of the above. It just needs some clarifying.  Also, why does it only cost 1 echo? We're talking, at the time it's gotten, 17+ save or dies/day and it only gets higher. Just seems a bit low cost for what it does.

For Echoes of Future and of Past, the 1d4 clones from the past should have damage done to them instantly transferred to the others. Also, and more importantly, it should note in all of these that death of the main kills the copies and death of the past copies instantly kills the present/future and death of the future slays the original at the beginning of his next turn, like the damage addition.

Repercussion isn't clear. Does it have to affect the original caster like the echoed energy feature or can you change the target?

I love Extra Echoes, by the way. Excellent feat. Overall a good and fairly interesting class. Big Grin I'll get up on the Chronomancer next.
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« Reply #78 on: August 19, 2008, 08:41:38 PM »

Okay. I've begun to go through this, and I'm going to go in order. However, you have a lot of classes/spells/etc to go through, so I'll do a post per topic, where applicable. Big Grin

Let's start off with the Echocaller...

Depending on your interpretation of echo, the class needs either spot or listen or both as class skills. You make multiple reference to being able to see and manipulate echoes.  Whether you're referring to a sensory by sight, sound, or both in some extra-sensory way, it makes sense to add one or both to the class skill list.

The class is based around the concept of "Those who do not understand the past are doomed to repeat it". Plus, a deliberate attempt was made to avoid giving the class skill-monkey skills. However, I suppose Listen would be a fairly appropriate skill, although the echoes are not sonic in nature.

Echoing Strike is unclear. Does it overcome hardness or DR? Fluff-wise, it seems like it would, but mechanically it only deals SA damage, which is subject to hardness/DR.

It's a sneak attack, but it should ignore DR, as that already affected the initial attack. Sorted.

I dislike Soul Echo as written. It needs a duration for how long the body can be dead before it stops working. If you based it off revenance (which it seems you did) you should be aware that acting as a temporary raise dead means it stops the create spawn ability of certain undead.  That's another thing you may want to clarify one way or the other. I'd personally prefer it to specify that the body dies of the same cause it originally did. As written it at least implies that Soul Echo is the ability causing death at the end of its duration.

This ability is supposed to affect any dead creature, regardless of time since death. Undead do not qualify (they aren't dead). Also, Soul Echo is the ability causing the death at the end. The echocaller just yanked a brief recurrence of the creature through time, and then the energy departs, leaving it dead once again. So, yes, you could use this to stop a spawn effect if you got there in time.

Shimmer in Time also needs some clarification as to what penetrates the concealment. Will true seeing? Or does it fool even that?

Nothing penetrates it. True Seeing does not let you see into other temporal spaces.

Link Through Time is probably my biggest complaint. I love the idea behind it. The problem is in the example. If I strike at air, and the person being forced to echo me is striking at a person, something is amiss.  Yes, they get a save to resist the control, and another save to resist hitting the square would not work well. What I'm thinking of, since the attack is mirrored and difficult to aim at an opponent from a different angle, there are two ways to do it. Either the person striking your enemy takes a penalty to hit or, what I prefer, is that since you aren't actually making the attack, and can't properly aim it, you take the 50% miss chance.

Perhaps... but a full 50% miss chance negates much of the benefit of using the ability, since spellcasting and other things do not qualify to be used through the link.

With Echo of the Past... What happens when I have to move 50' forward and there's a person 20' in front of me? The only mechanic for moving through a square when someone doesn't want you to is a bull rush, but that's not an echo then. I mean you can move forward right? So you wouldn't just stand there. Conflicting mechanic...

Nope, you'd just stand there. After all, you cannot perform your actions as of the last turn. No conflict.

Okay, so here's something that bothers me. Stolen moments uses 4 echoes to get an extra full round action (which does not grant an extra swift action, mind you). Yet, Echoes of the Edge costs 1 echo and gets a full attack as a swift action. I think the 4 echo cost is too high.

Perhaps. I've lowered it for now.

Fading Echoes: You need to define "real" does this refer to damage given? taken? miss chance? All of the above. It just needs some clarifying.  Also, why does it only cost 1 echo? We're talking, at the time it's gotten, 17+ save or dies/day and it only gets higher. Just seems a bit low cost for what it does.

It's real as in the same sense as the Shadows or Shadow magic spells. Raised the cost slightly.

For Echoes of Future and of Past, the 1d4 clones from the past should have damage done to them instantly transferred to the others. Also, and more importantly, it should note in all of these that death of the main kills the copies and death of the past copies instantly kills the present/future and death of the future slays the original at the beginning of his next turn, like the damage addition.

Not going to happen. That makes a single fireball the most deadly thing in the world to an Echocaller. Plus, these are echoes of the Echocaller, not the Echocaller himself. Upon looking at it, I've actually removed the damage transfers clause, as it does not fit the ability.

Repercussion isn't clear. Does it have to affect the original caster like the echoed energy feature or can you change the target?

Can affect a second target. Clarified the feat.

I love Extra Echoes, by the way. Excellent feat. Overall a good and fairly interesting class. Big Grin I'll get up on the Chronomancer next.

Extra Echoes is a direct rip of a psionic feat of the same style. Thanks for the comments and the look   Love
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« Reply #79 on: August 19, 2008, 09:06:48 PM »

Nothing penetrates it. True Seeing does not let you see into other temporal spaces.
Nice. I like that, but is full concealment really what we want? Should the echocaller even be able to be hit if he's in another temporal space?

Quote
Perhaps... but a full 50% miss chance negates much of the benefit of using the ability, since spellcasting and other things do not qualify to be used through the link.
So maybe a penalty to accuracy? -4? or 20% miss chance? It shouldn't be flawless, is my only complaint.

Quote
Nope, you'd just stand there. After all, you cannot perform your actions as of the last turn. No conflict.
Very interesting. A party member can save your life if this is used on you. I like it.

Quote
Not going to happen. That makes a single fireball the most deadly thing in the world to an Echocaller. Plus, these are echoes of the Echocaller, not the Echocaller himself. Upon looking at it, I've actually removed the damage transfers clause, as it does not fit the ability.
Hrm... I see where you're coming from with this. In that case, I would like to argue that only continues magical items that have been on at least 24 hours (the old, attuning concept) can echo with the caster. Sound fair?

Quote
Extra Echoes is a direct rip of a psionic feat of the same style. Thanks for the comments and the look   Love
Really? Reminded me of Font of Inspiration. Either way, I like it. Big Grin
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