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Author Topic: The Everyman (A Commonfolk Champion or The Constitution Factotum)  (Read 1399 times)
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bkdubs123
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« on: December 12, 2008, 12:22:27 AM »

The Everyman

*LOOKING FOR A PICTURE*

HD: d8

Saves: Good Fortitude, Poor Reflex and Will

Lv  Base Attack    Special                                           ISP  1st  2nd  3rd  4th  5th
1.  +0             Inspiration, Tough It Out, The Tough Get Going     3    -    -    -    -    -
2.  +1             Emulate Adventurer, Tools of the Trade             4    -    -    -    -    -
3.  +2             School of Hard Knocks                              4    -    -    -    -    -
4.  +3             Emulate Adventurer                                 5    0    -    -    -    -
5.  +3             Put Your Back Into It                              5    1    -    -    -    -
6.  +4             Emulate Adventurer                                 6    1    -    -    -    -
7.  +5             Beginner's Luck 1/hour                             6    2    0    -    -    -
8.  +6/+1          Mettle                                             7    2    1    -    -    -
9.  +6/+1          Emulate Adventurer                                 7    3    1    -    -    -
10. +7/+2          Grit Your Teeth                                    8    3    2    0    -    -
11. +8/+3          Thickskinned                                       8    4    2    1    -    -
12. +9/+4          Emulate Adventurer                                 9    4    3    1    -    -
13. +9/+4          Inspired Toughness                                 9    4    3    2    0    -
14. +10/+5         Beginner's Luck 1/enc                             10    4    4    2    1    -
15. +11/+6/+1      Emulate Adventurer                                10    4    4    3    2    -
16. +12/+7/+2      Stoic Determination                               11    4    4    3    2    0
17. +12/+7/+2      College of Constitution                           11    4    4    4    3    1
18. +13/+8/+3      Emulate Adventurer                                12    4    4    4    3    2
19. +14/+9/+4      Adventures Eternal                                12    4    4    4    4    3
20. +15/+10/+5     Epic Everyman                                     13    4    4    4    4    4


Class Skills (4+Int): Choose any eight.

Proficiencies: All simple weapons and improvised weapons, all light armor, but no shields.

Inspiration: Everymen draw upon a vast reserve of stamina, lore, and intuition to fuel many of their abilities. This inspiration allows him to empower his abilities. At the beginning of each encounter, or after five minutes, a Everyman recovers up to the number of inspiration points as determined by his level (see table above). During any round, or after 1 minute, in which the Everyman does not spend any inspiration points he regains inspiration points equal to 1/3 his total inspiration points.

Tough It Out: By spending an inspiration point you can add your constitution modifier to your choice of AC, Reflex saves, or Will saves for 1 round.

The Tough Get Going: By spending an inspiration point you add 5ft/point of Constitution modifier to your base land speed for 1 round.

Emulate Adventurer: Each time you gain this ability choose a class feature from the Special column of any other base class but gained by that class at least one level lower than your class level. You gain the chosen class feature. If the feature gains extra uses or improves over the course of the original class' levels your version does not (however you can take the same feature multiple times with Emulate Adventurer). You cannot gain Inspiration, Spellcasting, Maneuvers/Stances, Meldshaping, Psionics, etc with Emulate Adventurer.

Tools of the Trade: Choose any four improvised weapons. While wielding any of the chosen weapons you gain a +1 bonus to attack rolls, damage rolls, and AC. This bonus improves to +2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th. You can craft your own Masterwork Improvised Weapons and can get them otherwise enhanced through magic as normal for Masterwork equipment.

School of Hard Knocks: Any time you make a skill or ability check you may deal a number of nonlethal damage to yourself up to your Constitution modifier to add that number to the check result. You may only do this once for any single skill or ability check, but may do this any number of times each day even for the same types of skill or ability checks (Example: You can only use this once on a single Open Lock check, but you can use it as many times per day as you wish on any number of other Open Lock checks).

Spellcasting: You have been studying the spellcasting of your more astute or gifted magical peers and starting at 4th level gain the ability to cast a small number of arcane and/or divine spells. In order to cast a spell you must have either an Intelligence or Wisdom score of at least 10+spell level and you must spend Inspiration points equal to the spell's level, but your bonus spells per day and the save DCs of spells you cast are determined by your Constitution modifier. You learn a single spell, of any spell level available to you, drawn from any spell list, at each level, which can be either arcane or divine, and you ignore all arcane spell failure of armors you wear. You spells per day are as the table above indicates, and your caster level is your class level.

Put Your Back Into It!: By spending one inspiration point you add your Constitution modifier to a single damage roll. You may spend additional inspiration points to multiply the bonus to the damage roll. If you spend two points this way, you may make a free Trip attempt against the struck foe. If you spend three points this way, a foe damaged by your attack must make a Fort save (DC 10+1/2 Commoner level+Your Constitution modifier) or become dazed for 1 round.

Beginner's Luck: Starting at 7th level you may reroll any dice roll once per hour after seeing the result, but before hearing the success or failure, and take the better of the two results. At 14th level you can use this ability once each encounter (or once per minute).

Mettle: Starting at 8th level, an Everyman can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an effect that would normally have a lesser effect on a successful save (such as against Will Half or Fortitude Partial) he negates the effect entirely. This ability only functions while the Everyman is conscious.

Grit Your Teeth: By spending two inspiration points you ignore any Fort or Will save based effect for a number of rounds equal to your Constitution modifier, after which time if the duration is still active you suffer the effects as normal until the duration is up. You may only use this ability once for any given effect.

Thickskinned: Choose either Reflex or Will. From 11th level on, you add your Constitution modifier to your AC and to the chosen save. You may still improve your AC, Reflex or Will saves with Tough It Out.

Inspired Toughness: By spending 1 inspiration point you gain temporary hp equal to your Constitution modifier for 1d4 rounds. If you spend 2 inspiration points on this ability in a single encounter you gain damage reduction equal to your Constitution modifier for 1d4 rounds. If you spend 3 inspiration points on this ability in a single encounter your allies gain temporary hp equal to twice your Constitution modifier for 1d4 rounds. If you spend 4 inspiration points on this ability your allies gain damage reduction equal to your Constitution modifier for 1d4 rounds.

Stoic Determination: By spending 4 inspiration points you gain the Improved Mettle ability for 1d4 rounds.

College of Constitution: Choose any four skills. You may take a 20 with the chosen skills at any time as long as you deal yourself nonlethal damage equal to your Constitution modifier. You may forgo the normal time extension for taking a 20 if you choose to deal yourself nonlethal damage equal to triple your Constitution modifier.

Adventures Eternal: The first time each encounter you are reduced to fewer than 0 hitpoints you automatically spend 1 inspiration point to regain hitpoints equal to your Constitution modifier. At this time you may elect to spend any number of additional inspiration points to regain hitpoints equal to the number of points spent times your Constitution modifier.

Epic Everyman: Your exploits have thrilled the hearts of common children for years. You are no longer a man, you are a legend in your own right, and you're just as astonished as anyone else. The attitude of any NPCs of your race improves by two steps, and the attitude of any NPCs of your creature type (Humanoid, Magical Beast, Outsider, etc), but not of your race, improve by one. You also gain a +4 circumstance bonus to all Charisma based skill checks. You have certainly become more eloquent in your travels, but you begin to notice that people just treat you differently. Maybe it's because of your down to earth approach, maybe it's because they admire your common roots, who knows? Don't question it.
« Last Edit: December 13, 2008, 10:43:12 PM by bkdubs123 » Logged
DavidWL
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« Reply #1 on: December 12, 2008, 11:45:16 PM »

Some thoughts:

Emulate Adventurerer 7 times is (way) too much - you can snag a lot of powerful abilities. 
- Chameleon's aptitute focus
- Chameleon's double focus
- Druid's wild shape
- etc.
- and this isn't even talking about gaining casting/manifesting abilities.

School of hard knocks, you say "you can only do this once per skill" - that implies, "ever".  I assume you mean once per day ...

What is your caster level for spellcasting?

I assume the chart for spells is "max spells castable"?

I don't know how it would work from a balance perspective - in particular, how:
1)  Emulate Adventurer will work
2)  the "trade a round for 1/3rd more inspiration" will work - but I think that is probably a good idea.

Best,
David
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Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
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Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
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JaronK
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« Reply #2 on: December 13, 2008, 03:57:44 AM »

Yeah, you may have just created the most broken class I've ever seen, and that's saying something.  Emulate Adventurer means you could have:

The spellcasting of a Wizard AND Archivist
Wild Shape of a Druid
Manuevers of a Swordsage
Turn Undead of a Cleric
Rebuke Undead of a Dread Necromancer
Shadow Casting of a Shadowcraft Mage

Look ma, I've got DMM: EVERYTHING!

JaronK
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bkdubs123
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« Reply #3 on: December 13, 2008, 05:06:41 AM »

Yeah, you may have just created the most broken class I've ever seen, and that's saying something.  Emulate Adventurer means you could have:

The spellcasting of a Wizard AND Archivist
Wild Shape of a Druid
Manuevers of a Swordsage
Turn Undead of a Cleric
Rebuke Undead of a Dread Necromancer
Shadow Casting of a Shadowcraft Mage

Look ma, I've got DMM: EVERYTHING!

JaronK

Yeah... I knew there was a problem with Emulate Adventurer. First I'm going to ban gaining spellcasting, inspiration, maneuvers, psionic powers, etc (those sorts of things). Second I need to address gaining features that gain uses or otherwise increase with level - you only gain a single use, or the a single iteration of the ability (Sneak Attack 1d6 not Sneak Attack 10d6). Third... actually, that seems to cover it.
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bkdubs123
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« Reply #4 on: December 13, 2008, 07:15:13 AM »

Emulate Adventurerer 7 times is (way) too much - you can snag a lot of powerful abilities. 
- Chameleon's aptitute focus
- Chameleon's double focus
- Druid's wild shape
- etc.
- and this isn't even talking about gaining casting/manifesting abilities.

Okay, fixed it.

Quote
School of hard knocks, you say "you can only do this once per skill" - that implies, "ever".  I assume you mean once per day ...

Yep, need to fix that.

Quote
What is your caster level for spellcasting?

Lets go with class level (yes, I'm adding that, whoopses).

Quote
I assume the chart for spells is "max spells castable"?

Spells per day, yes.

Thanks for the observations!
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JaronK
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« Reply #5 on: December 13, 2008, 04:48:43 PM »

Emulate still allows Wild Shape, all Fighter bonus feats (they're one ability), Flurry of Blows, Monk Unarmed Strike, Rebuke Undead, Pounce, etc.  That alone is a super powerful melee class... before you add in other abilities (especially from PrCs).  It's super powerful on Factotums, and they get it for 1 minute per day at levle 19+.  You get it at 2.  Not good.

Just drop the ability, you're never going to figure out all the broken uses for it.

JaronK
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veekie
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« Reply #6 on: December 13, 2008, 05:13:18 PM »

Emulate still allows Wild Shape, all Fighter bonus feats (they're one ability), Flurry of Blows, Monk Unarmed Strike, Rebuke Undead, Pounce, etc.  That alone is a super powerful melee class... before you add in other abilities (especially from PrCs).  It's super powerful on Factotums, and they get it for 1 minute per day at levle 19+.  You get it at 2.  Not good.

Just drop the ability, you're never going to figure out all the broken uses for it.

JaronK

Or, if you wish to at least keep the spirit of it, spell out every class feature you are willing to grant with it, to do otherwise is madness.
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-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

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Nanshork
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« Reply #7 on: December 13, 2008, 05:49:23 PM »

And specify base class, that will help lessen abuse.
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bkdubs123
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« Reply #8 on: December 13, 2008, 08:29:59 PM »

Emulate still allows Wild Shape, all Fighter bonus feats (they're one ability), Flurry of Blows, Monk Unarmed Strike, Rebuke Undead, Pounce, etc.  That alone is a super powerful melee class... before you add in other abilities (especially from PrCs).  It's super powerful on Factotums, and they get it for 1 minute per day at levle 19+.  You get it at 2.  Not good.

Feats, I knew I was missing one. Yes it still allows Wild Shape. If you allow Wild Shape. I don't, but even if I did, you'd only get Wild Shape 1/day (Animal) the first time you took it. Yes, you can still take Turn/Rebuke Undead. I don't care so much about that. I also could add a clause that the abilities have to come from a base class, but I'm not sure about that yet.

Quote
Just drop the ability, you're never going to figure out all the broken uses for it.

I'd rather not.
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JaronK
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« Reply #9 on: December 13, 2008, 09:02:14 PM »

Well, let's find a few more horribly broken ones.  How about the Planar Shepard's ability to create an emanation of a plane around you for flowing plane goodness?  Shadowcraft Mage illusions?  Incantrix reduced metamagic costs?  Dweomerkeeper spell likes?  Geomancer arcane/divine swapping with Turn Undead for DMM goodness?  Shadowcasting?  Binding?  Incarnum fun?  Factotum Int to AC (the later ability) with Iajuitsu Master Int to AC and Duelist Int to AC and Monk Wis to AC+Carmendine Monk? 

JaronK
« Last Edit: December 13, 2008, 09:17:39 PM by JaronK » Logged

bkdubs123
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« Reply #10 on: December 13, 2008, 09:20:38 PM »

How about the Planar Shepard's ability to create an emanation of a plane around you for flowing plane goodness?

Planar Shepherd = banhammer. I don't feel like a hack saying that. It's a stupid class.

Quote
Shadowcraft Mage illusions? Incantrix reduced metamagic costs?

Both of these classes also waver so dangerously close to the banhammer that they might as well be considered banned.

Quote
Factotum casting (it's not spells)?

Sure. You get Arcane Dilettante (1 spell) of 0 level the first time you take it. Take it a few more times if you like.

Quote
Dweomerkeeper spell likes?

Again... ban.

Quote
Geomancer arcane/divine swapping with Turn Undead for DMM goodness?

Honestly, I also ban DMM period half the time.

Quote
Shadowcasting?  Binding?  Incarnum fun?

Okay, what about "choose a class feature from the Special column of a base class...?"
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JaronK
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« Reply #11 on: December 13, 2008, 09:34:54 PM »

If you have to keep making exceptions and banhammering something from your own class, you know you have a problem.

In the end, the power is much like Wild Shape or Polymorph... it opens a ton of doors, so many that you might not see all the brokenness.  I seriously think you need to drop the ability for something else that's not quite as all over the map.

JaronK
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bkdubs123
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« Reply #12 on: December 13, 2008, 09:39:28 PM »

If you have to keep making exceptions and banhammering something from your own class, you know you have a problem.

In the end, the power is much like Wild Shape or Polymorph... it opens a ton of doors, so many that you might not see all the brokenness.  I seriously think you need to drop the ability for something else that's not quite as all over the map.

JaronK

I'm not banhammering stuff from the class. Planar Shepherd, Shadowcraft Mage, Incantrix, Dweomerkeeper. These classes are, IMO, too powerful for the game. I don't allow them, in my games, so why should I worry that an Everyman can take abilities from them? In my games - they can't. DMM is also just too easy to abuse. I ban it from the game half the time.

Again, what do you think of, "choose an ability from the special column of a base class...?"
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JaronK
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« Reply #13 on: December 13, 2008, 10:35:56 PM »

I just think it's asking for trouble, honestly.  Something a bit more reasonable would be some ability that maybe temporarily gives you certain specific abilities... a few Fighter bonus feats, half progression sneak attack, etc.

JaronK
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veekie
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« Reply #14 on: December 14, 2008, 01:17:04 AM »

If you have to keep making exceptions and banhammering something from your own class, you know you have a problem.

In the end, the power is much like Wild Shape or Polymorph... it opens a ton of doors, so many that you might not see all the brokenness.  I seriously think you need to drop the ability for something else that's not quite as all over the map.

JaronK

I'm not banhammering stuff from the class. Planar Shepherd, Shadowcraft Mage, Incantrix, Dweomerkeeper. These classes are, IMO, too powerful for the game. I don't allow them, in my games, so why should I worry that an Everyman can take abilities from them? In my games - they can't. DMM is also just too easy to abuse. I ban it from the game half the time.

Again, what do you think of, "choose an ability from the special column of a base class...?"

No go, it just narrows the field without solving the problem.
Just make it give access to a list of specific abilities and you're set.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
bkdubs123
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« Reply #15 on: December 14, 2008, 02:22:25 AM »

No go, it just narrows the field without solving the problem.
Just make it give access to a list of specific abilities and you're set.

Call me naive, but show me a problem with a class feature, from the Special column, which does not improve or gain additional uses over class levels, that breaks the game wide open, because I know a lot of classes, maybe all of them, and I can't think of anything.
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« Reply #16 on: December 14, 2008, 09:54:22 PM »


  So this class is only to be used in your games? If so, go for it - your the DM!

  But in a generic game, that class feature is crazy broken.

  At least make it Base Classes only and restrict it to a small list; otherwise mechanically why would people bother to take other classes? Be an Everyman an own all!
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bkdubs123
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« Reply #17 on: December 15, 2008, 02:32:59 AM »


  So this class is only to be used in your games? If so, go for it - your the DM!

  But in a generic game, that class feature is crazy broken.

  At least make it Base Classes only and restrict it to a small list; otherwise mechanically why would people bother to take other classes? Be an Everyman an own all!

*sigh*

Emulate Adventurer: Each time you gain this ability choose a class feature from the SPECIAL column of any other BASE class but gained by that class at least one level lower than your class level. You gain the chosen class feature. If the feature gains extra uses or improves over the course of the original class' levels your version does not (however you can take the same feature multiple times with Emulate Adventurer). You cannot gain Inspiration, Spellcasting, Maneuvers/Stances, Meldshaping, Psionics, etc with Emulate Adventurer.
« Last Edit: December 15, 2008, 04:47:25 AM by bkdubs123 » Logged
DavidWL
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« Reply #18 on: December 15, 2008, 04:01:34 AM »

A fighter 2/Everyman 9

Does he gain all of the previous versions of a power when he takes it?
Example:  If we take "Wild Shape" at 9th everyman level, then do we get the 8th level ability of the druid:
- wild shape 3 times per day
- size small - large
?

The text says, "The new form’s Hit Dice can’t exceed the character’s druid level. "   ... what is the character's druid level? 
- 0? (No druid levels after all) 
- 8? (the druid level when the power was taken) 
- 9?  (The level of everyman) 
- 11?  (The character level)?

Also, you don't have to repeat yourself we know you made that change, but note that:
- in my post I said "and this isn't even talking about gaining casting/manifesting abilities."
- JaronK gave you many examples  - you always reply banhammer - ... anytime we come up with something that makes it broken, you'll just say ban ... 
- basically, most people still disagree, but I'm not sure, although dubious.  Your response to JaronK wasn't so good, so I'll make a response as well Smile

Can you learn spells form scrolls?  Do you need to prepare spells or can you cast them spontaneously?  You say you learn one spell per level ... does this include level's before 5?  If not, then you only ever learn 16 if you can't learn through other methods (when you have 20 slots).

Best,
David 
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Some Cool Quotes
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
DavidWL's Random Build Archive
DavidWL
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« Reply #19 on: December 15, 2008, 04:44:08 AM »

Quote
How about the Planar Shepard's ability to create an emanation of a plane around you for flowing plane goodness? 
- I agree, a problem.  But if there aren't too many problems, I'm still ok with the ability.  We'll see.

Quote
Shadowcraft Mage illusions? 
- the casting mechanic is poor - you have to periodically give up a round to recover inspiration, don't have any high level spell slots, etc.  Just not a big deal.

Quote
Incantrix reduced metamagic costs? 
- Ditto.  Especially when we realize that you can't take this except with your last, 18th level, emulate adventurer slot.

Quote
Dweomerkeeper spell likes? 
- partly Ditto.  Keep in mind that we never get more than 5th level spells.  Even so, this is mighty powerful, but with the combination of factors (delayed spellcasting progression maxed at 5th level spells, the need to use inspiration points as well as spell slots, the fact that this takes up an everyman slot, and the fact that it can only be done a couple/few times a day), I don't think this is too excessive.  Usually people talk about using this with something that costs EXP, but with only 5th level spells, it only get's so bad ...

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Geomancer arcane/divine swapping with Turn Undead for DMM goodness? 
- This one is close, but I think it is ok.  Long explanation below.

It's nothing that a normal geomancer can't do - except that the geomancer/mystic theurge will do it better!

Example:  Wizard 3/Cleric 3/Geomancer 10/Wizard 4.  You cast as a 17th level wizard and can persist spells with Divine metamagic.  And people probably wouldn't say that the Geomancer's divine/arcane swapping was too overpowered.  Significantly more powerful than our example here with the everyman - who only ever gets to cast 5th level spells.

You'd have to use your 2nd level emulate adventurer slot to get turn undead.  (A waste).  Then your 12th level ability to get the geomancer's spell versatility 6.  Then spend a feat slot for DMM(Persist).  Then, at 12th level, you'd be able to persist 1 3rd level spell.

While that is strong, it does take a large investment, and, at 12th level, isn't crazy broken, compared to what other classes are doing.

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Shadowcasting?
 
So what?  Once again, 5th level spells in a class that isn't designed for shadow casting.  Casting 2 5th level shadow spells a day at 18th level just isn't a big deal.  (For example).  The cleric got Miracle a level earlier - he's laughing at us.

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Binding?
 
Currently NA.

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Incarnum fun?
Currently NA

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Factotum Int to AC (the later ability) with Iajuitsu Master Int to AC and Duelist Int to AC and Monk Wis to AC+Carmendine Monk? 
- except for the glaring example of the planar shepherd, this (ability synergy) did seem the most potentially broken thing to me too.  Let's look:

- Factotum Int to AC costs your last emulate adventurer ability - seems a little painful
- Iajuitsu Master, and Duelist Int to AC, and Monk wis to AC cost 3 more. + Carmendine Monk (1 feat).

=> Use 4 of 7 Emulate adventurer abilities (including your highest level), 1 feat, and you are invulnerable to "normal" damage.  This is a little excessive, but likewise, any wizard could do it too.  And we're still left with a large number of vulnerabilities after this.  With a CON of 30 and an Int of 30, you have +50 to AC.  Powerful, but with so many resources spent ...

Best,
David
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Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

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The most powerful character is the one that you actually get to play.

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I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
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