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Messages - UserShadow7989

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1
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: March 22, 2015, 01:14:53 AM »
http://www.d20pfsrd.com/feats/racial-feats/hydraulic-maneuver-undine

Hydraulic Push uses Caster Level + Casting Attribute Modifier for checks instead of the usual BAB + Strength Modifier; with the laundry list of ways Pathfinder gives a caster to treat their Caster Level as higher for various effects (especially in regards to specifically chosen spells), it'd be pretty easy to turn any first level spell slot into a multi-tool using this feat.

Not that that's especially impressive compared to everything else Pathfinder gives casters or even the majority of things brought up in this thread, but it's about the only way I know of in 3.Xe to have multiple different types of combat maneuvers as viable options at the same time. I schemed up a Magus Undine once with this that I sadly never got to test out, but Cleric, Druid, or Sorcerer would probably be better in terms of min/maxing that up (I used Magus solely because it fit the character idea I had upon seeing this).

2
Homebrew and House Rules (D&D) / Re: Jack of All Trades, Class search
« on: September 13, 2014, 06:25:21 PM »
I've been working on-again off-again on a base class that might fit- the Doll Maker. I'm still going over it to clean up errors, make sure there's no wording issues or balance problems and so on, but it's usable in its current state and the Dolls are highly customizable (as to whether it's good or not, I can't say).

3
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: July 28, 2014, 01:13:10 PM »
According to the Pathfinder FAQ, snapleaf is a one-use item.

Quote
Is snapleaf a single use item?
 Yes.

Thank goodness; I'm not even sad to see that potential bit of cheese go, if only because no DM I know would ever allow it as it was. Though the fact that it had to be noted in the FAQ does imply they missed it at one point...

4
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: July 27, 2014, 11:23:31 PM »
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/snapleaf

I did a double-take when I looked at this item, and read it over and over a few times to be sure. While the name and cost imply a one-shot magic item that is broken to be used, there is absolutely no text stating such in the description. As written, it could be interpreted as a horrendously under-priced magic item that grants infinite use Invisibility + Feather Fall as an Immediate action for 5 rounds per use. Am I missing something, or is this really how this item works RAW (I certainly don't think it's RAI).

5
Introduce Yourself / Re: A Pleasure to Be Here
« on: June 25, 2014, 10:50:08 AM »
Thanks! Glad to be here.

My favorite would likely be SuperGreatFriend, followed closely by iconoclast187; I usually prefer the quiet and informative LPers who deadpan over those who scream and shout, and the former's LPs introduced me to Illbleed and Deadly Premonition, the latter of which became one of my all time favorite games despite its many, many, many flaws.

I'm also gonna have to contradict my 'I prefer quiet and informative LPers' comment by noting the Achievement Hunter crew as one of my recent favorites- watched all their Minecraft LPs and quickly moved on to their stuff outside it (Prophunt Part 1 and the recent 'Heist' series of GTA V let's plays are a riot). From there I'd mention the Dark Id as a favorite of mine simply for his non-sequitur humor and the schadenfreude of watching him play games he can't stand, and I enjoy Chip and Ironicus from time to time for the casual banter that makes you feel you're watching two friends play.

Outside that, I just look for LPs of games I've played or had interest in but never played, or anything that looks interesting and (in the case of screencap LPs) reads good.

Edit: Can't believe I forgot, but I adore Arino from Game Center CX, if you count that as LPing.

6
Homebrew and House Rules (D&D) / Re: A Homebrew Arena
« on: June 24, 2014, 09:14:31 PM »
Point taken regarding time and manpower constraints. It hadn't occurred to me at the time, but it would be a pretty big time sink for one class. I second the questions regarding the Same Game test, and have two of my own.

First, does the test assume optimization? Like, are we asking how many of the challenges an optimized build would handle on its own, or about how an average build from the class without any special tricks or extra effort from the player would handle them?

Secondly, if there are mutually exclusive class options such as a spontaneous caster picking spells known, do we assume they have spells that would help, or do we come up with a spell list that seems reasonable to expect from players first? I assume the latter, but it'd be nice to have confirmation.

7
Homebrew and House Rules (D&D) / Re: A Homebrew Arena
« on: June 21, 2014, 08:48:03 PM »
On that front, would we say... Warblade, Bard, Beguiler/Warmage? They're all roughly Tier 3 (Warmage is sometimes lower, depends on the build), and fairly well accepted as balanced medium classes. What I don't know is what the 4th (divine) class would be. CoDZilla is clearly Tier 1 and Spirit Shaman/Favoured Soul/Shugenja Tier 2, and then you have the Healer down at 5...

I don't think that covering each power source (martial/arcane/divine/etc) should be the goal for the control group, so much as party role. Beatstick/Meatshield, Crowd Control, Support/Buffer, Skill Monkey, and possibly a Generalist 5th wheel.

Warblade, Beguiler, Bard, and Factotum cover the first four roles well if you don't mind some minor overlap between Beguiler/Bard. If you want to include tier 4 classes, Barbarian, Warmage, Dragon Shaman and Rogue, fit the bill for each respective role.

Thinking on it, should there be more than one control group, if only for the sake of weeding out obstacles that are a bit oddball and end up easy for one group but difficult for another of the same tier? It might also be a good idea to test things twice, once with 'ideal' conditions (32 point buy, 2 flaws, all books) and once with non-ideal conditions (26 point buy, no flaws, limited books) to make sure the class doesn't experience an especially jarring jump or drop in effectiveness under different games (at least no more than normal).

8
Feats

Additional Link
Even when operating on the idea of strength in numbers, Doll Makers know full well that a single additional pair of hands can make all the difference.
Prerequisites: Dolls class ability
Benefit: You can form a Link with and control an additional 3 Dolls per day, up to 1.5x your effective character level.
Special: This feat can be taken multiple times. Each time, increase the number of Links the Doll Maker can make each day by 3, up to 1.5x your effective character level.

Life Sharing Dolls
Some Doll Makers would risk life and limb to protect their creations, others would sooner sacrifice them than suffer even a scratch. The technique is the same for both.
Prerequisites: Dolls class ability
Benefit: This feat grants two options, either of which can be used as an Immediate Action.

Firstly, when the Doll Maker takes damage, he or she may reduce that damage by half by inflicting damage equal to the reduction on all of their Linked Dolls. Secondary effects, such as a negative condition or penalty, are not mitigated in this way, nor can the damage inflicted onto the Dolls by this effect be decreased.

When a Doll takes damage, however, the Doll Maker can choose to reduce that damage by half by taking damage equal to the reduction. When multiple Dolls are damaged at the same time, the Doll Maker can choose how many times he or she applies this effect (though are limited to once on a given Doll). Secondary effects, such as a negative condition or penalty, are not mitigated in this way, nor can the damage inflicted onto the Doll Maker by this effect be decreased.

Neither of these effects can be applied unless the Doll Maker has at least 1 Linked Doll at the time.

Practiced String-work
The familiarity of merging magic with puppeteer work is no stranger to you. With study and practice, you've learned how to slip in a certain spell on top of all others.
Prerequisites: Maintained Spell class ability
Benefit: Choose a single spell you know whose effect you can apply to your Dolls through your Maintained Spell class ability. All Dolls you create are treated as receiving the benefits of the spell as the effect of Maintained Spell, in addition to all the spell effects that would be granted through Maintained Spell normally. This benefit can be forgone at any time, but whenever applied, it grants the same spell's benefits as was chosen upon taking the feat.

Resonant String Casting
Though their prowess is limited compared to their peers, the Doll Maker has their share of tricks to compensate, most utilizing the Link they share with their Dolls. This particular technique involves 'echoing' a spell to amplify its effects more easily.
Prerequisites: Int 15, Any Metamagic Feat, Dolls class ability, Magic Strings class ability
Benefit: By channeling the arcane energies through their many Links, any spell the Doll Maker casts granted by their Doll Maker class levels can have any combination of Metamagic feats they know applied to it without adjusting the modified spell's level or casting time.

The adjusted level the spell would have been cannot be more than one level higher than the Doll Maker can cast normally. This effect cannot reduce the adjusted level of the spell below the level of the original, unmodified spell, even in combination with other such effects (instead reducing it to the original, unmodified spell's level). This effect can only be applied to spells cast from the Doll Maker class's spell slots.

This effect requires the Doll Maker have at least one Platoon of Dolls active at a time. When using this feat, the Dolls of a single chosen Platoon the Doll Maker is Linked to cease action due to the change in the Doll Maker's focus towards their spell, causing them to provoke an Attack of Opportunity. That Platoon cannot perform any actions this turn, even if the Doll Maker would be able to spend the required action to make them act.

Synchronization
By implanting a miniscule portion of their very soul into their Magic Strings, the Doll Maker can share the benefits they receive with their Dolls, and vice-versa.
Prerequisites: Int 15, caster level 6th, Dolls class ability, Magic Strings class ability
Benefit: When the Doll Maker receives the benefits of a spell that can be cast simultaneously on all their Dolls through their Magic Strings class ability, they may grant the same benefits onto their Dolls at the same time.

Further, when a Doll receives the benefits of a spell that can be cast simultaneously on all Dolls through the Doll Maker's Magic Strings class ability, its Doll Maker may choose to extend that benefit to all of their Dolls and themselves.


Metamagic Feats

Doll-Divided Spell [Metamagic]
By splitting a spell through your Link, you can project multiple instances of it at once.
Prerequisites: Dolls class ability, Magic Strings class ability
Benefit: This metamagic feat can only be applied through a spell being cast through the Magic Strings class ability. Choose two or more Dolls you have a Link to when casting the modified spell.

Upon completing the spell, apply its effect once for each of the chosen Dolls, each instance cast using each respective Doll's square to determine the range and (by extension) potential targets of each instance of the spell's effect.

The modified spell's level is increased by 1 for every Doll chosen for this effect after the first, and its casting time is affected normally. Further, treat the Doll Maker's caster level as half of what it is normally (rounded down, minimum 1) for all purposes relating to the effects of the modified spell, and reduce the Save DC by 1 for each Doll.

Doll-Stored Spell [Metamagic]
Instead of making your machinations immediately apparent, you can choose to store away a trump card into your Doll.
Prerequisites: Dolls class ability, Magic Strings class ability
Benefit: Choose one Doll you have a Link to. One of that Doll's weapons gains the Spell Storing quality, and the cast spell is stored into it. When the cast spell is no longer stored within the chosen weapon, it loses the Spell Storing quality granted by this effect.

This metamagic feat does not increase the modified spell's level or casting time, but can only be applied to a targeted spell with a casting time of 1 Standard Action of 3rd level or lower. If a Doll already has a spell stored in their weapon, it cannot be used for this effect.


Magic Items

Toy Ring

This odd little ring's name comes from its bright colors and feel of smooth wood akin to a well crafted toy. It seems to have no effect on its own despite registering as having a magic aura.

Rather, it acts as a focus for those with the Dolls class ability. The ring may be enchanted or targeted by the wearer's spells as a weapon could, and passes the benefit onto the weapons of the wearer's Linked Dolls. For example, casting Align Weapon on the ring will apply the chosen alignment to all of the wearer's Dolls for the spell's duration, and enchanting the ring with the Frost weapon special quality will grant it to all the wearer's Dolls' weapons.

Similarly, one can choose to have the Ring made of a material other than wood, such as Cold Iron, to allow the wearer to treat their Dolls' weapons as being crafted from the same material for as long as the ring is worn. The wearer can choose to suppress or resume this effect as a Free Action, and can choose to affect only Dolls in specific Platoons with specific effects, I.E. the wearer of a Frost Shocking Toy Ring can choose to grant the Frost special weapon quality to one Platoon, the Shocking quality to a second, both to a third, and neither to a fourth. This, too, can be changed with a Free Action.

Making a Toy Ring from a special material or enchanting it is a difficult process due to the oddities of how its magic functions. Increase the cost of both by 1.5x the normal amount. The Toy Ring need not have an Enhancement Bonus for special weapon qualities to be applied to it, but the wearer's Dolls must have an Enhancement Bonus to their Attack Rolls of a value greater than the Toy Ring's combined special weapon quality value for the Toy Ring to grant the qualities to those Dolls.

Alternate versions of Toy Rings exist, which grant and apply effects to the armor and shields of the wearer's Linked Dolls instead of their weapons, though no one Toy Ring can ever grant both. The creator chooses what kind of Toy Ring it will be when they begin making it.

Faint Transmutation (for weapons) OR Faint Conjuration (for armor/shields); CL 1st; Forge Ring, magic weapon (for weapons) OR mage armor (for armor/shields); Price 2000 gp.


Other Misc.

Pathfinder Conversion
  • Remove Concentrate, Decipher Script, Hide, Knowledge (Architecture and Engineering), Knowledge (The Planes) Listen, Move Silently, Search, Spot and Use Rope from class skills. Replace with Fly, Knowledge (Engineering), Knowledge (Planes), Linguistics, Perception, and Stealth.
  • Teamwork Feats can be chosen as Doll Feats, among other feats being available (to be determined, at DM's discretion at this time).
  • Spell list is expanded and adapted (see below).
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Alternate (Old) Casting Variant:

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Epic Progression
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Change Log
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Planned Changes and Thoughts:

  • Dolls upgrade from Evasion to Improved Evasion at Xth level of Doll Maker? Alternately, grant Dolls Improved Evasion as a Feat or Doll Feat?
  • Make Share Sense the default, rather than randomly stuck onto 4th level? Alternately, make it a Feat?
  • Normal feats and Doll feats need to be looked over once more.
  • Gotta make a specific Pathfinder spell list for the new fixed-list style casting.
  • Thinking about the addition of feats that adds specific spells to the Doll Maker's class list that -can- be cast through magic strings, and push back the limits on casting through the ability very slightly. If I do so, I may adjust Expanded Spell Knowledge so it will allow a player to choose one of these feats as a bonus feat instead of grabbing a specific spell.
Doll Feat-Related:
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9
Dolls

Size and Type
Dolls are Small Constructs.

Hit Points and Hit Dice
Each Doll has (3 + (3 * Doll Maker class levels) + Intelligence modifier) hit points. For effects relating to number of hit dice, treat each Doll as having half the Doll Maker's class level in hit dice (rounded up).

Dolls do NOT receive the bonus to hit points based on size traditional for Constructs, nor the hit points of the material used to make them.

When reduced to 0 hit points, a Doll's Link with the Doll Maker is Broken, the Doll reverting to inert material. The material can be reused to make another Doll, but it counts as a new, separate Doll for the purposes of the Doll Maker's limits and effects.

Attacks and BAB
Dolls have only a Slam primary natural attack (1d3 damage), and are treated as having a Base Attack Bonus equal to the Doll Maker's class level. They receive the standard bonus from their size, add the Doll Maker's Dexterity Modifier as a bonus to their Attack Rolls, and add their Intelligence Modifier as a bonus to Damage Rolls. Notably, a Doll's natural weapons count as both natural and manufactured for the purposes of effects.

Once the Doll Maker reaches 4th level, Dolls gain an Enhancement Bonus to all their attacks equal to 1/4th the Doll Maker's class level (rounded down).

Dolls do not receive additional iterative attacks from a high Base Attack Bonus. They DO, however, receive additional iterative attacks from other sources, such as multiple natural attacks, fighting with multiple weapons, and feats like Rapid Shot/Improved Two Weapon Fighting. No Platoon of Dolls may perform more attacks in a single round than the Doll Maker's Dexterity Modifier + 2, minimum 2. Attacks of Opportunity do not count towards this limit, but see below.

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Attacks of Opportunity
Dolls may threaten squares as a creature with their reach, and can perform Attacks of Opportunity normally. However, each Doll shares the Doll Maker's maximum number of Attacks of Opportunity per turn (usually 1, barring the Combat Reflexes feat or similar), rather than each having their own set.

Unlike nearly all other actions, the Doll Maker does not need to order a Platoon for the Dolls within it to perform an Attack of Opportunity, but he/she must still be able to act him/herself for the Dolls to make Attacks of Opportunities.

Armor Class
Each doll receives a Dodge Bonus to AC equal to the Doll Maker's Dexterity Modifier. When flat-footed or denied their Dexterity Modifier to AC, however, they lose this bonus as well. Further, when the Doll Maker is 3rd level or higher, they receive a +1 Enhancement Bonus to AC, which increases by 1 for every 4 class levels thereafter. Treat this bonus as part of their Natural Armor.

Saves
Dolls use the Doll Maker's saves as their own. Note that as mindless constructs, Dolls are immune to most effects that require a Fortitude Save or Will Save.

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Move Speed
Dolls have a base land speed of 30 ft.

Attributes
Dolls are unique in that they have no mental attribute scores to speak of, acting as extensions of the Doll Maker rather than creatures in their own right. They also have no constitution scores, not being living creatures.

Dolls are treated as having Strength and Dexterity scores of 10, and the resultant ability modifier of +0 for both. Dolls are immune to all forms of ability damage or drain.

Object/Creature
By strictest terms, Dolls are objects. However, their Link with the Doll Maker makes them an extension of him or her, allowing them to act and function as creatures as outlined here and in the Doll class ability of the Doll Maker. For the purposes of effects that only affect objects or creatures, or effects that affect both, they are treated as whichever is most beneficial when the Doll Maker or an ally produces the effect, and whichever is more harmful when targeted by such an effect created by anyone else.

Hardness
Dolls have a hardness of 0, regardless of the materials used to make them. Their health is more representative of the strength of the Link between them and the Doll Maker, with trauma and force affecting the Link independently of the materials proper. For similar reasons (and the reasons outlined in Object/Creature), damage that would be reduced against objects is not reduced when dealt to Dolls.

Proficiency
A Doll has no proficiencies to speak of, except its own natural weapons. Unless otherwise stated, a Doll cannot use items or equipment that penalizes a lack of proficiency or requires special training of some sort to use.

Skill Points
A Doll does not receive skill points, nor class skills.

Feats
Dolls do not receive Feats normally. But see the Doll Maker's 'Doll Feat' class ability, and the Doll Feat section below.

Evasion
Due to their small size and the Doll Maker's nimble movements, all Dolls have the Evasion ability. Whenever a spell or effect with a save of Reflex Half would affect a Doll, its effect on that Doll is completely negated on a successful Reflex Save. On a failed save, the Doll still suffers the full effects.

Senses
Dolls have no senses of their own, relying on the Doll Maker's for all intents and purposes. If the Doll Maker's vision is blocked, the Dolls cannot see whatever is hidden from the Doll Maker even if a creature in their position would be able to. When the Doll Maker is surprised or flat-footed, so are the Dolls.

Form and other Misc.
The exact shapes and materials of each Doll are determined by the Doll Maker, but regardless of his/her choices are functionally the same. They usually weigh 5 lb., give or take, but that is not a hard rule.

In a situation where they are able to handle items or equipment (such as when the Finer Manipulation Doll Feat is applied to a Platoon), they are able to manipulate and carry items as a two-handed humanoid (whether they have hands or not).

They are immune to most afflictions through their nature, but the Doll Maker is not especially resistant and anything that would prevent them from giving an order naturally makes it impossible for Dolls to act.


Doll Feats
A special category of feats, unique in that they cannot be taken normally. Only a Doll can have a Doll Feat. Rather than gaining them from hit dice or some other form of progression, Dolls receive feats associated with the Platoon they are placed in (see the Doll Maker's 'Doll Feat' class ability for details).

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10
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Doll Maker

"I know it might seem a little strange, but there's nothing wrong with collecting things like that. I've talked to her before. Your teacher is just an ordinary lady trying to help youngin's like you grow up right. Now, go to school, and no more of this nonsense about the dolls watching you." ---Village Woodcutter to his son.

Dolls come in all shapes and sizes, and opinions on them are just as varied. Cute, creepy, life-like, crude, artful, chilling, simple, complex, stylized, wooden, glass- there's only a few constants, and plenty of exceptions. There are just as many who collect them as there are who wouldn't go within ten feet of them.

Then there's puppets- effigies of creatures that dance on strings to the whims of the entertainer manipulating them. To call them dolls is partially accurate but partially a misnomer- one understandably shared by the Doll Maker, whose creations move by strings of magic.

Doll Makers are capable of creating and animating collections of material to fight or otherwise carry out their will. The materials, whether by convenience or the psychological factors raised by the form, tend to be in the shape of their namesake. Like their dolls, Doll Makers come in all shapes and sizes, and can be viewed in just as many ways.

Adventures: Ostracized for their strange abilities, searching the world for inspiration so they may make their creations into masterpieces, longing for company or fame, or utilizing their talents in pursuit of the almighty gold piece, Doll Makers are not wholly bound to a certain reason for travel by their art so much as their art is a means to an end.

Characteristics: Physically, Doll Makers tend toward the same builds as other casters- small and frail. Unlike their contemporaries, a Doll Maker is often capable of graceful and precise movements akin to a skilled thief or dancer, and their legions of Dolls make up for physical shortcomings. Just as with those full-fledged mages, a Doll Maker is far more dangerous than his or her frame implies.

Alignment: There is no particular leaning among Doll Makers. Their craft takes all types, from evil assassins using unlikely tools, to protectors hidden in plain sight, to studious experimenters developing a new field, to free spirits aching to express themselves, and many combinations thereof.

Religion: Not especially tied to religion, most Doll Makers drift to deities based on race or alignment. Beyond that, knowledge-based gods aren't unheard of choices, nor are those associated with craftsmanship or creativity. When a Doll Maker IS highly religious, however, it is usually reflected in their creations taking on characteristics or symbolism that can be associated with their deity of choice.

Background: While the same sorts of backgrounds that can cultivate a Wizard may instead create a Doll Maker, both studying the arcane arts and utilizing them through knowledge over instinct, it's a rarity that it will result in a Doll Maker over a traditional Wizard. Rather, most Doll Makers are self-taught or otherwise given comparatively little education, leading to less raw skill but the development of their unorthodox technique.

Another source can be the feeling of isolation itself. Someone growing up alone or otherwise unwelcome may fill a desire for loyal companions with their works, and eventually develop a very real, magical link. Then there is simply the possibility of developing the power naturally, finding the ability for magic in their very bodies themselves like a Sorcerer, but manifesting it in a different way from the norm.

Races: Like always, humans have a fair number of Doll Makers among their number, but it's the halflings and gnomes who have the most, taking to the odd approach to magic with piqued curiosity and energy.

Dwarves and elves are rare, the former not having the same interest in the oddity and little in the arcane as a whole, the latter preferring the more potent schools of wizardry or a mixed skill set of martial and magical ability. Half-orcs are surprisingly numerous, though they take a more shamanic approach to the craft.

Other Classes: Class doesn't play much into whether someone will get along with the Doll Maker or vice-versa. As a whole, arcane casters are less likely to be disturbed by the art and more likely to respect it as a result, though some may look down on it as a cheap parlor trick stretched thin instead of a proper study.

Martial classes might find the Doll Maker a bit unnerving or strange, not being as hardened against the oddities of magical research and effects as those who study or embody it, and understandably not liking the idea that anything anywhere could potentially come alive and attack. More hardened warriors will be less disturbed by virtue of the world jading them to the bizarreness of it all.

Role: Doll Makers themselves are frail, as are their Dolls on an individual level. Together, however, their creations fill a variety of roles, making up for lack of personal strength through sheer weight of number.

Doll Makers act as roundabout tanks for the party first and foremost, their expendable Dolls capable of controlling the flow of battle by coordinating with each other and the Doll Maker's allies to stonewall foes.

Besides being decent damage dealers (again through number), their limited casting and various options for customizing their Dolls make Doll Makers well-suited to buffing allies in the heat of battle or bringing tough enemies down to their level, sparing themselves close encounters with danger in the process by using their Dolls as a delivery system.

While specialists in a given role will often outshine the Doll Maker, they have the advantage of being able to change which roles they wish to fill each day and how, and are capable of filling a pair of such roles reasonably well without falling victim to 'master of none'.

Adaptation: Though the Doll Maker is flavored as an eccentric arcane caster, the exact source of their powers can be easily modified with minor changes. Summoners of strange creatures from planes long forgotten, religious fanatics who are blessed with faint traces of divine power given form, telekinesis-talented psions who use their minds to form and animate strange metal contraptions, and spirit mediums who call upon memories of the departed are all equally valid.

GAME RULE INFORMATION
Doll Makers have the following game statistics.
Abilities: Dexterity is key for the Doll Maker, as it determines the effectiveness of their Dolls in combat. Intelligence equally so, as the Doll Maker's limited casting ability and Doll hit points/DCs are based on it. Constitution is also desirable to make up for the Doll Maker's small hit die and reinforce the weak point of their army: themselves.
Alignment: Any
Hit Die: d6
Starting Age: As Sorcerer.
Starting Gold: 4d4x10 (100 GP).

Class Skills
The doll maker's class skills (and their related ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

The Doll Maker

Class
Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Spells per day
01234
1st+0+0+0+2Dolls, Magic Strings21---
2nd+1+0+0+3Maintained Spell (0th)31---
3rd+1+1+1+3Doll Feat32---
4th+2+1+1+4Share Sense, Maintained Spell (0th)421--
5th+2+1+1+4Expanded Spell Knowledge421--
6th+3+2+2+5Maintained Spell (1st)532--
7th+3+2+2+5Doll Feat532--
8th+4+2+2+6Maintained Spell (1st)6321-
9th+4+3+3+6Expanded Spell Knowledge6431-
10th+5+3+3+7Maintained Spell (2nd)7432-
11th+5+3+3+7Doll Feat7432-
12th+6+4+4+8Maintained Spell (2nd)74421
13th+6+4+4+8Expanded Spell Knowledge74431
14th+7+4+4+9Maintained Spell (3rd)74432
15th+7+5+5+9Doll Feat74432
16th+8+5+5+10Maintained Spell (3rd)74442
17th+8+5+5+10Expanded Spell Knowledge74443
18th+9+6+6+11Maintained Spell (4th)74443
19th+9+6+6+11Doll Feat74443
20th+10+6+6+12Maintained Spell (4th)74444

Class Features
All of the following are class features of the Doll Maker:

Weapon and Armor Proficiencies: A Doll Maker is proficient with all simple weapons. The Doll Maker is also proficient with light armor, but not shields. Like other arcane casters, the Doll Maker suffers arcane spell failure chance when casting spells with somatic components while wearing medium or heavy armor or holding a shield, but unlike most, they can cast spells in light armor without incurring this penalty.


Spells
A Doll Maker casts arcane spells, which are drawn from the Doll Maker spell list given after the class features description. Unlike a cleric or a wizard, a Doll Maker need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. When a Doll Maker gains access to a new level of spells, they automatically know all the spells for that level listed on the Doll Maker's spell list. Essentially, their spell list is the same as their spells known list. Doll Makers also have the option of adding to their existing spell list through their Expanded Spell Knowledge ability as they increase in level (see below).

To cast a spell, a Doll Maker must have a Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Doll Maker's spell is 10 + the spell's level + the Doll Maker's Intelligence modifier. Like other spellcasters, a Doll Maker can cast only a certain number of spells of each spell level per day. His/Her base daily spell allotment is given on the table above. In addition, they receive bonus spells for a high Intelligence score (see Table 1—1, page 8 of the Player's Handbook).

As a final note, all Doll Maker spells have a Somatic component- they can never apply the Still Spell metamagic feat or similar to the spells they receive from the Doll Maker class, nor can they cast spells under a condition that prevents even fine movement of the hands.


Dolls (Su)
The defining trait of a Doll Maker, no matter their walk of life or roots, is the ability to grant motion to motionless matter. Energy seems to dance from their fingers in ribbons, connecting to their creations. These animated groups of material are collectively referred to 'Dolls', and move only on the strings the Doll Maker has given them.

Though most often a Doll takes the form of cloth effigies of humans or other creatures, the exact materials used and their forms can be nearly anything. Metal constructs made of loose parts arranged into shapes or patterns, dead body parts stitched together from miscellaneous 'donors', rocks and sand or water and ice or even fire itself in a crude imitation of an elemental, all possible.

Basics
Each Doll is a mindless construct, fully controlled by and loyal to the Doll Maker who made it, and only able to act when they will it to. The Dolls have their own statistics that scale with the Doll Maker's level (see the section dedicated to Dolls after this class's ability descriptions, in the second post). Doll Makers are fully aware of the conditions and general locations of their Dolls at all times.

Creation
A Doll Maker must spend 15 minutes of meditation to form a solid mental Link with the bundles of materials they wish to make into Dolls (whether each was pre-shaped into a working form or collected and thrown together on the spot). A Link can only be formed with unattended materials (raw or otherwise prepared specifically for use for this ability) that the Doll Maker has line of sight and line of effect to, and the resulting Dolls do not receive any benefits from the material itself.

Control (Limits, Platoons)
A Doll Maker can only form a Link with and control up to 2 + 1/2 their class level (rounded down) Dolls at a time, and can only utilize up to 1.5x their class level (rounded up) Dolls per day. Once the Link is made, the Doll Maker can manipulate it, though the concentration and precise motions of their fingers required limits them.

Each Linked Doll is placed in a 'Platoon', of which the Doll Maker can have any number and which can contain any number of Linked Dolls. The Doll Maker must determine how many Platoons to form and which of their daily Dolls will be in which at the start of each day, and can only change this by spending an uninterrupted hour reorganizing their thoughts and doing the proper exercises to limber up, or after 24 hours have passed since the initial process.

The Doll Maker can retain any remaining Linked Dolls from the previous day if they wish, though they are counted towards the new day's limit.

Control (Battle, Actions)
By spending a Move Action, the Doll Maker can send mental orders to any number of Dolls within a specific Platoon. Dolls receive their own set of actions each turn as a character would, but act on the Doll Maker's initiative and can only use them when the Doll Maker spends an action that turn to order them.

A Doll in a Platoon must spend an action in the same way as the other Dolls in the Platoon, or forgo it.

The only exceptions are simple movement (Dolls need not move in the exact same pattern, direction, or distance as each other), and targeting (if one Doll attacks a creature in a square to their left as their Standard Action, the other Dolls in the Platoon must attack with their own Standard Actions or lose their Standard Action for the turn, but do not need to target the same creature or the square to their own immediate left).

Dolls in separate Platoons are exempt from the need to mimic that Platoon's actions, trading more of the Doll Maker's actions for versatility.

The Doll Maker cannot send orders to a Platoon on a different plane.

Control (Suspending, Reforming, and Breaking the Link)
Suspended Links: If the Doll Maker dies or is subject to an effect that nullifies their Supernatural abilities (such as entering an anti-magic field), their Dolls fall apart or otherwise become inert on the spot, the Links 'Suspended'. Essentially, the state of those Dolls and their Links with the Doll Maker are stored away within the Doll Maker themselves until Reformed or dismissed (see Broken Links). Similarly, a Doll who enters an anti-magic field also has their Link Suspended. If they so wish, the Doll Maker can voluntarily Suspend a given Link as a Free Action.

Reforming Links: The Doll Maker may 'Reform' a Suspended Link with any suitable materials the same way they would create a new Link, recreating each Doll with the same statistics and ongoing effects as they had at the time of the Link's suspension. Dolls made through Reforming a Link do not count towards the per day limit; they're essentially the same Dolls. Unlike forming a new Link, Reforming any number of Links that were Suspended within the last (Doll Maker class levels) minutes only takes a Full-round Action, though the resulting Dolls cannot perform any actions until the Doll Maker's turn (even if the Doll Maker has a Move Action remaining to give orders with).

Broken Links: When a Doll is reduced to 0 hit points or is otherwise destroyed, the Link to that Doll is 'Broken'. The Doll Maker cannot Reform that specific Doll. If they so wish, the Doll Maker can voluntarily break a Link as a Free Action.

Statistics
See second post.


Magic Strings (Su)
The exact visualization of the Doll Maker's connection to their Dolls (if any) varies, and is both mutable and easily changeable. It is not physical, nor can it be assailed by any means like literal strings, merely being a magical and mental connection. What's important is not its appearance, but the Link it represents and how the Doll Maker can use it.

Whenever the Doll Maker casts a spell on the Doll Maker class spell list with a range of 'Personal' or 'Touch', they can apply that spell's effect to all their Linked Dolls instead of themselves or another creature. Spells cast through this ability can affect Dolls as if they were objects, living creatures, or both (whichever is most beneficial), and can similarly treat them as any creature type for the purposes of determining if it would be able to target them (such as spells that specify a humanoid type creature as a viable target).

Alternately, the Doll Maker can use one of their Dolls to deliver spells for them, treating themselves as if they occupied the space of the chosen Doll for the purposes of the cast spell's range.

Magic Strings can only be used with spells on the Doll Maker's class spell list by default. Spells added to the class spell list by any means, unless otherwise stated, cannot be used with Magic Strings.


Maintained Spell (Sp)
Rather than infusing a single group of Dolls- frail and short-lived as they are- with their arcane spells, many Doll Makers learn to stretch their magical might a bit further by infusing their connection in and of itself to provide the benefit to all of their creations.

When determining how many Platoons they will have at the start of the day and which of their Dolls will enter each, a Doll Maker of 2nd level or greater chooses one of their 0th level spells that can be cast simultaneously on all their Dolls through the effect of Magic Strings that does not have a duration of 'instantaneous' or 'permanent' to associate with each Platoon.

For the next 24 hours, until the Doll Maker reorganizes their Platoons, until dispelled, or (in the case of spells whose effects end when utilized, such as True Strike) until discharged, any and all Dolls they form a Link to receives the benefits/effects of the spell associated with their Platoon.

The Doll Maker grows more adept at infusing spells into their Links as time goes on. Starting at 4th level, the Doll Maker can choose an additional 0th level spell that meets the same conditions and apply it in the same manner for each.

They can maintain an additional spell for every even level thereafter, with the third and fourth spells being of any level up to 1st, the fifth and sixth of up to 2nd level, the seventh and eighth of up to 3rd level, and the ninth and tenth of up to 4th level.


Doll Feat (Su)
Just as the Doll Maker's expertise in magic and combat increases, so too does that of their creations. At 3rd level, when forming a Platoon, the Doll Maker chooses a feat from the list below. The Dolls within that Platoon receive the benefits of that feat, and are treated as having it for the purposes of prerequisites and other effects. Dolls do not need to meet the attribute or skill rank prerequisites of a given feat.

A Doll Maker of 7th level or higher chooses an additional feat from the list to grant the Platoon they formed, plus one more feat for every 4 class levels thereafter.

The list of selectable feats are as follows: Any Doll Feat (see section in second post below), Cleave, Combat Expertise, Dodge, Far Shot, Great Cleave, Great Fortitude, Greater Two Weapon Fighting, Improved Bullrush, Improved Disarm, Improved Grapple, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Manyshot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Run, Shot on the Run, Spring Attack, Toughness, Two Weapon Defense, Two Weapon Fighting, Weapon Focus, and Whirlwind Attack.

Note this feat list is made only with core feats in mind. If the group has access to splatbooks, consider expanding the list slightly to include more feats. In specific, look for feats that list any of the above as prerequisites, and avoid feats that list feats not among the above or class features as prerequisites, or feats whose effects are based on a character's attribute scores/skill ranks.


Share Sense (Su)
Ask anyone unnerved by dolls why they find them disturbing, and many times their first answer will be the lifeless eyes that seem to follow them. More people would agree if this ability were common knowledge.

Starting from 4th level, the Doll Maker can stop to focus on their Link as a Free Action to use a Doll as a sensor to see and hear through. They see as if they were occupying the Doll's space and vantage point, and have all of their own mundane and magical senses available through this connection.

The Doll Maker can only see through the eyes of one Doll at a time, and cannot see around themselves while doing so. He or she may end this effect at any time merely by willing it, even if it's not their turn.


Expanded Spell Knowledge
Though they don't gain the full arcane might of their contemporaries, the Doll Maker studies nonetheless, and is rewarded with knowledge of their discipline that grants them another scrap of power. At 5th level, and again at 9th level, 13th level, and 17th level, the Doll Maker chooses one spell from the Sorcerer/Wizard spell list of a level they can cast and adds it to their spells known. The chosen spell cannot be used through the effect of Magic Strings unless on the Doll Maker spell list, but otherwise can be cast normally.


Spell List:
0th - Arcane Mark*, Cure Minor Wounds*, Detect Magic, Guidance**-, Light**, Mending*, Prestidigitation**, Resistance**, Touch of Fatigue**X, Virtue**-

1st - Chill Touch*X, Cure Light Wounds*, Disguise Self**, Endure Elements**, Entropic Shield**, Expeditious Retreat**, Feather Fall, Longstrider**, Mage Armor**, Magic Aura**, Magic Fang**, Obscure Object**, Protection from Chaos/Evil/Good/Law**, Shield**, Shocking Grasp*X

2nd - Barkskin**, Bull's Strength**, Cat's Grace**, Blur**, Cure Moderate Wounds*, False Life**-, Ghoul Touch*X, Invisibility**-, Locate Object, Mirror Image**-, Misdirection, Protection from Arrows**-, Resist Energy**, Spider Climb**, Touch of Idiocy**X, True Strike**-

3rd - Bestow Curse**X, Blink**, Cure Serious Wounds*, Displacement**, Explosive Ruins**?-, Fly**, Gaseous Form**, Invisibility Purge**, Nondetection**, Poison*X, Protection from Energy**-, Shrink Item**, Vampiric Touch*?, Water Breathing**X, Water Walk**

4th - Air Walk**, Contagion, Cure Critical Wounds*, Death Ward**, Freedom of Movement**, Greater Invisibility**, Overland Flight**, Remove Curse*, Rusting Grasp*X, Spell Immunity**


Key:
* = Can be cast on all Dolls at once through Magic Strings
** = Can be maintained through Maintain Spell
X = Used with the above; while possible, it would have a negative impact or otherwise have no effect, barring something affecting the Dolls and their qualities or otherwise modifying how Magic Strings works. Usually spells that should be delivered by your Dolls, not used on them.
? = Like X, except potentially useful when applied to your Dolls.
- = Used with ** only. Lasts until discharged.

Note that this spell list is made only with core spells in mind. If the group has access to splatbooks, consider expanding the list slightly to include more spells of 0th to 4th level. In specific, look for bonus-granting spells of 'self' or 'touch' range.

The list intentionally excludes Alter Self and Polymorph, as the ability to cast them through Magic Strings is potentially game breaking. Keep this in mind for effects that might be overpowering under similar circumstances. Such spells can be acquired through Expanded Spell Knowledge without threatening balance if the player so desires.

11
Introduce Yourself / A Pleasure to Be Here
« on: June 20, 2014, 01:48:23 PM »
-My username is one I've used since I was a kid. I first got it when I tried to register for AOL 3.0 with the trial disk they regularly sent out to everyone, and after a few failed attempts, it spat this out as a suggestion.
-My favorite games tend to be RPGs, or otherwise games that involve progression with the game's world. My all time favorite is Megaman Legends in spite of its flaws, but I also enjoyed its sequel and spinoffs, and I'm a fan of many SNES era and PS1 era RPGs such as Super Mario RPG and Chrono Trigger (even if I had missed quite a few of the classics in my youth), as well as more recent examples such as Persona 4. For tabletop games, my experience is limited, D&D 3.5e being the one I'm most knowledgeable about, though I've been trying to acquaint myself with Mutants and Masterminds.
-One of my main hobbies is roleplaying, followed closely by watching Let's Plays and Homebrewing for Dungeons and Dragons 3.5e. For things directly divorced from games entirely, I enjoy just about any kind of music, and I read both webcomics and to a much lesser extent comics and manga- one of the latter, called 'Jojo's Bizarre Adventure' being a current obsession of mine.
-I live in the United States, specifically Florida.
-I'm a fairly long time member of Giant in the Playground forums, though I have only a small number of posts there. I've been a member of some RP-focused boards before, though I've left a number of them over time due to them dying out or a personal dislike of the way some things were handled.
-I don't have Twitter, Facebook, or Google+. If I did, It'd likely be the same handle I use everywhere.

Looking at the other topics in this forum, I probably didn't need to follow the exact template, but what can I say? It was a good one.

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