Author Topic: Cityverse Homebrew  (Read 14938 times)

Offline sirpercival

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Cityverse Homebrew
« on: March 06, 2013, 12:49:50 AM »
Metromagic & I run campaigns in a universe I'm dubbing Cityverse.  Whenever I need to homebrew stuff that's way too weird to go anywhere else, I'm going to put it here.  Whee!


Index:
Time Dimensional
Radiance Elemental
Smalljammer
Sandman

Note that this material uses these rules for hybridization.
« Last Edit: July 31, 2013, 05:16:17 PM by sirpercival »
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Offline sirpercival

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Re: Cityverse Homebrew
« Reply #1 on: March 06, 2013, 02:33:10 AM »
TIME DIMENSIONAL

This is a monster class, with an associated base race.  You can only take levels in the class if you are a member of the base race, and if you are a member of the base race, you must take the first level of the monster class at the earliest opportunity (up to and including level 1).  Once you have at least 1 level in the monster class, you need not take the rest of the levels consecutively, instead using multiclassing rules as normal.

Time Dimensional Base Racial Traits:
  • -2 Strength, +2 Intelligence.  Time dimensionals are highly analytical, but physically weaker than other creatures.
  • Small: As a Small creature, you gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but you use smaller weapons than humans use, and your lifting and carrying limits are three-quarters of those of a Medium character.
  • Elemental traits: Your type is Elemental, which grants you the following traits:
    (click to show/hide)
  • Hover: you have no base land speed; you cannot yet fly, but you can hover a foot above the ground, moving at a speed of 30 feet. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of any solid or liquid surface which is at least as large as you are, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed).

    You can also glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.  You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Automatic Languages: Common. Bonus languages: Any.
  • Favored Class: Time Dimensional and Wizard.

Class Skills
The Time Dimensional's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (all skills, taken individually), Listen (Wis), Martial Lore (Wis), Psicraft, Speak Language (N/A), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Dice: d8



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+2+2Ripples, time nudge
2nd+1+0+3+3Lore, suppressing field
3rd+1+1+3+3Perturbations, time lash
4th+2+1+4+4Master history
5th+2+1+4+4Call of years, Int +2
6th+3+2+5+5Fade, speed increase
7th+3+2+5+5Temporal disturbance
8th+4+2+6+6Soar
9th+4+3+6+6Tachyon stride
10th+5+3+7+7Aging lash
11th+5+3+7+7Living myth, Int +2
12th+6/+1+4+8+8Noble dimensional, speed increase
13th+6/+1+4+8+8Improved call of years
14th+7/+2+4+9+9Greater fade
15th+7/+2+5+9+9Temporal discontinuity
16th+8/+3+5+10+10Improved temporal disturbance
17th+8/+3+5+10+10Int +2
18th+9/+4+6+11+11Speed increase
19th+9/+4+6+11+11Tachyon leap
20th+10/+5+6+12+12Stasis lash
21st+10/+5+7+12+12Major Ripples
22nd+11/+6/+1+7+13+13Temporal solidity
23rd+11/+6/+1+7+13+13Royal dimensional
24th+12/+7/+2+8+14+14Speed increase, Int +2
25th+12/+7/+2+8+14+14Greater temporal disturbance
26th+13/+8/+3+8+15+15-
27th+13/+8/+3+9+15+15-
28th+14/+9/+4+9+16+16-
29th+14/+9/+4+9+16+16Tachyon gate
30th+15/+10/+5+10+17+17Speed increase, supreme ripples, Int +2

Weapon and Armor Proficiencies: As a Time Dimensional, you gain no proficiencies with weapons or armor, though you are proficient with your time nudge and time lash.

Ripples (Su): You can feel the flow of time around you, pulsing and twisting as an inexorable force.  Shaping the substance of time is instinctive to you, and you can use it to cause various incredible effects called Ripples.  A Ripple takes one of the following forms: a maneuver from the Flowering Night discipline or Riven Hourglass discipline; a spell from the Time domain; a formula from the Eternal Moment circle; or a psionic power from the Time Mantle (as expanded below). You count as knowing any formula, maneuver, power, or spell that you can prepare as a Ripple.

Since you are attempting to subvert the very laws of reality to your goals, you cannot simply create these effects with impunity.  Instead, you must prepare a selection of effects which you can use during each encounter.   You gain a pool of Moments equal to your Intelligence modifier + twice your Time Dimensional level, which you can use to prepare Ripples.  Preparing a particular Ripple requires allocating a number of Moments to that Ripple equal to the Ripple's level, which remain allocated for as long as that Ripple is prepared.
You may only prepare a Ripple of a level no greater than half your Time Dimensional level (rounded down, minimum 1), and may not prepare the same Ripple more than once at a given time.

You prepares your Ripples by meditating on the flows of time for 5 minutes, and the Ripples you choose remain prepared until you decide to meditate again and change them. You need not sleep or rest for any long period of time to prepare your Ripples; any time you spend 5 minutes in meditation, you can change your prepared Ripples.

Once you have a Ripple prepared, you can activate it, producing the associated effect.  The action this requires is determined by the Ripple itself -- for example, a minor formula or boost would require a swift action to activate, while a strike or psionic power might require a standard or full-round action.  Your initiator level, caster level, shaper level, or manifester level for one of your Ripples (as appropriate) is equal to your Time Dimensional level, and you use your Intelligence modifier to determine save DCs for your ripples.

You begin each encounter with all of your prepared Ripples unexpended, regardless of how many times you might have already used them since you prepared them. When you activate a Ripple, you expend it for the current encounter, so each of your prepared Ripples can be used once per encounter (unless you recover them).  At the beginning of each encounter, you gain a pool of Drift equal to the number of Moments you have remaining which were not used to prepare Ripples (if any; if you use all your Moments to prepare Ripples, you simply gain a Drift pool of 0).  During your turn, you may spend a swift action to recover any number of expended Ripples, which costs Drift equal to the total level of all Ripples recovered. 

Ripples which are spells or powers cannot be recovered in this way.  In addition, you may not recover a Ripple on the same round you expend it, or activate a Ripple on the same round you recover it.  Whenever you activate a Ripple, you add 1 Drift to your pool. Any remaining Drift in your pool disappears at the end of the encounter.

(click to show/hide)

Time Nudge (Ex): You have the ability to disrupt your enemy's temporal flow.  At will once per round, you may make a touch attack against a creature or object in place of a normal attack, dealing 1d4+1 damage to the target, with an additional 1d4+1 for each level after 1st.  You may use this ability as part of a martial strike with one of your Ripples (but not martial strikes learned by other means), and it counts as a discipline favored weapon in such cases.  You may also use this ability in place of a spellshape attack as part of shaping a formula with one of your Ripples (but not formulae learned by other means).  Finally, whenever you successfully strike a creature with your time nudge, you add 1 Drift to your pool.

Lore (Ex): At 2nd level, the echoes of events that you hear up and down the timestream grant you the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your Time Dimensional level and your Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Suppressing field (Ex): Your mastery of time makes it difficult for other creatures to manipulate the flows in your presence.  Beginning at 2nd level, whenever a creature within 10 feet per class level attempts to use an ability which is on your list of possible Ripples (e.g., a maneuver from Riven Hourglass or casting the haste spell), even if that Ripple is too high of a level for you to prepare, the creature must make a caster level, initiator level, manifester level, or shaper level check (as appropriate) against a DC of 5 + your Time Dimensional level.  On a failed check, the ability does not function, and the action is lost.  If the ability is one that you have actually prepared as a Ripple, the DC increases to 15 + your Time Dimensional level.  You may raise or lower this ability as a free action.

Perturbations (Su): Upon reaching 3rd level, you learn to make more lasting changes to the time flow around you.  When preparing your Ripples, you can also allocate Moments to prepare Perturbations: stances from Flowering Night or Riven Hourglass, incantations or the numen from Eternal Moment, the domain power from the Time domain, or the mantle power from the Time mantle.  Preparing a Perturbation requires a number of Moments as shown on the table below.  You cannot prepare a Perturbation which requires more Moments than half your Time Dimensional level (rounded down, minimum 1). 

If you prepare more than one martial stance as a Perturbation, you can only be in a single stance at a time, but can move between stances as a swift action as normal.  If you prepare the domain power, the mantle power, or the numen, the effect is always active until you no longer have that Perturbation prepared.  If you prepare any of the incantations, you can use them at will, but no more often than once every 5 rounds.

(click to show/hide)


Time lash (Su): Your control over time has increased by 3rd level, to the point where you can disrupt the time in an area.  As a standard action at will, you can deal Time Nudge damage in a line 5 feet wide, of length 10 feet times your Intelligence modifier.  Affected creatures can make a Fortitude save for half damage (DC 10 + 1/2 Time Dimensional level + your Intelligence modifier).  You add an amount of Drift to your pool equal to the number of failed Fortitude saves when you use this ability.

Master history (Ex): "What goes around comes around."  You understand this idiom far more intimately than almost anyone else.  Beginning at 4th level, you may substitute a Knowledge (History) check for any other Knowledge check, albeit at a -5 penalty.

Call of years (Ex): Upon reaching 5th level, you become aware of the weight of years on creatures around you, the residual energy of accumulated time, and how to siphon it for you own use.  Whenever you would gain Drift from an ability which affects a creature, you gain one additional Drift for each age step that creature is beyond adult.  If the creature is a True Dragon, instead you gain one additional Drift for each age category that the dragon is beyond Juvenile.

Ability boost: As a Time Dimensional, you gain a +2 increase to your Intelligence score at the indicated levels.

Fade (Ex): Beginning at 6th level, you have begun to lose your physical presence, becoming less anchored to the material world.  You gain a deflection bonus to AC equal to your Charisma bonus or your existing natural armor bonus, whichever is higher (and lose any natural armor bonus you had), and a racial bonus to Move Silently checks equal to your class level.  In addition, any attacks made against you with non-magical weapons (i.e., any attack which would not bypass damage reduction /magic) suffer a 20% miss chance.

Speed increase (Ex): At 6th level, and every 6 levels after, your base speed increases by +20 feet.

Temporal disturbance (Su): When you achieve 7th level, you project an aura which disrupts the natural sense of time of creatures around you.  Any enemy that ends its turn within 30 feet of you acts 4 initiative counts later on the next round (as though it delayed). Further, due to the different flows of time inside and out and the influence that has upon perception, all attacks into or out of the aura (but not those that are made from within against targets within) suffer a -2 circumstance penalty. Creatures with exceptional senses that transcend time can adjust for the time dilation and do not suffer this penalty on their attack rolls. You and other Time Dimensionals are not subject to the initiative delay or the attack roll penalty of your aura.

Soar (Ex): Upon reaching 8th level, you are no longer shackled to the ground.  You gain a fly speed equal to your base speed, with perfect maneuverability.

Tachyon step (Su): You have learned the secret of moving faster than is technically allowed by the laws of physics.  Starting at 9th level, as a standard action at will, you can teleport unerringly to any square within a distance of 20 feet per class level.  You can bring along objects as long as their weight doesn’t exceed your maximum load, but cannot bring other creatures along with you.  You must have Line of Effect to your target square; if you attempt to teleport to a square which is occupied, the attempt fails.

Aging lash (Su): Beginning at 10th level, creatures affected by your Time Lash ability haver their future time ripped away.  Any creature which fails its Fortitude save against your Time Lash must also make a Will save at the same DC or suffer a penalty to Str, Dex, and Con equal to the penalty they would have received for aging to the next step.  This penalty persists until the creature is subject to a Remove Curse, Break Enchantment, or Heal spell (or similar, more powerful effects).  Creatures who become more powerful as they age (such as True Dragons) are unaffected by this ability.

Living myth (Ex): Time dimensionals are creatures of legend, generally unknown even by the most learned of scholars.  At 11th level, knowledge of you and your abilities has passed beyond the realm of mortal history.  Any Knowledge checks made to identify you and your abilities give your type only, no matter how high the result of the roll.  You are immune to the effects of the legend lore and vision spells (i.e., these spells give no information about you), as well as Bardic Knowledge, Lore, or similar abilities.  Finally, you gain Spell Resistance 11 + your Time Dimensional level against divination spells, which you may raise or lower as a free action.

Noble dimensional: You advance to the next tier of time dimensional at 12th level.  Your size increases by one category, which does not affect your ability scores.  You gain a bonus to initiative checks equal to your Intelligence modifier, and your Time Nudge and Time Lash damage increases to 1d6+2 damage per time dimensional level.

Improved Call of Years: At 13th level, the Drift you gain from your Call of Years class feature doubles.

Greater Fade (Ex): Upon reaching 14th level, you fade from the material world entirely, gaining the Incorporeal subtype.  You lose your Strength score, and use your Dexterity for melee and ranged attacks.

Temporal Discontinuity (Su): You can control the warp and weft of time, to the point of splitting off creatures onto parallel but separate timeflows.  When you achieve 15th level, as a standard action you can create a 30-foot-radius bubble at a range of up to 20 feet per class level; all creatures and objects within the bubble are transported into a parallel timeflow. The border of the sphere seems like an opaque blue wall of force from the outside, and a red wall of force from the inside. While time flows at the same rate (1 round per round) on both sides of the sphere, no communication or interaction whatsoever is possible across the sphere. Divinations requiring access to outside sources (such as the divination spell) do not work within the sphere; nor do summoning, calling, or teleportation spells or effects. The bubble can only last for a short time (a number of rounds equal to your Intelligence modifier) before turbulence at the border resolves the discontinuity; alternatively, you can dismiss the bubble as a move action.  Either way, when the effect ends, any creatures inside the bubble are returned to the normal timeflow.

Improved Temporal Disturbance (Su): Beginning at 16th level, enemies within the area of your Temporal Disturbance ability must make a Will save each round (DC 10 + 1/2 time dimensional level + your Intelligence modifier) or be slowed for 1 round.

Tachyon leap (Su): Your avoidance of the laws of physics has grown exponentially by 19th level.  You can use greater teleport (as the spell) as a supernatural ability at will by spending a standard action.  You may bring up to 50 pounds of objects with you, but no other creatures.

Stasis Lash (Su): When you reach 20th level, your Time Lash is a force to be reckoned with, indeed.  Any creature which fails its Fortitude save against your Time Lash must make a second Fortitude save at the same DC or be affected as if by the temporal stasis spell (with no further save or spell resistance).  Creatures who fail their save against this ability are unaffected by your Aging Lash ability.

Major Ripples: Starting at 21st level, your facility with time is nearly unmatched.  When preparing your Ripples, you may allocate 20 Moments to prepare a single (non-Pinnacle) epic maneuver from the March of Aeons discipline, and/or 30 moments to prepare a single (non-Apex) epic spell from the Time Sphere.  These Major Ripples cannot be recovered by spending Drift.

Temporal solidity (Ex): Beginning at 22nd level, you learn how to exist in the spaces between seconds, manifesting retroactively in the material world.  You count as incorporeal, corporeal, or both, however would be most beneficial at any given time.

Royal dimensional: You achieve the highest tier of time dimensional at 23rd level.  Your size increases by one category, which does not affect your ability scores.  Your Time Nudge and Time Lash damage increases to 1d8+4 damage per time dimensional level, and you gain an insight bonus to all saving throws equal to your Intelligence modifier.

Greater temporal disturbance (Su): When you are 25th level or higher, your Temporal Disturbance benefits your allies in addition to hampering your enemies.  All allies within range of your aura are never flatfooted, and may always take an action during the surprise round (even if they would normally be unable to do so).

Tachyon gate (Su): By 29th level, you can move between planes with impunity.  The laws of physics and magic are no barrier to you.  At will as a standard action, you can open a temporary portal between planes, as the Planar Travel function of the gate spell.  You pass through the portal as part of the same action that you take to create it, and it closes immediately behind you.  You are the only creature which may pass through the portal; it does not exist for any other creature.

Supreme ripples: Upon achieving 30th level, you are an undisputed master of Time.  You may use your Major Ripples ability to prepare the Pinnacle March of Aeons maneuver by allocating 40 Moments, and/or to prepare the Apex Time Sphere spell by allocating 50 Moments.  However, each of these Supreme Ripples may only be activated once per day.
« Last Edit: January 14, 2014, 07:57:46 PM by sirpercival »
I am the assassin of productivity

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Offline Garryl

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Re: Cityverse Homebrew
« Reply #2 on: March 12, 2013, 11:15:17 AM »
How would a Time Dimensional's moments interact with the resource by the same name of an Agraramel (or an Agraramel)? They're used very differently.

(Well, technically moments are just the unit of the resource, which is technically named potential, but that's just a technicality.)

Edit: This may be well after anyone's ever going to read this post (what with the conversation moving on by nearly a full page), but the lack of closing bracket irked me.
« Last Edit: March 23, 2013, 03:37:12 PM by Garryl »

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #3 on: March 12, 2013, 09:13:39 PM »
How would a Time Dimensional's moments interact with the resource by the same name of an Agraramel (or an Agraramel? They're used very differently.

(Well, technically moments are just the unit of the resource, which is technically named potential, but that's just a technicality.)

They wouldn't.  But I couldn't think of a better name for the resource... I can't use "seconds" because those are already used by one of the Time Sphere epic spells.  :)
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Offline sirpercival

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Re: Cityverse Homebrew
« Reply #4 on: March 15, 2013, 12:58:25 AM »
SPELLJAMMER

This is a monster class, with an associated base race.  You can only take levels in the class if you are a member of the base race, and if you are a member of the base race, you must take the first level of the monster class at the earliest opportunity (up to and including level 1).  Once you have at least 1 level in the monster class, you need not take the rest of the levels consecutively, instead using multiclassing rules as normal.

Spelljammer Base Racial Traits:
  • Medium: As a Medium creature, you gain no bonuses or penalties due to your size.
  • Living Construct traits: Spelljammers are creatures with the Construct type and the Living Construct subtype.  This grants you the following benefits (condensed from both type and subtype).
    (click to show/hide)
  • You have a primary pincer natural attack which deals 1d8 + 1.5 times your Strength modifier damage on a successful hit, and has a critical multiplier of x3
  • Skate: have no base land speed; you cannot yet fly, but you can hover a foot above the ground, moving at a speed of 30 feet. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of any solid or liquid surface which is at least as large as you are, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed).

    You can also use your wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.  You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, powerful ligaments stiffen the wings.  You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Strange Anatomy: You are shaped like a manta ray with an upraised tail.  Since you do not have the normal number of appendages, your magic item slots are different than normal.  You cannot use magic weapons or other items requiring manipulation, but you can wear barding (subject to the rules for armor for nonhumanoids).  Your Helm body slot can hold one magic item intended for the Arms or Feet slots, your Bridge body slot can hold one magic item intended for the Face or Throat slot, and your Wings body slot can hold two magic items intended for the Hands or Shoulders body slots.  You retain your Body, Head, and Waist slots.  In addition, you can wear up to three rings on your tail (giving you one more Ring slot than a humanoid).
  • Unusual Pressure Points: Your body shape is bizarre enough that it's difficult for creatures to find your vulnerable points, granting you a 25% chance to negate critical hits and precision damage. 
  • You cannot speak (preventing you from casting spells with verbal components), but gain Telepathy out to a range of 5 feet times your Charisma modifier (minimum 5 feet). 
  • +8 racial bonus to Jump checks.
  • Automatic Languages: Common. Bonus languages: Any.
  • Favored Class: Spelljammer and Ranger.



Class Skills
The Spelljammer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana, Architecture & Engineering, Geography, the Planes) (Int), Listen (Wis), Spot (Wis), and Tumble.
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Dice: d12



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maneuvers
Readied
1st+0+2+0+2Carapace 1, freight, gravity probe, Cha +23
2nd+1+3+0+3Assisted ram, charm, Dex +23
3rd+1+3+1+3Helm, well-traveled3
4th+2+4+1+4Carapace 2, tail beam4
5th+2+4+1+4Growth, Str +24
6th+3+5+2+5Charming aura4
7th+3+5+2+5Skyworthy, gravity pulse4
8th+4+6+2+6Carapace 3, transmorphous, Cha +24
9th+4+6+3+6Improved charm4
10th+5+7+3+7Growth, improved ram, Dex +25
11th+5+7+3+7Improved helm5
12th+6/+1+8+4+8Carapace 4, gravity wave5
13th+6/+1+8+4+8Improved transmorphous, Str +25
14th+7/+2+9+4+9Phase journey5
15th+7/+2+9+5+9Improved charming aura, Cha +25
16th+8/+3+10+5+10Carapace 5, growth, gravity surge6
17th+8/+3+10+5+10Greater transmorphous6
18th+9/+4+11+6+11Greater ram, spaceworthy, Dex +26
19th+9/+4+11+6+11Supreme charm6
20th+10/+5+12+6+12Carapace 6, planar journey6
21st+10/+5+12+7+12Bridge, crew, growth, Str +26
22nd+11/+6/+1+13+7+13Gravity sunder, greater helm, Cha +27
23rd+11/+6/+1+13+7+13Bombardment (ballista), pervasive charm7
24th+12/+7/+2+14+8+14Carapace 7, unfettered growth7
25th+12/+7/+2+14+8+14Lodging7
26th+13/+8/+3+15+8+15Bombardment (trebuchet), phase drive, Dex +27
27th+13/+8/+3+15+9+15Modular construction, veteran crew8
28th+14/+9/+4+16+9+16Carapace 8, gravity twist8
29th+14/+9/+4+16+9+16Bombardment (spellcannon), Cha +2, Str +28
30th+15/+10/+5+17+10+17City, Cosmic Abyss, elite crew8

Weapon and Armor Proficiencies: As a Spelljammer, you gain no proficiencies with weapons or armor, though you are proficient with your natural weapons.

Maneuvers: You can initiate maneuvers from the Event Horizon discipline.  You know all maneuvers from that discipline for which you meet the prerequisites (including initiator level prerequisites; you add your full levels in Spelljammer to your initiator level instead of half), and can ready a number of them as shown on the table above.  The save DC for any of your Event Horizon maneuvers is 10 + 1/2 initiator level + your Charisma modifier, and your pincer attack counts as an Event Horizon discipline favored weapon.

Carapace (Ex): As you gain in power, your outer surface hardens, becoming very tough and resistant to damage.  You gain a natural armor bonus equal to your Constitution modifier.  In addition, you gain 1 bonus hit point per level, and you also gain hardness 1.  At 4th level, and every 4 levels after, you gain an additional bonus hit point per level, and your hardness increases by 1.

Freight (Ex): You can carry creatures on your back.  You can carry one creature one size category smaller than you, two creatures two size categories smaller, four creatures three size categories smaller, etc.  Creatures whom you are carrying (and their equipment) do not count against your carrying capacity, and you may bring creatures you are carrying with you when you teleport as if they were your possessions.

Gravity probe (Su): As a swift action, you can determine the weight of any creature within range of your telepathy.  If that creature is the same size category as you or larger, you can draw off some of its excess gravity as part of the same action to recover a single expended maneuver.  You cannot recover a maneuver in the same round you expend it, or initiate a maneuver in the same round you recover it.

Ability Score Increases: Your Strength increases by +2 at 5th level and every 8 levels after.  Your Dexterity increases by +2 at 2nd level and every 8 levels after. Your Charisma increases by +2 at 1st level and every 7 levels after.

Assisted ram (Ex): You learn at 2nd level to use the magic which allows you to fly to make a speedy charge attack with your pincer.  As part of making a charge action, you can move up to 5 times your speed (instead of 2 times as normal) in a straight line; effects which would normally allow you to change direction during a charge do not function when making an assisted ram.  If you hit on the attack at the end of the charge with your pincer, you deal double damage.  Once you use this ability, you cannot use it again for 1 round.

Alternatively, you may charge directly upward with this ability, rising to a maximum height equal to 5 times your speed.  Adult spelljammers often use this to escape the gravity well into orbit.

Charm (Su): Beginning at 2nd level, creatures are inexplicably drawn to you.  You can use charm person as a supernatural ability, requiring a standard action, a number of times per day equal to your Charisma modifier.  The DC to resist your charms is equal to 10 + 1/2 your class level + your Charisma modifier.

Helm (Su): At 3rd level, you sprout a Helm, a means for creatures you carry to partially (or fully) control your flight path.  At any given time, you may choose a single creature who you are carrying (the "Helmsman") to gain the benefit of the Mounted Combat feat, as if you are the mount.  The creatures uses its Intelligence modifier in place of Dexterity on any Ride checks involving you (including those made via the Mounted Combat feat).

Well-traveled (Ex): Upon reaching 3rd level, you have traveled far and wide, and seen many strange things.  You may substitute a Knowledge (Geography) check for any other Knowledge check, albeit at a -4 penalty.

Tail beam (Su/Sp): When you achieve 4th level, you learn to focus the intrinsic magic of your existence (and the Phlogiston) through your tail, releasing a beam of destructive energy at your foes.  This takes the form of a line of energy, of length 10 feet per class level, and it deals 1d8 damage per class level to creatures caught in the beam, with a Reflex save (DC 10 + 1/2 class level + Charisma modifier) for half damage.  Activating this ability is a standard action which does not provoke attacks of opportunity; you may use this ability at will, but each time you use it you must wait 1 round before you can use it again.

In addition, you learn one Least Eldritch Essence invocation of your choosing, which you may apply to your Tail Beam if you wish; however this makes the Tail Beam into a spell-like ability (and thus subject to spell resistance).  You learn an additional Eldritch Essence invocation every 5 levels after 4th; at 9th level you can choose Lesser invocations, at 14th you can choose Greater invocations, and at 19th you can choose Dark Eldritch Essence invocations.

Growth: At 5th level, and again at 10th, 16th, and 21st level, your dimensions double, and your weight is multiplied by 8.  This causes your size category to increase by one step each time, changing your space, reach, and size bonuses to attacks, combat maneuvers, and AC as appropriate.  Your ability scores do not change due to this growth.

Charming aura (Su): Beginning at 6th level, your mere presence is enough to charm nearby creatures.  Any creature which approaches within 30 feet of you is automatically affected as if by your Charm class feature (this does not count as a use of your Charm ability, but does allow a save as normal).  You may raise or lower this aura as a swift action.

Gravity pulse (Su): By the time you reach 7th level, you have learned a more extensive manipulation of gravity.  As a free action on your turn, you can expend a readied (and unexpended) Event Horizon maneuver to add more weight to your attacks.  Your next attack made in the same round gains a bonus to the attack roll equal to the level of the expended maneuver, and a bonus to the damage roll equal to twice your Charisma modifier.

Skyworthy (Ex): Starting at 7th level, your musculature has strengthened to the point of being able to support true flight.  You gain a fly speed of 30 feet, with good maneuverability.  Each time your size increases due to your Growth ability, your fly speed doubles, and the maneuverability class worsens by one step (to a limit of clumsy).

Transmorphous (Ex): When you achieve 8th level, you begin to learn how to move around your interior structures as necessary.  You have a 50% chance of negating critical hits and precision damage, and you can no longer be flanked.

Improved charm (Su): At 9th level, whenever you activate your Charm ability (but not Charming Aura), you may spend an additional daily use of the ability to produce a charm monster effect instead of charm person.

Improved ram (Ex): Beginning at 10th level, whenever you use your Assisted Ram ability, you can move up to 6 times your speed, and you deal triple damage on a successful attack.

Improved helm (Su): Your connection to your Helm improves at 11th level.  Whenever you designate a creature you are carrying as a Helmsman, as long as that creature is conscious, your maneuverability improves by two steps (to a maximum of Good).

Gravity wave (Su): Upon achieving 12th level, you gain the ability to emit a wave of gravity that disrupts your opponents.  As a standard action, you can cause each creature within a line up to 10 feet long per class level to make a Reflex save (DC 10 + 1/2 class level + Charisma modifier) or be slowed (as the spell) for 1d4 rounds.  If you do, you recover 1 expended Event Horizon maneuver for each creature that fails its save against the effect (to a maximum of the number of maneuvers you can have readied).

Improved transmorphous (Ex): When you reach 13th level, you have become more adept at redistributing your interior and exterior structures as necessary.  You have a 75% chance of negating critical hits and precision damage, and you are immune to ability damage and drain.

Phase journey (Su): At 14th level, you learn to phase through alternate realities while traveling (in preparation for trips through the Phlogiston).  You may use shadow walk (as the spell) at will as a supernatural ability by spending a standard action, but only targeting yourself and any creatures you carry.

Improved charming aura (Su): Your charming aura has increased in power by the time you reach 15th level.  Creatures who enter the area of effect are subject to a charm monster effect instead of a charm person effect.

Gravity surge (Su): Starting at 16th level, you can temporarily bestow a large amount of your own gravity on your opponents.  As a move action, you can expend a readied (and unexpended) Event Horizon maneuver to force all creatures within 30 feet of you to make a Fortitude save (DC 10 + 1/2 class level + Charisma modifier) or have their speed for all movement modes reduced to 0 for a number of rounds equal to the level of the expended maneuver.  For each creature which fails its save against this effect, your speed increases by +20 feet for the same amount of time.

Greater transmorphous (Ex): By 17th level, you have an incredible amount of skill at shifting around your interior and exterior anatomy.  You are immune to critical hits and precision damage; in addition, if you are subject to a polymorph effect, you can resume your own form as a standard action, as if you had the Shapechanger subtype.

Greater ram (Ex): Beginning at 17th level, whenever you use your Assisted Ram ability, you deal devastating damage to your target. A creature struck by your ram attack must make a Fortitude save (DC 10 + 1/2 class level + your Strength modifier) or be dazed for 1d6 rounds.

Spaceworthy (Su): When you achieve 18th level, you have learned to travel outside the protective envelope of gravity and air around a planet. You have truly become worthy to move through the vacuum of space, which grants you a few complementary abilities that activate whenever you are far above the surface of a planet. Whenever you are at least 1 mile from the nearest planetary surface, you generate your own atmosphere for your passengers, which is breathable air in a sphere of radius 10 feet beyond your wingspan; and, you generate your own gravity in the same area, which forms in a horizontal plane running through your center. While inside the area, your atmosphere and gravity override whatever other atmosphere and gravity originally existed, though artificial atmospheric effects such as magical fog or the effects of the control weather spell still apply.

In addition, you gain the ability to move at "Spelljamming Speed", which makes long-range movement between worlds possible.  Spelljamming Speed is very fast, 100 million miles per day. You may only move at Spelljamming Speed when you are at least 10 miles from any object of significant size (100 million cubic yards of volume or more); coming closer than 10 miles to an object of such size immediately and uncontrollably slows you to your normal ("tactical") speed. When traveling at Spelljamming Speed, you are immune to collisions with small objects. If you encounter an object of volume less than required to drop you to tactical speed, that item is "picked up" by your atmosphere and gravity envelope, where it bounces up and down in the gravity plane until it stabilizes. Once it's resting on the plane, the object starts to drift outward towards the edge of the envelope, and is "let go" when it reaches the edge, left behind in your wake. (At tactical speed, this protection doesn't work -- objects enter the air envelope with their velocity intact. This permits ship to ship combat at this speed (otherwise bolts and catapult shot would be useless) and also makes travel through certain asteroid fields and crowded shipping lanes hazardous.)

Supreme charm (Su): At 19th level, your Charm ability has grown in strength once again. It is no longer a mind-affecting effect (though it retains any other schools, subschools, and descriptors), and any creature charmed via that ability (but not your Charming Aura class feature) becomes Helpful instead of Friendly.
 
Planar journey (Su): Upon reaching 20th level, you finally become skilled at moving between worlds. You may use plane shift (as the spell) at will as a supernatural ability by spending a standard action, but only targeting yourself and any creatures you carry.
« Last Edit: July 03, 2017, 06:47:26 PM by sirpercival »
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #5 on: March 22, 2013, 02:51:12 AM »
I'd suggest modifying Temporal Disturbance. It's an anti-noncaster aura (Will save is mundane's traditional weak point, spells are all standard actions).

Any chance I can convince you to shift away from the odd-numbered ability score bonuses? It's like a class feature that has a 50% chance of not applying until 4 levels later.

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Re: Cityverse Homebrew
« Reply #6 on: March 22, 2013, 07:08:59 AM »
I'd suggest modifying Temporal Disturbance. It's an anti-noncaster aura (Will save is mundane's traditional weak point, spells are all standard actions).
What would you suggest?

Quote
Any chance I can convince you to shift away from the odd-numbered ability score bonuses? It's like a class feature that has a 50% chance of not applying until 4 levels later.
I dunno, I like the more gradual progression... +2s seem like a lot.
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Re: Cityverse Homebrew
« Reply #7 on: March 22, 2013, 01:56:05 PM »
I'd suggest modifying Temporal Disturbance. It's an anti-noncaster aura (Will save is mundane's traditional weak point, spells are all standard actions).
What would you suggest?

It's a time dilation aura, right? How about, while the aura is active (suppress or resume as a swift action), any creature that ends its turn in the aura acts 4 initiative counts later on the next round (as though having delayed). Further, due to the different flows of time inside and out and the influence that has upon perception, all attacks into or out of the aura (but not those that are made from within against targets within) suffer a -2 circumstance penalty. Creatures with exceptional senses that transcend time can adjust for the time dilation and do not suffer this penalty on their attack rolls. You and other Time Dimensionals are not subject to the initiative delay or the attack roll penalty of your aura.

At higher levels, you can add a save each round or be slowed (as slow), or invert the aura to grant cumulative initiative bonuses and haste.

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Any chance I can convince you to shift away from the odd-numbered ability score bonuses? It's like a class feature that has a 50% chance of not applying until 4 levels later.
I dunno, I like the more gradual progression... +2s seem like a lot.

It's just as gradual either way you do it. Modifying ability scores in 2s instead of 1s is just more consistent. Since your ability modifier (what actually counts) is half of your ability score (what you're giving +2 to), you're only giving +1s in practice no matter which way you go. The only difference is whether you're getting the benefits at levels 8/16/24 (or whatever) for all characters, or whether some characters are getting them at 4/12/20 instead.

Besides, when has getting +1 to a lot of things ever been a cause for great worry? Ability score boosters seem awesome because the modifiers apply to so many things, some of which can be hard to boost otherwise (mostly save DCs and bonus spells, but also Con for HP and some class features). But if you don't have class features to really take advantage of that, they're pretty much just simple numerical boosts (attack/damage, skills, AC, saves), the kind of thing nobody bats an eye at gaining massive boosts to directly from spells and magic items. Particularly for Str, Dex, and Con, which don't have nearly as many readily available options to apply to everything in the universe, and traditionally get the largest increases. (See also: Prayer, Pale Green Ioun Stone, Luckstone)

On another note, have you considered separating out the racial base from the first class level? It's another thing that irks me about the Oslecamo monster class style.

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Re: Cityverse Homebrew
« Reply #8 on: March 22, 2013, 06:23:30 PM »
Re: two things, I will likely implement those.

Re: divorcing racial traits from class abilities, I'm happy to do that if we can come up with intuitive and elegant (or at least not horrible) hybridization rules.
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #9 on: March 22, 2013, 06:31:05 PM »
What sort of hybridization rules were you using before?

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Re: Cityverse Homebrew
« Reply #10 on: March 22, 2013, 07:09:30 PM »
What sort of hybridization rules were you using before?
I had been figuring to use osle's 2-feat thing... or the two-monster-class gestalt (which is what these are currently being used for).  If the traits aren't given out as part of the class, then you have to deal with having two base races... which is funky.
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Re: Cityverse Homebrew
« Reply #11 on: March 22, 2013, 07:18:11 PM »
Just chiming in that there's more diference between even and noneven scores that most people notice. It matters when you take ability score damage/drain, and many feats have noneven ability score requirements as well.

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Re: Cityverse Homebrew
« Reply #12 on: March 22, 2013, 09:41:47 PM »
What sort of hybridization rules were you using before?
I had been figuring to use osle's 2-feat thing... or the two-monster-class gestalt (which is what these are currently being used for).  If the traits aren't given out as part of the class, then you have to deal with having two base races... which is funky.

I'm not familiar with them. How do they deal with interfering traits and body types as-is (such as type and limbs)?

Besides, how would it be any different when splitting off the "race" portion of the monster from the first class level? The sum total of everything would be the same (assuming that these monster classes are appropriately balanced and aren't just taking away your race option in return for nothing). Just merge it like you do normally.

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Re: Cityverse Homebrew
« Reply #13 on: March 22, 2013, 10:12:13 PM »
Quote

Monster Hybrid[Monstruous]

Your monster Blood grows stronger, now completely changing you.

(click to show/hide)
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #14 on: March 23, 2013, 02:38:24 AM »
Hmm... How about something like this?
(click to show/hide)


Edit: There, that should be about it. Hybridization rules that should work with standard races as well as monster classes. Is there anything that I still need to address?
Edit2: I'm going to repost this elsewhere where it can get some attention in and of itself (hopefully). But most importantly, so it doesn't get lost.
« Last Edit: March 23, 2013, 03:37:46 PM by Garryl »

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Re: Cityverse Homebrew
« Reply #15 on: March 23, 2013, 04:06:23 PM »
For the Smalljammer's Charming Aura, I'd change the wording to say that they are at risk of being affected by Charm as though you had used it on them, so that it doesn't sound like there's no save.

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Re: Cityverse Homebrew
« Reply #16 on: March 24, 2013, 11:38:44 AM »
OK Time Dimensional is done, for the stuff I had planned.  Ideas for filling in dead levels would be greatly appreciated...

EDIT: Added a few more class features.  Levels which still need stuff: 8?, 14?, 17, 18?, 22, 24?, 26, 27, 28
« Last Edit: March 24, 2013, 10:40:28 PM by sirpercival »
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Re: Cityverse Homebrew
« Reply #17 on: March 25, 2013, 06:13:02 PM »
"Spellhammer Base Racial Traits" should be Spelljammer. Also, this is exactly where that whole Smalljammer ability (no speaking, minor telepathy instead, and flight-related Jump bonus) should go.

Also, why require the character to take a level in the monster class? If the base races are balanced against other LA +0 no HD races, then the equivalent of 1 racial HD shouldn't be necessary.

Smalljammer telepathy needs a minimum. Or a fixed range. One of the other. I'm actually surprised at how much Charisma is used at low levels given the lack of ability boosts, usage in combat (d12 HD, bonus hp and hardness, ram, and Str/Dex stat boosts imply beatstick), or higher level abilities.

Smalljammer definitely feels like it needs more things to do. You can make a decent charger, charm people, or throw around laser beams. None of them feel synergistic with each other (charge = get close, laser = stay away, charm = don't fight), and worse, they all feel relatively uninteresting. The rest of the class is movement, passive defensive bonuses, and subsuming yourself as a mount. It's missing a certain je ne sais quoi that makes it be more than a horse pulling a spell turret on a cart.

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Re: Cityverse Homebrew
« Reply #18 on: March 25, 2013, 07:52:02 PM »
"Spellhammer Base Racial Traits" should be Spelljammer. Also, this is exactly where that whole Smalljammer ability (no speaking, minor telepathy instead, and flight-related Jump bonus) should go.
Yeah, but that leaves level 1 as Carapace only, which is really empty.  But still I'll move it over.

Quote
Also, why require the character to take a level in the monster class? If the base races are balanced against other LA +0 no HD races, then the equivalent of 1 racial HD shouldn't be necessary.
I guess I could take that part out... do the races seem balanced against other LA +0 races?

Quote
Smalljammer telepathy needs a minimum. Or a fixed range. One of the other. I'm actually surprised at how much Charisma is used at low levels given the lack of ability boosts, usage in combat (d12 HD, bonus hp and hardness, ram, and Str/Dex stat boosts imply beatstick), or higher level abilities.
Charisma is the main stat for whatever the extra mechanic I haven't figured out yet is going to be.

Quote
Smalljammer definitely feels like it needs more things to do. You can make a decent charger, charm people, or throw around laser beams. None of them feel synergistic with each other (charge = get close, laser = stay away, charm = don't fight), and worse, they all feel relatively uninteresting. The rest of the class is movement, passive defensive bonuses, and subsuming yourself as a mount. It's missing a certain je ne sais quoi that makes it be more than a horse pulling a spell turret on a cart.
Yeah, I want something else too, something fun a la Ripples to do with your actions.  I just haven't the foggiest idea what.
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #19 on: March 25, 2013, 09:15:08 PM »
"Spellhammer Base Racial Traits" should be Spelljammer. Also, this is exactly where that whole Smalljammer ability (no speaking, minor telepathy instead, and flight-related Jump bonus) should go.
Yeah, but that leaves level 1 as Carapace only, which is really empty.  But still I'll move it over.

Sounds like the perfect place to start up some fancy new mechanic. Say, something Charisma-based...

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Quote
Also, why require the character to take a level in the monster class? If the base races are balanced against other LA +0 no HD races, then the equivalent of 1 racial HD shouldn't be necessary.
I guess I could take that part out... do the races seem balanced against other LA +0 races?

Spelljammer is probably a bit too strong, but it's close. Part of the problem is that you have both large advantages and serious disadvantages. That makes it tough to evaluate.
   You get some nice immunities from Living Construct, a good natural attack, gliding, water walking, and immunity to difficult terrain and other ground-based impediments. Telepathy means you can communicate with anything, too, so languages aren't an issue (not that it usually comes up).
   On the flipside, no speaking means playing a spellcasting class is virtually impossible under normal circumstances (homebrew alleviates this a lot), and the lack of hands further means you can't be a traditional fighter-type or skill guy, either. The short range of telepathy means you're going to have trouble communicating once battle starts and people spread apart, although you are likely to have someone nearby to speak in your stead so it's not much of an issue most likely. Lacking any sort of limbs for fine manipulation puts you in a really weird place.
   All of these impediments can be dealt with within a few class levels and feats, however. High Arcana's Vow of Silence completely negates the lack of voice, Totemist 2 for Girallon Arms gives you at least one pair of hands. As I said, tough to evaluate.

Edit: Time Dimensional looks okay-ish, maybe? Elemental's immunities and the same floating that Spelljammers get puts them in the same boat. Then it's a question of whether normality makes up for telepathy and a natural attack.

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Smalljammer telepathy needs a minimum. Or a fixed range. One of the other. I'm actually surprised at how much Charisma is used at low levels given the lack of ability boosts, usage in combat (d12 HD, bonus hp and hardness, ram, and Str/Dex stat boosts imply beatstick), or higher level abilities.
Charisma is the main stat for whatever the extra mechanic I haven't figured out yet is going to be.

Quote
Smalljammer definitely feels like it needs more things to do. You can make a decent charger, charm people, or throw around laser beams. None of them feel synergistic with each other (charge = get close, laser = stay away, charm = don't fight), and worse, they all feel relatively uninteresting. The rest of the class is movement, passive defensive bonuses, and subsuming yourself as a mount. It's missing a certain je ne sais quoi that makes it be more than a horse pulling a spell turret on a cart.
Yeah, I want something else too, something fun a la Ripples to do with your actions.  I just haven't the foggiest idea what.

Magipunk Planeswalker, maybe?
« Last Edit: March 25, 2013, 09:21:55 PM by Garryl »