Author Topic: Cityverse Homebrew  (Read 14941 times)

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #20 on: March 26, 2013, 12:35:45 AM »
Magipunk Planeswalker, maybe?
Ugh... that's way complicated.

Though my other idea (Astronomer!) is just as complicated...
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #21 on: March 26, 2013, 12:52:27 AM »
Maybe some sort of gravity manipulation?

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #22 on: March 26, 2013, 12:55:34 AM »
Maybe some sort of gravity manipulation?
OoOoooo I like that.  Done.  Lemme come up with an implementation..
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #23 on: March 26, 2013, 10:23:38 AM »
Now we're cooking with plasma grenades :)

I still have to wonder why the stats are only Str/Dex when Charisma is supposed to be important too (important enough to switch a discipline's save DCs from Str to Cha).
« Last Edit: March 26, 2013, 10:25:21 AM by Garryl »

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #24 on: March 26, 2013, 11:08:14 AM »
I still have to wonder why the stats are only Str/Dex when Charisma is supposed to be important too (important enough to switch a discipline's save DCs from Str to Cha).
I don't know what you're talking about...?
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Offline FireInTheSky

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Re: Cityverse Homebrew
« Reply #25 on: March 26, 2013, 03:07:39 PM »
Quote
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 maximum of clumsy).

That should probably say minimum.

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #26 on: March 26, 2013, 03:14:46 PM »
Quote
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 maximum of clumsy).

That should probably say minimum.
I kept going back and forth between max and min... maybe I should say "extremum".
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Offline Concerned Ninja Citizen

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Re: Cityverse Homebrew
« Reply #27 on: March 27, 2013, 11:04:38 AM »
"...to a [limit] of clumsy"?

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #28 on: July 31, 2013, 05:15:48 PM »
SANDMAN



It matters not what is real when you close your eyes.

To die, to sleep
no more; and by a sleep, to say we end
the heart-ache, and the thousand natural shocks
that flesh is heir to? 'Tis a consummation
devoutly to be wished. To die, to sleep,
to sleep, perchance to dream; aye, there's the rub,
for in that sleep of death, what dreams may come,
when we have shuffled off this mortal coil,
must give us pause.


Some fluff goes here; who wants to write it? Something something final sleep.

GAME RULE INFORMATION
Sandmans have the following game statistics.
Abilities: A Sandman bends the world around him through force of personality, represented by Charisma. In addition, as a melee character, the physical stats are important.
Alignment: Any, though good alignments are rare.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Sandman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, the Planes) (Int), Listen (Wis), Lucid Dreaming (Wis*), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

*See Forced Lucidity, below

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

Sandman


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1st +1            +2 +2 +0Forced lucidity, reverie, sandman strike331
2nd  +2            +3 +3 +0Morphean ablation431
3rd +3            +3 +3 +1Lesser oneirocraft531
4th  +4            +4 +4 +1Delirium541
5th +5            +4 +4 +1Chimera642
6th  +6/+1         +5 +5 +2Vagary642
7th +7/+2         +5 +5 +2Improved sandman strike742
8th  +8/+3         +6 +6 +2Morphean step742
9th +9/+4         +6 +6 +3Chimera843
10th +10/+5        +7 +7 +3Improved delirium853
11th+11/+6/+1     +7 +7 +3Greater oneirocraft953
12th +12/+7/+2     +8 +8 +4Improved vagary953
13th+13/+8/+3     +8 +8 +4Chimera1053
14th +14/+9/+4     +9 +9 +4Morphean essence1053
15th+15/+10/+5    +9 +9 +5Greater sandman strike1164
16th +16/+11/+6/+1 +10+10+5Greater delirium1164
17th+17/+12/+7/+2 +10+10+5Chimera1264
18th +18/+13/+8/+3 +11+11+6Greater vagary1264
19th+19/+14/+9/+4 +11+11+6Advanced oneirocraft1364
20th +20/+15/+10/+5+12+12+6Avatar of delusion, morphean existence1374

Class Features
All of the following are class features of the Sandman.

Weapon and Armor Proficiencies: A Sandman is proficient with all simple and martial weapons, as well as one exotic weapon of his choice.  Sandmans are also proficient with light armor and with shields (except tower shields).

Forced lucidity (Ex): You overmaster the dreamscape with sheer force of personality. You may use your Charisma modifier in place of your Wisdom modifier as a bonus to Lucid Dreaming checks.

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Amaranth Eclipse, Diamond Mind, Infinite Shore, Phantasmal Opus, and Shadow Hand. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Sandmen is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it, including Initiator Level prerequisites. The save DC of your maneuvers is 10 + 1/2 initiator level + your Charisma modifier.

Upon reaching 4th level, and at every even-numbered Sandman level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by entering a meditative dream state for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them; see below).

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you as a Sandman. At 5th, 9th, and 15th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Reverie (Su): You live in a constant dreamstate, harvesting the mental fugue which you and other creatures generate to use as weapons against your opponents. Because of this, you keep careful tabs on the weariness and injury of those around you. As a swift action, you can determine the fraction of hit points remaining for any creature within 30 feet.  If that creature has a smaller fraction of their hit points remaining than you do, or if that creature is fatigued or exhausted, you can draw upon their debility as part of the same action, allowing you 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.

Sandman strike (Su): Your attacks sap the wakefulness of your opponents, drawing it off to feed your abilities. Whenever you confirm a critical threat against an opponent, that creature must make a Fortitude save (DC 10 + 1/2 IL + Cha modifier) or become fatigued for 1 round (unlike other forms of fatigue, this fatigue is removed at the beginning of your next turn). This ability has no effect against creatures who are already fatigued or exhausted.

Morphean ablation (Su): By 2nd level, you are beginning to learn how to transform yourself into a creature of dreamstuff. As an immediate action, you can expend one readied and unexpended maneuver to grant yourself a deflection bonus to AC equal to the level of the expended maneuver for 1 attack.

Lesser oneirocraft (Su): Your command of dream and its interface is growing, allowing you to affect certain changes on the real world as if you were in a dreamscape. At 3rd level, you can change your personal appearance at will with a DC 20 Lucid Dreaming check, as per the disguise self spell, as a standard action. As you are not dreaming, this does not require Dream Points. Effects which penetrate disguise spell reveal your true appearance, as normal; the DC to recognize the effect as an illusion is 10 + 1/2 Initiator level + your Charisma modifier.

Delirium (Su): Beginning at 4th level, your physical transition to the dreamworld has progressed far enough that some creatures have trouble believing you actually exist. You gain your Charisma modifier as an insight bonus to Hide and Move Silently checks.

Chimera (Su): The flights of fancy which take the dreaming mind can be quite horrific and dangerous. At 5th level, select one of the chimeric archetypes below. You select an additional archetype every four levels after (at 9th, 13th, and 17th).

Chimeric Archetypes:
(click to show/hide)

Vagary (Ex): Walking the dreamscape, each Sandman finds a different path to end his opponent's life. These disparate paths are described through the use of dream personae -- aspects of the Sandman's personality that you can manifest in various situations. When you reach 6th level, you gain the first dream persona. Choose one feat for which you meet the prerequisites to form the basis for this persona. By spending a full-round action and expending a readied (and unexpended) maneuver of at least 3rd level, you can assume this dream persona, exchanging your normal 6th-level feat for the chosen one. You may return to your usual state with another full-round action and maneuver expenditure. (Note that when you assume your dream persona, you do not have access to your original 6th-level feat; this may change your ability to meet prerequisites.)

Improved sandman strike (Su): Upon reaching 7th level, your attacks sap even more of your opponents' strength. Your Sandman Strike ability triggers on each successful attack (instead of only on confirmed critical threats).

Morphean step (Su): When you achieve 8th level, you have learned to shed your body, transforming mostly to dreamstuff. However, you can only maintain this transition while in motion. Whenever you move, you and all your equipment become incorporeal (you gain the Incorporeal subtype). As soon as you come to a stop, you return to corporeality; if you are in an occupied square, you are shunted to the nearest open square and take 1d6 damage for every 10 feet you are shunted.

Improved delirium (Su): By 10th level, your continued growth as a Sandman moves you further from your opponents' thoughts and memories. Creatures forget you like a half-remembered dream. Gather Information checks, Knowledge checks, Bardic Knowledge checks, and the like must succeed against a DC of 15 + your Initiator Level to gain any information about you. The casters of divination spells and similar effects must succeed on a caster level check against the same DC to find any information. This ability does not make you aware of attempts to find out about you, it only obscures the results of such attempts. Any creature can counteract this ability with a successful opposed Lucid Dreaming check.

Greater oneirocraft (Su): At 11th level, you can command more of the real world as you would the dreamscape, changing aspects of it to your whim. You can alter the world at will, as per the major image spell, by making a DC 30 Lucid Dreaming check as a standard action. As you are not dreaming, this does not require Dream Points. The DC to disbelieve the illusion is 10 + 1/2 Initiator level + your Charisma modifier; however, your illusion takes on a measure of quasireality , as per the shadow conjuration spell, and thus the effects of your illusion are 20% real even when disbelieved.

Improved vagary (Ex): When you are 12th level, you add another dream persona to your repertoire, which you can assume by spending a full-round action and expending a readied (and unexpended) maneuver of 6th level or higher. This new persona is made up of a new feat which you would have qualified for at 6th level, and a feat that you qualify for at 12th level; when you assume it, you exchange your normal 6th- and 12th-level feats for the feats associated with your second persona. (The same caution regarding prerequisites applies to this feat exchange.)

Morphean essence (Su): Beginning at 14th level, you can remain a dream creature for longer periods of time. You may grant yourself the Incorporeal subtype as a move action (your equipment becomes incorporeal as well) by expending a readied and unexpended maneuver; you may return to corporeality with another move action at no cost. You remain incorporeal for a number of rounds equal to the level of the expended maneuver.

Greater sandman strike (Su): Starting at 15th level, your Sandman Strike ability makes a creature exhausted on a failed save instead of fatigued. Creatures which are immune to exhaustion but not fatigue are instead fatigued on a failed save, as normal.

Greater delirium (Su): Upon reaching 16th level, knowledge of you fades almost instantly from your opponents' minds, making it difficult to discern any information about you for those who don't know you well. You gain immunity to all divination spells cast against you or cast to learn information about you; such divination fails to reveal any information. However, any creature can counteract this effect with an opposed Lucid Dreaming check.

Greater vagary (Ex): When you reach 18th level, you learn your final dream persona, which requires a full round action and expending a readied (and unexpended manuever) of 9th level or higher. Associated with this persona, you gain a feat you would have qualified for at 6th level, one you would have qualified for at 12th level, and one you qualify for at 18th level, which are exchanged for your original 6th-, 12th-, and 18th-level feats when you assume this persona. (Again, note that you may fail to meet prerequisites when you lose access to your original feats.)

Advanced oneirocraft (Su): At 19th level, you have nearly as much command over the real world as you do over the dreamscape. You can change more extensive aspects of the real world, as per the mirage arcana spell, as a standard action by making a DC 40 Lucid Dreaming check. As you are not dreaming, this does not require Dream Points. The DC to disbelieve the illusion is 10 + 1/2 Initiator level + your Charisma modifier; however, your illusion takes on a measure of quasireality , as per the greater shadow conjuration spell, and thus the effects of your illusion are 60% real even when disbelieved.

Avatar of delusion (Su): By 20th level, you are the master of your opponents' neuroses. As an immediate action, you may substitute a Lucid Dreaming check for any other d20 roll. In addition, you can enter the dreamscape directly, as per the dream walk spell, by making a DC 40 Lucid Dreaming check at will as a standard action.

Morphean existence (Su): When you achieve 20th level, you have learned to transition easily to and from pure dreamstuff. You can turn incorporeal at will by granting yourself the Incorporeal subtype as a swift action, and can return to corporeality with another swift action. (Your equipment is incorporeal when you are.)
« Last Edit: August 12, 2013, 10:03:18 PM by sirpercival »
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It's begun — my things have overgrown the previous sig.

Offline Gazzien

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Re: Cityverse Homebrew
« Reply #29 on: July 31, 2013, 10:40:10 PM »
The Time Dimensional's damage from Time Nudge and Time Lash is 1d4 + (1/ class level), or (1d4+1)/class level?

Thanks to Sandman's Erupting Mutation Chimeric thing, you can't heal the damage naturally, by spells, Sp, Su, or Ex abilities, etc. Is the damage permanent, then, essentially just reducing the Max HP of the enemy?


Offline Garryl

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Re: Cityverse Homebrew
« Reply #30 on: July 31, 2013, 11:34:25 PM »
Delirium and Avatar of Delusion are just begging to be abused by keeping a whole bunch of rats by your feet, or for your allies to pretend they're the 3 wise monkeys.

Some of this class's abilities are just silly, and not in a good way. Chimeric (Subtle Inverse) means that your opponents hit only on a natural 20 no matter what they do. Chimeric (Erupting Mutation) means your damage can never be healed, ever (nigh-useless when used by PCs, ridiculous when used against PCs). Chimeric (Cassandra's Tears) is one of those abilities that usually does absolutely nothing, but sometimes does something, but will often get overlooked because it almost never comes up and who keeps track of the type of every niggling bonus except between sessions when you're leveling up and recalculating everything?.

At level 16, your party mates suddenly kick you out of the party (or worse) because they have no recollection of ever meeting or befriending you. If they don't know who you are but you're suddenly armed and in their midst, you're either an NPC or an assassin! Or maybe a bad DMPC or something...


Offline sirpercival

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Re: Cityverse Homebrew
« Reply #31 on: August 01, 2013, 06:56:07 AM »
The Time Dimensional's damage from Time Nudge and Time Lash is 1d4 + (1/ class level), or (1d4+1)/class level?
the latter.

Quote
Thanks to Sandman's Erupting Mutation Chimeric thing, you can't heal the damage naturally, by spells, Sp, Su, or Ex abilities, etc. Is the damage permanent, then, essentially just reducing the Max HP of the enemy?
That's a typo. It MUST be healed naturally. I'll fix that.

Delirium and Avatar of Delusion are just begging to be abused by keeping a whole bunch of rats by your feet, or for your allies to pretend they're the 3 wise monkeys.
Hm. OK, I'll fix that.

Quote
Some of this class's abilities are just silly, and not in a good way. Chimeric (Subtle Inverse) means that your opponents hit only on a natural 20 no matter what they do. Chimeric (Erupting Mutation) means your damage can never be healed, ever (nigh-useless when used by PCs, ridiculous when used against PCs). Chimeric (Cassandra's Tears) is one of those abilities that usually does absolutely nothing, but sometimes does something, but will often get overlooked because it almost never comes up and who keeps track of the type of every niggling bonus except between sessions when you're leveling up and recalculating everything?.
I knew the archetypes needed work. Suggestions on how to change those to fit the themes and not be mind-numbingly stupid? (I could also use a couple more.)

Quote
At level 16, your party mates suddenly kick you out of the party (or worse) because they have no recollection of ever meeting or befriending you. If they don't know who you are but you're suddenly armed and in their midst, you're either an NPC or an assassin! Or maybe a bad DMPC or something...
Well, hopefully they've been trained in Lucid Dreaming at that point... but seriously, what happens to a Vecna-blooded creature? Anyway, suggestions? Maybe you can make a LD check to make certain people remember you?
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #32 on: August 01, 2013, 10:36:22 AM »
Why should you allies have to invest in an obscure skill used only in a 3.0 sourcebook and a small subset of homebrew in order to play with you?

I feel that the class's mechanics to not fit well with each other, and the flavor does not tie them well enough together. I would request that you go back to the drawing board on this one.

What's with the whole single discipline, double pool of points to ready and recover thing anyways? It kinda made sense for the Time Dimensional and Spelljammer because they were monster classes so they can be more narrowly focused and very unusual just for the sake of being unusual, but this is just a base class. Why not something more... traditional, I guess? A standard martial adept progression with 3-5 disciplines? (And don't say because you only want the one discipline, because Vagary says you have a bit fat list of others you already consider acceptable for the class.)

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #33 on: August 01, 2013, 11:32:00 AM »
Why should you allies have to invest in an obscure skill used only in a 3.0 sourcebook and a small subset of homebrew in order to play with you?
That's why I'm asking for ideas.

Quote
I feel that the class's mechanics to not fit well with each other, and the flavor does not tie them well enough together. I would request that you go back to the drawing board on this one.
Which mechanics don't seem to fit?

Quote
What's with the whole single discipline, double pool of points to ready and recover thing anyways? It kinda made sense for the Time Dimensional and Spelljammer because they were monster classes so they can be more narrowly focused and very unusual just for the sake of being unusual, but this is just a base class. Why not something more... traditional, I guess? A standard martial adept progression with 3-5 disciplines? (And don't say because you only want the one discipline, because Vagary says you have a bit fat list of others you already consider acceptable for the class.)
I dunno... I like the interplay between readying more maneuvers and being able to recover more maneuvers... it also gave me a resource mechanic for other abilities, though if I'm switching to a more traditional maneuver progression I can run it off of expending maneuvers, so that's ok.  And yes, I have a list of disciplines which thematically seemed kind of appropriate, but none of them really resonated enough to make it official.

(Note that the very first class to get this kind of mechanic was the Sage (Heroes of Hyrule), so it wasn't just limited to Time Dimensional...)
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Offline Garryl

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Re: Cityverse Homebrew
« Reply #34 on: August 01, 2013, 12:34:10 PM »
Why should you allies have to invest in an obscure skill used only in a 3.0 sourcebook and a small subset of homebrew in order to play with you?
That's why I'm asking for ideas.

Part of the problem with Greater Delirium is that everybody suddenly forgets about you. Suddenly, poof, gone, who is this stranger? I mentioned part of that problem with respect to your party mates before. But consider also an NPC with that ability. Usually, it won't ever come up. Most NPCs just go around being looked at in the present only, or being looked at from the other end of a sword. If it does, and the character's history just stops at a certain time, then that looks like either a plot point or the DM just didn't write enough history. If it's not a plot point, then it's a red herring enforced by mechanics, which means that your mechanics are actually interfering with the DM's story. Further, what happens if a recurring NPC gains levels in this class? How do you, as the DM, suddenly tell your players, "Remember Bartok the Deceiver who used all of those dream-based powers and you've been fighting on and off again since level 7? You've suddenly never heard of him."?

Another problem is that everyone still remembers everything after that just fine, so after a while your backstory may be lost, but everything after a certain point is known oh so well. (Heck, unless you suddenly decide to acquire a secret identity that you've never used before the moment you hit 16th level, written records will probably be sufficient to track down much of your history anyways.) Anyone serious about finding you out will probably find a way to do so, and your current activities aren't shrouded in any way (nor anything else past level 16), so it feels like more of an impediment than anything else.

Basically, I just think that Greater Delirium, as written, is a bad idea.

For Improved Delirium, feel free to steal whatever pieces of Shrouded in Myth look interesting. Alternatively, you might make people roll twice and take the worst result, or just increase the DCs. You don't need to say "no" to everyone without a specific, obscure skill. Let the people who are really good at finding information still actually find information. If you want, a successful opposed Lucid Dreaming check could negate the penalties. The hard counter to divinations in Greater Delirium is fine, though as magic is filled with the hard-counter paradigm, and the anti-divination effect is level-appropriate with Mind Blank being available around the same time.

Quote
Quote
I feel that the class's mechanics to not fit well with each other, and the flavor does not tie them well enough together. I would request that you go back to the drawing board on this one.
Which mechanics don't seem to fit?

You start off as a very combat-oriented class. Full BAB, initiating, a debuff on crit and a defensive boost as an immediate action in the first couple of levels. That part is fine. Those abilities fit together fairly well.

The spells don't seem to mesh well. In combat, which is what most of them are for, they're competing with your actions for maneuvers and attacks. The ones at higher levels will usually be flat-out unusable due to the fade cost if you want to have any maneuvers readied. The ones out of combat are essentially at will (or at worst every 5 minutes) due to Fade recovery.

Some of the Chimeric abilities (ignoring the bad-silly ones I mentioned before for the moment) fit with the existing combat style. Others, not so much. Bogey doesn't fit, as nothing else in the class has anything to do with Intimidate or fear other than two mid-level Infinite Shore maneuvers. Bottomless Pit doesn't fit, as nothing in the class has to do with tripping, either. There's not even a desire for Int, so you won't be getting Improved Trip any time soon. The class doesn't strike me as an assassin-type, so Nightcrawler feels out of left field. You might get a surprise round with your mildly improved stealth, but even then the doubled damage won't multiply the bonus damage dice of your strikes. Malign Translation just feels weird. As a frequent DM, I don't know how I'd even adjudicate it!

Stealth and eventual incorporeality is an interesting direction. I'm not sure if it fits well conceptually with the medium-armored character. Especially with how the incorporeality is initially presented, through movement only, it feels more like it would work better with a more mobile class (ie: designed for light armor, rather than medium armor which reduces speed). Longer-term incorporeality doesn't fit well, however, as by being corporeal, you can't fight your corporeal foes.

Quote
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What's with the whole single discipline, double pool of points to ready and recover thing anyways? It kinda made sense for the Time Dimensional and Spelljammer because they were monster classes so they can be more narrowly focused and very unusual just for the sake of being unusual, but this is just a base class. Why not something more... traditional, I guess? A standard martial adept progression with 3-5 disciplines? (And don't say because you only want the one discipline, because Vagary says you have a bit fat list of others you already consider acceptable for the class.)
I dunno... I like the interplay between readying more maneuvers and being able to recover more maneuvers... it also gave me a resource mechanic for other abilities, though if I'm switching to a more traditional maneuver progression I can run it off of expending maneuvers, so that's ok.  And yes, I have a list of disciplines which thematically seemed kind of appropriate, but none of them really resonated enough to make it official.

(Note that the very first class to get this kind of mechanic was the Sage (Heroes of Hyrule), so it wasn't just limited to Time Dimensional...)

I'm just not thrilled about the double pool of points and the scaling costs. You're tracking not one, but two pools of points, but it's needlessly complex because the second is based on what's unused from the first so you could just as easily rewrite it to only use the one pool and the one type of points, reducing the complexity.

The scaling costs means that what you can ready is vastly different from what other martial adepts can do. Instead of a fixed number of maneuvers, you're basically getting 2 of you're high level maneuvers and as many low level maneuvers as you want. Low level boosts and counters commonly hold their weight up through high levels. Compared to readying, say, a 6th-level maneuver, readying a 1st- or 2nd-level maneuver is almost free.

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #35 on: August 01, 2013, 03:05:11 PM »
OK, I'm reworking this a bunch.
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Offline sirpercival

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Re: Cityverse Homebrew
« Reply #36 on: August 05, 2013, 10:06:56 PM »
Updated version posted. Thoughtses? Typoses? Necessary rewordingses?
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Offline Gazzien

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Re: Cityverse Homebrew
« Reply #37 on: August 06, 2013, 03:05:20 PM »
Does Regeneration and Fast Healing count as "natural" healing, or is it a SU/SP ability for the purposes of that Chimeric Aspect?

Offline sirpercival

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Re: Cityverse Homebrew
« Reply #38 on: August 06, 2013, 03:10:36 PM »
Does Regeneration and Fast Healing count as "natural" healing, or is it a SU/SP ability for the purposes of that Chimeric Aspect?
I'll specify that Ex abilities work, but Su/Sp don't.

EDIT: Actually I dealt with that already. Fast Healing and Regeneration are generally (Ex) abilities, which are (Ex)cluded.
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