Author Topic: Be the Friendliest Host! (3.5 base class)  (Read 9539 times)

Offline sirpercival

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Be the Friendliest Host! (3.5 base class)
« on: July 27, 2017, 11:44:18 PM »
(As requested here!)

SYNORXIST

A Synorxist establishes a symbiotic relationship with a possessing spirit, becoming a dual being which is far superior to either individually.

MAKING A SYNORXIST
A Synorxist can follow many paths, depending on the spirit to which it bonds.
Abilities: Any attributes can be important for a Synorxist.
Races: Any race can find itself with a possessing spirit.
Alignment: Any non-lawful. A Synorxist tends to be a bit erratic, and doesn't respond particularly well to authority.
Starting Gold: As bard.
Starting Age: As bard.

HD: d8.

Class Skills:
A Synorxist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), and Profession (Wis). A Synorxist gains additional class skills from their Symbiote Seeds (see below for details).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The Synorxist

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
1 +0          +0 +0 +2 Assumption, impel, symbiote seed
2 +1          +0 +0 +3 Cooperative essence
3 +2          +1 +1 +3 Parasitic spike
4 +3          +1 +1 +4 Symbiote seed
5 +3          +1 +1 +4 Concordant aura
6 +4          +2 +2 +5 Improved impel
7 +5          +2 +2 +5 Rapid assumption
8 +6/+1      +2 +2 +6 Symbiote seed
9 +6/+1      +3 +3 +6 Parasitic shock
10+7/+2      +3 +3 +7 Improved cooperative essence
11+8/+3      +3 +3 +7 Greater impel
12+9/+4      +4 +4 +8 Symbiote seed
13+9/+4      +4 +4 +8 Swift assumption
14+10/+5      +4 +4 +9 Shared being
15+11/+6/+1  +5 +5 +9 Parasitic rend
16+12/+7/+2  +5 +5 +10 Bellicose impel, symbiote seed
17+12/+7/+2  +5 +5 +10 Discordant aura
18+13/+8/+3  +6 +6 +11 Communal being
19+14/+9/+4  +6 +6 +11 Greater concordant aura
20+15/+10/+5 +6 +6 +12 Symbiote seed

Weapon and Armor Proficiencies: A Synorxist is proficient with all simple weapons, light and medium armor, and with shields (but not tower shields).

Assumption (Su): The symbiotic relationship between a Synorxist host and their bonded spirit is a complex interaction of give and take. The main benefit for the Synorxist is the ability to blend their soul with that of their bonded spirit, assuming some of the symbiote's properties. The Synorxist can activate this ability at will as a standard action, and it lasts for a number of rounds equal to 3 + their Synorxist level each time (though other abilities may increase or decrease this duration). While this ability is active, the Synorxist gains abilities based on the specific qualities of their symbiote; see Symbiote Seed for details. The Synorxist may also choose to end the effect as a swift action at any time. However the duration ends, once this ability is no longer active, the Synorxist must wait for 1 round before activating it again.

While the Assumption ability is active, the Synorxist becomes vulnerable to certain spells designed to attack possessing creatures. If the exorcism spell is cast on them, instead of its normal effect, the Synorxist must make a Will save or have the benefits of Assumption suppressed for 1 round. The Synorxist may not re-activate the ability while it is suppressed; however, the suppression duration does not count against the duration of the Assumption, and it resumes automatically once the suppression ends. If the Synorxist is subject to the dismissal spell while Assumption is active, they must make a Will save against the normal DC for the spell, or have the Assumption immediately end.

Impel (Su): A Synorxist's willpower can give motive force to their symbiote, allowing it to act in a limited way in the physical world. Whenever the Synorxist's Assumption ability is inactive, they gain a benefit identical to that of the unseen servant spell at all times, to a range of 30 feet. Any effect which would normally cause an unseen servant to dissipate or cease to exist instead suppresses this ability for 1 round.

Symbiote Seed: The powers granted by a Synorxist's symbiote are determined by the nature of the symbiote. The Synorxist chooses a single symbiote seed from the list given in Symbiote Seeds, below; the seed grants the Tier 0 benefits to the Synorxist at all times, and the Tier I abilities whenever the Synorxist uses their Assumption class feature. At 4th level, and every 4 levels thereafter, the Synorxist chooses an additional symbiote seed, gaining the Tier 0 abilities at all times, and Tier I abilities whenever their Assumption is active. In addition, the Synorxist gains access to the next higher Tier of abilities on every seed they already had, in addition to the existing abilities they had been granted by those seeds. The Synorxist gains all of the seed abilities they have access to simultaneously whenever they activate their Assumption ability.

Cooperative Essence (Su): Starting at 2nd level, a Synorxist is used to working in concert with another entity they don’t control. Whenever the Synorxist successfully uses the Aid Another action, or another creature successfully uses the Aid Another action to aid the Synorxist, the bonus increases by +2 for every 5 by which the roll beat the DC. This replaces the normal rate of Aid Another increase (+1 for every 10 by which they beat the DC).

Parasitic Spike (Su): A Synorxist of 3rd level or higher begins to learn how to draw energy from their opponents to aid their own powers. Whenever the Synorxist’s Assumption ability is active and they successfully confirm a critical hit, or an adjacent opponent critically fails an attack roll or save, the duration of the Assumption increases by 1 round.

Concordant Aura (Su): When a Synorxist achieves 5th level, the example they set inspires teamwork in others as well. Whenever the Synorxist’s Assumption ability is not active, all allies within 30 feet gain the Tier 0 benefit (other than any additional class skills) of one of the Synorxist’s symbiote seeds. The Synorxist can raise or lower this ability as a swift action, and can change which benefit is granted by spending 1 minute in concentration.

Improved Impel (Su): At 6th level, the Synorxist has become more skilled at granting their symbiote its own impetus. The servant created by their Impel class feature has a Strength score equal to the Synorxist's class level, though it still cannot make attacks, and the range increases to 150 feet. In addition, the servant can take 50 points of damage from area attacks without dissipating, and can make saves (using the Synorxist's save bonuses) against attacks as appropriate.

Rapid assumption (Su): Beginning at 7th level, the Synorxist and their symbiote have become quite practiced at working together. The Synorxist can activate the Assumption ability as a move action instead of a standard action.

Parasitic Shock (Su): A Synorxist of 9th level or higher can attempt to draw energy from several enemies at once. By spending a move action while their Assumption is active, the Synorxist can force all enemies within 30 feet to make a Fortitude save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) or become fatigued for 1 round. Creatures who are already fatigued or exhausted, or who are immune to fatigue, are unaffected, and a successful save renders a creature immune to this ability for 24 hours. Each time they activate this ability, the Synorxist’s Assumption duration increases by a number of rounds equal to the number of creatures who failed their saves.

Improved Cooperative Essence (Su): Starting at 10th level, the Synorxist is even more skilled at coordinating their team. Whenever the Synorxist makes a save, any creature adjacent to the Synorxist can spend an immediate action to Aid Another on the save, and the Synorxist can aid any creature adjacent to them in the same way. This works the same way as other attempts to Aid Another (the creature makes a save of the same type against DC 10, and success grants a +2 bonus on the save), including the benefit of the Synorxist’s Cooperative Essence class feature.

Greater Impel (Su): At 11th level, the Synorxist can encourage their symbiote to intervene more directly against their enemies. The servant created by their Impel class feature can attempt to bull rush, disarm, grapple, or trip opponents. It counts as a creature of the same size as the Synorxist, with a base land speed and base attack bonus equal to the Synorxist's, and a Strength score as determined by the Improved Impel class feature. The servant does not provoke attacks of opportunity for these maneuvers, and cannot be disarmed or tripped on a failed attempt. However, it cannot deal damage (even with a successful grapple check). The servant acts on the Synorxist's turn, and the Synorxist must spend a swift action to direct the servant to perform any of the maneuvers. Damage dealt to the servant due to grapple checks made by an opponent counts against the 50hp of damage it can take before dissipating.

Swift assumption (Su): Beginning at 13th level, the coordination between the Synorxist and their symbiote is quite impressive. The Synorxist can activate the Assumption ability as a swift action instead of a move action.

Shared Being (Ex): Upon reaching 14th level, the relationship between the Synorxist and their symbiote reaps further benefits. Whenever the Synorxist makes a saving throw, they may roll twice and use the better result.

Parasitic Rend (Su): A Synorxist of 15th level or higher has an intuitive understanding of the connection between spirit and flesh. By making a successful touch attack as a standard action, the Synorxist can deal 1d6 Wisdom damage to the target, who receives a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to resist. The Wisdom damage heals automatically at the rate of 1 point per round; however, in any round that the creature still has Wisdom damage from this ability, the Synorxist’s Assumption duration does not decrease. The Synorxist can only use this ability while their Assumption ability is active.

Bellicose Impel (Su): At 16th level, the Synorxist has trained their symbiote to be an effective combatant in the physical world. The servant created by their Impel class features has a Strength score equal to twice the Synorxist's class level, and can take 150hp of damage before dissipating. In addition, it can wield a physical weapon appropriate for the Synorxist's size, with a base attack bonus equal to the Synorxist's, and can make a single melee attack each round, if directed to do so by the Synorxist (again, as a swift action on the Synorxist's turn).

Discordant Aura (Su): When a Synorxist achieves 17th level, they learn to sow chaos and discord among their enemies as easily as they promote teamwork among their allies. Whenever the Synorxist’s Assumption ability is not active, all enemies within 90 feet cannot benefit from any morale bonuses, and must make a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to treat each other as allies.

Communal Being (Su): Upon reaching 18th level, the Synorxist’s relationship with their symbiote has developed so much that the symbiote can take control when the Synorxist is otherwise incapacitated. The cowering, dazed, panicked, nauseated, staggered, and stunned conditions do not prevent the Synorxist from taking actions, and they become completely immune to being confused or fascinated. In addition, the Synorxist is always able to act in surprise rounds.

Greater Concordant Aura (Su): When a Synorxist achieves 19th level, they set the example for even greater teamwork among their allies. All allies within 30 feet gain the benefit of all of their Tier 0 symbiote seed abilities (other than bonus class skills) at all times, whether or not the Synorxist's Assumption ability is active.
« Last Edit: August 07, 2017, 12:40:33 PM by sirpercival »
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Re: Be the Friendliest Host! (3.5 base class)
« Reply #1 on: July 27, 2017, 11:45:40 PM »
SYMBIOTE SEEDS
Bonuses to ability scores, saves, and natural armor granted by these seeds stack with each other, though they follow the normal stacking rules with respect to bonuses gained from other sources.

Monstrosity
As a Synorxist whose symbiote displays the Monstrosity seed, you tend to view direct physical violence as the solution to most (or, really all) problems.
  • Tier 0: You gain Climb, Intimidate, Jump, Survival, and Swim as class skills. You also gain a +1 bonus to melee attack rolls and Fortitude saves per three class levels. In addition, you receive 2 bonus hit points per Synorxist level you take after gaining this seed (including the level at which you gained it).
  • Tier I: You gain two primary claw natural attacks, each of which deals 1d4 damage (for a Medium creature) + your Strength modifier, and a secondary bite natural attack which deals 1d8 damage (for a Medium creature) + 1/2 your Strength modifier. In addition, you gain a +2 bonus to Strength, Constitution and natural armor.
  • Tier II: Your size increases by 1 step, which alters your size bonus to AC and attack rolls, your space, and your natural reach as appropriate. Your natural attack damage dice increase as well (to 1d6 for each claw and 2d6 for your bite attack, if you are normally a Medium creature), and bypass damage reduction as if they were magic. The bonus to natural armor increases to +4; in addition, you gain the Pounce extraordinary ability, and whenever you hit the same creature with both claw attacks in the same round, you automatically rend the opponent for 2d6 damage (if you are normally Medium) + 1.5 times your Strength modifier.
  • Tier III: Your size increases by an additional step, which alters your size bonus to AC and attack rolls, your space, and your natural reach as appropriate. Your natural attack damage dice increase as well (to 1d8 for each claw, 3d6 for your bite attack, and 2d8 for your rend, if you are normally a Medium creature), and bypass damage reduction as if they were magic and cold iron/silver (your choice when you activate Assumption). The bonus to Strength increases to +4, and you gain damage reduction 5/--, as well as Spell Resistance 5 + your Synorxist class level, which you can raise or lower as a swift action. In addition, whenever you activate your Assumption ability, choose one of the following weapon enhancements, which applies to all of your natural attacks (including your Rend damage) until the Assumption ends: corrosive, deflecting, flaming, frost, ghost touch, keen, profane, resounding, sacred, shock, sonic, or spell storing.
  • Tier IV: The Strength and natural armor bonuses improve to +6, and the damage reduction improves to 10/--. In addition, each melee attack you make can target two adjacent squares within your reach (which must have line of effect to each other), affecting all creatures within those squares simultaneously. Resolve the attack against each target separately, using the same attack and damage rolls for each target.
  • Tier V: TBA
  • Tier VI: TBA
Nevoan
As a Synorxist whose symbiote displays the Nevoan seed, you use the essence of your body to control the battlefield.
  • Tier 0: You gain Disable Device, Escape Artist, Search, Survival, and Use Rope as class skills. You also gain a luck bonus to all saves equal to 1/4 your class level (rounded down, minimum 1), and a +2 bonus to your natural armor. In addition, you do not need to breathe, which grants you immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
  • Tier I: You can exhale a cloud of mist as a standard action, which emanates from your space and fills a 20-foot-radius cylinder 20 feet high. In still air, the mist lasts for a number of rounds equal to your Constitution modifier, and otherwise functions identically to the obscuring mist spell. If you choose, the mist can deal 1d3 cold damage per round to any creatures (other than you) inside the area, for the duration; multiple applications of this ability to the same area extend the duration in that area, but do not increase the damage. You also gain a +4 bonus to Constitution.
  • Tier II: You can spit a shower of sticky, mucousy strands as a standard action, which fills a 30-foot cone-shaped burst originating from your space. Any creature caught in the cone must make a Reflex save (DC 10 + 1/2 class level + your Intelligence modifier) or become entangled for a number of rounds equal to your Constitution modifier. A creature who successfully saves must still move at half speed through the area for the duration, while an entangled creature may spend a standard action make an Escape Artist check at the same DC to escape. If you choose, the strands can deal 2d4 acid damage per round to the entangled creatures; multiple applications of this ability to the same area extend the duration in that area, but do not increase the damage.
  • Tier III: As a standard action, you can use your voice to emit a subsonic vibration which dampens sound, shaped as a 20-foot-radius burst centered on any space within 90 feet. Any creature within the area is silenced, as the spell, for a number of rounds equal to your Constitution modifier. If you choose, you can deal 3d6 sonic damage per round to any creatures (other than you) and objects in the area, for the duration, with objects receiving double damage; multiple applications of this ability in the same area extend the duration in that area, but do not increase the damage. A successful Fortitude save (DC 10 + 1/2 class level + your Intelligence modifier) negates the silence and halves the damage (if any). In addition, you can exclude a number of creatures or objects equal to your Intelligence modifier from any effects created via this seed. Finally, you gain a +2 bonus to Intelligence
  • Tier IV: You can discharge a swarm of blindingly-bright motes as a standard action, which stream from you to instantly fill a 30-foot cube centered on any space within 120 feet. Any creature within the area is blinded for a number of rounds equal to your Constitution modifier, and any darkness or invisibility effects within the area, of a level no greater than half your class level, are automatically dispelled. If you choose, you can deal 4d8 fire damage per round to any creatures (other than you) in the area, for the duration; multiple applications of this ability to the same area extend the duration in that area, but do not increase the damage. A successful Reflex save (DC 10 + 1/2 class level + your Intelligence modifier) negates the blindness and halves the damage (if any).
  • Tier V: As a standard action, you can cause an electrical storm to erupt from your person, filling a shell around you for a number of rounds equal to your Constitution modifier. The spherical shell begins 15 feet from you, and ends at a radius of 60 feet. Creatures in the area must make a Fortitude save (DC 10 + 1/2 class level + your Intelligence modifier) every round or be paralyzed for that round; any creature wearing, carrying, or made of a significant amount of metal suffers a -2 penalty to their saves. If you choose, you can deal 5d10 electricity damage per round to any paralyzed creatures in the area, for the duration; multiple applications of this ability to the same area extend the duration in that area, but do not increase the damage. In addition, the Constitution bonus increases to +6.
  • Tier VI: You can disembogue a wave of energy as a standard action, creating a wall of force 10 feet high and 50 feet long, extending from one corner of your space in any direction. The wall lasts for a number of rounds equal to your Constitution modifier, but is otherwise identical to the wall of force spell. If you choose, you can deal 6d12 force damage to any creature which comes in contact with the wall; multiple applications of this ability to the same area extend the duration in that area, but do not increase the damage. In addition, the Constitution bonus increases to +10.
Zrall
As a Synorxist whose symbiote displays the Zrall seed, you have the tendency to stand silent guard, and wait in hiding for situations to develop before you act.
  • Tier 0: You gain Hide, Listen, Move Silently, Search, Sense Motive, and Spot as class skills. You also gain low-light vision, darkvision to a range of 120 feet, and the Uncanny Dodge extraordinary ability.
  • Tier I: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature, but you can flank creatures that have the all-around vision special quality. In addition, you can use the Search skill to find traps, just as a rogue can, but you can use your Dexterity or Wisdom modifier (whichever is higher) in place of your Intelligence modifier when making Search checks to find traps. Finally, you gain a +2 bonus to Dexterity and Wisdom, as well as initiative checks.
  • Tier II: You gain blindsense, at a range equal to 10 feet times your Wisdom modifier. In addition, you can spend a standard action to assume the form of a tree, as per the tree shape spell, for a number of rounds equal to your Dexterity modifier.
  • Tier III: You can use the Hide skill even while being observed. In addition, you gain the telepathy supernatural ability, allowing you to communicate with any creature that has a language, at a range equal to 10 times your Wisdom modifier. Finally, the Dexterity, Wisdom, and initiative bonuses each increase to +3.
  • Tier IV: You gain blindsight, at a range equal to 5 feet times your Wisdom modifier. In addition, you can spend a standard action to become invisible, as per the greater invisibility spell, for a number of rounds equal to your Dexterity modifier.
  • Tier V: You gain the benefit of the Mindsight feat. In addition, you can spend an immediate action to assume the form of a statue, as per the statue spell, for a number of minutes equal to your Dexterity modifier. You can return to your normal form as a free action, but this ends the effect, requiring another immediate action to reactivate it. Finally, the Dexterity, Wisdom, and initiative bonuses each increase to +4.
  • Tier VI: By spending a move action, you can become ethereal, as per the ethereal jaunt spell, for a number of rounds equal to your Dexterity modifier. You can end the effect as a free action. In addition, you can spend a standard action to gain the benefit of the true seeing spell for a number of rounds equal to your Wisdom modifier. Finally, the Dexterity, Wisdom, and initiative bonuses each increase to +6.
« Last Edit: August 14, 2017, 01:08:02 PM by sirpercival »
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Re: Be the Friendliest Host! (3.5 base class)
« Reply #2 on: July 27, 2017, 11:46:20 PM »
SYNORXIST XTRAS

TBA
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Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #3 on: July 27, 2017, 11:46:29 PM »
reserved in case
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Re: Be the Friendliest Host! (3.5 base class)
« Reply #4 on: July 27, 2017, 11:46:41 PM »
Okie dokes, feel free to comment. Symbiote Seeds will start being posted tomorrow.
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Offline Nanshork

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #5 on: July 28, 2017, 12:29:08 AM »
I see you're taking some inspiration from Panphobic for some of the abilities.  This should be interesting.

DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.

Parasitic Rend doesn't say what the opponent's saving throw actually does.

I do like the Impel chain.

Offline Versatility_Nut

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #6 on: July 28, 2017, 01:07:24 AM »
Could you quickly edit in the basic outlines of each Seed as you come up with them so we at least know what we're looking forward to? And while I'm asking things, how many Seeds will be Psionic, and how closely will they match [Host] feats? Because being able to grab [Host] feats would allow this thread's title to be a little more helpful.

Offline Chaos_Blade

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #7 on: July 28, 2017, 02:06:48 AM »
I'm a fan of the various class features that let you extend your Assumption. I like that the base class without the Seeds doesn't give any special attacks.
Will there be a Seed, though, to augment your number of attacks or similar?

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #8 on: July 28, 2017, 02:35:52 AM »
I'm a fan of the various class features that let you extend your Assumption. I like that the base class without the Seeds doesn't give any special attacks.
Will there be a Seed, though, to augment your number of attacks or similar?

If not, we can always make one for him. Though there probably will be, and it will probably have an on-hit ability in it somewhere.

Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #9 on: July 28, 2017, 06:47:50 AM »
I see you're taking some inspiration from Panphobic for some of the abilities.  This should be interesting.
Panphobic is one of my favorite brews of all time, because the mechanic is utterly unlike anything else I've ever done.

Quote
DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.
It was either that or 10 + class level, because I wanted to disconnect it completely from stats (since there's no one stat which is more important here). None of the effects is hugely strong, so it might be ok to bump them, but I'm not sure.

Quote
Parasitic Rend doesn't say what the opponent's saving throw actually does.
I DON'T KNOW WHAT YOU'RE TALKING ABOUT :ninja

Quote
I do like the Impel chain.
Me too! I'm happy how they turned out.



Could you quickly edit in the basic outlines of each Seed as you come up with them so we at least know what we're looking forward to?
I have a one- or two-word premise for almost all of the seeds already. But usually I like to have something a little more complete before I post it.

Quote
And while I'm asking things, how many Seeds will be Psionic, and how closely will they match [Host] feats? Because being able to grab [Host] feats would allow this thread's title to be a little more helpful.
I forgot that [Host] feats were a thing. But the psionic seed(s) will definitely allow you to take [Host] feats. :D



I'm a fan of the various class features that let you extend your Assumption. I like that the base class without the Seeds doesn't give any special attacks.
Will there be a Seed, though, to augment your number of attacks or similar?
Oh yes indeed. Yes, yes indeed. :smirk
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Offline Nanshork

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #10 on: July 28, 2017, 09:52:07 AM »
DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.

It was either that or 10 + class level, because I wanted to disconnect it completely from stats (since there's no one stat which is more important here). None of the effects is hugely strong, so it might be ok to bump them, but I'm not sure.

I'm unsure about bumping it up to 10.  At level 9 (fifth level spells) that's a DC of 19 for Parasitic Shock and a DC of 16 + casting mod for fifth level spells.  Win = Spells.

At level 20, (ninth level spells) that's a DC of 30 for Parasitic Shock and a DC of 19 + casting mod for ninth level spells. Win = Parasitic Shock without spell DC optimization.

I LIKE that it is disassociated from all stats, but it makes scaling harder to balance off the cuff.  Where's that optimization by the numbers threads that did saving throw analysis?

Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #11 on: July 28, 2017, 10:44:24 AM »
DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.

It was either that or 10 + class level, because I wanted to disconnect it completely from stats (since there's no one stat which is more important here). None of the effects is hugely strong, so it might be ok to bump them, but I'm not sure.

I'm unsure about bumping it up to 10.  At level 9 (fifth level spells) that's a DC of 19 for Parasitic Shock and a DC of 16 + casting mod for fifth level spells.  Win = Spells.

At level 20, (ninth level spells) that's a DC of 30 for Parasitic Shock and a DC of 19 + casting mod for ninth level spells. Win = Parasitic Shock without spell DC optimization.

I LIKE that it is disassociated from all stats, but it makes scaling harder to balance off the cuff.  Where's that optimization by the numbers threads that did saving throw analysis?
The usual thing is 10 + 1/2 level + ability mod. What if we make it 15 + 1/2 level, to make it roughly equivalent to a slightly optimized abilty mod? So at 9th level it's 19 vs 15+casting mod (roughly equiv), then at level 17 it's 23 vs 19 + casting mod for 9th-level spells, going up to 25 vs 19 + casting mod at 20th.
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Offline Garryl

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #12 on: July 28, 2017, 10:51:38 AM »
I see you're taking some inspiration from Panphobic for some of the abilities.  This should be interesting.

DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.

Agreed. The standard save DC formula is 10 + 1/2 class level + ability modifier. For PrCs, it's the full class level instead of half. If you want something completely divorced from ability scores, you could try something like 12 + 2/3 class level, which roughly approximates an unoptimized, secondary ability score, or 14 + 5/6 class level, which roughly approximates a mildly optimized primary ability score. I wouldn't go with the latter, though, since you'd basically be giving the benefits of expending the resources on a high ability score without actually having to expend those resources. Something in the middle, like 13 + 3/4 lvl, for example, would probably be best.

Also, Nanshork, you seem to have an extra +1 in your spell DC calcs. It's 10 + spell level + mod, not 11 + level.



Assumption (Su): The symbiotic relationship between a Synorxist host and their bonded spirit is a complex interaction of give and take. The main benefit for the Synorxist is the ability to blend their soul with that of their bonded spirit, assuming some of the symbiote's properties. The Synorxist can activate this ability at will as a full-round action, and it lasts for a number of rounds equal to 3 + their Synorxist level each time (though other abilities may increase or decrease this duration). While this ability is active, the Synorxist gains abilities based on the specific qualities of their symbiote; see Symbiote Seed for details. The Synorxist may also choose to end the effect as a swift action at any time. However the duration ends, once this ability is no longer active, the Synorxist must wait for 1 round before activating it again.

This is gonna suck, having to spend a full-round action to gain the option to use your primary class feature. If you can get the drop on your enemies, sure, it's workable, but spending a round in combat for it will probably be terrible, and the duration's too short to be practical to keep up out of battle.

Symbiote Seed: The powers granted by a Synorxist's symbiote are determined by the nature of the symbiote. The Synorxist chooses a single symbiote seed from the list given in Symbiote Seeds, below; the seed grants the Tier 0 benefits to the Synorxist at all times, and the Tier I abilities whenever the Synorxist uses their Assumption class feature. At 4th level, and every 4 levels thereafter, the Synorxist chooses an additional symbiote seed (gaining the Tier 0 and Tier I abilities), and gains access to the next higher Tier of abilities on every seed they already had, in addition to the existing abilities they had been granted.

It takes a round to get anything beyond T0 abilities, so I'm guessing you'll mostly be using your first seed almost all the time, since only it gives you the highest tier abilities, and leaving the rest by the wayside except for utility.

Do you get all of the seeds when you activate Assumption, or just one? I think it's all, but I'm not 100% sure.

Cooperative Essence (Su): Starting at 2nd level, a Synorxist is used to working in concert with another entity they don’t control. Whenever the Synorxist successfully uses the Aid Another action, or another creature successfully uses the Aid Another action to aid the Synorxist, the bonus increases by +2 for every 5 by which the roll beat the DC.

Is this in addition to or instead of the normal +1 per 10 above the aid another DC (from Complete Adventurer)?

Parasitic Spike (Su): A Synorxist of 3rd level or higher begins to learn how to draw energy from their opponents to aid their own powers. Whenever the Synorxist’s Assumption ability is active and they successfully confirm a critical hit, or an adjacent opponent critically fails an attack roll or save, the duration of the Assumption increases by 1 round.

Any limits on this? Like, declare that every drow everywhere, all the monsters, etc. are your enemies, then get tons of bonus rounds from enemies on the other side of the world and on other planes and whatnot failing saves and attack rolls?

I'm guessing the intent is that you only get the extra round when an opponent crit fails an attack against you, or crit fails a save against one of your abilities.

Parasitic Shock (Su): A Synorxist of 9th level or higher can attempt to draw energy from several enemies at once. By spending a move action to suppress their active Assumption ability for 1 round, the Synorxist can force all enemies within 30 feet to make a Fortitude save (DC 5 + the Synorxist’s class level) or become fatigued for 1 round. Creatures who are already fatigued or exhausted are unaffected, and a successful save renders a creature immune to this ability for 24 hours. Once the suppression ends, the Synorxist’s Assumption duration increases by a number of rounds equal to the number of creatures who failed their saves.

Give up a round of using your abilities in order to force a save vs. -1 attack/damage, AC, and Ref saves. Boo!

Do already-fatigued/exhausted creatures, and creatures immune to fatigue, still have to make a save, thus potentially giving the Synorxist extra rounds of Assumption?

See above for discussions on save DCs. 5 + level is really low to start with and has scaling issues.

Discordant Aura (Su): When a Synorxist achieves 17th level, they learn to sow chao and discord among their enemies as easily as they promote teamwork among their allies. Whenever the Synorxist’s Assumption ability is not active, all enemies within 5 feet per class level cannot benefit from any morale bonuses, and must make a Will save (DC 10 + the Synorxist’s class level) to treat each other as allies.

The numbers for this come out of nowhere. Up until now, abilities have had DCs of 5 + level, not 10 + level, and the local AoE radius has been a fixed 30 feet, not a scaling 5 ft/level.

Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #13 on: July 28, 2017, 11:09:55 AM »
I see you're taking some inspiration from Panphobic for some of the abilities.  This should be interesting.

DC of 5 + Class level feels low.  A fifth level spell has a DC of 16 + casting mod compared to the DC of 14 for Parasitic Shock at the level you get it.

Agreed. The standard save DC formula is 10 + 1/2 class level + ability modifier. For PrCs, it's the full class level instead of half. If you want something completely divorced from ability scores, you could try something like 12 + 2/3 class level, which roughly approximates an unoptimized, secondary ability score, or 14 + 5/6 class level, which roughly approximates a mildly optimized primary ability score. I wouldn't go with the latter, though, since you'd basically be giving the benefits of expending the resources on a high ability score without actually having to expend those resources. Something in the middle, like 13 + 3/4 lvl, for example, would probably be best.

Also, Nanshork, you seem to have an extra +1 in your spell DC calcs. It's 10 + spell level + mod, not 11 + level.

See my most recent post re: DCs. Maybe that'll fix things.

Quote
Assumption (Su): The symbiotic relationship between a Synorxist host and their bonded spirit is a complex interaction of give and take. The main benefit for the Synorxist is the ability to blend their soul with that of their bonded spirit, assuming some of the symbiote's properties. The Synorxist can activate this ability at will as a full-round action, and it lasts for a number of rounds equal to 3 + their Synorxist level each time (though other abilities may increase or decrease this duration). While this ability is active, the Synorxist gains abilities based on the specific qualities of their symbiote; see Symbiote Seed for details. The Synorxist may also choose to end the effect as a swift action at any time. However the duration ends, once this ability is no longer active, the Synorxist must wait for 1 round before activating it again.

This is gonna suck, having to spend a full-round action to gain the option to use your primary class feature. If you can get the drop on your enemies, sure, it's workable, but spending a round in combat for it will probably be terrible, and the duration's too short to be practical to keep up out of battle.
Hm. I mean, you need a round to cast a summon monster spell, and I don't think anyone is saying those are terrible. But anyway, let's say hypothetically that we move away from full-round. What kind of action cost do you think is appropriate? Standard? If so, then I'd probably move to Standard activation w/ a feat to make it Move and/or Swift, and remove the speed-up class features entirely. Would need replacements.

Quote
Symbiote Seed: The powers granted by a Synorxist's symbiote are determined by the nature of the symbiote. The Synorxist chooses a single symbiote seed from the list given in Symbiote Seeds, below; the seed grants the Tier 0 benefits to the Synorxist at all times, and the Tier I abilities whenever the Synorxist uses their Assumption class feature. At 4th level, and every 4 levels thereafter, the Synorxist chooses an additional symbiote seed (gaining the Tier 0 and Tier I abilities), and gains access to the next higher Tier of abilities on every seed they already had, in addition to the existing abilities they had been granted.

It takes a round to get anything beyond T0 abilities, so I'm guessing you'll mostly be using your first seed almost all the time, since only it gives you the highest tier abilities, and leaving the rest by the wayside except for utility.

Do you get all of the seeds when you activate Assumption, or just one? I think it's all, but I'm not 100% sure.
You get everything, no need to "leave by the wayside". It's all about build priorities.

Quote
Cooperative Essence (Su): Starting at 2nd level, a Synorxist is used to working in concert with another entity they don’t control. Whenever the Synorxist successfully uses the Aid Another action, or another creature successfully uses the Aid Another action to aid the Synorxist, the bonus increases by +2 for every 5 by which the roll beat the DC.

Is this in addition to or instead of the normal +1 per 10 above the aid another DC (from Complete Adventurer)?
I forgot about that, I'll clarify. (Is it obvious that I haven't played D&D in years? Lol.)

Quote
Parasitic Spike (Su): A Synorxist of 3rd level or higher begins to learn how to draw energy from their opponents to aid their own powers. Whenever the Synorxist’s Assumption ability is active and they successfully confirm a critical hit, or an adjacent opponent critically fails an attack roll or save, the duration of the Assumption increases by 1 round.

Any limits on this? Like, declare that every drow everywhere, all the monsters, etc. are your enemies, then get tons of bonus rounds from enemies on the other side of the world and on other planes and whatnot failing saves and attack rolls?

I'm guessing the intent is that you only get the extra round when an opponent crit fails an attack against you, or crit fails a save against one of your abilities.
I think you missed the word "adjacent" in there.

Quote
Parasitic Shock (Su): A Synorxist of 9th level or higher can attempt to draw energy from several enemies at once. By spending a move action to suppress their active Assumption ability for 1 round, the Synorxist can force all enemies within 30 feet to make a Fortitude save (DC 5 + the Synorxist’s class level) or become fatigued for 1 round. Creatures who are already fatigued or exhausted are unaffected, and a successful save renders a creature immune to this ability for 24 hours. Once the suppression ends, the Synorxist’s Assumption duration increases by a number of rounds equal to the number of creatures who failed their saves.

Give up a round of using your abilities in order to force a save vs. -1 attack/damage, AC, and Ref saves. Boo!

Do already-fatigued/exhausted creatures, and creatures immune to fatigue, still have to make a save, thus potentially giving the Synorxist extra rounds of Assumption?

See above for discussions on save DCs. 5 + level is really low to start with and has scaling issues.
Yeah. I actually don't like this either... how about I remove the suppression and up it to a standard action? That way you have all your buffs, but it's still a tradeoff between extending duration and, say, punching people in the face.

Quote
Discordant Aura (Su): When a Synorxist achieves 17th level, they learn to sow chao and discord among their enemies as easily as they promote teamwork among their allies. Whenever the Synorxist’s Assumption ability is not active, all enemies within 5 feet per class level cannot benefit from any morale bonuses, and must make a Will save (DC 10 + the Synorxist’s class level) to treat each other as allies.

The numbers for this come out of nowhere. Up until now, abilities have had DCs of 5 + level, not 10 + level, and the local AoE radius has been a fixed 30 feet, not a scaling 5 ft/level.
I meant to change that one to 5+level but forgot. But anyway the DC for that will be consistent with everything else (once we figure out what that is). As for AoE, I can change it to a flat radius, but I wanted it to be larger than the others. Maybe just a flat 90 feet?
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Offline Garryl

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #14 on: July 28, 2017, 11:36:57 AM »
Hm. I mean, you need a round to cast a summon monster spell, and I don't think anyone is saying those are terrible. But anyway, let's say hypothetically that we move away from full-round. What kind of action cost do you think is appropriate? Standard? If so, then I'd probably move to Standard activation w/ a feat to make it Move and/or Swift, and remove the speed-up class features entirely. Would need replacements.

A summoned monster acts on its own (it also acts immediately when it's summoned, but that's secondary). What assuming a spirit does is unknown, but it's safe to assume that it just gives you abilities, which you still need spend actions to make use of on your subsequent turns. It's the difference between summoning a monster that acts on its own and summoning a monster that requires you to spend a standard action each round to make it attack.

I think you missed the word "adjacent" in there.

That I did.

Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #15 on: July 28, 2017, 11:51:57 AM »
So, recap:
- Is standard action activation for Assumption acceptable? As an alternative, could do swift action for 1 round or full-round for a longer duration, maybe? Either way, I'll need to come up with new class features for 7/13/19.
- How does 15 + 1/2 class level seem for DCs?
- Does Parasitic Shock work better as a standard action activation & no suppression?
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Offline Nanshork

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #16 on: July 28, 2017, 01:15:08 PM »
So, recap:
- Is standard action activation for Assumption acceptable? As an alternative, could do swift action for 1 round or full-round for a longer duration, maybe? Either way, I'll need to come up with new class features for 7/13/19.
You could go Standard, Move, Swift and the capstone would be automatically get your Tier 1 abilities the same way you always have Tier 0?
Quote
- How does 15 + 1/2 class level seem for DCs?
It feels weird but the math works out to my liking.
Quote
- Does Parasitic Shock work better as a standard action activation & no suppression?
This feels fine.

Offline Garryl

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #17 on: July 28, 2017, 01:39:25 PM »
- How does 15 + 1/2 class level seem for DCs?

Starts high, ends low. It's a fixed 20-equivalent ability score, which is at the top, top end for low levels and around the bare minimum at high levels. You're starting at optimal levels and ending at minimal.

If you want a low scaling, I already mentioned a few possible formulas. There also the magic item emulating a spell DC formula, which is 10 + 1.5x spell level, which is equivalent to 10 + 3/4 class level, if you want a very low DC. This is the minimum DC that a spellcaster can have for casting a spell at that level (barring classes that use a different ability score for max spell level and for spell save DC).

If you're trying to figure out a formula, start with the basic 10 + 1/2 level, then add in whatever formula you want on top of that to fill in for the ability modifier part. I typically estimate primary ability scores at around 16 + 2/3 levels between items and leveling bonuses. It's not a perfect estimate (not the least of which is because ability score boosting items don't scale smoothly by level), and it doesn't account for anything outside of core, but it's usually close enough for what I'm working with.

Offline sirpercival

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #18 on: July 28, 2017, 05:20:30 PM »
OK, made some edits. How's it looking now?

Re: 19th-level ability, I don't like the idea of having Tier I abilities always on. It's supposed to be a transformative effect...

Any other ideas?
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Offline Nanshork

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Re: Be the Friendliest Host! (3.5 base class)
« Reply #19 on: July 28, 2017, 05:42:08 PM »
OK, made some edits. How's it looking now?

Re: 19th-level ability, I don't like the idea of having Tier I abilities always on. It's supposed to be a transformative effect...

Any other ideas?

Concordant Aura active even during Assumption?  I can't think of anything else that would build off of existing abilities.

Edit: That or Impel during Assumption.