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Messages - Garryl

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41
D&D 3.5 and Pathfinder / Re: 3.5 Mage Hunter
« on: June 16, 2022, 06:54:10 PM »
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Spells: Mage hunter spells are divine in nature; characters with this prestige class follow its specific spell progression table (see below). As lawful characters, they may not cast Chaos spells. In addition, mage hunters cannot cast the following: cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds, healing circle, heal, regenerate, mass heal, and true resurrection. While moon priests worship all three moons, individual priests can pay veneration to particular moons. Spell choice and use should reflect alignment.

i can't tell what the spell list is.... only what it isn't

I think it's intended to be the Cleric list, given how much they talk about clerics entering. The class as a whole, but particularly the spell selection section and the spellcasting progression, look like someone took their homebrew Cleric kit from 2nd edition and converted it as directly as possible to 3rd edition with as little editing as possible.

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[D&D 3.5] Nightfiend's Zest / Re: Chapter 1 - Out of the Dark
« on: June 16, 2022, 12:54:21 AM »
A swarthy human walks up to the gathering and introduces himself with a tip of his fancy hat. "Per Manaan, professional problem solver. I look forward to working with you."

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Vacuuum Dragon
- Breath weapon is a cone of vacuum. Rips the air from the area, leaving an effect like sudden decompression for 1 round that pulls creatures towards the dragon, then magically maintains a vacuum in the area for 1 minute. Effective breach size and wind speed depends on the dragon's size category.
- Secondary breath weapon is a cone of stellar radiation, causing acute radiation damage.

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Overhealed
Prerequisites: Base Fort save +3
Benefits: Whenever you receive healing, any hit points you would gain in excess of your normal maximum hit points are instead gained as temporary hit points. These temporary hit points last until lost. As normal for temporary hit points, these do not stack with each other or with other temporary hit points.

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Homebrew and House Rules (D&D) / Re: Leaders of Men - Aura Classes
« on: June 09, 2022, 06:38:57 PM »
I may have gone overboard with the Dragon Shaman. I added so many dragon totems that the ACFs didn't fit in the main post any more, then I added another slew of ACFs to boot!

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Homebrew and House Rules (D&D) / Re: Leaders of Men - Aura Classes
« on: June 09, 2022, 01:52:28 AM »
Dragon Shaman has been updated with a small buff to the mercury totem dragon, 3 new totem dragons (shadow, sand, ethereal), and a new ACF (Vampiric Dragon Shaman).

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[D&D 3.5] Nightfiend's Zest / Re: Character Sheets
« on: June 07, 2022, 12:12:10 AM »
Stat Block
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Ability Usage Tracking
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Self
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Two-Weapon Offense
Prerequisites: Two-Weapon Fighting, Dex 15, BAB +1
Benefits: Reduce the attack roll penalty when fighting with two weapons by 1 (minimum of -0). You can add your full Str modifier instead of half to damage rolls with your off-hand weapon.

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Fancy Feet (trait) - Reduces the penalty on Hide and Move Silently checks for moving at full speed by 2 (to -3) and on Balance and Tumble checks for moving at full speed by 5 (to -5), but you take those penalties even when you move at half speed or less.

Very Punchable (flaw) - Something about you instinctively makes people want to punch you in the face. The initial attitude of NPCs towards you is worsened. NPCs that would ordinarily have an initial attitude of friendly instead have an initial attitude of indifferent. NPCs that would ordinarily have an initial attitude of indifferent instead have an initial attitude for unfriendly. NPCs that would ordinarily have an initial attitude of unfriendly or hostile gain a +1 morale bonus on attack rolls against you during the first round of combat.

Emotionless (trait) - You are not subject to morale modifiers, regardless of whether they are bonuses or penalties. You suffer a -1 penalty on Bluff and Diplomacy checks.

Amoral (trait) - You are not subject to sacred or profane modifiers, regardless of whether they are bonuses or penalties. Spells and effects that have greater or lesser effect depending on your alignment on the moral axis (good, neutral, or evil) treat you as having the alignment with the least possible effect, regardless of your actual alignment.

Luckless (trait) - You are not subject to luck modifiers, regardless of whether they are bonuses or penalties. You suffer a -2 penalty on Profession (gambler) checks.

Confused Rage (trait) - Whenever you become confused, if you are not already in a rage, you enter a rage. This does not count against the limited uses of your rage abilities. If you do not have any rage abilities, this rage functions as a level 1 barbarian's rage except that the bonuses it grants you to your Strength and Constitution scores are only +2 and that the morale bonus to you Will saves is only +1. Your rages cannot end while you are confused and do not cause you to become fatigued or exhausted if they end as you cease to be confused. Whenever you are hit by an attack or fails a saving throw against a spell or effect while in a rage, you become confused for 2 rounds.

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Homebrew and House Rules (D&D) / Re: Leaders of Men - Aura Classes
« on: June 05, 2022, 01:05:10 AM »
Popping back to this for a bit because I had some ideas.

Dragon Shaman
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Epic Level Characters
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Epic Feats
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Feats for alternative attribute usage.
Spidey Sense: Use Cha instead of Dex for initiative checks and instead of Wis for Spot, Listen, and Sense Motive checks.
Sweet Muscles: Use Str instead of Cha for Bluff, Diplomacy, Intimidate, and Use Magic Device checks.
Quick Thinking: Use Dex instead of Int for Knowledge checks and instead of Wis for Survival checks.
Knowledge is Power: Use Int instead of Str for melee damage rolls.

52
Play By Post / Re: Interest Check: E6 Plane of Shadow game
« on: May 29, 2022, 01:07:05 PM »
It's been a while. Where can I find the rules for E6 and for partial gestalt? If I recall correctly, partial gestalt was like normal gestalt, but only between a high-tier class on one side and a low-tier class on the other side for any given level, and E6 is just stopping at level 6 and periodically getting bonus feats afterwards?

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Elusive Dodge feeling like it is a bit much has nothing to do with elusive strike and has everything to do with a permanent miss chance vs everything starting at level 2.  :p

Whoops. Misread that as Elusive Strike being a bit much, not Elusive Dodge.

Comparing Elusive Dodge to a Swordsage's AC Bonus, it's not dissimilar. Assuming a chain shirt, 14 Dex, and 12 Wis, that's AC 17 for the Swordsage and AC 16 w/ a 10% miss chance for the Twilight Adept. They're both hit 45% of the time by attackers with a +5 attack bonus, with the hit rate rising faster against the Swordsage as the attack bonus rises, but also dropping faster against it as the attack bonus decreases. At CR 2, monsters typically have attack bonuses between +4 and +7. If we go up to typical 28 PB characters with 16 Dex and 14 Wis, the AC 19 Swordsage gets hit less often than the AC 17 Twilight Adept until the attacker has an attack bonus high enough to hit the Twilight Adept on a natural 1. The chances are fairly close (85% vs. 85.5%) at a +15 bonus, which hits the Twilight Adept on a 2 and the Swordsage on a 4. This general pattern continues as long as the Swordsage picks up an extra +2 to Wisdom every 6 levels (ie: a +2 item at level 8, a +4 item by level 14, and a +6 item by level 20), which sounds reasonable for a secondary ability score that also controls a saving throw. Elusive Dodge's miss chance also goes away while flanked or denied Dex to AC, unlike the AC Bonus, so it's a bit less consistent. That said, Elusive Dodge does have a few major benefits going for it.

First, it applies to targeted spells and effects, not just attacks. That is big, and I'm not actually sure how big. It's comparable to having SR 3 + level, scaling up to SR 6 + level by level 20. That's not amazing, but it's better than it sounds. Nobody cares about the Spell Resistance armor properties or the Mantle of Spell Resistance, but they would be comparable at mid levels if the opportunity cost to afford them wasn't so high (ie: when you can afford them, but not when you necessarily can afford them just from flexible spare change). It's weaker than SR would be against lower-level opponents, but it's better than SR would be against higher-level opponents and spellcasters with Spell Penetration. It doesn't apply to area effects or while denied Dex or flanked by the attacker, but it does apply to extraordinary and supernatural abilities and to SR: No spells. I don't want to minimize it, but I probably inadvertently will, just because I don't have much to say about it compared to everything else. I'm still refamiliarizing myself with 3rd edition D&D after a multi-year hiatus, so I haven't yet reclaimed the system mastery needed to properly evaluate this aspect of the ability.

Second, it doesn't require any investment. A Swordsage's AC bonus can certainly provide a better defense against attacks at a mid-level of optimization; getting enough AC to make 50% of attacks miss you increases to 70% with a +4 AC bonus, the equivalent of instead adding a 40% miss chance. However, if you don't invest into keeping your AC at least a few points above your attackers' attack bonuses, the Swordsage's AC bonus does absolutely nothing, while Elusive Dodge is still chugging away with a 15-20% miss chance. Getting your AC that high far from free past the first few levels, especially if you can't count on a spellcasting party member to buff you up with Barkskin or Magic Vestment or Protection From Evil or the like. On the other hand, getting better than the base 10% miss chance from being a level 2 Twilight Adept also requires investment, just in class levels instead of items and spells. A Swordsage could multiclass or PrC out after just a 2 level dip and keep scaling that Wis-based AC Bonus.

I just noticed that Elusive Dodge is missing the light or no armor clause. Making a note here to fix that. Possibly also bar shield usage with it, like the Swordsage's AC Bonus?

Edit: For reference, I found this table I made comparing miss chances to AC bonuses from the aura classes. I was with respect to an attack-based miss chance only (as opposed to attacks and targeted effects like Elusive Dodge).

With Grace you made the dodge bonus to AC the boost effect.  A) I think the miss chance is significantly more powerful and B) you didn't specify how many points their AC goes up by.

Good catch. Technically, only minor auras defaulted to using your aura bonus, so all of the other auras that didn't explicitly say so were undefined. This has been fixed.

Miss chances are among the "standard" auras I've been making (Deception for Divine Minds and Elusive Defenders for Marshals), alongside +AC (Motivate Care for Marshals, Defiance for Paladins). Miss chance is more valuable if enemies are hitting you on a low roll. AC bonus is better if they don't auto-hit already. Dunno where I'm going with this, really, but they're closer than they appear if you haven't dumped AC.

Aura BonusMiss ChanceParity when enemies need to roll X to hit
+115%14
+220%11
+325%9
+430%7
+535%6

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Play By Post / Re: Interest Check: E6 Plane of Shadow game
« on: May 27, 2022, 12:55:14 AM »
I am tentatively interested. My brain is nudging me in the direction of a Decept Twilight Adept, but I need to see if there's something there beyond it being some of the last homebrew I worked on.

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That maneuver recovery mechanism is rough.

Better than the Swordsage's. It made more sense in an earlier draft where Elusive Strike applied to all attacks like Sneak Attack, rather than just martial strikes. I might change it to let you recover with an attack, like the Warblade, but only if it's against an open opponent.

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Elusive Strike requiring denied dex is also rough (although that's how sudden strike works so I'm not saying that it's too rough).

Elusive Dodge helps the roughness of Elusive Strike but feels like it might be a bit much.  I don't do math about anything, this is just a gut feeling.

Elusive Strike trades out activation via flanking in exchange for being activated more easily by your maneuvers and abilities. There are a lot of maneuvers among the disciplines available, especially Phantom Battlefield and Shadow Hand, that can induce being denied Dex or provide miss chance or illusionary defenses that can trigger being open. I'm considering having openness trigger on any counter that negates an attack so the Setting Sun maneuvers can get in on the action, too.

Despite how much verbiage is devoted to it, Elusive Strike isn't supposed to be a primary class feature like Sneak Attack is for Rogues; that would be the maneuvers. It's meant to enhance your maneuvers when you can get it, but not be so vital that you feel weak without it, just a little less strong.

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The rest of it just seems fine, it's a more rougey initiator than the swordsage in the sense of replacing the core class.

That's the intention.

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Starting at 3rd level, open opponents also suffer a -1 penalty on their saves against your strike maneuvers. This penalty increases by 1 every 4 levels thereafter. Any creature not subject to the bonus damage from elusive strike likewise is not subject to the save penalty.
Why?

Are you asking why give a penalty to saves, or are you asking why the penalty is subject to the precision damage limitations? The save penalty is because maneuvers are about more than just damage, so a making the saves more difficult was the next best way to enhance that. Turning it off like precision damage was so that the whole ability, and your whole reason to care about whether an opponent is open or not, follows the same conditions, rather than different parts having slightly different criteria.

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Homebrew and House Rules (D&D) / Base Class - The Twilight Adept
« on: May 23, 2022, 01:21:50 PM »
Twilight Adept base class
In the time before the fall of the Temple of the Nine Swords, the House of the Fallen Sun was nothing more than an underworld information network. The organization's services, like those of many others, were purchased in service of the Shadow Tiger horde. After the horde's disastrous assault on the Temple of the Nine Swords, many of the martial adepts that fought within its ranks found themselves bereft of purpose. Turning to any sense of the familiar, some of them found themselves in the employ of the very groups that they had purchased the services of just months prior, including the House of the Fallen Sun. The information network was more than willing to bring these skilled assassins, infiltrators, and warriors under its sway. Over time, these martial adepts adapted the techniques they had learned under the tutelage of Reshar and his students to better suit their new activities. These new twilight adepts combined their knowledge of the nine martial disciplines with the mundane and magical techniques employed by other agents of the House.

Hit Die: d6

Table: The Twilight Adept


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+0+0+2+2Elusive Strike +1d6/-0, Trapfinding431
2+1+0+3+3Elusive Dodge 10%532
3+2+1+3+3Elusive Strike +1d6/-1632
4+3+1+4+4Swift Stealth632
5+3+1+4+4Elusive Strike +2d6/-1742
6+4+2+5+5Uncanny Dodge743
7+5+2+5+5Elusive Strike +2d6/-2843
8+6/+1+2+6+6Elusive Dodge 15%, Elusive Evasion843
9+6/+1+3+6+6Elusive Strike +3d6/-2943
10+7/+2+3+7+7Camouflage953
11+8/+3+++7+7Elusive Strike +3d6/-31053
12+9/+4+4+8+8Elusive Mind1053
13+9/+4+4+8+8Elusive Strike +4d6/-31154
14+10/+5+4+9+9Elusive Dodge 20%1154
15+11/+6/+1+5+9+9Elusive Strike +4d6/-41264
16+12/+7/+2+5+10+10Improved Evasion1264
17+12/+7/+2+5+10+10Elusive Strike +5d6/-41364
18+13/+8/+3+6+11+11Hide in Plain Sight1364
19+14/+9/+4+6+11+11Elusive Strike +5d6/-51464
20+15/+10/+5+6+12+12Elusive Dodge 25%1475

Class skills (8 + Int modifier per level): Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (history, local), Listen, Martial Lore, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Rope.

Weapon and Armor Proficiency: As a twilight adept, you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armor.

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Diamond Mind, Phantom Battlefield, Revealing Light, Setting Sun, 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 a twilight adept 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. See Table 3-1 (TOB 39), to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered twilight adept 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 three of the four maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by meditating and exercising 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, as described below).

You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a withdraw action or a total defense action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one stance from any discipline open to twilight adepts. At 2nd, 6th, 13th, and 20th 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.

Elusive Strike (Ex): As a twilight adept, you learn to notice and seize upon even the smallest opening an opponent gives you. When you attack a foe that has left such an opening, you can strike a vital spot for extra damage.

Attacks you make with strike maneuvers against open opponents deal an additional 1d6 points of damage at 1st level. This extra damage increases by 1d6 every 4 levels thereafter. Like all bonus damage dice, should you score a critical hit, the extra damage is not multiplied. If you perform multiple attacks with the same strike, you deal with bonus damage only once to each open opponent with the first hit you score against them.

A creature is open to you if it would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Whenever a creature attempts to attack you or target you with an ability but either fails due to concealment or due to accidentally targeting an illusion of you instead, it also leaves itself open to you for 1 round as your deception manipulates it into leaving itself vulnerable.

Ranged attacks can count as elusive strikes only if the target is within 30 feet.

With a weapon that deals nonlethal damage, such as a sap (blackjack) or unarmed strike, you can make an elusive strike that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in an elusive strike, not even with the usual -4 penalty.

The bonus damage from elusive strike is a form of precision damage, just like a rogue's sneak attack. You can elusive strike only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to elusive strikes. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot elusive strike while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Abilities and effects that modify a rogue's sneak attack can be applied to elusive strike, instead.

Starting at 3rd level, open opponents also suffer a -1 penalty on their saves against your strike maneuvers. This penalty increases by 1 every 4 levels thereafter. Any creature not subject to the bonus damage from elusive strike likewise is not subject to the save penalty.

Trapfinding (Ex): At 1st level, you gain trapfinding, as per the rogue's trapfinding ability.

Elusive Dodge (Ex): Starting at 2nd level, your evasive maneuvers and deceptive combat style cause all attacks and targeted effects to have a chance to fail against you. Any attack against you has a 10% miss chance, and any effect targeting you against which you are not willing has a 10% chance to fail to target you. This is different from concealment and produces a separate, independently-rolled chance for attacks against you to miss. This miss chance and targeting failure chance improves by 5% for every 6 levels beyond 2nd, to a maximum of 25% at 20th level.

Whenever a creature misses you or fails to target you as a result of elusive dodge, it leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Elusive dodge does not function against creatures that are flanking you or against which you would be denied your Dexterity bonus to AC (whether you actually have a Dexterity bonus or not), nor does it apply while you are immobilized, helpless, or unaware of the attack or effect directed against you.

Elusive dodge only applies against attacks and effects that specifically target you. Area effects (such as a color spray spell) ignore its protection, although it does protect against effects that specify multiple individual targets within an area (such as a chain lightning spell).

Swift Stealth (Ex): Starting at 4th level, you no longer take the normal -5 penalty on Hide and Move Silently checks for moving at your normal speed.

Uncanny Dodge (Ex): Beginning at 6th level, you gain uncanny dodge, as per the barbarian's uncanny dodge ability.

Elusive Evasion (Ex): Beginning at 8th level, you gain evasion, as per the rogue's evasion ability.

Additionally, whenever you succeed on a Reflex save against an effect that allows for a saving throw for reduced effect and negate that effect entirely due to evasion, the creature that produced the effect leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Camouflage (Ex): Starting at 10th level, you can use the Hide skill as long as you are within 10 feet of some sort of shadow, allowing you to hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

Elusive Mind (Ex): Beginning at 12th level, you gain slippery mind, as per the rogue's slippery mind special ability. Additionally, whenever you succeed on your normal Will save against an effect that slippery mind could grant a second save against, the creature that produced the effect leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Improved Evasion (Ex): Beginning at 16th level, you gain improved evasion, as per the rogue's improved evasion special ability.

Hide in Plain Sight (Ex): Starting at 18th level, you can use the Hide skill even while being observed.



Change Log
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57
This is a new martial discipline for the Twilight Adept (being posted soon). It was also intended to be used by the Seeker, a new martial adept base class that I never finished, which was a Ranger-like martial adept similar to how the Crusader draws from the Paladin for inspiration. I never finished the Seeker, but its unique animal companion-based maneuver usage and recover can be seen in the Domeskipper.

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Revealing Light martial discipline
Revealing Light shows the truth in all things. Darkness is but a thin disguise, easily torn away. Disciples of the martial discipline learn not just to observe, but to investigate and understand their opponents.

Discipline Access
Seekers and twilight adepts have access to Revealing Light, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Search

Discipline Favored Weapons: Club, dagger, glaive, quarterstaff, and rapier.

Sidebar: Mindfire Damage
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Maneuvers by Level
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Awareness Beyond Sight Alone
Revealing Light (Stance)
Level: Seeker 1, Twilight Adept 1
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you become intuitively aware of any sudden or hidden threats. You gain a +2 insight bonus on initiative checks and you don't lose your Dex bonus to AC as a result of being flat-footed.

Additionally, you gain the ability to find traps, as per the rogue's trapfinding ability, and you automatically gain a free Search check whenever you come within 10 feet of a trap as if you were actively searching. Unlike the trapfinding ability, this does not grant you any special ability to disarm magic traps.



Burning Questions
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 8, Twilight Adept 8
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 10d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 18 + your Int modifier). On a failed saving throw, you can ask the creature one question and it is compelled to answer as honestly and as completely as it can within 1 round. A successful saving throw prevents the creature from being compelled to answer and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

You can also use this maneuver to force a creature to answer your question without inflicting damage. If you do, you make a touch attack and your attack deals no damage.

This maneuver is a supernatural ability. This maneuver is an enchantment (compulsion) effect.



Enemy Known
Revealing Light (Boost)
Level: Seeker 6, Twilight Adept 6
Initiation Action: 1 swift action
Range: 30 ft.
Target: One creature or object
Duration: 1 round
At a glance, the sum total of a creature or object's existence reveals itself to you. You learn a great deal about the subject and any effects affecting it in a short moment.

If you target a creature, you learn its name, challenge rating, level, character classes (if any), race, and type. You also learn all of the following the targeted creature possesses: damage reduction, fast healing, immunities, miss chance, chance to ignore damage (such as from incorporeality), chance to ignore crit damage (such as from light fortification), regeneration, resistance to energy, spell resistance, and turn resistance. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.

If you target an object, you learn its name, caster level (or equivalent), functions (both mundane and magical), how to activate its functions (if appropriate), and how many charges are left (if it uses charges).

You also learn of each ongoing effect affecting the targeted creature or object, including the effect's name, effect, and caster level (or equivalent).

Additionally, this surge of knowledge gives you momentary insight into the best way to fight the subject. For 1 round, you gain a +2 insight bonus on attacks rolls, saving throws, and to your Armor Class against the subject and effects it produces.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Expose Vulnerability
Revealing Light (Strike)
Level: Seeker 6, Twilight Adept 6
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: None
As part of this maneuver, you make a single melee attack. If the attack hits, the creature struck gains vulnerability to all damage for 1 round. It takes half again as much (+50%) damage as normal from any attack or effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. This vulnerability also applies to the damage dealt by the attack from this maneuver.



Faerie Strike
Revealing Light (Strike) [Light]
Level: Seeker 4, Twilight Adept 4
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and deals an extra 4d6 points of damage. A creature struck this way is also outlined in mystical lights for 1 round, as per the faerie fire spell.

If your check fails, you can still attack, but you do not ignore miss chances, deal extra damage, or produce any faerie fire.

This maneuver is a supernatural ability.



Find the Hidden Opening
Revealing Light (Strike)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
As part of this maneuver, make a full attack. For each attack you make as part of the full attack, make a Search check with a DC equal to your target's Armor Class. If the attack hits and the Search check succeeds, the attack deals one-and-a-half times its normal damage. If the Search check succeeds but the attack misses, the attack nonetheless counts as a hit, but deals half its normal damage.



Flash of Truth
Revealing Light (Counter) [Light]
Level: Seeker 2, Twilight Adept 2
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
When you are attacked, you can initiate this maneuver to momentarily blind your attacker with a burst of light, potentially disrupting their attack. Your attacker resolves the attack as though they were blinded, granting you the benefits of total concealment against the attack. While the blinding imposes a 50% miss chance on the attack, it does not prevent your attacker from successfully targeting you entirely. You must initiate this maneuver after the attack is declared, but before your attacker has checked for concealment or made her attack roll.

This maneuver is a supernatural ability.



Liar's Punishment
Revealing Light (Strike)
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If the attack hits, it deals an additional 2d6 points of damage and the creature struck must make a Will save (DC 13 + your Int modifier) or be rendered unable to speak for 1 round. A successful saving throw negates the silencing but not the extra damage.

This maneuver is a supernatural ability.



Light Come Forth
Revealing Light (Boost) [Light]
Level: Seeker 5, Twilight Adept 5
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, any weapon you wield gains a modified version of the brilliant energy property. This causes your attacks to most ignore nonliving matter, bypassing most armor and shield bonuses to Armor Class, but leaves them still able to harm nonliving creatures such as constructs and undead.

This maneuver is a supernatural ability.



Mirrored Soul
Revealing Light (Counter)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
You can use this maneuver when you are subject to an effect that allows a saving throw. The effect must be a gaze attack or a spell that targets you. This maneuver does not protect you from area spells that simply include you in their area, nor does it protect you from effect spells (including rays) or touch spells.

Make a Search check in place of your save and use the check's result to determine the save's success. If your save is successful, you are not affected by the effect and instead it is reflected back to its source, targeting its originator instead of you. If the spell or effect requires multiple saving throws, this maneuver only applies to the first saving throw you make; the full effect is reflected if you succeed, and you roll any subsequent saves normally if you fail. If the spell or effect is subsequently reflected back to you, it is instead negated.

You must use this maneuver before you attempt the saving throw. A result of a natural 1 on your Search check is not an automatic failure.



Moment of Truth
Revealing Light (Counter)
Level: Seeker 8, Twilight Adept 8
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Sometimes, when the stakes are highest and the risk of failure is at its greatest, the universe shares a mote of hidden knowledge to guide you to victory. You can initiate this maneuver to reroll a failed roll you just made. You gain an additional +10 insight bonus on the reroll. This can be an attack roll you missed, a saving throw you failed, or a skill check you failed. The universe will only share so much knowledge so quickly, however. No matter how many times you initiate this maneuver, you can only reroll a roll of a given type (attack roll, saving throw, or skill check) once per day, each.

This maneuver is a supernatural ability.



Pyre of Falsehoods
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 4, Twilight Adept 4
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 4d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 14 + your Int modifier) or catch fire. The fires that engulf the creature are mystical, not just physical, and are fueled by untruths as much as by flammable materials. While the creature burns, it takes mindfire damage instead of normal fire damage from being on fire and it cannot knowingly lie. The mystical fire created by this maneuver does not spread from the creature, so nearby flammable materials and flammable objects the creature is wearing or holding are not at risk of catching fire (although they may still be damaged by contact with the flames). A successful saving throw prevents the creature from catching fire and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

As normal for catching on fire, a creature ignited by this maneuver immediately takes an additional 1d6 points of damage and is allowed a Reflex save (DC 14 + your Int modifier) each round to put itself out, taking 1d6 points of damage if it fails. As noted above, however, this is mindfire damage instead of the normal fire damage. The mystical flames burn for up to 3 rounds.

You can also use this maneuver to force a creature's truthfulness without inflicting damage. If you do, you make a touch attack, and your attack deals no damage. The mystical flames that burn on the creature also deal no damage, create no heat, do not damage or destroy anything they come in contact with, and are not at risk of spreading to other flammable materials.

This maneuver is a supernatural ability. This maneuver is an enchantment (compulsion) effect.



Revelation Strike
Revealing Light (Strike) [Light]
Level: Seeker 6, Twilight Adept 6
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Area: 30-ft. radius burst; see text
Duration: 1 round
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and deals an extra 8d6 points of damage. A creature struck this way is also outlined in mystical lights for 1 round, as per the faerie fire spell.

If your Search check succeeded and your attack hit, the faerie fire surges outward from the point of impact. All of your opponents within a 30-foot radius burst with Armor Class less than or equal to your Search check result take 5d6 points of damage and become outlined in the faerie fire for 1 round

If your check fails, you can still attack, but you do not ignore miss chances, deal extra damage, or produce any faerie fire.

This maneuver is a supernatural ability.



Seeker's Strike
Revealing Light (Strike)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and, if it hits, deals an extra 1d6 points of damage.

If your check fails, you can still attack, but you do not ignore miss chances or deal extra damage.

This maneuver is a supernatural ability.



Shadows Hide the False Path
Revealing Light (Counter) [Mind-Affecting]
Level: Seeker 4, Twilight Adept 4
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You can initiate this maneuver after a creature misses you with an attack. You make a melee touch attack against that creature. If your attack hits, it deals no damage, but the creature must make a Will save (DC 14 + your Int modifier) or become confused until the end of its next turn. This does not interfere with the remainder of any action it is in the middle of performing. This attack does not induce the creature to attack you, although subsequent attacks you might perform will, as normal.



Shadows Parted
Revealing Light (Stance)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your senses intensify. If you have 4 or more ranks in Search, you gain low-light vision while you are in this stance, or the range of your existing low-light vision doubles if you already have it. If you have 9 or more ranks in Search, you gain darkvision out to 60 feet while you are in this stance, or the range of your existing darkvision increases by 60 feet if you already have it. If you have 14 or more ranks in Search, you gain blindsense out to 30 feet while you are in this stance. If you have 19 or more ranks in Search, you gain blindsight out to 15 feet.

Search RanksSenses
4+Low-light vision
9+Darkvision 60 ft.
14+Blindsense 30 ft.
19+Blindsight 15 ft.

This stance is a supernatural ability.



Seek the Final Answer
Revealing Light (Strike) [Mind-Affecting]
Level: Seeker 9, Twilight Adept 9
Prerequisite: Four Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 5d6 points of damage. Further, if it hits, the creature struck must make a Will save (DC 19 + your Int modifier). On a failed Will save, the creature is rendered catatonic, its mind filled with visions showing it answers to all that it could ever ask about, and more. The creature is unable to react to its environment, its attention consumed with the visions. It will not take any actions, even to protect itself from imminent death. Without care from others, the creature will eventually die of thirst or starvation.

A spell or effect that dispels ongoing effects will not end this maneuver, only suppress it for 1d4 rounds. A miracle, limited wish, wish, or other effect of similar power can end it. A microcosm power will also end this maneuver. An anti-magic field or mind blank effect will negate this maneuver for as long as they last, but the visions and their effects will return as soon as the effect lapses.

Despite the apparent importance of the visions, no information can be gleaned from them. Any creature freed from this maneuver's effects will feel as though they could have gleaned some truth from the visions had they seen them for but a few moments longer.

A successful saving throw or protection from mind-affecting or divination effects prevents the catatonia-inducing visions, but does not negate the additional damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Strike of Truth
Revealing Light (Strike)
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. You gain a +20 insight bonus on your attack roll and your attack ignores any miss chances caused by concealment or invisibility.



Surprising Reactions
Revealing Light (Counter)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can initiate this maneuver when you are attacked. If your attacker misses you, the suddenness of your reactions places them on the back foot, rendering them flat-footed against you (although not with respect to any other creatures) until they next act. You must decide whether or not to initiate this maneuver before determining whether the attack hits or misses you.

Being flat-footed does not prevent you from using the immediate action to initiate this maneuver. If you initiate this maneuver while flat-footed, you are not flat-footed against the attack. If you were flat-footed as a result of not yet acting during the current encounter, you cease to be flat-footed.



Thoughtful Radiance
Revealing Light (Stance) [Light]
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 swift action
Range: Personal; 30 ft.
Area: 30-ft. radius emanation
Target: You
Duration: Stance
While you are in this stance, you radiate bright light, as per a daylight spell, in a 60-foot radius, and dim light for an additional 60 feet beyond that. Opponents within the area of bright light that can see it are dazzled (imposing a -1 penalty on their attack rolls, on Search checks, and Spot checks). You and allies within 30 feet that can see the bright light receive flashes of insight and guidance from the universe; each affected creature can choose to add a +1 insight bonus on a single attack roll, saving throw, or skill check once per round, which must be chosen before making the roll.

This stance is a supernatural ability.



Torch of Secrets
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 2, Twilight Adept 2
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 2d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 12 + your Int modifier). On a failed Will save, you can read the creature's surface thoughts. A successful saving throw prevents you from learning he creature's thoughts and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

You can also use this maneuver to read a creature's thoughts without inflicting damage. If you do, you make a touch attack, and your attack deals no damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Truth Unseen and Undesired
Revealing Light (Strike) [Mind-Affecting]
Level: Seeker 5, Twilight Adept 5
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If the attack hits, it deals an additional 2d6 points of damage and the creature struck must make a Will save (DC 15 + your Int modifier) or become confused for 1 round, its mind filled with answers to questions it never wished to know. This attack does not induce the creature to attack you, although subsequent attacks you might perform will, as normal.

A successful saving throw or protection from mind-affecting or divination effects prevents the confusion, but does not negate the additional damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Unfettered Sight
Revealing Light (Stance)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Four Revealing Light maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you see beyond the physical and into the underlying truth of reality. You perceive things as they truly are, as per the true seeing spell. Additionally, you gain a +5 insight bonus on Search and Spot checks.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Change Log
(click to show/hide)

59
PoE in D&D

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Classes:
- 7 base classes (in theory).
   - Marauder: Heavy martial thaumaturge. Str/Con-based. Primarily red sockets.
   - Duelist: Nimble martial thaumaturge. Str/Dex-based. Mix of red and green sockets.
   - Ranger: Flexible mobile thaumaturge. Dex/Wis-based. Primarily green sockets.
   - Shadow: Skillful assassin thaumaturge. Dex/Int-based. Mix of green and blue sockets.
   - Witch: Dedicated spellcasting thaumaturge. Int/Cha-based. Primarily blue sockets.
   - Templar: Martial spellcasting thaumaturge. Str/Int-based. Mix of red and blue sockets.
   - Scion: Middle of the road thaumaturge. Str/Dex/Int-based. Even distribution of socket colors. Might get replaced by just asking you to multiclass between the other thaumaturge classes.
- 19 PrCs (in theory).


Armor-based characters get DR. Possibly some kind of special DR-like effect that stacks with normal DR and has higher magnitudes than typical, but can't reduce damage taken from an attack below 3/4 the original damage roll or something.
Evasion-based characters get dodge bonuses to AC.
ES-based characters get a variant of the Energy Shield mechanic I wrote for PoC.
(click to show/hide)

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New spellcasting equivalent mechanic: Thaumaturgy

Thaumaturgy involves drawing power from specially prepared magic gems.

Will probably use the same sort of mana system that I wrote for the Mage. Will need to adjust the numbers, though.


Thaumaturgic gems:
- Gems are wondrous items.
- Thaumaturges gain a limited number of gems by levelling. The rest must be acquired from loot and purchase, similar to Wizards learning new spells.
- Gems have levels, similar to spell levels, from 1-9.
   - Note: Might change this to have gems be level 1-20 instead, so that the gem level aligns with thaumaturge/caster level, rather than spell level. Formulas will adjust accordingly.
   - Thaumaturges require a minimum thaumaturge level of gem level x2 - 1 to use a gem.
   - Thaumaturges require a minimum ability score of 10+gem level to use a gem. This is Str (red), Dex (green) or Int (blue).
      - Note: Might need to be able act as if the gems are lower level when you have an ability score penalty, since you're likely to keep all gems maxed where possible. Traditional spellcasters get cut off from their most powerful spells, not from spellcasting entirely, when they dip below what's needed for their highest level spells.
   - Gems level up when the thaumaturge using them levels up or completes a challenging encounter. A thaumaturge can't level a gem to higher than she can use.
      - When you gain a level, you can level up (increase the level by 1) any number of your socketed gems. This lets you keep gems up to your current level.
      - When you complete an encounter, you can level up any number of your gems with level less than 1/3 the encounter's CR. This lets you level up low-level gems that you've acquired as loot or purchase.
      - Levelling a gem is optional.
   - A gem's caster level is equal to its gem level x2 - 1, minimum 1.
   
- Gems have levels, similar to spell levels, from 1-20.
   - Thaumaturges require a minimum thaumaturge level of the gem's level to use a gem.
   - Thaumaturges require a minimum ability score of 10 + 1/2 gem's level to use a gem. This is Str (red), Dex (green) or Int (blue).
      - Note: Might need to be able act as if the gems are lower level when you have an ability score penalty, since you're likely to keep all gems maxed where possible. Traditional spellcasters get cut off from their most powerful spells, not from spellcasting entirely, when they dip below what's needed for their highest level spells.
   - Gems level up when the thaumaturge using them levels up or completes a challenging encounter. A thaumaturge can't level a gem to higher than she can use.
      - When you gain a level, you can level up (increase the level by 1) any number of your socketed gems. This lets you keep gems up to your current level.
      - When you complete an encounter, you can level up any number of your gems with level less than 1/3 the encounter's CR. This lets you level up low-level gems that you've acquired as loot or purchase.
      - Levelling a gem is optional.
   - A gem's caster level as a magic item is equal to its gem level.

Active gems:
- Can be linked to support gems.
- Can be used as an action to produce an effect, known as a "skill" (name may get changed down the line). These are normally supernatural abilities, but those with the Spell keyword are spell-like abilities instead.
- Effects scale with gem level.
- Have thaumaturgic keywords, which affect which support gems can modify them.
- In addition to the usual action-based activation times, active gems can have an activation action of "attack". These can be activated to modify or replace an attack that your would otherwise make as a standard action, as part of a full attack, or as a readied action. Some abilities may allow you to use these with AoOs, as well.
- Save DCs are 10 + 1/2 thaumaturge level + ability modifier. The ability modifier depends on the gem color: Strength for red gems, Dexterity for green gems, and Intelligence for blue gems.
- A few different major use cases:
   - Strike and Shot skills replace and modify a melee (Strike) or ranged (Shot) attack you could already make. Ex: Double Strike, Lightning Arrow.
   - Slam and Volley skills are actions to activate, but build on the effects of a melee (Slam) or ranged (Volley) attack with a weapon. Ex: Blast Rain, Tectonic Slam.
   - Spell-based skills are effects inherent to the skill.
- Damage scales with gem level:
   - Strikes/Shots typically add a small amount of damage, since they're added on top of your base weapon damage and they'll be multiplied by your number of attacks.
   - Slams/Volleys typically add a large amount of damage, similar to level-appropriate damage-only strikes.
   - Spells typically deal a solid, level-appropriate amount of damage.
   - Maybe do it like "thaumaturgic power". Active gems give power/level, damage-boosting support gems give a lesser amount of power/level, even less for things like Pierce that combine damage with secondary enhancements, and none for supports like Increased Area that are purely about the non-damaging effects. Each skill indicates how it converts power to extra damage (ex: +1d6 damage/3 power).
      - Added Lightning Damage and the like add power but also convert half the bonus damage from power to an energy type.
      - Could do a similar thing for other numerical scaling, such as aura effect/aura power.
      - Possible numbers?
         - Gems go from level 1 to level 20
         - Can have up to 5 supports
         - Base power: 20 + 5/level (25-120)
         - Support power: 10 + 2/level (12-50)
         - Total: 70 + 15/level (85-370)
         - Single target, 1/round: 1d6/10 power
         - AoE, 1/round: 1d8/15 power
         - Slam/Volley: +1d8/18 power
         - Strike/Shot: +1d6/25 power
         - Power scaling to be adjusted based on the skill in question.
   - Overall damage should scale to around 30d6 for a level 20, single-target, 6-link spell with pure damage supports.

Support gems:
- Can be linked to active gems.
- Affects all linked active gems with the requisite keywords.
- Provides improvements to linked active gems.
- Provides a wide variety of effects.

Gem links:
- Thaumaturge classes grant varying numbers of gem links. Each link consists of one or more connected gem sockets.
- Each gem socket has a color, either red, green, blue, or white.
- When outside of battle, a thaumaturge can change which of their gems are in which sockets.
- The maximum number of linked sockets of a given color is limited by your ability scores. (Maybe?)

Classes:
- Grants a number of sockets and links based on level. The number of sockets and links is the same for all classes. Multiclass thaumaturges have the sockets and links of their total thaumaturge class levels.
   - 1-link at lvl 1.
   - 2-link at lvl 3.
   - 3-link at lvl 6.
   - 4-link at lvl 9.
   - 5-link at lvl 12.
   - 6-link at lvl 15.
   - The table lists the number of sockets in each of up to 6 link groups.
   - Roughly 1.4 sockets/level, maxing out at 28 total sockets with 6/6/4/4/4/4 at level 20.
      Socket links by thaumaturge class level
      Lvl   1st   2nd   3rd   4th   5th   6th   Ttl
      1   1   1   --   --   --   --   2
      2   1   1   1   1   --   --   4
      3   2   1   1   1   --   --   5
      4   2   2   2   --   --   --   6
      5   2   2   2   1   1   --   8
      6   3   2   2   2   --   --   9
      7   3   3   2   2   1   --   11
      8   3   3   3   3   --   --   12
      9   4   3   3   3   1   --   14
      10   4   4   3   3   2   --   16
      11   4   4   3   3   2   1   17
      12   5   4   3   3   2   1   18
      13   5   4   4   3   2   2   20
      14   5   5   4   3   3   2   22
      15   6   5   4   3   3   2   23
      16   6   5   4   4   3   2   24
      17   6   5   4   4   3   3   25
      18   6   6   4   4   3   3   26
      19   6   6   4   4   4   3   27
      20   6   6   4   4   4   4   28
- Grants a maximum number of sockets of each color, which can be assigned to the links freely. This number is typically slightly higher than the number of available sockets/links, so there's a bit of flexibility in the gem colors you can use. Multiclass thaumaturges add their color maximums from the different classes together.
   - Probably something like +1/1 level for pure color classes, +2/3 levels for mix color classes, and +1/3 levels for the off-color sockets. That way, all classes get +5 total socket colors/3 levels.

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Example gems:

- Double Strike: Flurry of Blows-type extra attack on a full attack, or two attacks in a standard action.
- Heavy Strike: Melee attack deals extra damage, knockback, stagger.
- Spectral Throw: Throw a melee weapon, giving it a range increment. Retain hold of your weapon, releasing a spectral copy instead. Deals damage in a line. Returns to you at the beginning of your next turn, dealing damage in a line from the end of travel towards your current position. (Return length limited by maximum throw distance, so it might not reach you if you move further away. Also, return line is limited by barriers, so it might stop before reaching you.) Damage is 1/2 of a normal thrown attack.
- Burning Arrow: Ranged attack deals half its damage as fire. May set the target on fire with thaumaturgical flames, dealing additional fire damage per round.
- Glacial Hammer: Melee attack deals half its damage as cold. Spreads icy ground around the target's space.
- Viper Strike: Melee attack deals half its damage as acid. Leaves acid behind that deals additional acid damage per round. Poisons on the weapon use the skill's save DC instead of their own if higher.
- Fireball: Targets as a splash weapon (ranged touch attack), dealing damage in an area around its impact location. Direct hit causes Ref save vs. being set on fire.

- Chance to Bleed Support: Supported attack skill leaves a bleeding wound, dealing additional damage per round.
- Ruthless Support: Every 3rd use of supported melee attack skill in an encounter deals increased damage, has higher save DC, and can stagger on a failed Fort save. If the skill already causes stagger, upgrades the stagger to daze if the target fails a second save.
- Onslaught Support: Gain haste effect for a round or two when land a killing blow on an enemy with supported skill.
- Pierce Support: Supported projectile attack skill continues on in a line after striking the first target, attacking the next target in the line with a penalty on the attack roll.
- Elemental Proliferation Support: ... (May not work unless we convert PoE ailments to D&D.)
- Lesser Poison Support: Supported skill deals additional acid damage. Poisons applied with the skill have +2 to their save DC.
- Arcane Surge Support: Track the mana you spend on supported spell skill during the encounter. Once it reaches a certain limit, subsequent casts of it gain bonuses and you gain bonus mana regeneration rate.

- Melee Splash Support: Supported melee strike skill deals damage in an area around the target when it hits equal to 1/2 the damage the initial hit dealt. Reflex negates, DC is equal to the attack roll.
- Maim Support: Supported attack skill can cause struck targets to have -10-foot penalty to movement speed and -2 penalty to AC.
- Lifetap Support: Supported skills spend HP instead of MP. Supported skills deal extra damage while on low life.
- Combustion Support: Supported skills deal set on fire anyone that took fire damage from the initial hit (Ref negates). Creatures burning this way have -5 to fire resistance and have a higher DC to put themselves out for 3 rounds.
- Added Lightning Damage: Supported skills deal extra damage. Half of the damage from damage power is electricity damage.
- Added Cold Damage: Supported skills deal extra damage. Half of the damage from damage power is cold damage.
- Added Fire Damage: Supported skills deal extra damage. Half of the damage from damage power is fire damage.

60
Let me know when you're ready for me to look over the Gladiator.

Hey look at that, I guess you're ready!  ;)  (I realized after I typed this up that I gave input on it a couple of years ago, I guess that makes my joke less amusing.)

I'm not going to look at modules right now, I don't have the time. 


This looks like it's using the Energy Warrior chassis so that's what I'll be comparing it to if I think anything looks off.

Same chassis, similar concept in being a fighty type. Exo gladiator's more down-to-earth with gritty and brutal fighting compared to the energy warrior's flashier science-fantasy aesthetic.

Quote
Can you attach/remove an exograft to/from yourself?

The intent is that it should be the same as applying a graft in that regard, which means yes. The Cybernetic Grafter feat (and other grafter feats I referenced way back when) specifically says that you can apply grafts to yourself, in addition to others. That said, exografts aren't grafts, so that's another thing that needs to be made explicit.

Quote
I had a question about exografts but actually reading that section answered it (I had originally skimmed, there are a lot of paragraphs).

Yeah. That section kind of got away from me since grafts are rather complicated. While exografts are armor and aren't grafts, they still function a bit like them in enough ways that it felt worth spelling out as much as possible.

Quote
It would make me happy if Energized Exograft specifically said what the enhancement bonus was for (aka armor class) since it is also the modules kind of and you know I like being super specific.

Exografts are armor. The intent is that it's the same as a normal enhancement bonus on a +1 to +5 armor, the same as magic vestment grants. It's also the same wording used for the Power Suit module. It's also similar to the Energy Warrior's 3rd-level Energy Beam upgrade, although there are some nuanced differences.

I'll probably switch it over to the Energy Warrior's ability's wording. "Beginning at 3rd level, while your exograft module is activated, your exograft gains an enhancement bonus equal to the amount of energy allocated to your exograft module. You must have an attached exograft in order to use this ability."

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For neural override, "Your exograft still allows you to take actions that you would find preferable to taking no action at all." is a little confusing because if you are charmed then you would find taking actions commanded by the charmer to be preferable to taking no action at all.

It's not making you act according to how you want to act in the moment under the effect's influence. It's supposed to be emulating your normal mental state for that decision-making. I'll add something like "were you in your normal mental state" to that overriding mind-affecting influence section to make it clear, since otherwise it only mentions that sort of thing in the fluff paragraph.

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The Warforged ACF is neat.

:)

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Okay, the whole class is nice and I like natural weapons and the concept is cool but I fell like it's missing something.  I have no idea what that something is, maybe it's in the modules.

Not surprising, since I've had a similar feeling. It's a bit of that Barbarian/Fighter "hit it hard" syndrome where the class's fantasy is just brute force and its abilities don't touch quite enough on anything beyond that. The wide variety of effects that modules offer will alleviate that somewhat, but the module list and most of the exograft modules are specifically tuned towards that concept.

I might direct you to the Grafted Origin features buried deep in the notes at the end of http://minmaxforum.com/index.php?topic=3381.msg348079#msg348079. I was toying with them to fill some dead levels, add some abilities along a different conceptual axis, and give the class a little more baked-in flavor.

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