Author Topic: Domeskipper [base] (Magipunk)  (Read 11295 times)

Offline sirpercival

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Domeskipper [base] (Magipunk)
« on: January 01, 2012, 11:09:39 AM »
Wheee, almost done with the Magipunk base classes.  As always, this is a WIP.  Many thanks to Garryl for allowing me to "borrow" some of his ideas for an unfinished homebrew.  :)

DOMESKIPPER


Picture credit: Google Image Search
   
"Let me tell you how this is gonna go.  You're gonna buy the equipment I tell you to buy.  Then I'm gonna teach you how to use it.  You'll sleep with it, eat with it, bring it to your mother's birthday party.  Then, when I decide you're ready, I'll take you out into the Wilds, and we'll find us a dragon... and you'll shoot it in the goddamn face.  Now is that something you'd be interested in?"
-Marcus Darby, domeskipper and big game hunter

A domeskipper can be a glamorous celebrity, leading safaris of nervous rich folk into the Wilds to hunt dangerous creatures.  Or, he could be an outcast, exiled from the cities and forced to adapt to life in the wilderness.

MAKING A DOMESKIPPER
Short description of play style.
Abilities: The important abilities and why they are important.
Races: Any.
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.

Class Skills
The Domeskipper's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Profession (Wis), and Stealth (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Table: The DomeskipperHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6


Special
Animal companion, Track, wild empathy
1st favored enemy
Endurance
Woodland stride
2nd favored enemy
Surefooted, trained for war
Swift tracker
3rd favored enemy
Evasion
Trackless step
4th favored enemy
Good breeding
Camouflage
5th favored enemy
Improved evasion
Hide in plain sight
6th favored enemy
Primal awakening
Consummate hunter
7th favored enemy, stance mastery

Maneuvers
Known
3
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13

Maneuvers
Readied
3 (2)
3 (2)
3 (2)
4 (2)
4 (2)
4 (2)
4 (2)
4 (2)
4 (2)
5 (3)
5 (3)
5 (3)
5 (3)
5 (3)
6 (3)
6 (3)
6 (3)
6 (3)
6 (3)
7 (4)

Stances
Known
1
1
1
2
2
2
2
2
2
3
3
3
3
3
3
4
4
4
4
4

Weapon and Armor Proficiencies: A domeskipper is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers.  The disciplines available to him are Falling Star, Essence of Gaia (see below), Tiger Claw, and White Raven.  At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. 

Whenever the domeskipper expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a recovered, readied maneuver to his animal companion.  Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the domeskipper. 

Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended.  Both the domeskipper and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Animal companion (Ex): A domeskipper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.  This animal is a loyal companion that accompanies the domeskipper on his adventures as appropriate for its kind.

A 1st-level domeskipper's companion is completely typical for its kind except as noted below. As a domeskipper advances in level, the animal’s power increases as shown on the table. A domeskipper's effective level for the purposes of his animal companion is either his domeskipper level (including effects that modify his effective domeskipper level) or his initiator level (including effects that modify his effective initiator level), whichever is greater.  If a domeskipper releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours. 

A domeskipper of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s domeskipper level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s domeskipper level and compare the result with the domeskipper level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the domeskipper's effective level to 0 or lower, she can’t have that animal as a companion.)

Track: A domeskipper gains Track as a bonus feat.

Wild empathy (Ex): A domeskipper can improve the attitude of an animal. This ability functions just like a Negotiation check made towards a person. The domeskipper rolls 1d20 and adds his domeskipper level and Charisma modifier to determine the wild empathy check result.  The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".

To use wild empathy, the domeskipper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.  A domeskipper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Favored Enemy (Ex): At 2nd level, a domeskipper may select a type of creature from among those given on this table. The domeskipper gains a +2 bonus on Natural Lore, Negotiation, Persuasion, and Perception checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the domeskipper may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the domeskipper chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the domeskipper's bonuses do not stack; he simply uses whichever bonus is higher.

Endurance: A domeskipper gains Endurance as a bonus feat at 3rd level.

Woodland Stride (Ex): Starting at 4th level, a domeskipper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.  However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
 
Trained for war: At 6th level, a domeskipper's animal companion gains the Warbeast template.

Surefooted (Ex): Beginning at 6th level, a domeskipper is well acquainted with the dangers of unstable ground.  He no longer takes any penalty to Acrobatics or Stealth checks from broken terrain or stairs.  He also does not need to make a DC 10 Acrobatics check when running or charging down a steep slope.

Swift tracker (Ex): At 7th level, a domeskipper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Beginning at 9th level, a domeskipper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the domeskipper is not wearing heavy armor. A helpless domeskipper does not gain the benefit of evasion.

Trackless step (Ex): Starting at 10th level, a domeskipper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Good breeding: At 12th level, a domeskipper's animal companion gains the magebred animal template.

Camouflage (Ex): A domeskipper of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved evasion (Ex): At 15th level, while a domeskipper still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless domeskipper does not gain the benefit of improved evasion.

Hide in plain sight (Ex): While in any sort of natural terrain, a domeskipper of 16th level or higher can use the Hide skill even while being observed.

Primal awakening: At 18th level, a domeskipper's animal companion gains the Feral template (Savage Species pg 115).

Consummate hunter (Ex): Beginning at 19th level, whenever a domeskipper initiates a maneuver against one of his favored enemies, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion.  The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the domeskipper when the companion initiates a maneuver against one of the domeskipper's favored enemies.

Stance mastery (Ex): At 20th level, a domeskipper can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

PLAYING A DOMESKIPPER
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
 Resources: What resources might a member of this PrC be able to draw on..

DOMESKIPPER IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

DOMESKIPPER IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.


EPIC DOMESKIPPER

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
« Last Edit: January 15, 2012, 02:17:15 PM by sirpercival »
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Offline sirpercival

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Re: Domeskipper [base] (Magipunk)
« Reply #1 on: January 01, 2012, 11:10:29 AM »
The Domeskipper's Animal Companion
A domeskipper's animal companion is different from a normal animal of its kind in many ways. A domeskipper's animal companion is superior to a normal animal of its kind and has special powers, as described below.


Class
Level

Bonus
HD
Natural
Armor
Adj.

Str/Dex
Adj.

Bonus
Tricks


Special
1st-2nd+0+0+01Link, share stance
3rd-5th+2+2+12Evasion
6th-8th+4+4+23Devotion
9th-11th+6+6+34Multiattack
12th-14th+8+8+45    --
15th-17th+10+10+56Improved evasion
18th-20th+12+12+67 --

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.
  • Class Level -- The character’s domeskipper level. The domeskipper's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
  • Bonus HD -- Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to 3/4 of the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adj. -- The number noted here is an improvement to the animal companion’s existing natural armor bonus.
  • Str/Dex Adj. -- Add this value to the animal companion’s Strength and Dexterity scores.
  • Bonus Tricks -- The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the domeskipper might choose to teach it (see the Animal Affinity skill). These bonus tricks don’t require any training time or Animal Affinity checks, and they don’t count against the normal limit of tricks known by the animal. The domeskipper selects these bonus tricks, and once selected, they can’t be changed.
  • Link (Ex) -- A domeskipper can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Animal Affinity skill. The domeskipper gains a +4 circumstance bonus on all wild empathy checks and Animal Affinity checks made regarding an animal companion.
  • Share Stance (Ex) -- At the domeskipper option, he may have any stance he enters also affect his animal companion, whenever the companion is within 5 feet.
  • Evasion (Ex) -- If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
  • Devotion (Ex) -- An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Multiattack -- An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
  • Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions
(click to show/hide)



Domeskipper ACFs

Atlantean Domeskipper
(click to show/hide)

Evernight Domeskipper
(click to show/hide)

Jarrashi Domeskipper
(click to show/hide)

North Domeskipper
(click to show/hide)
« Last Edit: January 30, 2013, 02:51:23 PM by sirpercival »
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Offline sirpercival

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Re: Domeskipper [base] (Magipunk)
« Reply #2 on: January 01, 2012, 11:10:37 AM »
This discipline is for any character that has an Animal Companion or Wild Cohort [henceforth referred to as "partner"].  Other things (like Special Mount, Psicrystal, or Familiar) work just fine, but the nature flavor of the rest of the abilities works best with druids & rangers.

It also uses Rushes.


Martial Discipline: Essence of Gaia

Essence of Gaia maneuvers are about mastering the network of life about you to gain advantage over your enemies. Practioners understand the sublime grace and worldchanging power that nature has, and strive to emulate and control it. Working in conjunction with their animal companion, they know that nature is not always about brute force. Like nocturnal hunters, they employ stealth to surround and ensnare their foes before moving in for the kill with the swift efficiency of the preadator.

Associated weapons: All axes, all spears, scythe, sickle, quarterstaff, and natural weapons.
Key skill: Animal Affinity [a.k.a. Handle Animal].

Whenever mention is made of "your partner", this refers to any companion you've gained through class features and feats other than Leadership, the Thrallherd class, and their derivatives.  Common examples include:
  • Animal companion
  • Familiar
  • Companion gained via the Wild Cohort feat
  • Psicrystal
  • Special Mount
Maneuver and Stance List

1st level
Call of Vines -- Strike.  Enemy is entangled by plant growth for 1 round.
Distraction --  Boost.  Target provokes AoO from your partner.
Grasp of the Bear -- Strike. Make a successful melee attack with improved grab.
Stalker in the Wilds -- Stance.  Gain sneak attack +1d6 while in natural settings.

2nd level
Defensive Partnership -- Counter.  Your partner attacks an opponent who just struck you.
Dual Movement -- Rush. Swap places with partner.
Lend Strength -- Boost. Increase partner's size by 1 category for 1 round.
Venomstrike -- Strike.  Make a melee attack which poisons your target.

3rd level
Gaia Infusion -- Stance.  Gain +2 to Str, Dex, and Con.
Gecko Run -- Rush. Move as if via spider climb.
Lessening Strike -- Strike. Reduce opponent's size by 1 category for 1 round.
Listen to the Earth -- Stance.  Gain tremorsense.

4th level
Constricting Vines -- Strike.  Opponent is grappled by plant life for 1 round.
Wild Reposition -- Boost.  Your partner moves up to its speed.
Wolfpack Harry -- Strike. Both partners make single attack.

5th level
Arboreal Charge -- Strike.  Charge in one tree and out another.
As the Wilds -- Stance.  Gain plant immunities, lose speed and Dex.
Defensive Partnership, Greater -- Counter.  Your partner attacks an opponent who is about to strike you, may interrupt attack.
Lend Might -- Boost.  Increase your partner's size by 2 categories for 1 round

6th level
Diminishing Strike -- Strike. Reduce opponent's size by 2 categories for 1 round.
Venomstrike, Greater -- Strike.  Make a melee attack which poisons your target with a more virulent poison.
Wild Assault -- Boost.  Partner makes single move + attack.

7th level
Inflict Transformation -- Strike.  Opponent is affected by baleful polymorph.
Vinefury Strike: Strike.  Opponent is grappled and pinned by plant life indefinitely.
Wild Cavalry -- Boost.  Partner makes a charge attack.

8th level
Arboreal Evasion -- Counter.  Immediate-action transport via plants.
Gaian Intellectus -- Stance.  While in natural terrain, know the position of every living thing w/in 60 feet; find the path to places in natural terrain.
Stoneform Strike -- Strike.  Make an attack which inflicts petrification.
Wolfpack Unison -- Strike.  You and your partner each make a full attack.

9th level
Sublime Unison -- Strike.  You and your partner each initiate a strike you know (which total to 9 levels).

Maneuver and Stance Descriptions
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(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
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(click to show/hide)


Gaian Retribution
You and your partner protect each others' backs.
Prerequisite: One Essence of Gaia stance.
Benefit: Whenever an opponent successfully deals damage to you, if you are in an Essence of Gaia stance, your partner gains a +1 morale bonus to attack and damage per 10 points of damage dealt.  This bonus only applies to attacks against that opponent, and lasts for 1 round.  You gain the same benefit whenever you are in an Essence of Gaia stance and an opponent successfully deals damage to your partner.  You and your partner must both know which opponent caused the damage to gain the benefit of this feat.
« Last Edit: August 12, 2014, 10:42:54 AM by sirpercival »
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Offline sirpercival

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Re: Domeskipper [base] (Magipunk)
« Reply #3 on: January 01, 2012, 07:22:36 PM »
Domeskipper Feats

Battering Ram
You and your animal companion are practiced jousters.
Prerequisites: Animal companion, Ride Like The Wind.
Benefit: Whenever you are mounted on your animal companion, you can make a full attack at the end of a mounted charge.
Special: This feat counts as Spirited Charge for the purposes of meeting prerequisites.
Normal: You can only make a single attack if your mount moves more than 5 feet.

Hunter's Mark
Your animal companion follows your lead when attacking enemies
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.

Marked For Death
When you shoot your opponent, your animal companion finishes the job.
Prerequisites: Animal companion, Hunter's Mark, Slayer's Mark.
Benefit: Whenever you successfully confirm a critical hit with a ranged attack against an opponent, all of your animal companion's attacks against that opponent are automatic critical threats for 1 round.

Nature Link
Your animal companion is just as good at dealing with nature as you are.
Prerequisites: Animal companion, Woodland Stride class feature.
Benefit: As long as your animal companion is within 60 feet of you, it gains the benefit of your Woodland Stride class feature, as well as your Surefooted and/or Trackless Step class features if you have them.

Ride Like The Wind
You like to ride your animal companion like a circus pony.  Which it very well may be.
Prerequisites: Animal companion, Mounted Combat.
Benefit: You can take 15 on Animal Affinity checks made to ride your animal companion.  In addition, whenever you are mounted on your animal companion, its base speed increases by 10 feet.
Special: This feat counts as Ride-By Attack for the purposes of meeting prerequisites.

Slayer's Mark
Your animal companion hits harder when you point the way.
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.
« Last Edit: July 19, 2012, 11:11:14 AM by sirpercival »
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Offline Nanshork

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Re: Domeskipper [base] (Magipunk)
« Reply #4 on: January 02, 2012, 03:56:15 PM »
I just want to say that I like the focus on the animal companion and the maneuver recovery system.

Offline Garryl

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Re: Domeskipper [base] (Magipunk)
« Reply #5 on: January 03, 2012, 12:20:13 AM »
Wheee, almost done with the Magipunk base classes.  As always, this is a WIP.  Many thanks to Garryl for allowing me to "borrow" some of his ideas for an unfinished homebrew.  :)
I'm just glad it found a good home.

Quote
Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers.  The disciplines available to him are Desert Wind, Falling Star, Tiger Claw, and White Raven.  At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. 

Whenever the domeskipper performs a maneuver, it remains granted (but expended) for 1 round, and then is granted as a readied maneuver to his animal companion; whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, and then is granted as a readied maneuver to the domeskipper.  Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended.

If the animal companion is granted a maneuver it cannot use (such as a Falling Star strike for a companion which cannot perform ranged attacks), it can expend the maneuver as a swift action with no effect.

"Performs a maneuver" should be either initiates or expends, I think. I'm not sure "perform" is a term ever used with respect to the use of maneuvers. Expends is probably better, in the case of effects that require expending a maneuver without initiating it so that the maneuver doesn't get lost and unrefreshable. Plus, you refer to the order maneuvers are expended at the end of the paragraph.

When the maneuver is granted to the animal companion (or vice versa) it should be withheld from the initiator so that other means of refreshing don't let both have access to it at once. Either way, most maneuver-refreshers also grant the maneuver if applicable. Ugh, complications. It should still be as okay either way, I guess.

Maneuvers should be refreshed and granted, not just granted (otherwise they'd still be expended, and thus unusable).

The ability to expend a maneuver to no effect (other than allowing refreshing) should be available to both animal companion and Domeskipper (so that a ranged domeskipper can let his companion refresh melee maneuvers without putting himself in harm's way). There's no real reason to require the inability to use the maneuver as a prerequisite to uselessly expending it as a swift action, though, I'd think.

Given the importance of the animal companion to the maneuvers, I still think that the companion's benefits should use the higher of effective Druid level or initiator level (as I believe I had in the original draft of my brew). On the other hand, that may make Domeskipper too good of a 1 level dip. On the other other hand, it's not doing more than the Wild Cohort feat.

Magebred is a nice template to add on. I hadn't known about it until now, but it fits quite nicely.

Offline sirpercival

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Re: Domeskipper [base] (Magipunk)
« Reply #6 on: January 03, 2012, 07:52:40 AM »
I've made the changes you suggested.  One helpful fix for the EDL/IL 1-level dip conundrum is that I made it so things that affect EDL don't help if your IL is higher.  Essentially, if you take domeskipper as a 1-level dip to grab a pretty good animal companion, taking Natural Bond won't help you past level 8.
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Offline Garryl

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Re: Domeskipper [base] (Magipunk)
« Reply #7 on: January 03, 2012, 11:14:13 AM »
Perfect.

The text for the companion expending maneuvers to grant to the domeskipper is off.

Quote
Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a refreshed, readied maneuver to the domeskipper.

Should be "after which it is withheld from the companion".

Offline sirpercival

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Re: Domeskipper [base] (Magipunk)
« Reply #8 on: January 03, 2012, 11:32:55 AM »
Oops, I'll fix that.  Another note -- this is the only ToB class in Magipunk (at the moment, at least), so there's no other recovery mechanism available.  That should also help with clearing up confusion.

EDIT: I think I'm going to write a nature-based discipline for this.  I've never written a discipline before... wish me luck!

EDIT2: Any ideas on 19th & 20th level abilities?
« Last Edit: January 03, 2012, 12:07:45 PM by sirpercival »
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Re: Domeskipper [base] (Magipunk)
« Reply #9 on: January 03, 2012, 04:03:08 PM »
Oops, I'll fix that.  Another note -- this is the only ToB class in Magipunk (at the moment, at least), so there's no other recovery mechanism available.  That should also help with clearing up confusion.

I was referring to things like the Sudden Recovery feat (which technically wouldn't apply because WotC's writers rarely if ever plan for expansion in their text and Crusaders are the only ones who use granted maneuvers in ToB).

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Re: Domeskipper [base] (Magipunk)
« Reply #10 on: January 04, 2012, 03:14:46 PM »
OK, I added 19th- and 20th-level abilities.
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Re: Domeskipper [base] (Magipunk)
« Reply #11 on: January 26, 2012, 10:54:25 AM »
Are you still working on Discipline of Gaia?

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Re: Domeskipper [base] (Magipunk)
« Reply #12 on: January 26, 2012, 11:05:48 AM »
Yeah, I have no idea what to put as a 9th-level ability, and I haven't written up the maneuvers in detail.  All I have worked out is posted above.

I figured the skill would be Natural Lore, and the weapons would be Scimitar, Scythe, Natural Attacks, and then some others maybe.
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Re: Domeskipper [base] (Magipunk)
« Reply #13 on: July 18, 2012, 04:27:12 PM »
I just noticed, the Domeskipper animal companion has Share Spells in its table and Share Stance in its text.

Also, maybe a feat to share Trackless Step and some of the other class features with your companion?

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Re: Domeskipper [base] (Magipunk)
« Reply #14 on: July 18, 2012, 06:50:49 PM »
I just noticed, the Domeskipper animal companion has Share Spells in its table and Share Stance in its text.
Fixed.

Quote
Also, maybe a feat to share Trackless Step and some of the other class features with your companion?
Wow, do I really not have any Domeskipper feats yet?  Oops...

Yes, that would be a great feat.  I'll write it up, plus some more if I can think of them.
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Re: Domeskipper [base] (Magipunk)
« Reply #15 on: July 18, 2012, 08:05:12 PM »
Added 3 domeskipper feats.  Any ideas for more?
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Re: Domeskipper [base] (Magipunk)
« Reply #16 on: July 18, 2012, 08:44:04 PM »
Maybe something to add synergy between a gunslinging Domeskipper and his melee companion?

Hunter's Mark - Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.
Marked for Death - Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.

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Re: Domeskipper [base] (Magipunk)
« Reply #17 on: July 19, 2012, 10:56:40 AM »
Maybe something to add synergy between a gunslinging Domeskipper and his melee companion?

Hunter's Mark - Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.
Marked for Death - Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.

Nice!  I like 'em.

EDIT: added those two and one more (I used Marked for Death for the new one, and Slayer's Mark for the second of yours).
« Last Edit: July 19, 2012, 11:11:43 AM by sirpercival »
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Re: Domeskipper [base] (Magipunk)
« Reply #18 on: January 30, 2013, 02:51:58 PM »
Added a new ACF for the Domeskipper.
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