Thank you for the explanation! I presume than that we will just be leaving it as is, since it is not costing us anything, so whatever marginal benefits it provides is still a net gain?
Talon has disallowed PF, unfortunately. Akashic Back Up Monk is a hell of a standby, eh?
Didn't know the Vigilante.
To wit, people over GiantITP (where he posted it first) are really keen on Wildshape, and for good reason. Wildshape Ranger is full BAB, good HP, two good saves, a lot of skill points and some neat add ons like Animal Companion and Evasion. You can enter two very good PrCs with it: Master of Many Froms and Warshaper.
Talon suggested Wildshape Monk, for the neat monk ACFs.
So popular is the option that people are calling it Team Animorphs
Praetori Template (LA+2)
Called an abomination by some and a wonder by others, none can deny the sheer scope of what magic has wrought upon those called Praetori. Deep in the bowels of the imperial Flesh Forges, these men and women have undergone a process that changed their very beings. Infused with arcane energies, their flesh torn apart and replaced with something inhuman, few are those who would dare to walk this path and fewer even those deemed strong enough and mind and body to endure it. If it is a blessing or a curse that they received, many would argue about, but none can deny the might bestowed upon the Praetori.
The Process
Not every potential candidate is equally suited to become a Praetori. Beside purely medical concerns, such as good health and compatibility with the procedure, there is also the issue of the mental strain put on the potential Praetori during the process. Thus before the actual work can even begin, the prospective's are put through detailed physical and psychological evaluation to ensure their suitability. Allegedly, these tests are also meant to gauge the spiritual durability of a subject, as some claim that a healthy body alone is not sufficient to survive the process, but that it takes a strong soul to become a Praetori.
Once the suitability of a subject has been established, the fleshcrafters begin to grow a series of symbiotic implants from samples that have been taken from the subject. These implants are carefully tailored to each subject and can only be successfully implanted into the donor, as they would cause a likely lethal reaction for any other recipient. Most of these implants are set into skin, muscles, bones and ligaments, while a few more are grafted directly to internal organs and into the base of the skull. Bodily, this is the most taxing stage, requiring not only a skilled fleshcrafter but also major healing magic to keep the Praetori alive while his body adjusts to the hundreds of minor grafts it has received.
With the implants in place, the candidate is then placed in a womb-like tank, where he will remain unconscious. In this time, he is fed a mixture of alchemical reagents, nutrients and even dissolved metals, allowing the implants to grow and fully fuse with his body. At first, the internal organs are subsumed by the grafts and in some cases outright replaced by more efficient replacements that are necessary to support the altered physique of the Praetori. Once the new organs begin to function, the implants in other tissues will begin to grow. Bones begin to increase in size and add traces of Adamantine to their structure, muscles become larger and denser, and skin turns thicker and almost leather like.
At the same time, the subject also receives a mixture of both arcane reagents and an infusion of Essence of Order. Under the careful guidance of a skilled mage, these energies allow the implants to manifest effects that are not purely physical in nature. They enhance the body and mind of the Praetori, grant him some magical abilities and even make them highly resilient to other magics cast at them. It is this part of the process that is mentally the most taxing, as even in their unconscious state, many volunteers report to have some recollections of this work being done on them. For most, this is just a vague feeling of unease, though others report true dread if not outright nightmares and visions plaguing their sleep. While technically not necessary for the process, this fact is the reason why most facilities have mages on staff who are capable of traversing the dreamscape to minimize these side-effects.
In total, this process takes roughly a month, after which the fully fledged Praetori awakens on his own and can leave the tank. However, while the alterations might be done, for most candidates this just means the beginning of a grueling training as they are drilled to become some of the most elite fighters of the entire Imperium.
Creating a Praetori
"Praetori" is an acquired template that can only be added to human creatures. To gain it, the creature must undergo a lengthy series of surgeries and arcane treatments in a specially outfitted facility, usually a full Flesh Forge, and staffed with skilled fleshcrafters and mages. Not every human is compatible with these processes. If a given character can receive this template must be decided by the DM. It costs either 4,500 IM and 40 lb. of Adamantine, or 7,700 IM to apply this template to an existing character, though usually, it will take more then gold to convince the owner of the facility to grant this template to someone.
The Praetori gains the following effects:
Effects
Defensive:
+7 NA
DR 2/-
at 5 HD, add DR 5/Chaotic
at 10 HD, add DR 10/Chaotic
Light Fortification (gain Fast Healing 3 when it fails for a number of rounds, equal to the CON modifier; duration stacks)
Resistance to Fire, Cold, Acid 5, becomes 10 at 5 HD and 15 at 11 HD
SR 7 + HD
Saves:
+4 on saves against Mind-Affecting effects
+2 on Reflex saves
Attributes:
+4 Enhancement bonus to all attributes
Senses:
Darkvision (120 ft.)
+2 to Spot and Listen
Scent (Ex)
Other:
+2 on Initiative
unarmed attacks deal lethal damage
proficiency with all Simple and Martial Weapons, all Armor and all Shields
Monkey Grip as a Bonus Feat
Special Abilities:
Searing Hands (Su)
The hands of the Praetori have been adjusted to allow him to shape a minor bit of magic in the form of manifesting heat and flames. This effect is strong enough to deal grievous harm to anyone he touches and can even be used to sheath weapons in flame for a short moment. As a swift action that does not provoke attacks of opportunity, they are able to cause their fists to glow white hot, allowing both their unarmed attacks or any metal melee weapon wielded, to do an additional 1d6 points of fire damage. Anyone or anything struck by this ability must make a Reflex save, DC 10 + 1/2 Hit Dice + Constitution Modifier, or be set on fire for 1d6 points of damage per round.
Cost:
4,500 IM
40 lb. of Adamantine
Hardened Body (Ex)
Much of the effort put into the alterations of a Preatori are meant to protect him from physical harm, be it the blade of a soldier or the ravages of spellfire. Their skin is thicker and tougher, often being likened to leather, and their bones are hard enough that a steel sword would break before it could cut it. Even their very organs, be it lung, heart, liver or other have been hardened against attack and given the means to rapidly heal themselves, making even a gaping chest wound only a minor concern for a Praetori.
A Praetori gains +7 Natural Armor, which stacks with all other sources of Natural Armor, and a Damage Resistance of 2/-. Furthermore, the skin is supernaturally resilient to the elements, granting the Praetori an Energy Resistance of 5 against Fire, Cold and Acid. This becomes Energy Resistance 10 at 5 HD and 15 at 11 HD.
He furthermore gains Light Fortification (25%) and whenever the check for this ability fails, the Praetori gains Fast Healing 3 for a number of rounds equal to his Constitution modifier as his body rapidly attempts to repair the damage done. Should this ability be triggered a second time while already active, the duration of the effect is extended by a number of rounds equal to his Constitution modifier.
Lastly, all unarmed attacks made by a Praetori deal lethal damage.
Arcane Resilience (Su)
By fusing their flesh with magic energies and empowering them with the very essence of Order, a Praetori becomes much more resilient to both magical and mundane attacks. As long as the Praetori lives, his augmentations provide him with natural wardings against physical and arcane attacks, their naked skin becoming able to turn away blades and even powerful spells with ease. As a side effect though, each Praetori gives off a aura of Law as if he were a Lawful Outsider, regardless of his actual alignment. Furthermore, by using Detect Magic or a similar effect and studying them for 1 minute, faint traces of the magic bound to them can be made out, revealing their nature as augmented humans on a DC 20 Knowledge: Arcana check.
A Praetori gains Spell Resistance equal to his HD + 7 and a Damage Reduction of 5/Chaos at 5 HD, which becomes 10/Chaos at 11 HD. This DR does not stack with the effect of Hardened Body, but should this DR be pierced, Hardened Body applies normally.
With some training, the Praetori can learn to also use this magical power actively. He can use Smite Chaos, Cure Serious Wounds and Remove Disease once per day each as a SLA, with a Caster Level equal to his Hit Dice.
More the Human (Ex)
The magic bound to their flesh has enhanced the bodies of the Praetori in many way, some very obvious, others very subtle. On average, they are a foot taller then a normal human, with some rare individuals growing almost as large as Minotaurs. This sometimes makes people believe them to be nothing but dumb brutes, yet the process that made them has also greatly increased their mental faculties and especially their ability to resist attacks on their minds.
A Praetori gains +4 to all attributes. This bonus inherent and can't be dispelled or suppressed, but counts as a Enhancement bonus for the purpose of stacking Bonuses. Their reflexes are also much faster then that of normal humans, giving them a +2 Competence Bonus on Reflex Saves and Initiative. Lastly, they gain a +4 Competence Bonus on all Will saves against Mind-Affecting effects.
Enhanced Senses (Ex)
During the transformation process, the eyes, ears and noses of a Praetori are almost entirely replaced by grafted tissue. This gives them much sharper senses then normal humans, heightening especially their abilities to see in the dark and granting them a sense of smell that can rival a hunting dog. As a side-effect, Praetori sometimes express odd mutations in those organs, such as pointed ears or strange eye colors. This happens more often if the recipient has some non-human heritage, such as draconic or Outsider ancestors.
A Praetori gains a +2 Competence Bonus on Spot and Listen checks, Darkvision out to 120 ft. and the Scent ability.
Heart of Flame (Su)
Burning within the augmented heart of each Praetori is a spark of Draconic flame. At rest, this flame is little more than an ember waiting to be fanned into a raging inferno. As a Swift Action, the Praetori can cause this flame to erupt, allowing them to channel a limited form of Draconic magic for a short period of time (up to one round per 2 Hit Dice, plus one round per point of their Constitution modifier). Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used. When their Heart of Flame is active, a Praetori's eyes glow like white hot coals and magical fire wreaths their extremities. Any Unarmed Attacks they make during this time inflict +1d6 Fire damage and their Resistance to Fire damage increases by 10 points.
Special: The magic of the Heart of Flame reacts especially well to the Fire-aspected enchantments of Valyrian Steel. When a Praetori wields a melee weapon of Valyrian Steel, they may channel their fire through it, essentially granting the weapon the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian Steel shield behaves similarly, allowing the Praetori to make Flaming shield bash attacks. Valyrian Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple with the Praetori or successfully strike them with a Natural or Unarmed Attack.
Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.
Fey Alchemy:
2 Emerald Soothing (Wine)
2 Eye-Wort Brew
2 Fairy Cap (Enlarge Person)
1 Fairy Cap (Reduce Person)
Launcher Munitions:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Explosives:
x1 Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Praetorian Warlord
Alignment: Lawful Neutral Race: Human, Augmented Class:Warlord 6 (ECL 8) Feats:Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave, Praetorian Smash (Bonus Feat), Distracting Charge (Warleader), Shock Trooper, Great Cleave, Monkey Grip (Bonus Feat) Flaws:Glory-Hound, Implacable Class features:Warlord's Gambit (Brave Gambit, Unbreakable Gambit, Gatecrasher Gambit), Tactical Presence (Indomitable, Rallying), Warleader, Force of Personality, Tactical Flanker, Battle Prowess +1 (Primal Fury), Dual Boost 1/day
HP: 6d10 + 24 (62 HP) AC: 10 + 2 (DEX) + 7 (Natural Armor) + 11 (Armor) + 5 (Shield) = 35; Touch 12; Flat-Footed 33 Movement: 30ft Initiative: 2 (DEX) + 2 (Circumstance) = +4 BAB: +6 Attack: +13 / +8 - 2d8 + 8 + 1d6 Fire; 18-20/x2 Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded) Proficiencies: all Simple and Martial weapons, all armors and shields Immunities: Resistance Fire, Cold, Acid 10; DR: 2/- ; 5/Chaos SR: 7 + 6 (HD) = 13 SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos Contingency Spells: Renewal Pact; Stalwart Pact
STATS:
20 (+5) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.
SAVES: FORTITUDE: 5 + 4 (Con) + 1 (CoR, Resistance) = 10; +1 against Evil REFLEX: 2 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 7; +1 against Evil WILL: 2 + 3 (Wis) + 3 (Force of Personality) + 1 (CoR, Resistance) = 9; +4 against Mind-Affecting Effects; +1 against Evil
SKILLS: Diplomacy: 9 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 14 Intimidate: 9 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 17 Jump: 1 + 4 (Str) = 5 Ride: 7 + 2 (Dex) = 9 Knowledge (History): 8 + 1 (Int) = 9 Knowledge (War): 8 + 1 (Int) = 9 Sense Motive: 9 + 3 (Wis) = 12 Survival: 9 + 3 (Wis) = 12
Stances Known (Initiator level 3):
Level 1: Circular Stance (Scarlet Throne), Stance of Aggression (Primal Fury), Primal Warrior (Primal Fury)
Maneuvers Known (Initiator level 3):
Level 1: Panthera on the Hunt (R) (Strike, Primal Fury), Encouraging Roar (Boost, Golden Lion), Hunting Party (R) (Strike, Golden Lion), Scything Strike (Strike, Scarlet Throne), Blade of Breaking (Strike, Scarlet Throne)
Level 2: Devastating Rush (R) (Strike, Primal Fury), Regal Blade (R) (Boost, Scarlet Throne)
Level 3: Scarlet Eyes Perception (R) (Boost, Scarlet Throne), Disparity Blow (R) (Strike, Primal Fury)
Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness. Scent (Ex)
Equipment: Amulet of the Stalwart Defender:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Praetorian's Backpack: This high quality black leather backpack is emblazoned with the Praetorian crest.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what the pack contains. Retrieving any specific item from the pack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Praetorian's Belt:
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Praetorian's Boots:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Praetorian's Bracers of Quickstrike:
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Praetorian's Cloak: +1 Resistance bonus to Saving Throws
Fearsome Imperial Steel Extreme Shield (+2): Armor Bonus: 3 + 2[Enhancement], AC Penalty: -4, ASF: 10%, Weight: 25 pounds. Fearsome: +5 to Intimidate [Enhancement], can demoralize foe as Move action, Ghost Touch
Reinforced Segmented Imperial Steel Fullplate of the Commander (+2): Armor Bonus: 8 + 1[Reinforced] + 2[Enhancement], Maximum Dexterity Bonus: +2, ASF: 30%, Base Speed: 20ft, Weight: 55 pounds. Special: Commander (+2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves, -5 penalty to Hide checks), Ghost Touch
Fey Alchemy:
2 Emerald Soothing (Wine)
2 Eye-Wort Brew
2 Fairy Cap (Enlarge Person)
1 Fairy Cap (Reduce Person)
Launcher Munitions:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Explosives:
x1 Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Entirely crafted of Valyrian Steel, Praetorian Blades are to a one works of art, each forged in Dragonflame and quenched in the blood of fiends. These massive swords seem elegant in the hand of a Praetorian, but to any but those enhanced beings would be near impossible to wield one even with two hands. Praetorian Blades are always Masterwork, the cost of which is included in the price, and much of their seemingly impossible nature is a result of the material from which they're forged, Valyrian Steel granting them strength and speed beyond that of other metals. Price: 500 gp/100 IM (not counting VS cost) Type: Two-handed Melee Proficiency: Exotic Damage (M): 2d8 Damage Type: Piercing or Slashing Critical: 18-20 x2 Weapon Group: Blades, Heavy Weight: 25 lbs Qualities: If your Strength is less than 19, you take a –2 penalty on attacks with this weapon, as you're unable to maneuver its daunting size and weight. If the wilder has the feat Monkey Grip and fulfills the Strength requirement, he can wield the Praetorian Blade in one hand without penalties. This weapon is concerned a Traditional weapon of the Praetori, and one their enhancement makes them automatically proficient in.
I didn't post it here because it honestly doesn't have much to do with ASWAH... But here it is, if you think anyone in this thread would like it :
You get spellcasting levels in real life.
Spellcasting and Psionic powers do not function, nor do magic items which depend on them (or magic items generated by feats such as Ancestral Relic or Legacy Item feats). Item Familiars cannot take Weapon or Armour properties and you can't use the "enchant them yourself without all the normal prerequisites to enchanting" clause, but they can become sentient and get sentient item abilities and can of course boost your skills.
Invocations, Truenaming, Incarnum, Mysteries, Binds and other (Sp) and (Su) abilities still work - this isn't a ban on magic as a whole
Everyone who responds to this thread as well as one in a million people chosen at random receive a dream granting them power. They may shape it now (choose class levels, etc) and it will slowly happen. Effectively you set your 20 levels now but don't get them all at once.
The number of levels you receive per year corresponds to the Tier of the class you're taking. So a Tier 4 class would get 4 levels per year, and a Tier 3 class would only get 3. You still can't bypass level 20 total - lower Tier classes just get there much faster. Great for back-loaded classes!
Prestige classes are allowed. The number of levels of a PrC you can get per year is unknown (PrCs don't have clear Tiers). Perhaps it will be one level a year for a crazy strong PrC, and perhaps it will be 4 or 5 a year for a wear PrC (one a PrC that fails to change the Tier of a weak class). I'll clarify once your choice is posted in-thread.
You can still earn XP, but can't level from it. It's just there to pay XP costs, etc. Earning XP is done through milestones, and you cannot really predict them. However you are aware of your XP total. Earning XP is never fast, but it does get a little faster when your level increases.
Dragon Magazine content is allowed.
Weird abilities that aren't just class stuff (rituals to create Living Zombies or turn people into Necropolitans, Sculpt Self, etc) will require testing. Taking appropriate skill points is suggested. DCs will generally be very high for this stuff, and/or it may require years of experimentation and various difficult to acquire resources.
Alchemy and similar magical crafting will require components which are difficult to find. You can't just buy things off amazon and expect to do Alchemy or whatever.
This time around, you can have the elite array.
Leadership is allowed, but your cohort will be under the same restrictions as you (a Wizard cohort still can't cast spells, etc). At least they'll instantly get the levels they're allowed.
Your power-granting dream also comes with a vague warning that no matter what the people of earth choose to do with their new powers, things are coming... I'll post the timeline for that in a few days, so that you can make your choice with nothing more than a vague warning. You don't know what will happen, or how soon it is happening.
You don't know whether or not D&D cosmology exists, or what sent you this dream. However abilities which rely on the Shadow, Etheral and Astral Planes still function.
Tier list, reposted for convenience :
I'm obviously not posting my builds on GiTP (so please don't mention them there), but here they are :
A straightforwards Factotum 20 build, grabbing Wedded to History and Leadership of course but otherwise focusing on skills and Font of Inspiration as many times as possible. This is a "I intend to lay low for years and enjoy the small personal benefits while hoping I don't die in some crazy bullshit before I level" plan.
I pick Dragon Shaman, and max Cha. The idea here is to level as fast as possible, and to exploit Leadership to make a Tier 3 class level faster like some people on GiTP are thinking of doing. Except that here we'll exploit it better than them, because fuck Qwertus and his ridiculous/pompous "I'm a natural genius" posts.
So take Dragon Shaman (it's a solid chassis with healing, etc), max Cha, and take Leadership, Great Diplomat, and Dragon Cohort. This gives you 3 powerful Cohorts. Make one a Binder, and make sure another one can apply negative levels (let's say a Shadow Dragon, or something with a level of Soul Eater). Then use negative levels + Restoration from the Binders' summoned creatures to switch yourself into a better class than Dragon Shaman.
Ideally I'd make two of my siblings cohorts, as I'm 100% sure I could depend on them and it feels a lot less like mind control that way. I'm not mindwiping some stranger, just giving powers to someone who's already a reliable ally with a decent opinion of me. Arguably Dragon Cohort turns someone into a Dragon instead of just making one appear (following the same logic as Leadership instantly giving someone character levels) but I'll just make sure to pick a Dragon type that can take human shape again, 3.5 is full of those.
I'll be using my low-level feats for extra skill points and class skills. Dragon Shaman is a very solid chassis (healing, Endure Elements, etc) and I wouldn't hate the class during the 3 years it would take me to really get this whole mess going.
Old Dragons can take Epic feats. Therefore, if I can pump my Cha to 25 without items I can take Epic Leadership, which makes the exact same combo as last time even better because now my cohorts can get to level 19 (I'll be taking Improved Cohort) instead of 17. I can become a Dragon simply by taking three levels in the Half-Dragon savage progression. There are several ways to get Cha 25 : the bad way to do this is just to take Vow of Poverty and apply those bonuses to Cha. The good way is to take Human Paragon at low levels and then dip Dragon Devotee and Warchief (both of which I easily qualify for). The rest of the build would be a mix of Dragon Shaman and Monk. This means I'd have less healing, but far better skills than a normal Dragon Shaman. Then of course on the fourth year when I get the level 19 cohorts (who, may I remind you, can take their own cohorts) I can push the Cheese even further : make one an Incarnate who will Gate in something with a Wish or Miracle SLA (the drain+Restoration trick will provide enough XP for Gate). Use the monster's SLA to replicate the level 7 "Curse of Lycanthropy" spell, which makes me a were-bear, which qualifies me for epic feats as I now have over 20HD. You can now retrain everything as before without losing Epic Leadership (as long as you still have Cha 25), and nothing is stopping you from repeating the process on your allies to push them over level 20 too.
To keep Cha 25 despite retraining those PrCs, I'll simply have one cohort be a Warlock without PrCs. Warlocks can craft stat-boosting items easily enough. To get the necessary money to craft a +6 Cha item, I'll use the Landlord feat (nothing in the feat says you receive that wealth in cash, so why not ask to receive it in reagents?). If Landlord doesn't work (to be fair, it is stupid) just use the Incarnate with drain+Restoration for XP to get a Wish and Wish for that item.
Solid.
I agree, but sometimes short-term troubles can make long-term gains impossible, or can snowball into long-term gains for whoever is running the short-term game.
Yes. Factotum is amazing here, especially in the long term. Its slow leveling means that apart from "hide, their Divination is probably shit" it can't really compete in the first few years and is really just personal improvements, but it'll later become increasingly amazing.
Well, now that I think about it it's entirely possible to get multiple Communes a day if you can pump Knowledge (the planes) to a +30 or so and get some luck rerolls... Easier said than done, but not impossible (Marshal, feats, cohorts to stack buffs and get more daily tries). Still, that's a significant investment of resources.
Disregarding the apparent discrimination against Pathfinder classes...
I've decided that I would go with a Tier 4 class, going full 20th level Unchained Monk, with the Perfect Scholar archetype. Perfect Scholar has some neat abilities.
No Leadership feats, so no Cohort exploits, but if the greater D&D cosmology exists and we're not barred from accessing it, I can maybe get away from Earth before Bad Shit Happens.
There's nothing fancy about the Unchained Monk, but it comes with a lot of good quality of life and survival enhancing options, along with being a solid combatant that doesn't need magic gear to throw down or run the hell away if necessary.
Damn @Azel, that's some nice fluff you got there. And those class and weaponry...
But how does that translates to equipments and armoury? For such a genetically-enhanced warriors, they would also need to have Custom-made armor. A Panoply of War.
What do you have in mind...? And with what kind of material? Adamantium? Mythral? Hell-steel? Valyrian Steel? Or something more exotic?
Damn @Azel, that's some nice fluff you got there. And those class and weaponry...
But how does that translates to equipments and armoury? For such a genetically-enhanced warriors, they would also need to have Custom-made armor. A Panoply of War.
What do you have in mind...? And with what kind of material? Adamantium? Mythral? Hell-steel? Valyrian Steel? Or something more exotic?
Armor Development: Everything concerning research into new and unique armor types, be it advancing the ideas of the subdermal armor found on Varys, or something entirely new.
[] Layering the Defenses: The composite mesh recovered from Varys was truly an ingenious work... Yet based on it, even more could be achieved.
-[] Develop the Composite Armor, combining the expertise of Fey artisans, Imperial magesmiths, and Celestial spellwork to create the sort of armor that has so far no equal in the world - not hindering the wearer in any way, yet leave no gaps or chinks in his defense. Light and inconspicuous, yet stopping even the blades of demonic warriors. (Progress: 20, Cost: 90,000 IM)
[] Tireless Steel, by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
-[] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor. (Progress: 26, Cost: 140.000 IM)
-[] Continue the research into the creation of unstoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed] (Progress: 30, Cost: 20.0000)
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed] (Progress: 30, Cost: 300.000 IM)
[]Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given a certain level of secrecy, will guarantee a significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)
[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself. (Progress: 20, Cost: 60.000)
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power available. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and total destruction of the target is necessary, but no sufficient source of fire support is available. (Progress: 28, Cost: 100.000 IM)
[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very particular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assassination. "Viper's Kiss"-type Alchemical Dart would further enhance the performance by allowing unnoticeable delivery of poisons over extreme distances. (Progress: 28, Cost: 140.000 IM)
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assassination weapon - the "Deathstrike Projector". (Progress: 32, Cost: 150.000) IM
[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself. (Progress: 32, Cost: 180.000 IM)
Damn @Azel, that's some nice fluff you got there. And those class and weaponry...
But how does that translates to equipments and armoury? For such a genetically-enhanced warriors, they would also need to have Custom-made armor. A Panoply of War.
What do you have in mind...? And with what kind of material? Adamantium? Mythral? Hell-steel? Valyrian Steel? Or something more exotic?
Aside from how costly the crafting of that armor is, and how much Progress DP assigned to RAs for it - I'll have no complaints.
We can outmountain the Mountain. *snrk* Hopefully we can have some starting-tier PAs by the time we take on Westeros.
I like the Praetorians write-up.
Albeit I'm not sure on the "1 minute of watching with magic-vision to find they are enhanced humans" fluff-wise - imo, that should be ~2-3 rounds at most for given DC of 20 - their modifications really don't read as subtle to me, however efficient.
Also, the hands don't indicate for how long the target catches on fire if failing the save.
...Kinda weird to see them being all piromaniac-y like that with those hands too, but I suppose it makes sense enough with the draconic grafts from Gogossos.
@Azel, it does look a lot cleaner and less pieced together.
I've got a couple of recommendations;
1) Lose the Cure Serious Wounds and Remove Disease SLAs. I know where they originally come from and while they aren't OP by any means, they don't seem seem to fit in with the greater whole. All Praetorians should have Healing Belts, which are more versatile, as well as Alchemical stuff, like Antiplague and Antitoxin.
2) Modify the Searing Hands ability. Rather than being able to be channeled through any melee weapon, limit it to Valyrian Steel only, BUT also allow it to be channeled through their Valyrian Steel armor and shield, so that they can shield bash and inflict Fire damage, plus have their armor inflict Fire damage against anyone who grapples them, or uses a Natural or Unarmed Attack to strike them. It's always been kinda weird that the Searing Hands ability can be channeled through weapons, but it makes a certain kind of sense for it to work with VS.
Neither are deal breakers for me, though the Searing Hands change would be nice.
You've made a mistake with the Praetorian Blade, BTW. If it's made from Valyrian Steel, it will be enchanted by default, including a +2 Enhancement bonus. We could also include the Razor Sharp quality for another +1 damage.
I like the Praetorians write-up.
Albeit I'm not sure on the "1 minute of watching with magic-vision to find they are enhanced humans" - imo, that should be ~2-3 rounds at most for given DC of 20 - their modifications really don't read as subtle to me, however efficient.
Depends on the company. On Planetos the fact that they are looking as if they could tear a troll apart with their bare hands is ample reason to peg them as strange, but out in the planes? Most would think them to have Giant blood or maybe some kind of Lawful Outsider and there is that.
Also, the hands don't indicate for how long the target catches on fire if failing the save.
...Kinda weird to see them being all piromaniac-y like that with those hands too, but I suppose it makes sense enough with the draconic grafts from Gogossos.
@Azel, it does look a lot cleaner and less pieced together.
I've got a couple of recommendations;
1) Lose the Cure Serious Wounds and Remove Disease SLAs. I know where they originally come from and while they aren't OP by any means, they don't seem seem to fit in with the greater whole. All Praetorians should have Healing Belts, which are more versatile, as well as Alchemical stuff, like Antiplague and Antitoxin.
2) Modify the Searing Hands ability. Rather than being able to be channeled through any melee weapon, limit it to Valyrian Steel only, BUT also allow it to be channeled through their Valyrian Steel armor and shield, so that they can shield bash and inflict Fire damage, plus have their armor inflict Fire damage against anyone who grapples them, or uses a Natural or Unarmed Attack to strike them. It's always been kinda weird that the Searing Hands ability can be channeled through weapons, but it makes a certain kind of sense for it to work with VS.
Neither are deal breakers for me, though the Searing Hands change would be nice.
You've made a mistake with the Praetorian Blade, BTW. If it's made from Valyrian Steel, it will be enchanted by default, including a +2 Enhancement bonus. We could also include the Razor Sharp quality for another +1 damage.
1. How about limiting them to Self only? I agree that them healing others is kinda odd, but I would like to have them keep their emergency heals. Mummy Rot is a thing and belts run out.
2. It's 3:30 AM for me, so if you can provide a decent wording for that, awesome, otherwise I will have to change that tomorrow. I do agree with the idea though.
As for the blade, same 3:30 AM issue. Also pretty sure that Snowfire made those and I just copied them over.
1. How about limiting them to Self only? I agree that them healing others is kinda odd, but I would like to have them keep their emergency heals. Mummy Rot is a thing and belts run out.
2. It's 3:30 AM for me, so if you can provide a decent wording for that, awesome, otherwise I will have to change that tomorrow. I do agree with the idea though.
As for the blade, same 3:30 AM issue. Also pretty sure that Snowfire made those and I just copied them over.
Alright, I'm going to attempt actually statting out something. As this is my first time, I'm going to start with something simple: an Advanced, Magebred Hippogriff.
Speed 40 ft., fly 100 ft. (average) Melee bite +11 (1d6+6), 2 claws +11 (1d4+6) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 23, Dex 21, Con 20, Int 2, Wis 18, Cha 13 Base Atk +6; CMB +10; CMD 26 FeatsDodge, Wingover, (1 more) Skills Listen +5, Spot +9, Survival +6; Racial Modifiers +4 Spot SQ Excellent Learner, Thick Skinned
SPECIAL ABILITIES
Excellent Learner (Ex): Imperial Hippogriffs have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training an Imperial Hippogriff for a purpose takes one week less than normal, to a minimum of one week.
Thick Skinned (Ex): The natural armor bonus for an Imperial Hippogriff improved by an additional +2. (Already included)
This is almost certainly wrong, but here it is. Ability Score modifiers are bullshit.
Heart of Flame (Su): Burning within the augmented heart of each Praetori is a spark of Draconic flame. At rest, this flame is little more than an ember waiting to be fanned into a raging inferno. As a Swift Action, the Praetori can cause this flame to erupt, allowing them to channel a limited form of Draconic magic for a short period of time (up to one round per 2 Hit Dice, plus one round per point of their Constitution modifier). Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used. When their Heart of Flame is active, a Praetori's eyes glow like white hot coals and magical fire wreaths their extremities. Any Unarmed Attacks they make during this time inflict +1d6 Fire damage and their Resistance to Fire damage increases by 10 points.
Special: The magic of the Heart of Flame reacts especially well to the Fire-aspected enchantments of Valyrian Steel. When a Praetori wields a melee weapon of Valyrian Steel, they may channel their fire through it, essentially granting the weapon the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian Steel shield behaves similarly, allowing the Praetori to make Flaming shield bash attacks. Valyrian Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple with the Praetori or successfully strike them with a Natural or Unarmed Attack.
Alright, I'm going to attempt actually statting out something. As this is my first time, I'm going to start with something simple: an Advanced, Magebred Hippogriff.
Speed 40 ft., fly 100 ft. (average) Melee bite +8 (1d6+6), 2 claws +8 (1d4+6) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 23, Dex 21, Con 20, Int 2, Wis 18, Cha 13 Base Atk +7; CMB +10; CMD 26 FeatsDodge, Wingover SkillsFly +5, Perception +9; Racial Modifiers +4 Perception SQ Excellent Learner, Thick Skinned
SPECIAL ABILITIES
Excellent Learner (Ex): Imperial Hippogriffs have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training an Imperial Hippogriff for a purpose takes one week less than normal, to a minimum of one week.
Thick Skinned (Ex): The natural armor bonus for an Imperial Hippogriff improved by an additional +2. (Already included)
This is almost certainly wrong, but here it is. Ability Score modifiers are bullshit.
Looks good, dude, but I would increase their Racial HD from 3 to 6. That should only increase the CR by +1, IIRC, but it would allow for a bit more HP, higher BAB and saves, and a few more skill points.
One thing to look out for when using Pathfinder is that certain skills get combined, or simply added on, which don't exist in D&D 3.5 Perception, for example, encompasses both Listen and Spot, so for our purposes those need to be split up, while Fly isn't a D&D 3.5 skill at all, so those points are freed up for other uses.
Looks good, dude, but I would increase their Racial HD from 3 to 6. That should only increase the CR by +1, IIRC, but it would allow for a bit more HP, higher BAB and saves, and a few more skill points.
One thing to look out for when using Pathfinder is that certain skills get combined, or simply added on, which don't exist in D&D 3.5 Perception, for example, encompasses both Listen and Spot, so for our purposes those need to be split up, while Fly isn't a D&D 3.5 skill at all, so those points are freed up for other uses.