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    SE Asian Classes (New Spirit Binder version design diary)

    Kaiu Ainu / Spirit Binder

    Please note, this is the original version of the class. A different version begins on post #20.

    Spirit binders enter into deals with those from the spirit world to gain supernatural power. They are mistrusted by the general population, and must maintain a lifestyle different to others in order to remain a pure vessel for their patron spirit. Most remain on the periphery of society, but none can deny their knowledge of power.

    Game Rule Information
    Kaiu Ainu have the following game statistics.
    Abilities: Charisma governs how powerful a spell a Kaiu Ainu can cast, how many spells per day he can cast per day, and how hard those spells are to resist (see Spells, below). Like a wizard, a Kaiu Ainu benefits from high Dexterity and Constitution scores.
    Alignment: Any
    Hit Die: d4

    Class skills
    The Kaiu Ainuís class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier.

    Class Features
    All of the following are class features of the Kaiu Ainu.

    Weapon and Armour Proficiency: Kaiu Ainu are proficient with all simple weapons, but not with any armour or shield. Armour of any type interferes with a Kaiu Ainuís arcane gestures, which can cause his spells with somatic components to fail.

    Spells: A Kaiu Ainuís spells must be siphoned from the spirit realm by her proxy, a spirit creature called an Asura. Once siphoned, a spell remains set in the Kaiu Ainuís spirit mantle, like a wizardís prepared spell, until cast or until a number of hours pass equal to the Kaiu Ainuís class level. A Kaiu Ainu is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A Kaiu Ainuís proxy can siphon any spell on the Wu Jen spell list, plus any spell from the Darkness, Death, Knowledge, Luck, Magic and Trickery domain lists. But even though the Kaiu Ainu has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.
    To Learn or cast a spell, a Kaiu Ainu must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Kaiu Ainuís spell is 10 + the spell level + the Kaiu Ainuís Charisma modifier.
    Like other spellcasters, a Kaiu Ainu can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the Kaiu Ainu Advancement table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, in the Playerís Handbook).
    A Kaiu Ainu begins play knowing five 0-level spells and three 1st-level spells of his choice. At each new Kaiu Ainu level, he gains one or more new spells, as given on the Kiu Ainu Spells Known table. (Unlike Spells per day, the number of spells a Kaiu Ainu knows is not affected by his Charisma score.) These new spells may be common spells chosen from the Wu Jen or appropriate domain list.
    A Kaiu Ainu decides what spell might be useful and petitions his proxy to siphon the energy from the spirit realm. To do this, the Kaiu Ainu must summon his proxy and tell it the name of the spell he seeks. The proxy immediately departs to the spirit realm to gather the requisite spell energy.

    The proxyís success in acquiring the energy depends on the following parameters.
    ē Arcane Spell Known: To gain spell energy for an arcane spell that the Kaiu Ainu can normally cast (that is, one within her Spells known repertoire), the proxy must remain in the spirit realm for a number of rounds equal to 1d4 + the spell level.
    ē Arcane Spell Unknown: The Kaiu Ainu can cast a spell from the Wu Jen list she does not know but has seen the effects of and identified with a successful Spellcraft check. If the Kaiu Ainu seeks to cast such a spell, the proxy must remain in the spirit realm for 1d6 minutes + 1 minute per spell level. A spell so retrieved does not become learned or known for the purposes of the proxy gaining it again.
    ē Divine Spell: Retrieving a divine spell, known or not, takes a proxy 1d6 hours plus one hour per spell level. The proxy can retrieve only divine spells from the domains indicated above.

    Once a proxy is sent out to siphon spell energy, it cannot be recalled; it is gone for the duration of the search. To determine its success, the Kaiu Ainu must succeed at a DC 20 Diplomacy check, since the Kaiu Ainu is bargaining with his spiritual patron. The following modifications apply to this check.
    ē +1 bonus for every Kaiu Ainu level
    ē +2 bonus if the spell is in the spells known category (arcane only)
    ē +2 increase to the Diplomacy check DC for every level of the desired spell.
    ē +6 increase to the Diplomacy check DC if the spell is an unknown divine spell.
    ē +1 increase to the Diplomacy check DC for every increase of level caused by the use of a metamagic feat
    ē +2 increase to the Diplomacy check DC for every attempt after a failed one that the proxy makes to retrieved spell in the same day.

    If the Diplomacy check is successful, the proxy reappears within 5 feet of the Kaiu Ainu and imparts to him the power to cast the spell. If the check fails, the proxy reappears with no results. A failure by 5 or more results in the proxy being delayed for an additional 1d4 minutes.
    Spells siphoned by the proxy remain available to the Kaiu Ainu to cast for one hour per Kaiu Ainu class level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly from the Kaiu Ainuís spirit mantle.

    At 4th level and every even numbered level thereafter, a Kaiu Ainu may choose to learn a new spell in place of one she already knows. In effect, the Kaiu Ainu ďlosesĒ an old spell known in exchange for a new one. The new spellís level must be the same as that of the spell for which it is exchanged. A Kaiu Ainu may swap one spell at any given level and must take the decision at the same time as he gains new spells known for the level.

    Metamagic Feats: A Kaiu Ainu may use metamagic feats he possesses to modify the spells his proxy siphons to him. The proxy simply grants the spell with the metamagic feats applied. Unlike the sorcerer, the Kaiu Ainu does not need to take a full-round action to cast such spells.
    Bonus Language: Kaiu Dhe. The language of power and creation, this is the language Kaiu Ainu use to converse with their spirits. (In conventional campaigns, replace with the Spirit Tongue, or Celestial or Infernal depending on the nature of the Class.)

    Spell Secret: At 3rd level, and every three levels thereafter, a Kaiu Ainu can choose one spell known to him that becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The SPell's level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the Kaiu Ainu goes up in level, he can choose the same spell to be modified in different ways with multiple spell secrets. He does not need to know the metamagic feat he applies to the spell.

    Taboos: In order to maintain their supernatural power, a Kaiu Ainu must abide by certain taboos that may seem inconsequential to other characters but are vitaly important to the Kaiu Ainu. If a Kaiu Ainu violates one of his taboos, he cannot cast any more spells that day. A Kiau Ainu must choose one taboo at first level, and one additional taboo every time he learns a spell secret.

    Spirit Sight: Kaiu Ainu can see ethereal creatures (including spirits) as easily aas he sees material creatures and objects. The Kaiu Ainu can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.

    Asura proxy: A Kaiu Ainu must obtain an Asura at 1st level. An Asura proxy is an intelligent spirit creature that appears as small globe of light. The creature serves as a companion and servant to the Kaiu Ainu, and its alignment matches the Kaiu Ainu's. The summoning takes 12 hourse and consumes raw materials that cost 100gp.
    An Asura can retrieve spells for the Kaiu Ainu, as indicated above. As the Kaiu Ainu advances in level, the Asura increases in power similar to the manner that a familiar gains power. An Asura advances as a normal familiar, gaining the normal benefits described in the Familiars section on page 52 of the Player's handbook, except that its Intelligence doesn't increase. It retains its normal type.
    The penalties for the death or dismissal of the Asura are the same as a normal familiar. As a creature with the Spirit Subtype, an Asura does not need to eat, drink, or sleep. It cannot be raised or resurrected.

    A Kaiu Ainu with more than one class that grants a familiar may only have one familiar at a time.

    Please note this Asura is different from the Asura printed in the Book of Exalted Deeds.

    -----
    OK, will post the Advancement table once I figure out how to do it without it looking really sucky. Also, will post the Asura statistics.

    But for now:
    BAB: Poor (As Wizard)
    Saves: Good Will, Poor Fortitude, Reflex
    Spellcasting is apporximately the same as the Sorcerer
    Last edited by Sound of Azure; Wednesday, 14th March, 2007 at 12:54 PM. Reason: Updating
    Sound of Azure- Synaesthetic Antipodean

    Old 3rd Edition Projects
    Selan-My campaign setting based on South-East Asian themes and myths. -Please leave a comment!
    Game world and discussion Classes (Spirit Eater class under construction) Races
    Smootrk's Geisha My contributions:- The Crimson Sakura and the Tui Na Masseuse
    The Inspired Knight, the Shadowhand Banite (FR),the Spell-less Contemplative
    My re-imagining of Borble's Battle Mage is in need of feedback.
    -Please comment if you have the time. Opinions and commentary are always welcome!

 

  • #2
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    1 st post: WOOHOO
    I shall gather myself into my self again,
    I shall take my scattered selves and make them one.
    I shall fuse them into a polished crystal ball
    Where I can see the moon and the flashing sun.
    I Shall sit like a sibyl, hour after hour intent.
    Watching the future come and the present go -
    And the little shifting pictures of people rushing
    In tiny self-importance to and fro.
    -sara teasdale

  • #3
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    Asura

    Asura

    Tiny Outsider (Spirit, Extraplanar)
    Hit Dice: 1d8
    Initiative: +2
    Speed: Fly 40ft (perfect)
    Armour Class: 15 (+2 Size, +2 Dex, +1 Natural)
    Base Attack/Grapple: +1/-9
    Attack: Slam +5 melee (1d3-2)
    Full Attack: Slam +5 Melee (1d3-2)
    Space/Reach: 2 1/2 ft/ 0 ft
    Special Attacks: none
    Special Qualities: Darkvision 60ft, fetch spells, Spirit Walk
    Saves: Fort +3, Ref +4, Will +4
    Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
    Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (Arcana) +5, Listen +4, Move Silently +6, Search +5, Spellcraft +5, Spot +4, Survival +6.
    Feats: Weapon Finesse
    Environment: The Spirit Realm
    Organisation: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: As master, or Neutral
    Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
    Level Adjustment: -

    This creature seems to be nothing but a faintly glowing sphere of light.

    Asura are the manifestation of a Kaiu Ainu's pact with their patron and are formed from the essence of the Spirit Realm. Some Asura are free roaming, their master having been killed. Asura are often travelling between the Spirit realm and their master.
    Asura speak Kaiu Dhe, the language of the spirit realm. (In other campaigns they may speak the Spirit Tongue or Celestial)

    Combat
    Asura avoid combat whenever possible. When they must fight, they slam into their opponents with their bodies.

    Spirit Walk (Sp): An Asura can plane shift at will to the Spirit realm, or back to the Materia plane. This ability trasports the Asura only. It is otherwise similar to the plane shift spell (caster level 13th).

    Fetch Spells (Ex): An Asura can deliver spells to a Kaiu Ainu from the Spirit Realm. The time required depends on the spell, as given above.

    Edit: Fixed initiative
    Last edited by Sound of Azure; Tuesday, 6th June, 2006 at 10:57 AM. Reason: Error!
    Sound of Azure- Synaesthetic Antipodean

    Old 3rd Edition Projects
    Selan-My campaign setting based on South-East Asian themes and myths. -Please leave a comment!
    Game world and discussion Classes (Spirit Eater class under construction) Races
    Smootrk's Geisha My contributions:- The Crimson Sakura and the Tui Na Masseuse
    The Inspired Knight, the Shadowhand Banite (FR),the Spell-less Contemplative
    My re-imagining of Borble's Battle Mage is in need of feedback.
    -Please comment if you have the time. Opinions and commentary are always welcome!

  • #4
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    Kaiu Ainu Tables

    Well, here are the charts (slightly improved)
    It would be great to recieve a critique or two from any interested parties.

    Kaiu Ainu Advancement


    Code:
     
    					
    
    				Spells Per Day					Spells Known
    Level	BAB	Saves(F/RW)	0   1   2   3   4   5   6   7   8   9  		0   1   2   3   4   5   6   7   8   9  	
    1st	+0	+0/+0/+2	4   2   -   -   -   -   -   -   -   -  		5   3   -   -   -   -   -   -   -   -    
    2nd	+1	+0/+0/+3	5   3   -   -   -   -   -   -   -   -		6   3   -   -   -   -   -   -   -   -  
    3rd	+1	+1/+1/+3	5   3   1   -   -   -   -   -   -   -		6   4   -   -   -   -   -   -   -   -  
    4th	+2	+1/+1/+4	5   4   3   -   -   -   -   -   -   -		7   4   2   -   -   -   -   -   -   -  
    5th	+2	+1/+1/+4	5   4   3   1   -   -   -   -   -   -		7   5   3   -   -   -   -   -   -   -  
    6th	+3	+2/+2/+5	5   4   4   3   -   -   -   -   -   -		8   5   3   2   -   -   -   -   -   -  
    7th	+3	+2/+2/+5	5   5   4   3   1   -   -   -   -   -		8   6   4   3   -   -   -   -   -   -   
    8th	+4	+2/+2/+6	5   5   4   4   3   -   -   -   -   -		9   6   4   3   2   -   -   -   -   -
    9th	+4	+3/+3/+6	5   5   5   4   3   1   -   -   -   -		9   7   5   4   3   -   -   -   -   -
    10th	+5	+3/+3/+7	5   5   5   4   4   3   -   -   -   -		9   7   5   4   3   2   -   -   -   -
    11th	+5	+3/+3/+7	5   5   5   5   4   3   1   -   -   -		9   8   6   5   4   3   -   -   -   -
    12th	+6/+1	+4/+4/+8	5   5   5   5   4   4   3   -   -   -		9   8   6   5   4   3   2   -   -   -
    13th	+6/+1	+4/+4/+8	5   5   5   5   5   4   3   1   -   -		9   9   7   6   5   4   3   -   -   -
    14th	+7/+2	+4/+4/+9	5   5   5   5   5   4   4   3   -   -		9   9   7   6   5   4   3   2   -   -
    15th	+7/+2	+5/+5/+9	5   5   5   5   5   5   4   3   1   -		9   9   8   7   6   5   4   3   -   -
    16th	+8/+3	+5/+5/+10	5   5   5   5   5   5   4   4   3   -		9   9   8   7   6   5   4   3   2   -
    17th	+8/+3	+5/+5/+10	5   5   5   5   5   5   5   4   3   1		9   9   9   8   7   6   5   4   3   -
    18th	+9/+4	+6/+6/+11	5   5   5   5   5   5   5   4   4   3		9   9   9   8   7   6   5   4   3   2
    19th	+9/+4	+6/+6/+11	5   5   5   5   5   5   5   5   4   4		9   9   9   9   8   7   6   5   4   3
    20th	+10/+5	+6/+6/+12	5   5   5   5   5   5   5   5   5   5		9   9   9   9   8   7   6   5   4   3
    Charts are a pain.


    EDIT: Fixed! Thanks Land Outcast, you're a gem
    Last edited by Sound of Azure; Wednesday, 7th June, 2006 at 10:09 AM. Reason: Fixing my spoony charts!
    Sound of Azure- Synaesthetic Antipodean

    Old 3rd Edition Projects
    Selan-My campaign setting based on South-East Asian themes and myths. -Please leave a comment!
    Game world and discussion Classes (Spirit Eater class under construction) Races
    Smootrk's Geisha My contributions:- The Crimson Sakura and the Tui Na Masseuse
    The Inspired Knight, the Shadowhand Banite (FR),the Spell-less Contemplative
    My re-imagining of Borble's Battle Mage is in need of feedback.
    -Please comment if you have the time. Opinions and commentary are always welcome!

  • #5
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    Ý Ignore Land Outcast
    OK, will post the Advancement table once I figure out how to do it without it looking really sucky. Also, will post the Asura statistics.
    Be welcome and...

    [@code] [/code]

    without the "@", put the chart in between
    Last edited by Land Outcast; Tuesday, 6th June, 2006 at 09:42 PM.
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

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    Ý Ignore Vargo
    My communities:

    Looking at this, the thing that concerns me is the spell retrieval mechanic. If you go with the default 25 point buy "elite array", and put the 15 in Cha, 4 skill points in Diplomacy, you have a mod of +6. Assume best case - Half-elf with Skill Focus (Diplomacy) gives you a +10.

    To "retrieve" a 1st level spell is DC 21, meaning you succeed about half the time. If I've got the math right, on average you'll spend 7-8 minutes on average to retrieve one spell - which then "expires" an hour later. You can then spend another 7-8 minutes to re-retrieve that spell. That's a recipe for game-interrupting mechanics IMO.
    What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?

  • #7

    Nice Flavor Twist

    This is a nice flavor twist, but is not unique. I expected a new class, not those genie mages from Dragon Compendium gone oriental, but it is a wonderful class.

  • #8
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    Edit:

    It was an unnecessary flippant, spur of the moment personal remark.
    Consider myself, self-corrected.
    Last edited by Aikuchi; Thursday, 8th June, 2006 at 09:25 AM.
    I shall gather myself into my self again,
    I shall take my scattered selves and make them one.
    I shall fuse them into a polished crystal ball
    Where I can see the moon and the flashing sun.
    I Shall sit like a sibyl, hour after hour intent.
    Watching the future come and the present go -
    And the little shifting pictures of people rushing
    In tiny self-importance to and fro.
    -sara teasdale

  • #9
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    Ý Ignore Sound of Azure
    Brother richard

    Indeed, you would be correct! This idea is not unique (and is based on said mechanic)... very astute!
    That being said.... I thought it was a very interesting mechanic... the idea of a caster whose familiar is the basis for their spellcasting. This mechanic ensures that the caster's familiar is never forgotten... because they are integral to their power.
    The class is also made this way because of the setting they will inhabit in my new campaign (which is an oriental setting).

    I'm getting a lot of help here on ENWorld in getting ideas for change for my ideas. Do you have some ideas on how to make it more unique? I hope you'll return and help me adjust the class.


    Vargo
    You'd be correct. No-one ever said it's easy to extract power from the spirit realm! The character in question would also have a +1 bonus due to their class level, and another +2 if it's one of their arcane spells known.
    This class does have a lot of freedom to choose spells. But they do have a weakness if unprepared (especially at low levels). If our 1st level Kiau Ainu didn't have much time, he'd be best sticking with his spells known... they only take a few rounds to be retrieved. Your math is correct for spells unknown. That's one of the drawbacks of trying to use spells outside of the repertoire. It's worse for divine spells.
    You can have as many spells retrieved as you want.

    Anyhow, I'm open to suggestion for any alterations you might like to make. It is, after all, the reason I posted it up!
    Sound of Azure- Synaesthetic Antipodean

    Old 3rd Edition Projects
    Selan-My campaign setting based on South-East Asian themes and myths. -Please leave a comment!
    Game world and discussion Classes (Spirit Eater class under construction) Races
    Smootrk's Geisha My contributions:- The Crimson Sakura and the Tui Na Masseuse
    The Inspired Knight, the Shadowhand Banite (FR),the Spell-less Contemplative
    My re-imagining of Borble's Battle Mage is in need of feedback.
    -Please comment if you have the time. Opinions and commentary are always welcome!

  • #10
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    Ý Ignore Sound of Azure
    Oh yeah, does anyone have any suggestions for better flavour text for the beginning of the class entry? It's for vanity, I guess, but all the same I want to spruce it up a little...
    Sound of Azure- Synaesthetic Antipodean

    Old 3rd Edition Projects
    Selan-My campaign setting based on South-East Asian themes and myths. -Please leave a comment!
    Game world and discussion Classes (Spirit Eater class under construction) Races
    Smootrk's Geisha My contributions:- The Crimson Sakura and the Tui Na Masseuse
    The Inspired Knight, the Shadowhand Banite (FR),the Spell-less Contemplative
    My re-imagining of Borble's Battle Mage is in need of feedback.
    -Please comment if you have the time. Opinions and commentary are always welcome!

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