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(Feedback greatly needed) Custodian of the Dodecahedron

Machiavelli

First Post
Some of you may remember the germ idea for this prestige class back in this thread, wherein Nifft actually produced a fun 5-level prestige class.

Things have changes ALOT since then.

The following are the Custodian envisioned as a prestige class, and as a base class, respectively:
[sblock=Custodian of the Dodecahedron (PrC)]Alignment: Any, but with a strong tendency toward Lawful
Hit Die: d12

Prerequisites:
Must have a pool of power points
Knowledge (psionics) 6 ranks
Skill Focus: Knowledge (psionics)

Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.

Code:
      Base                                                                      
      Attack  Fort Ref  Will                                       Power
Level Bonus   Save Save Save  Special                              Points
1st    +0     +0   +0   +2    Bonus Luck Feat, Not Just Luck       2
2nd    +1     +0   +0   +3    Subtle Tweak 2/day                   4
3rd    +2     +1   +1   +3    Bonus Luck Feat, It's Elementary     7
4th    +3     +1   +1   +4    Subtle Tweak 4/day                   10
5th    +3     +1   +1   +4    Bonus Luck Feat, Time & Technique    14
6th    +4     +2   +2   +5    Bonus Luck Feat, Unlimited Tweak     18

Weapon and Armor Proficiency:
A custodian gains no proficiency with any weapons or armor, and his class abilities are not restricted by armor or shield use.

Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains class levels. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class.

Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 3rd, 5th, and 6th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.

Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.

Subtle Tweak:
The custodian may reach out the the world around him, slightly adjusting the random variables of his environment. As a standard action that provokes attacks of opportunity, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.

At 2nd level a custodian may use a Subtle Tweak 2 times per day, increasing to 4 times at 4th level and an unlimited number of times each day at 6th level.

It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.

Time & Technique:
With some concentration, and a few custodian tricks, most any problem can be solved. When taking 10 on a skill check, the custodian gains a +2 untyped bonus. This ability may be combined with It's Elementary to take 12 on untrained skills.[/sblock]
[sblock=Custodian of the Dodecahedron]
Hit Die: d12
Starting Gold: 4d4 x 10gp (100gp)
Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).

Starting Skill Points: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Code:
      Base                                                                      
      Attack  Fort Ref  Will  Power
Level Bonus   Save Save Save  Points  Special
1st    +0     +0   +0   +2      3     Not Just Luck, Bonus Luck Feat
2nd    +1     +0   +0   +2      5     Elemental Cascade -1 PP
3rd    +2     +1   +1   +3      7     Subtle Tweak 1/day
4th    +3     +1   +1   +4      10    It's Elementary
5th    +3     +1   +1   +4      13    Elemental Cascade -2 PP
6th    +4     +2   +2   +5      17    Subtle Tweak 2/day
7th    +5     +2   +2   +5      21    Bonus Luck Feat
8th    +6     +2   +2   +6      25    Elemental Cascade -3 PP
9th    +6     +3   +3   +6      29    Subtle Tweak 3/day
10th   +7     +3   +3   +7      34    Time & Technique
11th   +8     +3   +3   +7      39    Elemental Cascade -4 PP
12th   +9     +4   +4   +8      44    Subtle Tweak 4/day
13th   +9     +4   +4   +8      50    Bonus Luck Feat
14th   +10    +4   +4   +9      56    Elemental Cascade -5 PP
15th   +11    +5   +5   +9      57    Subtle Tweak 5/day
16th   +12    +5   +5   +10     64    Bonus Luck Feat
17th   +12    +5   +5   +10     71    Elemental Cascade -6 PP
18th   +13    +6   +6   +11     78    Subtle Tweak 6/day
19th   +14    +6   +6   +11     86    Bonus Luck Feat
20th   +15    +6   +6   +12     94    Elemental Cascade -7 PP, Unlimited Tweak
Weapon and Armor Proficiency:
A custodian only gains proficiency with simple weapons and light armor, but his class abilities are not restricted by armor or shield use.

Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains levels in the custodian class or any manifesting classes. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class. The custodian may also spend his power points to use his Elemental Cascade ability.

Elemental Cascade:
The custodian has nominal control over the natural forces found in the basic substances of the world: fire, earth, air, ether, and water. As his ability progresses he can distill significant quantities of each concentrated substance, from any surroundings, to devastate a single target. An elemental cascade attack is a psi-like ability that requires a standard action ranged touch attack to deal elemental damage to a single target, bypassing psionic resistance. Initiating a cascade costs a number of power points based on the number and type of damage dice the custodian chooses upon initiation, as detailed below:
1 PP per 1d4 Fire damage
2 PP per 1d6 Acid damage
3 PP per 1d8 Electricity damage
4 PP per 1d12 Force damage
5 PP per 1d20 Cold damage

A custodian may never spend more power points than his class level on a single cascade, however as he gains levels he gains the ability to initiate cascades with lower power point costs (minimum 1 power point). At 2nd level he may subtract 1 from the power point total for any cascade, and at every 3 class levels the amount of power points he may subtract increases by one, up to -7 power points at 20th level. For example, a 7th level custodian may spend up to 7 power points on a single cascade, dealing 9d4 Fire damage, or 1d12 Force damage plus 1d20 Cold damage, or any combination of damage dice that cost 9 power points. The same custodian may choose instead to initiate a cascade dealing 1d8 Electricity damage for only 1 power point.

Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. If the luck re-roll is used to re-roll an attack, results of 21, 22, 23, or 24 are considered critical threats, in addition to the usual critical threat range for the attacker's weapon. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.

Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 7th, 13th, 16th, and 19th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.

Subtle Tweak:
The custodian may reach out to the world around him, slightly coaxing the random variables of his environment to his will. As a standard action, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.

At 3rd level a custodian may use a Subtle Tweak only 1 time each day, increasing by 1 use every 3 levels, up to 6 uses per day at 18th level and an unlimited number of times each day at 20th level. If the custodian's target does not trigger his readied action it is wasted, but no subtle tweak usage is spent.

It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.

Time & Technique:
With some concentration, a few custodian tricks, and a bit of luck, most any problem can be solved. When able to take 10 on a skill check, the custodian may choose to instead take 6 and gain a +1d12 untyped bonus. This ability may be combined with It's Elementary to take 6+1d12 on untrained skills.[/sblock] Enjoy! Lots more comments welcomed! Specifically: which seems better balanced and more cohesive, and which (perhaps the same one) looks like an idea you could imagine actually using in your game?
 
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Quartz

Hero
An immediate issue is that if you use luck to reroll a combat d20, a result of 21-24 should threaten a critical.

The Subtle Tweak ability - never mind Unlimited Tweak - is vastly powerful: consider applying it against a spellcaster. Each Tweak should cost at least one power point, more likely 2. Does the target get a saving throw? What about SR?
 

Machiavelli

First Post
Subtle Tweak is a standard action that can't be quickened, only lasts 1 round, only affects a single target, only applies during the target's turn, and is only usable a few times each day until 6th level (9th total level at the earliest).

Against an enemy spellcaster, said spellcaster would simply have to use one of many spellcasting options that don't require a d20 roll. If all of his possible spells would have to target foes with spell resistance, then he can spend this round on spells that target himself. Remember, the custodian just spent this round's standard action doing nothing but imposing this penalty, so almost anything the enemy spellcaster does can potentially be a more effective use of his 6 seconds.

I'm failing to see the vast power in such a short-term buff or debuff. It's only a -4 to enemies and a +2.5 to allies, on average.
 

ideasmith

First Post
The crunch for 'Time and Technique' does not match the fluff. Did you think taking 10 required extra time? It doesn't. You may have taking 10 confused with taking 20.
 

Quartz

Hero
Machiavelli said:
Against an enemy spellcaster, said spellcaster would simply have to use one of many spellcasting options that don't require a d20 roll. If all of his possible spells would have to target foes with spell resistance, then he can spend this round on spells that target himself. Remember, the custodian just spent this round's standard action doing nothing but imposing this penalty, so almost anything the enemy spellcaster does can potentially be a more effective use of his 6 seconds.

So the enemy spellcaster knows exactly what's happenned to him? I'd assumed not. Consider the case of the spellcaster using Dispel Magic or a variant thereof. Equally, consider a spellcaster - enemy or friendly - making a save vs a backfire of Disjunction/.
 

Quartz

Hero
But the real potency of this comes as a combo punch: one character uses Subtle Tweak and the other casts a spell with a highish save DC.
 

Machiavelli

First Post
ideasmith said:
The crunch for 'Time and Technique' does not match the fluff. Did you think taking 10 required extra time? It doesn't. You may have taking 10 confused with taking 20.
I'm not confused in the slightest, actually, but maybe "enough time" is misleading? How about "some concentration" instead? The idea is, unless the custodian has a particular knack for performing a skill under pressure (like a 4th lvl warlock taking 10 on UMD) he needs to not be distracted or rushed to apply his "tricks". He needs to be able to take 10.

Quartz said:
So the enemy spellcaster knows exactly what's happenned to him? I'd assumed not.
I hadn't clarified it either way, but not being aware makes much more sense, doesn't it? Hmm, Subtle Tweak could be made to only affect the first d20 roll in the very next round, instead of working for an entire round. As a standard action, it would have to be used wisely to not be a waste of an action, but if used wisely it could still be very nasty.

An immediate issue is that if you use luck to reroll a combat d20, a result of 21-24 should threaten a critical.
Why do you think it should? It's really a call based on just how optimizable the re-rolls should be for criticals. If 21 through 24 are just 10+modifiers, instead of crits, then rolling 2d12 actually lowers the crit odds for any crit range up to 17-20. At 15-20 range the crit odds go above 1d20 crit odds by a little, and beyond that the 1d12 crit odds skyrocket above 1d20 odds. Expanding crits to include 21-24 increases the crit odds by a flat 6.9% across the board.

See for yourself; this is an analysis of the odds:[sblock]
Code:
ALL POSSIBLE ROLLS: (12^2=144 total)
1-1   1-2   1-3   1-4   1-5   1-6   1-7   1-8   1-9   1-10   1-11   1-12   2-12   3-12   4-12   5-12   6-12   7-12   8-12   9-12   10-12   11-12   12-12
      2-1   2-2   2-3   2-4   2-5   2-6   2-7   2-8   2-9    2-10   2-11   3-11   4-11   5-11   6-11   7-11   8-11   9-11   10-11  11-11   12-11   
            3-1   3-2   3-3   3-4   3-5   3-6   3-7   3-8    3-9    3-10   4-10   5-10   6-10   7-10   8-10   9-10   10-10  11-10  12-10       
                  4-1   4-2   4-3   4-4   4-5   4-6   4-7    4-8    4-9    5-9    6-9    7-9    8-9    9-9    10-9   11-9   12-9
                        5-1   5-2   5-3   5-4   5-5   5-6    5-7    5-8    6-8    7-8    8-8    9-8    10-8   11-8   12-8
                              6-1   6-2   6-3   6-4   6-5    6-6    6-7    7-7    8-7    9-7    10-7   11-7   12-7
                                    7-1   7-2   7-3   7-4    7-5    7-6    8-6    9-6    10-6   11-6   12-6
                                          8-1   8-2   8-3    8-4    8-5    9-5    10-5   11-5   12-5
                                                9-1   9-2    9-3    9-4    10-4   11-4   12-4
                                                      10-1   10-2   10-3   11-3   12-3
                                                             11-1   11-2   12-2
                                                                    12-1
TOTALS:
2     3     4     5     6     7     8     9     10    11     12     13     14     15     16     17     18     19     20     21     22      23      24  
ODDS:
1/144 1/72  1/48  1/36  5/144 1/24  7/144 1/18  1/16  5/72   11/144 1/12   11/144 5/72   1/16   1/18   7/144  1/24   5/144  1/36   1/48    1/72    1/144
.7%   1.4%  2%    2.8%  3.5%  4.2%  4.9%  5.6%  6.3%  6.9%   7.6%   8.3%   7.6%   6.9%   6.3%   5.6%   4.9%   4.2%   3.5%   2.8%   2%      1.4%    .7%

CRIT ODDS:                    1d20  2d12 vs 2d12(+6.9% ---->>)                                                        (6.9%=2.8% + 2%  +   1.4% +  .7%)
           (20)   vs(20-24) =  5%    3.5%   10.4%
           (19-20)vs(19-24) = 10%    7.7%   14.6%
           (18-20)vs(18-24) = 15%   12.6%   19.5%   
           (17-20)vs(17-24) = 20%   18.2%   25.1%
           (15-20)vs(15-24) = 30%   31.4%   38.3%
           (12-20)vs(12-24) = 45%   54.9%   61.8%
[/sblock]Personally, after analyzing the odds, it seems you're right that the critical threat range should include 21-24 for attack rolls. However, both in and out of combat, should 21-24 be equivalent to a natural 20? I don't really think so, because it more than doubles the odds for a natural 20 and steals the 20's thunder quite a bit. However, if only a 20 is a 20, then rolling 2d12 cuts the odds of rolling 20 by almost a third.

Thoughts, anyone? It's a bit of a dilemma.
 
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Machiavelli

First Post
If the Subtle Tweak only applies during the target's turn, then it wouldn't lower the target's defenses against anything except save- or check-inducing actions on the target's part. The target may be unaware of its bad luck, and be overly confident in its abilities, then fail when it attempts something or triggers some effect. This change eliminates the one-two-punch tactic to a degree, because save-or-suck spells force either an immediate save (during the caster's turn, not the target's) or a flashy display of exactly what's going on, giving the target the option of avoiding the save.

Also, does anyone have an opinion regarding my first question:
Which sounds more appealing? A prestige class, or a further fleshed out base class?
 
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Machiavelli

First Post
Forget the base class idea. Adding an Elemental Blast isn't a bad idea, but it needn't be a part of a full base class, as direct damage is a generally crappy idea at higher levels (such as those after a 10-level PrC has been completed), so no need to have advancing Elemental Blast damage up to 20th level, right? Here are the class advancement chart and Elemental Blast description for a 10-level version of the custodian:
[sblock=Custodian of the Dodecahedron]
Code:
      Base                                                                      
      Attack  Fort Ref  Will  Power
Level Bonus   Save Save Save  Points  Special
1st    +0     +0   +0   +2      2     Elemental Blast I, Not Just Luck
2nd    +1     +0   +0   +3      4     Elemental Blast II, Bonus Luck Feat
3rd    +2     +1   +1   +3      6     Subtle Tweak 1/day, It's Elementary
4th    +3     +1   +1   +4      9     Elemental Blast III, Bonus Luck Feat
5th    +3     +1   +1   +4      12    Subtle Tweak 3/day
6th    +4     +2   +2   +5      15    Bonus Luck Feat, Time & Technique
7th    +5     +2   +2   +5      19    Elemental Blast IV
8th    +6     +2   +2   +6      23    Subtle Tweak 5/day
9th    +6     +3   +3   +6      27    Bonus Luck Feat
10th   +7     +3   +3   +7      32    Elemental Blast V, Unlimited Tweak
Elemental Blast:
The custodian has nominal control over the natural forces found in the basic substances of the world: fire, earth, air, ether, and water. As his ability progresses, he can distill substantial concentrated quantities of each substance from any surroundings to devastate a single target. An elemental blast attack is a supernatural ability that requires a standard action ranged touch attack to deal elemental damage to the target. The specific type and amount of damage is based on the elemental blast level, as detailed below:

Code:
Level  (Fire)  (Acid)(Electricity)(Force)  (Cold)
 I      2d4
 II     2d4  +  1d6
 III    2d4  +  1d6   +   1d8
 IV     2d4  +  1d6   +   1d8   +  1d12
 V      2d4  +  1d6   +   1d8   +  1d12  +  1d20
[/sblock] My favorite aspect of the EB? You roll every single Pythagorean solid on an attack, all at the same time. It's a metagamey pleasure, to be sure, but oh is it a pleasure! Here's a breakdown of the EB damage versus warlock eldritch blast damage, based on the custodian being available at 4th level at the earliest: [sblock=Cust vs 'Lock]
Code:
Custodian:                                    vs. Warlock: SR until vitriolic
Lvl DmgTypes                  DmgRange DmgAvg     LvL Dice DmgRange DmgAvg
                                                  1   1d6  1-6      3.5
4   Fire                        2-8    5          3   2d6  2-12     7
5   Fire/Earth                  3-14   8.5        5   3d6  3-18     10.5
7   Fire/Earth/Air              4-22   13         7   4d6  4-24     14
                                                  9   5d6  5-30     17.5
10  Fire/Earth/Air/Ether        5-34   19.5       11  6d6  6-36     21
13  Fire/Earth/Air/Ether/Water  6-54   30         14  7d6  7-42     24.5
                                10-100 55         17  8d6  8-48     28
                                15-150 82.5       20  9d6  9-54     31.5
You end up behind the warlock's damage output to start with, and lacking the warlock's untyped damage or essence invocations to take advantage of enemy weaknesses. At 7th character level you're almost on par with a warlock, with diverse enough damage types to reduce the effects of enemies' energy resistance. At 10th level, you're doing better on damage, unless one of your energy types is resisted or blocked, and the warlock is about to get Vitriolic Blast if he still cars about direct damage. As a capstone ability of the custodian, damage actually out-paces the warlock's, ignoring spell resistance, but it's totally inflexible, and it doesn't increase between 13th and 20th.[/sblock]
 
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