Author Topic: [3.5] Typhlotic (Base class)  (Read 4253 times)

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Jelvoden

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[3.5] Typhlotic (Base class)
« on: July 22, 2011, 12:18:34 AM »
[spoiler]
[spoiler]I know Hakumen isn't actually blind, but the picture works.[/spoiler][/spoiler]

Three of them. Must be invisible, if you haven't noticed them yet. I can hit the closest one, after which the blood should give you a target. Ready? NOW.
-Gintaras, typhlotic

It is common knowledge that those who lose a sense become more proficient in the use of their remaining senses, and legends abound of seers who could predict future events with uncanny accuracy but could not see a hand waved in front of their face. Even those who are not impaired may close their eyes when straining to hear something. The truth is, the humanoid brain can process only so many stimuli before it is overwhelmed. Typhlotics are an esoteric group who use psychic techniques to refocus the portions of the brain dedicated to sight upon hearing instead. Most often they are soldiers who have suffered an injury, but others may blind themselves intentionally to gain preternatural hearing. Some states maintain squads of typhlotics as counters for illusionists and stealth tactics, but this is an uncommon practice. The very nature of a typhlotic causes others to underestimate him or her, a mistake few foes live to regret.

The Typhlotic (HD d10)
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base Attack Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Blind, See the Unseen, Armor Savant, Yomi
Rising Star
Envision the Battle, Split the Sky
Converging Vector (Deflect)
Riposte
Flurrystrike
Split the Silence, Clever Guard
Converging Vector (Zone)
Under the Empty Sky, Split the Selvage
Vector Riposte, Infinite Body
Greater Flurrystrike
Converging Vector (Reflect)
---
Split the Stars
---
Perfect Flurrystrike, Split the Spirit
---
Under the Infinite Sky
---
Infinite Existence
Inspiration Points
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
Class Skills: Autohypnosis, Bluff, Climb, Diplomacy, Intimidate, Jump, Listen, Psicraft, Swim, Tumble
Skill Points per Level: 4+Int modifier

Class Features
For the purpose of determining saving throws for psi-like abilities, intelligence is the typhlotic's key ability. Psi-like abilities gained from typhlotic class levels do not provoke attacks of opportunity.

Armor and Weapon Proficiencies: Light, medium and heavy armor. All simple and martial melee weapons. No ranged weapons or shields.

Blind (Ex): The typhlotic is blind. How it happens is unimportant (though it could make for an interesting story), but the presence of the condition is what gives the typhlotic his power. No spell, power or effect can restore a typhlotic's sight, provide him with the visual input of another being or allow him a view of a distant area. Such abilities simply fail to effect the typhlotic. If an typhlotic is transformed via polymorph, metamorphosis, reincarnation or a similar effect, his new form is blind.

See the Unseen (Ex): Deprived of sight, the typhlotic's other senses pick up the slack. Hearing is the sense with the most significant augmentation. On his turn as a free action, the typhlotic may attempt a DC 25 listen check. If successful, the typhlotic can ignore the penalties of being blind (except for the impossibility of spot checks and reading) for a number of rounds equal to his intelligence modifier. During this time the typhlotic perceives his surroundings within 30 feet as vague shapes in his mind's eye. Size and location can be discerned, but fine details are not picked up. If the typhlotic fails the check, he may spend an inspiration point to gain the benefits anyway (spending a point this way is part of the free action). Despite the indistinct nature of this sense, the typhlotic can distinguish between objects or creatures that he has encountered before.
If the typhlotic is deafened or within an area of silence, this ability does not function.

Armor Savant (Ex): Because the typhlotic relies more on prediction than reaction in combat, he is more proficient in the use of heavy armors than most warriors. While wearing armor, he adds his intelligence modifier to his AC and on skill checks to which the armor check penalty applies. In addition, he treats armor as one step lighter for the purpose of how much it slows him down (heavy armor slows him as medium armor would, and medium armor does not slow him at all). Finally, he ignores the weight of his worn armor for the purpose of calculating encumbrance.

Yomi (Ex): The typhlotic cannot rely on reflexes or other natural reactions. To succeed in combat despite his disability, the typhlotic must know himself well and his enemies better. The typhlotic uses his intelligence modifier in place of the normal ability modifier for autohypnosis checks, listen checks, tumble checks, reflex saves and ranged attack rolls. In addition, he may make a number of attacks of opportunity per round equal to his intelligence modifier.

Inspiration: The typhlotic uses inspiration points to activate his abilities. At the beginning of each encounter, the typhlotic has a number of inspiration points given on the class table.

Rising Star (Ex): At 2nd level and beyond, the DC of an typhlotic's jump check DCs do not double if he does not have a running start, and he receives a competence bonus on all jump checks equal to his class level. In addition, if the typhlotic succeeds at a DC 25 tumble check, he takes no falling damage regardless of how far he falls.

Envision the Battle (Ex): If an typhlotic is aware of a threat, he has a pretty good idea of where it will be next. At 3rd level and beyond, the typhlotic cannot be flanked and may reroll miss chance due to concealment once per attack. This defense denies a rogue the ability to sneak attack the echo by flanking him, unless the attacker has at least four more rogue levels than the target has typhlotic levels. For the purposes of qualifying for prerequisites, this ability counts as Blind-Fight and Improved Uncanny Dodge (and typhlotic levels stack with class levels which provide improved uncanny dodge for the purpose of determining whether a rogue can sneak attack the character).

Split the Sky (Su): At 3rd level and beyond, the typhlotic can take a standard action to make a single attack with a melee weapon; this attack is made at the typhlotic's full base attack bonus and is resolved as a ranged touch attack with a range increment of 20ft (max. 100ft), even though the melee weapon never leaves the typhlotic's hands. If the typhlotic spends 4 inspiration points, he instead makes a full attack (resolved as ranged touch attacks with the 20ft range increment).

Converging Vector (Ex): At 4th level, the typhlotic learns to use his skill at arms to protect himself from ranged assaults. Whenever the typhlotic is targeted by a ranged attack or spell that requires a ranged attack roll, he may give up one of his attacks of opportunity in that round in exchange for an attempt to deflect it. The typhlotic makes a melee attack roll at his highest base attack bonus. If this attack roll is greater than the attack roll of the ranged attack or spell, the attack or spell is harmlessly deflected. Deflecting a ranged attack or spell is not an action.
At 8th level and above, successfully deflecting an attack or spell with a converging vector creates an immobile telekinetic buffer effect at the typhlotic's location. You and your allies may move through it without being hindered, and your allies can also gain the +4 cover bonus to AC while within the area.  The effect has a manifester level of 8 (normally impossible) and always has a radius of 15 feet. This is a psi-like ability.
At 12th level and above, the typhlotic can reflect an attack or spell instead of simply deflecting it. If the opposed attack roll is successful, the attack or spell strikes its originator if the result of the opposed attack roll would mean a hit against the new target. A reflected attack or spell does not trigger a telekinetic buffer effect, and cannot be used to trigger a vector riposte (see below).

Riposte (Ex): At 5th level, a typhlotic's training allows him to retaliate against poorly executed attacks. When a foe attacks the typhlotic in melee and misses, that foe provokes an attack of opportunity from the typhlotic.

Flurrystrike (Ex): As a side effect of his prediction disciplines, a typhlotic learns to use momentum to his advantage. By spending two inspiration points, a 6th level or higher typhlotic can make a full attack as a standard action.
At 11th level, the typhlotic may make an additional attack at his full base attack bonus whenever he uses flurrystrike.
At 16th level, the typhlotic makes each attack during flurrystrike with his highest base attack bonus.

Split the Silence (Psi): Starting at 7th level, the typhlotic can destroy psionic or magical effects through sheer martial prowess. The typhlotic must be within the area of an ongoing spell or power and make a psicraft check to identify it. For the purposes of this check, the typhlotic can detect any magic or psionic effect he is within the area of, and psicraft is the equivalent of spellcraft. Once the spell or power is identified, the typhlotic makes an attack roll as a standard action. If the result of the attack roll is equal to or greater than 22 plus the spell or power's level, that spell or power ends.

Clever Guard (Ex): Whenever the typhlotic successfully hits with an attack of opportunity granted by his riposte ability or deflects a ranged attack with his converging vector ability, he immediately gains two inspiration points if this addition will not bring his total higher than it was at the beginning of the encounter.

Under the Empty Sky (Ex): At 9th level, the typhlotic's See the Unseen ability improves. The range increases to 100 feet and it can now detect incorporeal creatures and creatures on the ethereal plane. In addition, any weapons the typhlotic wields gain the ghost touch property for as long as he wields them.

Split the Selvage (Psi): At 9th level, the typhlotic can sense the weak points in reality and open holes in it. A number of times per day equal to his intelligence modifier, he can use psionic shadow walk as the power, using his typhlotic level as the manifester level.

Vector Riposte (Ex): Starting at 10th level, if a typhlotic deflects a ranged attack or spell, he may spend 4 inspiration points to move up to double his speed directly toward the originator of the attack or spell (treat this movement as a charge). If the typhlotic can reach the foe after this movement, he may make a melee full attack. Using this ability is an immediate action.

Infinite Body (Ex): Immune to ability damage, ability drain, death effects, deafening, disease, energy drain and poison.

Split the Stars (Psi): As Split the Silence, but as an immediate action, the attack roll is against the DC*2 of the effect and it can negate instantaneous and natural/supernatural/extraordinary area effects. (Cut breath weapons and avalanches!)

Split the Spirit (Psi): Spend 8 inspiration points to use Recall Death as the power.

Under the Infinite Sky (Psi): Once per day you can enter the Infinite Sky state for 8 rounds. While in this state, at the beginning of each of your turns, you gain four temporary inspiration points which last until the beginning of your next turn. For the duration of the state you also receive the benefit of psionic freedom of movement, as the power.

Infinite Existence (Ex): Type changes to Outsider (native), aging penalties no longer accrue, no longer has maximum age. Gain DR 20/magic while wearing armor.
« Last Edit: July 25, 2011, 08:44:40 PM by Jelvoden »
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Jelvoden

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Re: [3.5] Typhlotic (Base class)
« Reply #1 on: July 22, 2011, 12:18:49 AM »
Reserved, just in case. I'll add fluff, fill out ability descriptions and tweak abilities as my time allows.

Comments and criticism are welcome.


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« Last Edit: July 25, 2011, 08:32:59 PM by Jelvoden »
"Okay, got your character sheets all filled out? Good. Now each of you pass your sheets to the person to your left, who will be playing whatever you rolled. Good luck." - Anonymous

Garryl

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Re: [3.5] Typhlotic (Base class)
« Reply #2 on: July 22, 2011, 04:51:44 AM »
I'm having trouble seeing what this class is actually supposed to do, especially at low levels. Being blind, the Typhlotic will have very poor AC (no Dex and a further -2 penalty), moves at half speed, has a -4 penalty on almost half of his few class skills, and suffers at least a 20% miss chance on all attacks (assuming he even makes the DC 25 Listen check, very tough at lower levels). When he fails that Listen check, it's instead a 50% miss chance and no ability to take advantage of his Int mod attacks of opportunity. This makes the Typhlotic as bad, or worse, in most situations as a similarly-leveled Commoner until about 5th-level or so, and even that's assuming he can reliably (~80% or more often) make the Listen check.

None of the Typhlotic's class features let him actually do anything until 7th level (and Split the Silence still only has niche uses). Perfect Flurrystrike and Split the Spirit (both available at 16th level) are the only abilities that improve the Typhlotic's offensive abilities without relying on being attacked (ie: not being ignored for being blind and incapable of fighting).

I'm having a bit of trouble figuring out what Converging Vector is supposed to do. You give up attacks (probably the ones with the lowest attack bonuses) for a sort of ranged-only Wall of Blades effect to negated ranged attacks against you. Then at 8th level, it also makes an impossible telekinetic buffer that gives cover to you and your allies. I'm guessing Telekinetic Buffer is a power of some sort (one not in the SRD)? That would explain it, and the "impossible" comment about the ML as well if its a 5th-level or higher power (or otherwise normally costs more than 8 PP).

Split the Silence seems like it would almost always succeed. With a DC of 11 + spell level (thus being a mere 20 for 9th-level spells), any attack roll should be sufficient at those levels (by 7th level, attack bonuses should be in the range of +12 to +15 for any melee class even without any optimization, enough to take out 2nd-level to 5th-level spells even on a roll of 1). Similarly for Split the Stars, few save DCs go above the mid-30s (even the CR 27 Great Wyrm Gold Dragon's breath weapon only has a DC of 41), while attack bonuses should easily be in the high +30s to low +40s by that level (19 BaB + 9 Str + 4 enhancement = +32 with no optimization at all). Either the DCs should be adjusted, or there's no point in requiring the roll at all.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Jelvoden

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Re: [3.5] Typhlotic (Base class)
« Reply #3 on: July 22, 2011, 06:20:21 AM »
I guess I fixated on blind's total concealment for enemies aspect and forgot pretty much everything else. Good call.

Telekinetic buffer is a 5th level power from complete psionic. It slows creatures that try to enter the area, and provides a cover bonus to AC. The actual power moves with you, and slows allies and enemies indiscriminately. The "impossible" note (in reference to its ML9 requirement) is more for my benefit, as a reminder to find a better way to implement it.

The DCs on See the Unseen and the dispel effects were transposed from similar powers and feats, and indeed need to be adjusted. The dispel DCs can be doubled to provide a challenge, but the listen checks will need more work. See the Unseen isn't supposed to be a walk in the park, Vanishing Point exists to ease that difficulty (one level too late, I know) at a cost. Putting a scaling DC on it seems needlessly complicated, however.

The class's goal, ultimately, is to make attacking the character a risky business while still having combat options against a more timid foe. It seems that I've put too much focus on one and left the other out to dry. Thanks for your input.

Edit: Some changes have been made.
[spoiler]
-Added blindness-mitigating text to See the Unseen
-Converging Vector is now attack-of-opportunity based instead of eating attacks.
-Split the sky's usage has changed from a full attack action to a standard action.
-Flurrystrike abilities have all moved up. (Greater flurrystrike's effect is now flurrystrike's, etc.)
-Split the silence and Split the stars DC increased.
[/spoiler]
« Last Edit: July 22, 2011, 06:45:29 AM by Jelvoden »
"Okay, got your character sheets all filled out? Good. Now each of you pass your sheets to the person to your left, who will be playing whatever you rolled. Good luck." - Anonymous

plaguewraith

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Re: [3.5] Typhlotic (Base class)
« Reply #4 on: July 25, 2011, 02:05:37 AM »
I want to play one... i'm going to play one... i already have a DM to let me play one.

Also, may i suggest something like blind sense for non-combat situations and explain it as them needing focus and hearing over the clamor of battle in order to effectively use it in combat?