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View Full Version : [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]



Gandariel
2012-06-12, 07:05 PM
Have you ever wondered what would an engineer do in the world of D&D?
Do you want to spice up your world with some steampunk vibes?
Are you in search of a plot hook, or a recurring enemy for your PCs?

Well, you've come to the right place.

I humbly present...
Camp Archimedes

Side notes: All of this was created by a friend and myself to entertain us during boring class hours, with some formatting and correction help from Playgrounders. I did none of the drawings.
You're extremely welcome to use this content in your campaign. But send me a PM later and tell me how it went :)

Backstory

Archimedes was a genius child. From a young age everyone knew his intellect was on another level.
The children of his village were split in two play-war factions, and he used to build slingshots, traps, and smoke bombs to make his faction win.

A determined and curious student, he spent years diving through books, and was accepted at a young age into a prestigious guild of Artificers.
However, his curiosity pushed him to study realms of science his peers wouldn't approve.
In particular, he started studying the application of Elementals as an energy source for his inventions.
This was absolutely prohibited by the guild, which shunned him, but he persevered in the secrecy of his lab.
One fateful day, however, one of his experiments went wrong.
An explosion was heard all over the town, as a gigantic Fire elemental burst from the ground, destroying the laboratory of Archimedes and wreaking havoc all over the town.

The town guards, the other members of the Guild, and a fortuitous group of adventurers rushed to defeat the monster, and only managed to banish him to his home plane after numerous casualties.

Hours later, they found Archimedes, unconscious but alive, through the rubble that once was his lab. He was thrown into a cell until the next morning, where he would be publicly executed for his illegal practices.
Luckily, Archimedes' brain is the only thing they couldn't take away from him. From his cell he built a rudimentary explosive, which he used to narrowly escape the prison and flee the city, never to return.

He wandered for weeks, trying to decide on what to do: He could not return to society, but he needed resources to proceed with his experiments.
He was debating these ideas on a deserted road, when he was assaulted by a band of brigands.
The brigands quickly realised he had nothing worth stealing, and were about to kill him when Archimedes proposed them a deal: He would work for them and build them better weapons, in exchange for his life.

They gladly accepted, and Archimedes was put to work.
it only took him a few days to earn the trust and respect of the bandits, as the new items he built were extremely effective and far superior than the rudimentary tools they had been using.
Months passed, and Archimedes slowly rose in power: He made them depend on him, and eventually took the leadership of the band.
Once in power, he reformed the whole system: he developed a strict hierarchy, hired expert fighters and craftsmen to serve as teachers, and turned the disorganised band of bandits into an effective and ruthless army.

Meanwhile, his experiments continued: With the bandits more effective than ever, he had an easy time procuring all the materials he needed, and slowly turned the bandit camp into a high-tech armored fortress.

As an additional source of income, he started selling the services of his army to any city of ruler that could pay the price.
In time, Camp Archimedes stopped the acts of banditry and today it is the most feared mercenary camp in the land.

The neighbouring reigns aren't happy about the Camp, but none would risk opposing it (and all of them have been using their services from time to time).

Tl;dr Backstory: Archimedes is a genius Artificer who dabbled in enslaving elementals to power his machines. Shunned by society, he became the leader of a bandit camp. Thanks to his analytic mind, he turned the band of brigands into a high-tech army of mercenaries.


The Units of the Camp


First off, the basic melee unit: the Scorching Soldier


Scorching Soldier
Medium Humanoid (Human) Warrior 1
Hit Dice: 1d8+2 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Scorching glove +4 melee (1d4+2+1(fire) ) OR Scorch (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scorch
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Skills: Craft(Weaponsmithing)+2, Ride +4
Feats: Exotic Weapon Proficiency(Scorching Glove)(H), Improved Initiative(1)
Environment: Any
Organization: Solitary, pair, or group (3-6) plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -

What's that chicken smell? oh, that's you!

The basic infantry of Camp Archimedes, recruits start as Scorching soldiers.
They're used in groups to raid villages and set their resources on fire.

Combat
Scorching soldiers often attack in group, possibly with the support of other Archimedes units.
They are fierce soldiers who fight with their gloves, using their Scorch ability as often as they can, possibly in conjunction with other soldiers.

Scorch(Ex): Scorching gloves are the main weapon of these soldiers.
While they use these gloves, they count as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, a Scorching soldier can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2. This effect is totally mundane, so SR doesn't apply.
He can use this ability once every 1d4 rounds.

Second on the line is the Cannoneer, a weak unit with a big gun in their hands, for useful ranged support and battlefield control






Cannoneer
Medium Humanoid (Human) Warrior 2
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+5 Breast Plate, +2 Dex), touch 12, flat-footed 15
Base Attack/Grapple: +2/+2
Attack: Steam Cannon ranged +5 (2d6 fire or Sickening gas ) OR Longsword +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steam Cannon
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Skills: Craft(Weaponsmithing)+3, Ride +5
Feats: Exotic Weapon Proficiency(Steam Cannon)(H), Improved Initiative(1),
Environment: Any
Organization: Solitary, pair, or group: 3-6 Scorching soldiers plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -

FIRE AT WILL!
Who is that Will guy?
Who cares, just fire!

Cannoneers are ranged support units. They use their powerful weapon to disable and hurt foes, and often to set villages on fire
Combat
Steam Cannon: The special weapon of these unit, it is treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the Cannoneer targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
Cannoneers never leave the Camp without at least 10 of them.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
Since all Camp Archimedes units are equipped with special masks, they're all immune to this effect.

Then, next on the list, here comes the Squad Leader, a melee fighter with lightning weapons.

Squad Leader
Medium Humanoid (Human) Ranger 3
Hit Dice: 3d8+6 (20 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Strike, Favored Enemy: Humanoid(Human)
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Craft(Weaponsmithing) +6
Feats: Exotic Weapon Proficiency(Lightning Club)(H), Weapon Focus(Lightning Club)(1), Improved Initiative(3), Two Weapon Fighting(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or squad: 1 plus 1-2 Cannoneers and 3-6 Scorching Soldiers
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -

I love the sound of electricity.. makes me feel so alive...

Combat
Squad leaders command a small troop, and often lead the attack with their powerful weapons.

Lightning Strike(Ex): Lightning Clubs are the main weapons of these units.
They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack.
Additionally, if a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).

Now, on to some more powerful guys.
These are the lieutenants, elite melee troops


Lightning Lieutenant
Medium Humanoid (Human) Ranger 6
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Chain shirt, +1 Dex, +1 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Thunderbolt
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Craft(Weaponsmithing) +9
Feats: Exotic Weapon Proficiency(Lightning Rod)(H), Weapon Focus(Lightning Rod)(1), Improved Initiative(3), Lightning Maces(6), Two Weapon Fighting(Ranger), Improved TWF(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or Recon force (4-7)
Challenge Rating: 6
Treasure: Standard (Equipment is currently an Amulet of Natural armor +1, two Lightning Rods and a Chain shirt)
Alignment: Chaotic Neutral
Advancement: -

Quick as a spark, silent as death

Combat
Lieutenants are elite warriors, tacticians and planners, employed in the most dangerous missions.

Lightning Strike(Ex): Lightning Rods are the main weapons of these units.
They are Exotic Light weapons which deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They also count as light maces for qualificating to weapon-specific feats, such as the Lightning Maces Feat.
Additionally, if a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).

Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rods and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage.

Lieutenant's Equipment also includes a few Thunder Shards.
They are small metallic stones with no apparent purpose.
When a Lieutenant holds one, he can decide to hold it and charge it with electricity, activating it (it takes a standard action to do so).
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and Lieutenants use them to warn their allies of impending danger, or to confuse enemies making some of these detonate from different positions.

All lieutenants have a Mechanical Snake as an animal companion, courtesy of Archimedes himself.
Mechanical Snake
Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Size, +4 Dex, +5 Natural), touch 15, flat-footed 16
Base Attack/Grapple: +2/-2
Attack: Bite +5 (1d2-2 + 1d6(Acid) )
Space/Reach: 5 ft./5 ft.
Saves: Fort -, Ref +5, Will +1
Abilities: Str 6, Dex 18, Con -, Int 2, Wis 12, Cha 2
Skills: Hide +6
Feats: Weapon Finesse, Improved Initiative
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -


Pythagoras, Archimede's most trusted helper:


Pythagoras
Medium Humanoid (Human) Warlock 13
Hit Dice: 13d6+26 (74 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft (Fell Flight)
Armor Class: 25 (+8 +4 Chain Shirt, +4 Dex, +3 Amulet of Natural Armor), touch 14, flat-footed 21
Base Attack/Grapple: +9/+9
Attack: Masterwork Quarterstaff +9/+4 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invocations, Eldritch Blast 8d6
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 21
Skills: 48 Use Magic Device(16), Concentration 10, Craft(Weaponsmithing) 16, Craft(Armorsmithing) 16
Feats and Abilities: Improved Initiative(1), Scribe Scroll(H) Craft Wondrous Items(3), Craft Magical Armor and Weapons (6), Empower Spell-like ability(9), Quicken Spell-like ability(12), Detect Magic, DR 3/Cold Iron, Deceive Item, Fiendish Resilience 2, Energy resistance 5(Fire and Cold), Imbue Item
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil
Possessions:
+4 Chain Shirt with +1 Smoking Armor spikes
Cloak of Charisma +2
Gloves of Dexterity +4
Chausuble of Fell Power, Greater (Carc)
Horizon Goggles (CMage)
Aritificer's Monocle (MiC)
Rod of Magical Precision (CMage)
Amulet of Natural Armor +3

Hand me that tool, will ya..

Pythagoras is a tall, slim man, often covered in smoke, wielding a tall rod covered in runes and wearing his distinctive googles.
Pythagoras is the most trusted helper of Archimedes, he often helps him in his greatest creations. Over the course of the years, being Archmede's right arm has given him quite a few benefits, starting from the load of magical items he now carries.
He often wanders the camp, invisible and flying, to make sure that everyone's doing his job.


Combat
Pythagoras makes use of his various items, and his invocations. He absolutely avoids melee combat, and prefers to sneak away and use his ranged abilities.
He wields his Rod of Magical Precision (Which works as a Masterwork Quarterstaff, and always has a couple of daggers
hidden somewhere in case of emergency.

Invocations known:
Least:
Eldritch spear
Beguiling influence
Entropic warding
Lesser:
Fell Flight
Walk unseen
Eldritch chain

Greater:
Chilling tentacles
Bewitching blast

Note that his Chausuble of Fell Power increases his Eldritch blast ability to 8d6, his Rod of Magical precision supplies him with a Precise Shot effect (and allows him 3/day to ignore miss chances), and he can make use of the Empower and Quicken Spell-like ability feats.


One of Archimede's greatest creations is a particular kind of Golem.
While most golems are made alive through the use of a spirit from the elemental plane of Earth, Archimedes managed to build one using a spirit from the plane of Air, and this was the result:

Steam Golem
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 31 (-1 size, +22 natural ), touch 9, flat-footed 31
Base Attack/Grapple: +12/+25
Attack: 2 Slam melee +21 (2d10 +9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilites
Special Qualities: Smokescreen
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 29, Dex 11, Con //, Int //, Wis 11, Cha 1
Skills: //
Feats: //
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil

This golem is the result of an air spirit being trapped into a mechanical construct.
The chained spirit is contained in the core of the Golem.
The metallic body is mostly made of tubes and pipes, through which the limbs of the golem take form.

Smokescreen(Su): the Steam Golem appears to be permantently surrounded by a dense cloud of gas. As a result the golem fills the surrounding
area (10ft square) with a noxious smoke equivalent to stinking cloud spell (CL 11). Smoke provides concealment, but the golem can see through smoke as normal.
Smoke dissipates and reforms when the Golem moves into a new square.

Additionally, when the Steam Golem is killed or destroyed, the gases contained in the machine are ejected out, having nothing more to keep them contained. This has the effect of a Cloudkill spell, at CL 11, centered on the now dead golem

Spell-Like Abilities:
at will- solid fog (cl 11), gust of wind(cl 11)
1/day - control winds (cl 11)



Archimedes, the Leader:


I'll leave this one blank since it's supposed to be the final boss, and you may wanna make your own, or have another BBEG to fit in.

Anyways, he's an inventor who dabbles in binding elementals, so the ideal class is probably Artificer.


Items used in the Camp

Gas Mask:
Face Slot.
The wearer of this mask is protected against gases of most forms.
The wearer gains a +2 bonus on Fortitude saves against inhaled poisons, and he is outright immune to inhaled poisons with a Fort save DC under 15.
This item has no price, since it is only manufactured inside the Camp.


Scorching gloves
Hands Slot
Whoever wears these gloves always counts as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, the user can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2.
This effect is completely mundane, so SR doesn't apply.
This ability can be used once every 1d4 rounds.
This item has no price, since it is only manufactured inside the Camp.

Steam Cannon:
Exotic, two handed ranged weapon
This weapon is always treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the user targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
This item has no price, since it is only manufactured inside the Camp.



Lightning Clubs
One handed exotic weapons
Lightning clubs jave the same stats of masterwork clubs, bit the electricity running through them adds 2 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
This item has no price, since it is only manufactured inside the Camp.


Lightning Rods:
One handed exotic weapons
Lighting rods count as masterwork Light maces (thus qualifying for the Lightning Maces feat), and the electricity running through them adds 1d6 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).
Once per minute, as a standard action, the user can activate the power of their Lightning Rods and fire either a Lightning bolt dealing 7d6 damage or two, smaller lightning bolts each dealing 3d6 damage (for both versions, a DC 15 Reflex save halves the damage). This effect is mundane in nature and not subjected to SR (But Electricity resistance/immunity works fine).
This item has no price, since it is only manufactured inside the Camp.


Lightning Shard:
Lightning shards are small metallic stones with no apparent purpose.
The user can activate the Shard by hitting it with any electricity-based attack, or similar things (Having it struck by a lightning bolt, having a Lightning Elemental hold it, or use the electricity from Lightning Rods to activate it)
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and this can be used to warn allies of impending danger, or to confuse enemies making some of these detonate from different positions.
This item has no price, since it is only manufactured inside the Camp.



Tactics
For a fee, a troop of mercenaries will be sent to solve all of your problems.
Small troops consist of one Squad leader, 4 Cannoneers and 8 Scorching Soldiers.
They're trained to work together, their usual modus operandi is to burn down any opposition and often the entire village they're attacking.

Their tactics vary from mission to mission, but this is a general plan:
First, the team scouts the area and search for vantage points. They will try to block all possible exits from the area.
Then, the Cannoneers will set strategic points on fire.
The squad leader may then come in and kill a selected target / acquire some item, while the Cannoneers cover him with smoke pellets.
The Scorching Soldiers will defend the ranged units, and also gather at the exits and coordinate their Scorching Hand effect to kill anyone who tries to escape.

For higher fees, the Camp can offer bigger numbers of troops, also including Lightning Lieutenants (plus 30-40 Scorching Soldiers, 20 Cannoneers and 5 Squad Leaders)
This battalion is meant to suppress revolts or pillage small cities. Very little can withstand their assault.

Again, groups of Scorching soldiers will be stationed at all exits, while Cannoneers set buildings on fire and the higher grade units direct them (or sneak in for particular targets)

Small teams of Lightning Lieutenants can be hired too, for more stealthy missions. They are an efficient task force, capable of dealing with most enemies and come back alive for the cash.
They will usually be equipped with custom gear, specialized to the mission (flight, invisibility, vision enhancing, etc)


The Camp



The Camp is a very organised and structured village:
It is surrounded by strong metal walls that can shift to form openings: this, like most things in the Camp, is done thanks to the massive steam power provided by the huge, always on central furnace.

A station near the centre of the Camp controls the wall sections and is the only way to open them.

Inside the walls, watchtowers are installed periodically and soldiers are stationed to watch for enemies. Underneath them, small ammo and weapon depots.

The outer layers of the Camp are mostly made up of the barracks and homes of the soldiers.

As you travel inside, you can see silos of various resources, many small furnaces and smiths who build and repair weapons. Tubes connect all of those, some filled with steam, some with hot water or lava.

In the middle, some huge buildings can be seen. One is the Hall, where meetings are organized.
There are also some huge hangars where "experiments" are conducted. Not much is known of what's inside, but often explosions are seen, accompanied by profused black smoke.

Right in the center, the Main Furnace stands. a huge, dwelling open building where underground lava is gathered and channeled to power most of the Camp's activities.

The one thing missing is Archimede's lair. Nobody knows where he stays when he's not in one of the hangars doing crazy experiments. Some say he has a lair underground, just below the Furnace.

Another interesting thing about Camp Archimedes is the incredible amount of tubings that run everywhere. Aside from the ones carrying steam or water, some are even used for comunication: soldiers can put messages in them ,and a jet of air sends the message through the tubes to its recipient (this is how, for example, sentinels ask to the central "wall control station" to open the gates).

[] Archimedes lives underground and conducts experiments by enslaving elementals: his Steam golem is an example, and the Furnace is powered by an enslaved Elder Fire elemental.

A proper final confrontation would be in the Furnace's inner chamber, as the party fights against Archimedes. He may unlock the Elemental to cover his escape, or the party could unlock it to aid in the fight, or some unrelated event could free it, and cause both the party and Archimedes to flee.

Also, one player could infiltrate, learn the encryption system for the tube messages, and trick them into opening the gates for the rest of the party.[]


Plot Hooks

Camp Archimedes is really, really easy to introduce in any plot or setting:

1) Town the players are in is in revolt, a squad comes in to suppress it, under order of the King/lord.

2) Archimedes needs massive fundings for an experiment, he has started tactically raiding cities for gold.

3) Local ruler is annoyed at the presence of this camp of mercenaries/bandits, and asks the party to remove them

4) Archimedes is in search of some rare item for an experiment, and sends a stealth troop to pick one up. Incidentally, the party is also looking for that item. The troop reaches the item at the same time as the party, they fight and then flee with the item.
The party will have to investigate to learn about them, and face them in the search of the other items, or (later on) just bust the camp and fight them

5) Party of mercenaries is paired up with a Squad in a mission. Archimedes then calls them in and offers them a job as leaders of a squad / to do some mission.

...
Mix and match any of these to suit your campaign :D

Gandariel
2012-06-13, 05:24 AM
Reserved for future use

DracoDei
2012-06-13, 12:33 PM
1.) Don't be in such a hurry. Give a thread a few days before bumping.

2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.

Gandariel
2012-06-13, 04:46 PM
1.) Don't be in such a hurry. Give a thread a few days before bumping.

2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.
1) Sorry =)

2) Yeah, they do.
Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?

3) Yes, that's on the list.
We need to post Archimedes, his Golem-like bodyguard, and his personal assassin.

Then we'll work on the HQ map for sure =)
(also, if we get inspiration, other units i guess)

DracoDei
2012-06-13, 07:57 PM
2) Yeah, they do.
Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?
What I would do is make them not require anything TOO special in terms of weapon proficiencies (have them require whichever weapon they most resemble). This isn't too hard since I hear that at least SOME people hold that Spiked Chains are the ONLY exotic weapons worth spending a feat on.

Do your balancing based on how hard the ammo is to re-create, both in terms of craft DCs and in terms of cost of materials. Low DCs on the Burning Hands and other emulated spells might also help keep it weak enough to not be worth a feat.

Debihuman
2012-06-15, 05:31 AM
Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

The drawings are excellent and weapons are cool but the stat blocks are lackluster.

Debby

Gandariel
2012-06-15, 09:18 AM
Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

The drawings are excellent and weapons are cool but the stat blocks are lackluster.

Debby

Thank you for your feedback =)
I gave the Nonelite array to the lowest-level guys and the Elite array for the strongest ones.
I guess i'll reset them all. (Also i thought i knew how the Elite array was, and accidentally used 15-13-12-11-10-8 )
Fixing that now.

As for the Steam Cannon:
Proper stats coming up, sorry. It was a massive overlook on my part. =)
I'm going to fix them all now, and possibly add two more drawings (The Camp,s overview and plant)

EDIT: Stats corrected, maps will follow in a few minutes

Debihuman
2012-06-15, 11:42 AM
You need to revise your stat block to reflect the changes in stats. For example, your scorching soldier has a new AC. AC should be 15, touch 11, flat-footed 14. Also, I think you forgot the additional ability score bonus you get every 4 levels (the lightning lieutenant should have +1 to one of his abilities). You'll have to recheck saves and skills to reflect the changes you made.

You should note which feat comes from the Human racial bonus feat and which feats are bonus class feats. Scorching soldier is missing a feat.

Rangers have special abilities that are missing from the stat block ( track & favored enemies)

Debby

Gandariel
2012-06-15, 01:53 PM
Thank you very much, i edited them mindlessly and made a few mistakes.
Features added, and Scorching Soldier and Cannoneers are now Warriors (an NPC class is more suited to the basic units)

Again, thanks for the critique. My friend is drawing the plant and some of the buildings now.
Anticipation: The whole camp, as you see in the picture on the first post, has a big furnace in the center, and some smaller ones around it. They smaller ones are shaped more or less like this:
http://i48.tinypic.com/qsr12b.jpg

Gandariel
2012-06-15, 07:10 PM
Status Update:
Fixed most mistakes, and most importantly added the Steam Golem and Pythagoras, Archimede's right hand man!

What do you guys think of them?

madock345
2012-06-15, 10:53 PM
The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.

DracoDei
2012-06-16, 12:43 AM
I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?

Gandariel
2012-06-16, 04:10 AM
Thank you for your comments!


The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.

Yes, i've been thinking about after-death effects for the golem. a Cloudkill centered on him sounds good. Will do ^^

I'm not particularly versed on Warlocks, i got some help doing it. I'll look back to the Invocations. What should i swap it with?

Eh, the Scorching soldiers are level 1. They get a 2d4 attack every d4 rounds, they're not supposed to be that strong.
Also, remember that they add +1 Fire damage, and 1d4+1 is equal to 1d6 (actually slightly better)

I gave every member of the camp Light armor because i think they need the mobility and their base speed. Looking back, i'm going to give Medium armor to the Cannoneers, since they don't really need to move actually.


I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?

I did gave him a Dagger, actually forgot to make it MWK.

Point is, i wanted him to hold his Rod of magical precision with both hands (because it looked cool, that's why).

Would it be ok if i said the Rod also works as a masterwork Quarterstaff?
I'd solve the problem and keep him cool.

As for the smoke cloud.. I copypasta'd the Smoking weapon ability, more or less.
Basically, when the golem moves away, the cloud dissipates in the spot where he was and appears in the spot where he now is.
You can say the cloud "travels" with him.

DracoDei
2012-06-16, 12:13 PM
He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).

Wyntonian
2012-06-16, 12:31 PM
Oh neat!

We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

I heartily request MOAR!

Gandariel
2012-06-17, 03:16 PM
He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).
Yes, the cloud dissipates when you start to move and reforms when you stop.
That's what i meant from the start..


Oh neat!

We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

I heartily request MOAR!

Thank you very much for your support! =) Even though i had this awesome idea for a New monk! Like, with a Ki pool of points he can spend to do all crazy abilities! XD

MOAR will be given though =)
For now, there's only a drawing for Pythagoras. (we're under exams now, sorry)
But updates will be given =) Stay tuned!

Eldan
2012-06-18, 02:33 AM
I'll just go over it and write down whta comes to mind as I go along, if that's alright.

Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.

A bit more fluff on the whole would be quite nice.

Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

-Bonus against gas attacks
-Acid resistance
-Ability to breathe underwater for a short while
-Bonus and/or penalty against hot/cold climate

Gandariel
2012-06-20, 12:35 PM
Answers in bold


I'll just go over it and write down whta comes to mind as I go along, if that's alright.

Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

I'll fix that, and i'll change the line to "An unarmed melee attack made with the glove" as you suggested.
And no, it's all mundane, so no SR.

Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.
Yes, i will. There **Should** be already something in an actual 3.5 book, but if i remember correctly it sucks. I'll stat it up.

A bit more fluff on the whole would be quite nice.
Yes, that's on our schedule. Exams these days, can't really devote a lot of time on this

Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

-Bonus against gas attacks
-Acid resistance
-Ability to breathe underwater for a short while
-Bonus and/or penalty against hot/cold climate

Thank you, we'll totally consider it


Thanks for the comment. Updates will come with a slow pace for a couple more weeks, because of exams and other stuff, but they'll come!


EDIT: Corrections, and a new sploier contains the description of the Items used in the Camp.

Debihuman
2012-06-20, 04:33 PM
Lightning Lieutenant has a really weird attack.

You have it as:

Attack: Lightning Rods +9/+9/+4/+4 melee (1d6+3+1d6(Electricity) )


It looks like it should be this:

Attack: 1 lightning rod +9 melee (1d6+3 plus d6 electricity)
Full Attack: 2 lightning rods +9/+4 melee (1d6 +2 plus 1d6 electricity), OR 1 lightning rod +7/+2 melee (1d6+3 plus 1d6 electricity) and 1 lightning rod +7/+2 melee (1d6+1 plus 1d6 electricity)

The attack for the squad leader is wrong too since it only has BAB +3 it only gets one attack.

You have it as:
Attack: Lightning Club +5/+5 melee (1d6+2+2(Electricity) )
It should be:

Attack: Lightning club +5 melee (1d6+2 plus 1d6 electricity)

Debby

Gandariel
2012-06-21, 04:15 AM
Thank you very much, Debby.
I've corrected the things you pointed out (I actually copy-pasted a few things, if you don't mind).
Again, thank you for pointing out my mistakes, this is my first attempt at doing ANYTHING and i kinda get lost in the details.

ANYWAY:

We are in the process of creating Archimedes.
Basically, he would be an Artificer 15 (Possibly Warforged)
We were in the middle of building him and choosing items when we thought: why should we make it a normal Artificer?
After all, he has GOTTA be someone special, otherwise it'd be just another random Artificer..
So we came to a conclusion.
We WILL post the Artificer (As per the Eberron class)
but we would also like to create an Artificer using one of the homebrew Artificer-like classes from the Playground, with the permission (and possibly the help) of its creator.

So, can anyone link me a particularly good/balanced Artificer class?

Also i think we can extend this:
If anyone who has created a class, PrC, item, or whatever that would fit in the Camp, i'd be very welcome to include them. Just comment here or shoot me a PM!

Wyntonian
2012-06-22, 11:10 AM
Well, I feel like 15 is a little high.... maybe 12?

This class (http://www.giantitp.com/forums/showthread.php?t=245132&highlight=Alchemist)seems like about what you want. I'd recommend the mechanical path.

EDIT: Never mind, his buddy the warlock is 12.

I'm not terribly experienced designing encounters, is it normal to have such a massive spread in CR's? 1-15 seems pretty broad.

Debihuman
2012-06-22, 01:07 PM
I honestly don't know which homebrewed class would be best for you. There are just too many for me to go through. Why not tack on a prestige class for a few levels? That would be more specific at least.

Debby

Gandariel
2012-06-22, 02:48 PM
I guess i can tone the warlock down a bit (i wanted him to be lvl12 for the crafting ability).. i'll check out your link =)

DracoDei
2012-06-22, 05:46 PM
Class for steam-punk?
Try THIS (http://www.giantitp.com/forums/showthread.php?t=114229) on for size. Just call all the special gear a bonus, or invent (an) appropriate Vocation(s) for them (the problem being that most of the stuff the Engineer does is NOT supposed to be very usable by anyone else if I remember correctly.).

Gandariel
2012-06-24, 09:57 AM
I read both classes, and while finding both interesting, i think the one Wintonian proposed fits more our theme. (although our Archimedes is a little crazier and less elegant than that, heh)
I'm PMing the author to ask/inform him of this, and maybe ask him some tips.

chrisrawr
2012-06-25, 02:06 AM
Scorching Soldier: AC should be 15 unless I'm missing something.

Everything else: All I can say is that the amount of thought and effort put into this really paid off; this is an excellent addition to any world wishing for a 'punk vibe. The structure is sound, the backstory is solid, the immersion is instant, and the characters colourful. I envy the groups that gets their go at it, no matter what approach they take!

Debihuman
2012-06-25, 02:43 AM
Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

Debby

Gandariel
2012-06-25, 04:46 AM
Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

Debby

Thank you again for your support, debby.
Isn't a club a light weapon? Lightning club explicitely counts as a mwk club.
If it Isn't, i'll change it to light maces, it's the same.
the weapon is exotic, but i donxt think it's much of a stretch to only give the -2/-2 penalty for TwFing.
Also, weapon focus only gives +1 on attack rolls, not damage rolls.


And, to chrisrawr, thank you very much for your kind words, it's our first attempt at this and it means a lot. thanks. (also yeah, mistake on the armor thing. corrected now)

chrisrawr
2012-06-25, 12:53 PM
Wish I had more to say about it; There's just not much to nitpick at because Debby got here first, and she's always been phenomenal at mechanical consistency across the board.

Debihuman
2012-06-25, 02:10 PM
Thank you again for your support, debby.
Isn't a club a light weapon? Lightning club explicitly counts as a mwk club.
Sorry for the earlier mistakes. I'll try sorting out the Lighting Lieutenant's attacks now.

The lightning club is an exotic weapon not a light weapon.

TWF drops the penalty from -6/-10 to -4/-4. Improved TWF gives the off-hand a second attack at a -5 penalty.

I never realized the weapons were supposed to be masterwork.

I'll try this again and see if I get the numbers right. (Been channeling the Barbie TM "Math is hard" apparently. Back to the drawing-board it is.

Also, the modifier for Str 16 is +3 not +2. So I was correct, but for the wrong reason! Aiy!

One thing that would help is if the pictures were in the spoilers and the text was not. It's a royal pain to have to open the spoilers to read the text. Attack: BAB (6) + Str (3) + mwk (1) + weapon focus (1) = 11.

11-4=7 so the attacks for using 2 mwk lightning clubs are +7/+2.

Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +7/+2 melee (1d6+3 plus 1d6 electricity)

Debby (whose brain has brain damage now)

P.S. does the squad leader have an inferior version of the lightning rod? The listed the damage there as 2 electricity instead of 1d6. Is that a masterwork weapon as well or just a standard one because it isn't noted.

P.P.S. Just noticed your info on the scorching gloves indicates that they "count as masterwork." Umm, shouldn't they just be masterwork weapons? There is nothing in the rules that allows for a weapon to count as masterwork without actually being masterwork. Also you should remove all references to burning hands since they are a mundane weapon. The scorching gloves cause 2d4 points of fire damage to every creature in a 60-foot cone once every four rounds. Do these ever run out of energy? If not, perhaps these should be magic items. If they do run out of energy how many times can these be used before they need to be charged? Then, how are they charged? Solar powered? You should also consider how much these cost. Since this is an extraordinary ability is there a save to avoid the damage? Should there be a Reflex save for no damage or half damage?

Gandariel
2012-06-25, 04:57 PM
Snip, about weapons
Debby (whose brain has brain damage now)


Fixed the Str thing, but i'd really like to keep the penalties at -2/-2
The Lightning Rods and Clubs explicitely act as masterwork Light maces and Clubs, plus some electricity-based bonuses.
It is exotic in that it needs a feat to work, but it is treated as a light weapon for all purposes (qualification for Lightning maces, for example)
I only gave them a proficiency to avoid potential players using them.

This is homebrew after all, right?
Would it be ok if i wrote: "Lightning Rods count for all intents and purposes (including qualification for weapon-specific feats and penalties for the Two-Weapon Fighting feat) as Masterwork quality Light maces" ?

I know usually Exotic means -4 on TWF attacks, but i really don't want to give them that penalty.



P.S. does the squad leader have an inferior version of the lightning rod? The listed the damage there as 2 electricity instead of 1d6. Is that a masterwork weapon as well or just a standard one because it isn't noted.

Yes, it's a weaker Lightning Rod, with less electricity damage, less damage on double-hit and no Lightning bolt effect

Wyntonian
2012-06-25, 04:58 PM
The lightning club is an exotic weapon not a light weapon.

I thought exotic weapons could be light? See: Kama, Siangham, etc.

Gandariel
2012-06-26, 08:01 AM
I thought exotic weapons could be light? See: Kama, Siangham, etc.

Awesome, so i have also RAW-Support.
Still waiting for the author of the Alchemist class to answer me, though

Debihuman
2012-06-26, 12:09 PM
I thought exotic weapons could be light? See: Kama, Siangham, etc.

Yes, they can be. See Sandstorm for examples. I am not as familiar with non-core books so it took me a while to sort this out.

Here is the Squad Leader's attack lines accounting for masterwork weapons.

Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)

There are also a few missteps with how these should work as special abilities.



Lightning Strike(Ex): Lightning Clubs are the main weapons of these units.
They count for all intents and purposes (including qualification for weapon-specific feats and penalties for the Two-Weapon Fighting feat) as Masterwork quality Light maces, and the electricity running through them adds 2 electricity damage to each melee attack.

Saying they count as masterwork, light, and maces just for the TWF feat in effect means that they are none of those things.


Additionally, if a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).

I just noticed that they do 1d6 points of electricity damage if they hit with both clubs in the same round. Gandariel, you may want to revise that to say that the clubs do an additional 1d6 points of damage if they hit in the same round because they do 4 points together which is better than the average of 1d6.

Also, why is this under "Special Abilities" instead of a new weapon? The clubs do not need to count as maces for any feats. If there was a save to avoid or halve the additional damage, then this would be a Special Ability.

Here is how I think it should read:

Lightning Strike Ex: Masterwork lightning clubs are the main weapons of these units. They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack. If a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 points of electricity damage (2d6 if the enemy is wearing metallic armor) unless the foe succeeds on a DC 13 Fortitude save to halve the additional damage only. The save is Constitution-based.

Now onto the Lightning Lieutenant's Lighting Rods:

Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)

Again there are some issues with the how the Special Ability is worded.

This is how it is worded:

Lightning Strike(Ex): Lightning Rods are the main weapons of these units.
They count for all intents and purposes (including qualification for weapon-specific feats and penalties for the Two-Weapon Fighting feat) as Masterwork quality Light maces" That isn't as clear as it should be. Counting for the feat doesn't actually give them the qualities.

This needs to be reworded to say, "Masterwork lightning rods are the main weapons of these units. They are Exotic Light weapons and count as maces for the Lightning Maces Feat. " Since the lightning rods are more powerful than the lightning clubs, there is no save to avoid the additional electricity damage inflicted when a foe is hit by both rods in the same round, though you should state it explicitly.


Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rod and fire either a single lightning bolt dealing 7d6 points of electricity damage or fire two smaller lightning bolts, each dealing 3d6 points of electricity damage (for both versions, a DC 15 Reflex save halves the damage).

This is a bit confusing. This appears to be a ray or a ranged touch attack. Does this only hit a single target? A normal lightning bolt would deal 1d6 points of damage to all creatures in an area (I'd say within 30 feet and no target can be more than 30 feet apart) but you've left off all the important information. How many targets? For the single bolt are you using just one lightning rod or two combined? If you are making one action with each rod, how far apart can the targets be? It appears the save is Constitution-based.

Here is how I think the text should read:

Lightning Strike (Ex): Masterwork lightning rods are the main weapons of these units. They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They count as maces for the Lightning Maces Feat.

If a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 points of electricity damage (2d6 if the enemy is wearing metallic armor). There is no save for this damage.

Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rod and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage. The save is Constitution-based.

Debby

Gandariel
2012-06-26, 03:31 PM
Yes, they can be. See Sandstorm for examples. I am not as familiar with non-core books so it took me a while to sort this out.

Here is the Squad Leader's attack lines accounting for masterwork weapons.

Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)

There are also a few missteps with how these should work as special abilities.



Saying they count as masterwork, light, and maces just for the TWF feat in effect means that they are none of those things.



I just noticed that they do 1d6 points of electricity damage if they hit with both clubs in the same round. Gandariel, you may want to revise that to say that the clubs do an additional 1d6 points of damage if they hit in the same round because they do 4 points together which is better than the average of 1d6.

Also, why is this under "Special Abilities" instead of a new weapon? The clubs do not need to count as maces for any feats. If there was a save to avoid or halve the additional damage, then this would be a Special Ability.

Here is how I think it should read:

Lightning Strike Ex: Masterwork lightning clubs are the main weapons of these units. They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack. If a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 points of electricity damage (2d6 if the enemy is wearing metallic armor) unless the foe succeeds on a DC 13 Fortitude save to halve the additional damage only. The save is Constitution-based.

Now onto the Lightning Lieutenant's Lighting Rods:

Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)

Again there are some issues with the how the Special Ability is worded.

This is how it is worded:
That isn't as clear as it should be. Counting for the feat doesn't actually give them the qualities.

This needs to be reworded to say, "Masterwork lightning rods are the main weapons of these units. They are Exotic Light weapons and count as maces for the Lightning Maces Feat. " Since the lightning rods are more powerful than the lightning clubs, there is no save to avoid the additional electricity damage inflicted when a foe is hit by both rods in the same round, though you should state it explicitly.



This is a bit confusing. This appears to be a ray or a ranged touch attack. Does this only hit a single target? A normal lightning bolt would deal 1d6 points of damage to all creatures in an area (I'd say within 30 feet and no target can be more than 30 feet apart) but you've left off all the important information. How many targets? For the single bolt are you using just one lightning rod or two combined? If you are making one action with each rod, how far apart can the targets be? It appears the save is Constitution-based.

Here is how I think the text should read:

Lightning Strike (Ex): Masterwork lightning rods are the main weapons of these units. They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They count as maces for the Lightning Maces Feat.

If a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 points of electricity damage (2d6 if the enemy is wearing metallic armor). There is no save for this damage.

Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rod and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage. The save is Constitution-based.

Debby

Thank you for your corrections, i'm editing now.
One thing though, the saves are not Con-based or anything, it's just peculiar of the weapon (it would make little sense, it's not a part of the charachter or anything)

Debihuman
2012-06-26, 04:46 PM
Thank you for your corrections, i'm editing now.
One thing though, the saves are not Con-based or anything, it's just peculiar of the weapon (it would make little sense, it's not a part of the character or anything)

You have both Lightning Strike and Thuunderbolt listed as Extraordinary Attacks and the saves for weapons are determined by the attack. How did you arrive at DC 15?

Debby

Gandariel
2012-06-30, 04:05 PM
You have both Lightning Strike and Thuunderbolt listed as Extraordinary Attacks and the saves for weapons are determined by the attack. How did you arrive at DC 15?

Debby

My intention was for it to be a charachteristic of the weapon, independent from the user. it would make little sense that you strenght or Constitution make your lightning bolts stronger, when the ability is NOT originated from you, but the weapon.

UPDATE:
Exams days are finishing, i'll be soon able to post MOAR!

The Redwolf
2012-07-19, 01:51 PM
So am I correct in saying that you're alright with this being used in campaigns that those of us here run? They would actually fit in pretty well to one I plan on doing sometime within the next few months, and I'd like to use them if you don't mind.

Debihuman
2012-07-20, 09:15 AM
My intention was for it to be a characteristic of the weapon, independent from the user. it would make little sense that you strength or Constitution make your lightning bolts stronger, when the ability is NOT originated from you, but the weapon.

UPDATE:
Exams days are finishing, i'll be soon able to post MOAR!

Special attacks that require a save should be based on the wielder's ability as the DC needs definition. It's a formula that works for CR. Once you start messing with that, you have all kinds of headaches. It isn't that the wielder's Con or Str makes the your lightning bolts stronger, it's just how it sets the DC of the attack. The actual damage is set by the weapon.

Otherwise, using your weapons is not an extraordinary ability and anyone can pick one up an use it (with the right feats). If that's how you see it, then simply remove the extraordinary abilities from your stat blocks and create the weapons as just normal weapons without any extraordinary functions.

Debby

Debihuman
2012-07-20, 10:00 AM
Forgive my double post -- I tried to edit my earlier one and it comes up blank! Something is not working correctly and I've only noticed this problem in the last few days.

Here is how the lightning rod looks as a normal weapon.

Lightning Rods
Lightning rods are Exotic Light weapons which deal 1d6 points of bludgeoning damage plus 2d6 points of electricity damage to their target (+3d6 if the target is wearing metallic armor). They also count as light maces for qualifying for weapon-specific feats, such as the Lightning Maces Feat.

Furthermore, they can be used in tandem by anyone with the appropriate feats to fire a devastating lightning bolt with a maximum range of 60 feet. If fired at a single target, the target takes 7d6 points of electricity damage. The tandem lightning bolt attack can be also be fired at two targets who may not be further than 30 feet apart, causing 3d6 points of electricity damage to each target. It takes one minute to recharge the rods for these attacks and the wielder must make a successful attack roll to hit the target(s).

Debby

DracoDei
2012-07-20, 10:46 AM
t takes one minute to charge the rods for these attacks and the wielder must make a successful attack roll to hit the target(s).

Debby
This makes it sound to me like the attack happens 1 minute after you declare it. Try "after using this ability, it requires 1 minute for the rods to recharge so the lightning bolts may be used again, this does not effect the bonus damage for melee attacks, or any other function of the weapon".

Debihuman
2012-07-20, 03:52 PM
This makes it sound to me like the attack happens 1 minute after you declare it. Try "after using this ability, it requires 1 minute for the rods to recharge so the lightning bolts may be used again, this does not effect the bonus damage for melee attacks, or any other function of the weapon".

That's fine too. I just edited the text to say that it takes one minute to recharge the weapon for the lightning bolt attack. It is safe to presume the weapon is already charged the first time you go to use it.

Debby