PDA

View Full Version : [PF] Manuals to Springworking (Or, How I Learned to Stop Casting and Love Gears)



caledscratcher
2013-12-23, 01:59 AM
Manuals to Springworking
Or, How I learned to Stop Casting and Love Gears

Hello, my compatriots! This is a project that I started… a day and a half ago, actually. I had just finished reading Brandon Sanderson’s The Rithmatist and decided to make a new subsystem for Pathfinder based on it. This, however, is not Rithmatics, as can probably be told. This is springworking, a system that is built on a mechanic which I consider to be fairly innovative.

You see, springworking is not magical or psionic or supernatural in any way. It is a clockwork technology that requires its devices to be wound up to be used. As such, rather than being limited by spells or power points per day, or maneuvers readied, or soulmelds shaped, springworking is limited by how many actions you spend on winding up a contraption, and how long it lasts as a result.

However, there must be a bit of elaboration on how these actions equate for this subsystems purposes, because it’s something that… well, that must be explained to be understood.

In this subsystem, a full-round action is equal to two standard actions, three move actions, four swift actions, and five immediate actions. A standard action is equal to two move actions, three swift actions, and four immediate actions. There really isn’t much else that can’t be inferred, so I’ll leave you to that.

So, at the moment, I have three classes planned, but will definitely have quite a few more. Oh, and one thing which needs to be explained: Springwork (Spr) abilities. Spr abilities are basically extraordinary abilities which either modify/relate to contraptions, or use the same wind-up mechanics for other purposes. Some spells that might wind up being made can cause Spr abilities to fail, such as Antichronal Fields and Hand Cramps.

So, I look forwards to what the community thinks! Thank you for reading, and I hope you enjoy!

caledscratcher
2013-12-23, 02:07 AM
The Gearwinder

HD: d6
Skill Points/Level: 4 + INT.
Saves: Good Will, Poor Fort and Ref.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+2|Contraptery, Centric Contrivance

2nd|+1|+0|+0|+3|Bonus Feat

3rd|+1|+1|+1|+3|Centric Enhancement

4th|+2|+1|+1|+4|Centric Ability

5th|+2|+1|+1|+4|Contraptery (2nd Degree)

6th|+3|+2|+2|+5|Centric Enhancement

7th|+3|+2|+2|+5|Bonus Feat

8th|+4|+2|+2|+6|Centric Ability

9th|+4|+3|+3|+6|Contraptery (3rd Degree), Centric Enhancement

10th|+5|+3|+3|+7|Synchronous Spins

11th|+5|+3|+3|+7|Coexistent Contrivance

12th|+6/+1|+4|+4|+8|Bonus Feat, Centric Enhancement, Centric Ability

13th|+6/+1|+4|+4|+8|Contraptery (4th Degree)

14th|+7/+2|+4|+4|+9|Relentless Rotors

15th|+7/+2|+5|+5|+9|Centric Enhancement

16th|+8/+3|+5|+5|+10|Centric Ability

17th|+8/+3|+5|+5|+10|Bonus Feat, Contraptery (5th Degree)

18th|+9/+4|+6|+6|+11|Centric Enhancement

19th|+9/+4|+6|+6|+11|Bonus Feat

20th|+10/+5|+6|+6|+12|Centric Ability, Complete Contrivance[/table]

Contraptery (Spr): A gearwinder is adept at creating contraptions which function upon the principles of springworking. He may have a number of contraptions created at any one time equal to half class level + his Intelligence bonus (if any) (minimum 1). Said contraptions are not limited in uses per day, but must be wound up before use, and only remain active for a fairly short period of time. The amount of time required to wind a contraption, and the amount of time for which it stays wound, are both covered in the details of each individual contraption.

At 1st level, a gearwinder can create and wind contraptions of 1st degree. At 5th level, he can create and wind contraptions of up to 2nd degree. At 9th level, and again at 13th level and 17th level, he becomes able to create and wind contraptions of one degree greater than the last.

To create a contraption, a gearwinder must spend an amount of gp equal to the degree of the contraption squared, times 100, over a period of two hours per degree.

Centric Contrivance (Spr): A gearwinder is a master in his field, but what said field is varies from person to person. At 1st level, he selects one functional field of contraption to be his centric contrivance. He receives abilities related to this functional field at 4th level, and every 4 levels thereafter. He additionally receives bonuses to certain sets of contraptions at 3rd level and every 3 levels thereafter.

Bonus Feat: At 2nd level, every 5 levels thereafter, as well as at 19th level, a gearwinder gains a bonus feat. This may be a contraptery feat, a metaspring feat, or an item creation feat that contains prerequisites which he meets as a result of this class. He must meet all prerequisites for these feats.

Synchronous Spins (Spr): At 10th level, a gearwinder gains the ability to wind two separate contraptions with the same winding time increment as part of the same action. He must have both hands free to use this ability.

Coexistent Contrivance (Spr): At 11th level, a gearwinder has begun to branch out. He selects a functional field to be his coexistent contrivance, which functions as a centric contrivance, but with his gearwinder level being treated as eight levels lower.

Relentless Rotors (Spr): At 14th level, a gearwinder adds twice his Intelligence modifier to all DCs of his own springworks. In addition, he may choose to add his Intelligence modifier to all DCs of springworks that he winds but did not make.

Complete Contrivance (Spr): At 20th level, a gearwinder is more than he could have ever imagined. He adds +2 to the DC of every contraption he makes, with an additional +2 being added to contraptions that relate to his centric or coexistent contrivance. Furthermore, the hardness and hit points of all of his contraptions is doubled.





Contrivances

Offense:
Stupendous Strike (Spr): At 4th level, a gearwinder may use move actions to build up power for an attack. For every move action spent on this ability, his next melee or ranged attack does an additional +1d4 damage. This benefit only lasts until the end of his next turn.

Boosted Buffness (Spr): At 8th level, a gearwinder gains a permanent +2 bonus to Strength. Additionally, he can use move actions to increase his power, causing his Strength score to increase by +2 for a number of rounds equal to the number of move actions spent.

Powerful Piecework (Spr): At 3rd level, a gearwinder’s offense contraptions gain a +1 winding bonus to damage. At 8th level and every 5 levels thereafter gain an additional +1 winding bonus to damage.

Glass Guillotine (Spr): At 6th level, a gearwinder gains the option to give up 2 points of hardness from any offense contraption he makes to grant it a +1 winding bonus to attack and damage.

Defense:
Superior Stance (Spr): At 4th level, a gearwinder may use move actions to increase his defenses in anticipation. For every move action spent on this ability, he gains a +1 winding bonus to AC. This benefit only lasts until he is next attacked, or until the end of his next turn, whichever comes first.

Tumultuous Toughness (Spr): At 8th level, a gearwinder gains a permanent +2 bonus to Constitution. Additionally, he can use move actions to increase his power, causing his Constitution score to increase by +2 for a number of rounds equal to the number of move actions spent.

Maneuverable Metalworks (Spr): At 3rd level, a gearwinder adds a +1 winding bonus to all combat maneuvers performed by or with his defense contraptions, and increases all range increments and movement speeds of his defense contraptions by 5 feet. These bonuses increase by an additional +1 and 5 feet at 8th level and every 5 levels thereafter.

Adamantium Armory (Spr): At 6th level, a gearwinder increases any and all AC bonuses provided by his defense contraptions by +1, and may choose give up 3 points of a defense contraptions hardness to give it or its user a +1 bonus to AC.

Support:
Boosting Brains (Spr): At 4th level, a gearwinder can spend move actions to assist his allies in their endeavors. For every move action spent, every ally within 10 feet of the gearwinder gains a +1 bonus on their next roll. These bonuses last until the start of the gearwinder’s next turn.

Friendly Fantasy (Spr): At 8th level, a gearwinder gains a permanent +4 bonus to all aid another checks, and he may spend swift actions to gain an additional +2 bonus to aid another checks for a number of rounds equal to the number of move actions spent.

Healthy Helix (Spr): At 3rd level, a gearwinder’ support contraptions gain a +1 bonus to hit points restored with healing abilities. Additionally, all movement speeds and movement speed boosts are increased by +5 feet. These bonuses increase by +1 and +5 feet, respectively, at 8th level and every 5 levels thereafter.

Morale Matrix (Spr): At 6th level, a gearwinder’s support contraptions grant an additional +1 on all abilities that provide bonuses. Additionally, a gearwinder may choose to decrease the maximum hit points and hardness of a support contraption by 1 each to increase the prior bonus by an additional +1.

Minion:
Organized Oppression (Spr): At 4th level, a gearwinder gains the ability to contemplate his words for a perfect call. He may use move actions to gain a +3 bonus to all Charisma-based skill checks for each move action spent.

Diplomatic Devil (Spr): At 8th level, a gearwinder gains a permanent +2 bonus to his Charisma score. Additionally, he may use move actions to gain an additional +2 bonus to his Charisma score for a number of rounds equal to the number of move actions spent.

Control Chips (Spr): At 3rd level, a gearwinder’s minion contraptions gain a +10 foot bonus to their movement speeds. This bonus increases by +5 feet at 8th level and every five levels thereafter.

Striking Circuits (Spr): At 6th level, a gearwinder’s minion contraptions gain a +2 bonus to all attack rolls, and all bonuses they provide to allies increase by +1. Additionally, he may choose to decrease the hit points of a minion contraption by 3 to increase both of the aforementioned bonuses by +1.

Weapon:
Striking Sentinel (Spr): At 4th level, a gearwinder may use move actions to increase his prowess. For every move action spent on this ability, he gains a +1 bonus to attack and damage rolls for his next attack. This bonus lasts until the end of his next turn.

Combatative Captain (Spr): At 8th level, a gearwinder gains a +2 bonus to his Base Attack Bonus, and may spend move actions to further increase his base attack bonus by +1 for every move action spent, up to a total maximum of his character level.

Masterwork Manufacturing (Spr): At 3rd level, a gearwinder’s weapon contraptions gain a +1 bonus to attack rolls. This bonus increases by +1 at 8th level and every 5 levels thereafter.

Weighted Weaponry (Spr): At 6th level, a gearwinder’s weapon contraptions gain a +2 bonus to damage rolls. Additionally, he may reduce the attack bonus of a weapon contraption by 1 to give it a further +1 bonus to damage rolls.

Gear:
Wicked Wear (Spr): At 4th level, a gearwinder may use move actions to improve the power of his equipment. For every move action used on this ability, any armor he wears provides an additional +1 armor bonus to AC. This bonus last until the end of his next turn.

Fashionable Forensicist (Spr): At 8th level, a gearwinder’s armor and any gear that he wears that provide bonuses to AC grant an additional +2 to AC. Additionally, he may spend move actions to increase the bonuses provided by any other gear he wears by +1 for a number of rounds equal to the number of move actions spent.

Quality Couture (Spr): At 3rd level, a gearwinder’s gear contraptions that provide bonuses to attack rolls, skill checks, damage rolls, AC, and/or saving throws have said bonuses increased by +1.

Sturdy Style (Spr): At 6th level, a gearwinder’s gear contraptions that do not normally provide a bonus to AC provide a +1 bonus to AC. Additionally, he may reduce the maximum hit points of a gear contraption by 3 to cause it to provide a further +1 to AC.

Contraptions:
1st-Degree Contraptions:

Clipping Crab
Winding Time Increments: Move Actions
Wound Duration Increments: 2 Rounds
HP: 10 Hardness: 3
Functional Field: Offense; Minion
Effect: At the start of the gearwinder’s turn, the clipping crab moves 20 feet towards the foe nearest to it. It then makes two snipping attacks (-1/-1 attack, 1d4+1 damage) against said foe.

Trodden Terrapin
Winding Time Increments: Swift Actions
Wound Duration Increments: 1 Round
HP: 20 Hardness: 4
Functional Field: Defense; Minion
Effect: At the start of the gearwinder’s turn, the trodden terrapin moves 10 feet towards the foe closest to the gearwinder. If in melee range, it then makes one bite attack (+0 attack, 1d3 damage) and the foe must make a Will save or direct the next attack it makes at the trodden terrapin.

Aiding Armadillo
Winding Time Increments: Standard Actions
Wound Duration Increments: 2 Round
HP: 10 Hardness: 2
Functional Field: Support; Minion
Effect: At the start of the gearwinder’s turn, the aiding armadillo moves 15 feet towards the ally closest to it, prioritizing allies with lower hit points. If within 5 feet of an ally, it then heals said ally for 1d4+1 hit points.

Swiping Scissors
Winding Time Increments: Move Actions
Wound Duration Increments: 1 Round
HP: 3 Hardness: 4
Functional Field: Offense; Weapon
Effect: Any creature that holds the swiping scissors while they are active may use them as a light melee slashing weapon with a +1 winding bonus to attack, dealing 1d3 damage plus any applicable modifiers. When an attack is made with the swiping scissors, the Cleave feat may be applied to the first attack that a creature makes with the swiping scissors in any given round, even if the wielder does not meet the prerequisites.

Tricky Trowel
Winding Time Increments: Swift Actions
Wound Duration Increments: 1 Round
HP: 3 Hardness: 4
Functional Field: Defense; Weapon
Effect: Any creature that holds the tricky trowel while it is active may use it as a light melee slashing or bludgeoning weapon that deals 1d3 damage plus any applicable modifiers. Additionally, the first attack that a creature makes with the tricky trowel in any given round may apply the dirty trick combat maneuver as part of the same action, with a +1 bonus to CMB.

Soothing Syringe
Winding Time Increments: Move Actions
Wound Duration Increments: 1 Round
HP: 2 Hardness: 3
Functional Field: Support; Weapon
Effect: Any creature that holds the soothing syringe while it is active may use it as a light melee weapon. However, instead of dealing damage, it heals 1d3 hit points to whom it strikes, and provides a +1 morale bonus on Will saves for a number of rounds equal to the gearwinder’s Intelligence modifier.

Spot-On Spectacles
Winding Time Increments: Standard Actions
Wound Duration Increments: 2 Rounds
HP: 1 Hardness: 4
Functional Field: Offense, Gear
Effect: While wearing the the spot-on spectacles while they are active, the wearer gains a +1 winding bonus to all attack rolls.

Rebuffing Wristwatch
Winding Time Increments: Standard Actions
Wound Duration Increments: 2 Rounds
HP: 4 Hardness: 2
Functional Field: Defense, Gear
Effect: While wearing the rebuffing wristwatch while it is active, any creature that attacks the wearer from 15 feet away or closer is automatically dealt 1d2 piercing damage.

Swift String
Winding Time Increments: Move Actions
Wound Duration Increments: 1 Round
HP: 1 Hardness: 1
Functional Field: Support; Gear
Effect: While wearing the swift string while it is active, the wearer gains a +5 foot winding bonus to its land speed. This is applied after any and all modifiers for encumbrance or armor.



2nd-Degree Contraptions

Chomping Chinchilla
Winding Time Increments: Swift Actions
Wound Duration Increments: 2 Rounds
HP: 10 Hardness: 2
Functional Field: Offense; Minion
Effect: At the start of the gearwinder’s turn, the chomping chinchilla moves 30 feet towards the foe nearest to it. It then makes one bite attack (+2 attack, 1d8+2 damage) against said foe. The foe must then make a Fortitude save or be stunned for one round.

Stalwart Snake
Winding Time Increments: Standard Actions
Wound Duration Increments: 4 Rounds
HP: 25 Hardness: 6
Functional Field: Defense; Minion
Effect: At the start of the gearwinder’s turn, the stalwart snake moves 20 feet towards the foe nearest to the gearwinder. It then makes two bite attacks (+2/+0 attack, 1d4/1d4 damage) and the foe must make a Will save for each successful attack or direct its next one or two attacks (depending on how many Will saves were failed) against the stalwart snake.

Surrounder Centipede
Winding Time Increments: Move Actions
Wound Duration Increments: 3 Rounds
HP: 15 Hardness: 1
Functional Field: Support; Minion
Effect: At the start of the gearwinder’s turn, the surrounder centipede moves 35 feet towards the foe nearest to it, prioritizing those with allies of the gearwinder near them. The surrounder centipede attempts to get in a position which would permit a flanking bonus to any allies. When a surrounder centipede flanks a foe, all allies that would receive a flanking bonus to attack against that foe receive an additional +1 bonus to attack.

Angry Axe
Winding Time Increments: Standard Actions
Wound Duration Increments: 4 Rounds
HP: 6 Hardness: 4
Functional Field: Offense; Weapon
Effect: Any creature that holds the angry axe while it is active gains a +2 winding bonus to Strength and Constitution, but suffers a -1 winding penalty to AC. Said creature can also wield the angry axe as a one-handed melee slashing weapon that has a +1 winding bonus to attack, and deals 1d8+2 damage, both with any applicable modifiers.

Springing Sword
Winding Time Increments: Swift Actions
Wound Duration Increments: 1 Round
HP: 5 Hardness: 6
Functional Field: Defense; Weapon
Effect: Any creature that holds the springing sword while it is active can wield it as a melee one-handed slashing weapon that deals 1d6 damage plus any applicable modifiers. Additionally, when a creature wielding the springing sword charges, it may make one additional attack at the end of the charge at no penalty.

Serene Spear
Winding Time Increments: Move Actions
Wound Duration Increments: 2 Rounds
HP: 8 Hardness: 2
Functional Field: Support; Weapon
Effect: Any creature that holds the serene spear gains a +2 winding bonus to Will saves, and may spend a full-round action to grant every allied creature within 5 feet a +1 bonus to Will saves for one round. The serene spear may also be wielded as a melee two-handed piercing reach weapon that deals 1d6 damage plus any applicable modifiers.

Hidden Helm
Winding Time Increments: Move Actions
Wound Duration Increments: 2 Rounds
HP: 10 Hardness: 1
Functional Field: Offense; Gear
Effect: Any creature that wears the hidden helm while it is active gains the sneak attack ability of a 1st-level rogue. If a creature with said ability already has the sneak attack ability, the damage dice are increased by 1.

Platinum Pauldrons
Winding Time Increments: Swift Actions
Wound Duration Increments: 2 Rounds
HP: 10 Hardness: 3
Functional Field: Defense; Gear
Effect: Any creature that wears the platinum pauldrons while they are active gains a +2 winding bonus to AC, along with a +1 armor bonus to AC. Additionally, said creature gains a +2 impression bonus to all Charisma-based skill checks.

Yak’s Yellowroot
Winding Time Increments: Move Actions
Wound Duration Increments: 5 Rounds
HP: 10 Hardness: 2
Functional Field: Support; Gear
Effect: Any creature that wears the yak’s yellowroot (a set of clockwork roots worn about the shoulders) while they are active treats their Strength score as 6 points higher for the purposes of determining carrying capacity. Additionally, if said creature can communicate with animals and/or plants, they gain a +2 bonus to Diplomacy checks with said creatures.

caledscratcher
2013-12-23, 02:09 AM
Reserved for the Equuilixian base Class.

caledscratcher
2013-12-23, 02:10 AM
Reserved for the Lanterngeist base class.

caledscratcher
2013-12-23, 02:11 AM
Reserved post 3.

caledscratcher
2013-12-23, 02:12 AM
Reserved post 4.

caledscratcher
2013-12-23, 02:14 AM
I have regrettably only finished the contraptions up to 2nd-degree and the contrivances up to 8th level, but playing up to 8th level should probably provide me time to complete that stuff. Further, in my sleep-deprived state of forgetfulness, somehow forgot to make a class table. That should be coming in the morning.

caledscratcher
2013-12-23, 07:28 PM
14 or so hours and no feedback? I know it isn't complete, but PEACHes would be appreciated.

Oh, and I'll be adding in more contraptions soon. :)

WhatsWithCanada
2013-12-25, 01:44 AM
First, let me say, I really like this concept. It has great potential. I wouldn't get too bothered about no one responding, I'm sure everyone and their mother are indisposed with holiday happenings right now. Now to the nitty-gritty:

I gather that this class is supposed to versatile and competing on a level just above a rogue and right around a factotum. Which is good! That's a good level to shoot for. Right now, though, the class is severely underpowered.

First, you are shelling out almost all of your cash at early levels for class features. That's a problem. If I'm going to be spending my hard earned gold for these effects, I might as well be something else and just buy some scrolls and wands. If you absolutely need to class to drain resources I would have the build costs be down right negligible and only work in the hands of a gearwinder or someone with an equivalent ability to maintain the device. (Sort of how pathfinder used gunsmithing)

Second, the text says you need to spend multiple actions winding these contraptions but most of these only last 1 or 2 rounds at most. So I could theoretically spend an entire move action bare minimum winding a swift-string so that I can move 35 feet with my standard action. Alternatively, I could spend my standard action using a scroll of expedious retreat and have moved 60 feet with my move action. If I had spent multiple rounds winding the trade off is even worse. (If you can spend multiple rounds, nothing in the text actually says how you keep something wound to use later or how many rounds you can spend maximum on winding. This should be explicitly stated. This is, after all, the core of the class.)

Third and tied in with two, I'm wasting a *LOT* of precious action economy on these devices for very little payout. If I'm wasting multiple rounds for these devices, they had better be more powerful maneuvers and probably most spells/powers. Most combats are going to be 4-8 rounds.

Say our 5th level party runs into an orc warband in some ancient ruins. The fight lasts 5 rounds. In that time, my 5th level swordsage friend ran up and punched two orcs the face, set one on fire for 4d6 for attacking him, teleported 50', Shadow Garroted their wizard friend for 5d6, walked up a wall to close on their chief and launched a 6d6 fireball at him, then finished him off on the final round with a 6d6 20' radius explosion. During this time, my gearwinder spent a turn winding up a healbot armadillo (and I guess a second standard action to release it? It's not very clear.) to do half a 1st level cure spell, 1 round winding up a centipede to possibly provide a +3 bonus to attack one foe, 1 round to wind up a crab which moves to attack next round, and 1 round to slit my wrists. The crab attacks. With a major penalty... if he can reach.

You can see here why this is incredibly inefficient. It should take a move action to wind any contraption, a free action to release it, and the effect is minor and lasts until the end of my next round, or it takes me multiple rounds but when I finally let go a few orcs drop dead.