1. - Top - End - #12
    Orc in the Playground
     
    The Witch-King's Avatar

    Join Date
    Apr 2007
    Location
    Avatar by TheStoneyOne
    Gender
    Male

    Default Re: Base Class Challenge VI - Let's Play Dress Up!

    FABRICATOR



    "You heard you were being pursued by a fabricator and you thought it meant you were up against a fancy tailor. Your mistake." *sound of gunshot*--Elvia the Weaver

    The Fabricator is an arcanist who has learned his arts by communing with otherworldly entities from the void. He has learned to tap into these strange eldritch energies in two ways, with his own body and with specialized garments and instruments the Fabricator wears on his person.

    Adventures: Fabricators have a great hunger to learn more and more of the arcane arts. They will travel to great lengths and endure severe hardships in search of the secrets they seek.

    Alignment: Fabricators may be of any alignment. However, there is a marked tendency for them to be chaotic in alignment as their training and methods are individual and unorthodox.

    Religion: Fabricators tend to worship otherworldly spirits and entities from beyond the stars that are unknown to other men. When they do opt to worship deities more commonly known, they tend towards gods and goddesses of weaving, magic, the night sky and stars.

    Background:
    Spoiler
    Show

    "How long has he been standing there?"

    "An hour?"

    "And he just--stands there--with his arms outstretched to the night sky?"

    "Yeah."

    "For how long?"

    *shrugs* "Sometimes minutes. Sometimes hours. Depends. I heard once, he stood on a mountaintop like that for days."

    "Days?"

    "Days."

    "Weird."

    "Yeah."


    Races: Any non-construct, non-plant, non-undead race. The peculiar energies that Fabricators manipulate must be channeled through living flesh.

    Most fabricators are human or elven, although kenku and lizardfolk make excellent fabricators. The insectile minds of the Thri-Kreen navigate the pathways of the void particularly well and forge fabricators par excellence. Dwarves, while possessed of great crafting skill, tend to lack the temperment to deal with subtle dream-like communications of strange, sometimes bizarre symbols and alien mindbending logic. Gnomes and halflings likewise often seem to lack the patience required for the work.

    Adaptation: While the original conception of the fabricator is of an unorthodox steampunk arcanist who wrests arcane secrets from the void with her mind, there is nothing stopping either a player or the DM from re-fluffing the class to be a more conventional artificer type, such as a Dwarven runecarver.

    GAME RULE INFORMATION

    Abilities: Constitution determines how much of these strange energies the Fabricator can channel through his flesh and Wisdom determines how well the Fabricator has learned the alien ways of manipulating those energies.

    Alignment: Any.

    Hit Die: d6

    Starting Wealth: 2d6 x 10 gp

    Class Skills: The fabricator's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Ranks per Level: 2 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Aetherioptical Goggles, Arcane School, Clockwork Familiar|3|1|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |The Living Cloak, Autoholster|4|2|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Aetheric Mask and Tank, Bonded Weapon/Runic Ammunition +1d8|4|2|1|-|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Craft Wondrous Item, Deceive Item|4|3|2|-|-|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Clockwork Shuriken, Runic Ammunition +2d8|4|3|2|1|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Favored Energy Type|4|3|3|2|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Fabricator Item, Runic Ammunition +3d8|4|4|3|2|1|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Item Creation|4|4|3|3|2|-|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Runic Ammunition +4d8|4|4|4|3|2|1|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Fabricator Item|4|4|4|3|3|2|-|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Clankbreaker, Runic Ammunition +5d8|4|4|4|4|3|2|1|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Item Creation|4|4|4|4|3|3|2|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Fabricator Item|4|4|4|4|4|3|2|1|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Runic Ammunition +6d8|4|4|4|4|4|3|3|2|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Item Creation|4|4|4|4|4|4|3|2|1|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Runic Ammunition +7d8|4|4|4|4|4|4|3|3|2|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Fabricator Item|4|4|4|4|4|4|4|3|2|1

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Item Creation|4|4|4|4|4|4|4|3|3|2

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Runic Ammunition +8d8|4|4|4|4|4|4|4|4|3|3

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Eldritch Apotheosis|4|4|4|4|4|4|4|4|4|4[/table]

    Spoiler
    Show


    Class Features
    All of the following are class features of the Fabricator.

    Weapon and Armor Proficiency: Fabricators are proficient with all simple weapons, pistols and hand crossbows. They are not proficient with any type of armor or shield. Armor interferes with a fabricator's gestures, which can cause her spells with somatic components to fail.

    Spells

    Fabricators cast arcane spells powered by alien eldritch energies channeled through their very living flesh. A fabricator casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a fabricator must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fabricator's spell is 10 + the spell level + the fabricator's Constitution modifier.

    A fabricator's selection of spells is extremely limited. A fabricator begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new fabricator level, she gains one or more new spells, using the same table as sorcerers. Unlike sorcerers however, fabricators gain an additional number of known spells each spell level equal to their wisdom attribute modifier.

    Upon reaching 5th level, and at every third Fabricator level after that (8th, 11th, and so on), a Fabricator can choose to learn a new spell in place of one she already knows. In effect, the Fabricator “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Fabricator spell the Fabricator can cast. A Fabricator may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

    A Fabricator need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

    Fabricator Implements (Su)

    Fabricator implements are items constructed by the fabricator for her own special use and require a special ritual that takes eight hours to perform to enable and bind the item to her use. No one else can benefit from such an implement. Fabricator implements count as masterwork and magic items.

    Fabricator Implement: Aetherioptical Goggles (Su)

    The Fabricator can fashion and maintain a special set of bonded goggles that provide low-light vision, double the range of all forms of vision available to the Fabricator and enable the Fabricator to re-roll her initiative a second time (if you choose to re-roll, you must keep the second number). This ability to re-roll an initiative roll may be used a number of times each day equal to twice the Wisdom stat modifier of the Fabricator.

    Clockwork Familiar

    As per wizard familiar, except the familiar gains the Construct type.

    Arcane School

    As per wizards, except that unlike wizards, fabricators must specialize.

    Fabricator Implement: Autoholster (Su)

    This combination belt and holster is built to service either a handgun or a pistol crossbow. The simple act of holstering the weapon is all that is needed for the autoholster to automatically reload the weapon from the user's ammunitions stocks stored on the belt. The weapon is automatically ready for use when the user's next initiative comes around. The autoholster fully loads empty and partially loaded weapons. It is possible to build a larger autoholster worn on the back for use with rifles.

    Fabricator Implement: The Living Cloak (Su)

    The Living Cloak shifts and weaves around the Fabricator to disguise her presence and movements on the battlefield. The Living Cloak provides a bonus to AC as well as a bonus to performing feints for the purposes of denying opponents their dexterity bonus to AC from spells and attacks from pistols and hand crossbows. The Living Cloak grants the fabricator the ability to perform such feints as move actions as if the fabricator had the Improved Feint feat (in fact, this is the only benefit granted the wearer at level 2). To gain these bonuses, the fabricator cannot be wearing any type of armor that provides an arcane spell penalty.

    Spoiler
    Show
    {table=head]Level|Bonus of The Living Cloak
    1|0
    2|0
    3|1
    4|1
    5|1
    6|2
    7|2
    8|2
    9|3
    10|3
    11|3
    12|4
    15|4
    16|4
    17|5
    18|5
    19|5
    20|6
    [/table]


    Fabricator Implement: Bonded Weapon/Runic Ammunition (Su)

    When using a bonded arcane revolver or a bonded arcane hand crossbow and special ammunition the fabricator has made him or herself, the fabricator can do additional damage with that weapon. The fabricator gains an additional +1d8 at the following levels: 3,5,7,9,11,14,16 and 19.

    Runic ammunition counts as doing piercing and force damage.

    Fabricator Implement: Aetheric Mask and Tank (Su)

    The Fabricator can construct and maintain a curious looking steam-powered device on her back that collects otherworldly energies in the form of an aetheric liquid and sends them via a tube into a mask over the fabricator's nose and mouth to be breathed in as a gas. This saturates the fabricator with the strange otherworldly energies fabricators use to cast their spells.

    The fabricator, thus equipped, having cast a fabricator spell, can make a Concentration check at DC 15 + 2x spell level of the slot just cast--if the fabricator makes the roll, she does not lose the slot. However, if she fails the roll, she suffers one point of Constitution damage for every point by which she missed the roll, up to a maximum of half the spell level of the slot (round up) she was trying to retain. This Constitution damage cannot reduce a character below 1 point of Constitution at which point the Fabricator is rendered unconscious.

    Inhaling the fumes of the aetheric tank and mask makes the fabricator immune to mundane fatigue and exhaustion and the fabricator has no need for food and drink but can sustain her body on the eldritch energies alone.

    Craft Wondrous Item

    Spoiler
    Show

    You can create wondrous items, a type of magic item.

    Prerequisite: Caster level 3rd.

    Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

    You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

    See magic item creation rules for more information.


    Deceive Item

    As per the Warlock ability.

    Spoiler
    Show

    At 4th level and higher, a fabricator has the ability to more easily commandeer magic items made for other characters. When using a Use Magic Device check, a fabricator can take 10 even if distracted or threatened.


    Fabricator Implement: Clockwork Shuriken (Su)

    A clockwork shuriken is a small technomantic device closely resembling a pocket watch with two oversized razor-sharp clock hands. When primed (DC 6, free action) and thrown, the "hands" of the clockwork shuriken begin to spin at a terrific velocity, enabling it to slice through flesh, bone and metal alike. Much like ordinary shuriken, clockwork shuriken are thrown weapons that are otherwise treated as ammunition for game effects (such as their being drawn and their disposition after use). A Fabricator can cast a touch spell into a clockwork shuriken such that if it hits the target, the target suffers the effects of the spell in addition to the damage of the clockwork shuriken as a single attack. Weapon proficiency with the clockwork shuriken comes with the ability to construct and maintain it.

    Spoiler
    Show

    Damage: 2d4+(1/3rd of the Fabricator's class level, rounded down). Bypasses DR equal to 1/3rd of the Fabricator's class level, rounded down. Critical x2, Range: 10 ft., Weight: 1/2 lbs., Type S damage.


    Favored Energy Type

    The Fabricator selects one type of energy damage. Once made, this selection cannot be changed. When casting spells that do energy damage, the Fabricator may choose instead to do his favored energy type of damage.

    Item Creation

    The Fabricator may choose from one of the following for which she is qualified: Brew Potion, Craft Construct, Craft Staff, Craft Magic Arms and Armor, Golem Constructor (as per Wizard, Fabricator must be at least 9th level).

    Fabricator Item (Su)

    These items are more advanced and difficult to construct than the previous fabricator implements. Like fabricator implements, they must be bonded to the fabricator and only function for her.

    The Fabricator may choose one of the following to learn how to build and maintain: Accelerator Greaves, Clockwork Servant/Mount, Technomantic Cannon or Technomantic Staff.

    Accelerator Greaves (Su)

    These strange looking mechanical footwear provide the fabricator a bonus to her walk and run speed as well as a +10 to all climb and run checks.

    At levels 3-5: the fabricator gains +10 ft. move, levels 6-8: +20 ft., levels 9-11: +30 ft., levels 12-14: +40 ft., levels 15-17: +50 ft., levels 18-20: +60 ft.

    Clockwork Mount/Servant

    As per Animal Companion, using the Fabricator's class level instead of Druid level. The Animal Companion gains the Construct type.

    Technomantic Cannon (Su)

    This bulky two-handed device emits a destructive beam of the Fabricator's Favored Energy Type. If the target is hit and makes a Reflex save, the target takes half damage. To be used in combat, the cannon must first be primed and set to local conditions, this requires one standard action (DC 10). Once the cannon is primed and ready, it can be fired for up to twenty minutes of combat.

    Spoiler
    Show

    Technomantic Cannon: 4d10 damage, Critical x2, Range Increment 80 ft., Weight: 10 lbs.

    Following Fire: If the target was hit and did not make a Reflex save, the Fabricator gains a +4 to hit the same target if she fires on it again with her next action.

    Line Fire: Four levels after its first obtained by the Fabricator, the Fabricator can build a version of the Technomantic Cannon that gives him the option of targeting every creature within a 60 foot line with the beam. The Fabricator rolls separately for each creature and each creature may make a Reflex save to take half damage. Following Fire does not apply in the case of Line Fire.


    Technomantic Staff (Su)

    A Fabricator can modify existing magic staves (or during construction for those she crafts herself) into technomantic staves. This provides two bonuses in addition to the staff's existing powers: one, the staff can be used to fire ranged touch spells using the staff as a sighting mechanism, providing the Fabricator an additional +2 to hit and two, the staff can be used to deliver touch spells and ranged touch spells as adjuncts to its melee attack, adding the staff's damage to the damage of the spell as a single attack.

    Clankbreaker (Ex)

    The Fabricator's attacks can bypass constructs immunity to sneak attacks and critical hits.

    Eldritch Apotheosis (Ex)

    Saturating yourself with the alien mystic energies of the Void has enabled you to ascend beyond mortal levels. You can gather the eldritch forces you manipulate on your own and no longer need the aetheric mask and tank to maintain those effects. Your type becomes Native Outsider and you no longer suffer any effects of aging nor do you need to breathe.
    Last edited by The Witch-King; 2011-06-14 at 09:54 AM.