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    Amechra's Avatar

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    Dec 2010
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    Default Re: Base Class Challenge VII - You've Been PUNK'D

    Combinatoric Maven
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    Of course I built a steam-powered robot power-suit for the cat. It is TRADITION!

    Sanity. Genius at engineering. Power. Select two.

    Sadly, this trite statement is full of truth for a Combinatoric Maven, for whom the world begs a question: WHY ISN'T THAT KITTY IN A STEAM-POWERED POWER-ARMOR CASING? ARE YOU TRYING TO LET THE COMMONERS WIN?

    Adventures: Quite simply, why not? After all, the house is destroyed, the villagers are rioting, their parents have cancelled their allowance...

    Characteristics: This class is capable of many things, one of which is combining small constructs into power armor for various things. If you don't believe me, look downwards at the class progression. Yeppers, that's right.

    Alignment: What, you want some namby-pamby sort of dividing point? Can't angels and demons both wear power-armor? ARE YOU BEING ALIGNMENTIST?

    Religion: SCIENCE. You know, if you didn't get the idea earlier...

    Background: You join this profession just like any other; you are either born with some natural predilection towards tinkering, or you ate lead as a child. Or, rarely, you actually sought out this path.

    Races: Dwarves and gnomes fill out the ranks of this class, though elves and humans do tend to enjoy the benefits as well...

    Other Classes: I dunno, how would you view a guy who wanted to stick your cat into custom-fitted armor?

    Role: Hmm... remote-control little people who form giant robots (well, semi-giant, really) that can give people POWERS? I don't know, you tell me.

    Adaptation: If you wish to make this less silly... Well, a mad crafting genius certainly could create clockwork creations that armor their friends and assault their foes, so...

    GAME RULE INFORMATION
    COMBINATORIC MAVEN's have the following game statistics.
    Abilities: Intelligence is important. Wisdom isn't. Drop wisdom like a rotting apple down a well.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Bard.
    Starting Gold: As Rogue.

    Class Skills
    The COMBINATORIC MAVEN's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha)

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

    |{table=head]Construct HD|Preprogrammed Class Levels|Servant Limit|Highest Menu Available

    1
    |
    1
    |
    2
    |
    A

    1
    |
    1
    |
    3
    |
    A

    2
    |
    1
    |
    3
    |
    A

    2
    |
    2
    |
    3
    |
    A

    3
    |
    2
    |
    4
    |
    A

    3
    |
    2
    |
    4
    |
    A

    4
    |
    3
    |
    4
    |
    B

    4
    |
    3
    |
    5
    |
    B

    5
    |
    3
    |
    5
    |
    B

    5
    |
    4
    |
    6
    |
    B

    5
    |
    4
    |
    6
    |
    B

    6
    |
    4
    |
    6
    |
    B

    6
    |
    5
    |
    7
    |
    C

    7
    |
    5
    |
    7
    |
    C

    7
    |
    5
    |
    8
    |
    C

    8
    |
    6
    |
    8
    |
    C

    8
    |
    6
    |
    8
    |
    C

    9
    |
    6
    |
    9
    |
    C

    9
    |
    7
    |
    9
    |
    C

    10
    |
    7
    |
    10
    |
    C
    [/table][/table]

    Class Features
    All of the following are class features of the COMBINATORIC MAVEN.

    Weapon and Armor Proficiencies: You are proficient in all simple weapons and a single martial weapon. You are also proficient in light and medium armor.

    Craft Servant (Su): You know, the kinds of stuff you can do with steam these days...

    At 1st level, you gain the ability to create servants, little mindless servile power armor pieces. The process of creating a new servant takes 4 hours of concentrated work; however, you don't truly need special materials to craft a servant; the process only works because you BELIEVE that it does.

    However, it can't work CONSCIOUSLY; you need to keep up the pretext that what you are doing is scientifically possible. As such, you need a pile of scrap metal and coal weighing at least 12.5 pounds; if you can get this for free, or through theft, guess what... it doesn't matter. It works just as well with a pile of copper pieces as it would with adamantine, and there is no difference in the end product.

    The rules for servants are in the next post; in addition to those rules, you may also add a single ability from the standard Astral Construct menu listed on the above table. If you do this, the Servant gains that menu ability, and in turn will grant that menu ability to any creature it uses Join Target, if that would be beneficial; any choices required by abilities are made by you when you create the Servant. For effects that have some interaction with "the caster" of the Servant, the person currently wearing the Servant as Power Armor is treated as the caster.

    When a group of Servants "assemble", they decide on which menu abilities to use; this is chosen while the conglomerate is formed, and are limited by the maximum menu chose-able from: if it is A, it can have 1, if it is B, it can have 2, and if it is C, it can have 4. B menu options count as 2 for this purpose, and C menu options count as 4 for this purpose.

    You may not have more servants at any one time than the indicated maximum on the table above.

    Madcrafting (Ex): Alright, I get it, your happy that you can make awesome little 'droids. However, your powers of delusional creativity aren't limited there!

    At 1st level, you gain the ability to make a Madcrafting check. This check consists of 1d20+your Combinatoric Maven level+your Intelligence modifier.

    You may use this check in place of any given craft check you choose; you don't need any ranks in that skill to use this class ability in this manner. When you use replace a craft check, you may add 1/2 the miscellaneous modifiers and ranks you have in that skill as an insight bonus to your Madcrafting check. This represents the difference between sloppy use of insane crafting skill, and the channeling of madness through paths that are semi-well known.

    Madcrafting allows you to create "masterwork" items for the cost of the base item and the normal Masterwork DC; however, when you do so, only you can benefit from the bonus from it being Masterwork; if anyone else tries to use a Madcrafted item, the bonuses they would get from Masterwork are instead penalties (i.e. -1 Attack, -1 ACP, -2 to a skill check...)

    If someone (probably you) gets the idea to apply enhancements to the item, it is always treated as if it were cursed; this supplies no cost reduction for the creator, however (roll on the random table, or invent your own).

    This entire process takes only half the normal time, and unless magically enhanced, the item becomes completely unusable after an amount of time equal to twice the normal crafting time of the object has elapsed (unless you repair it by using your Repair Machine class feature, which resets this duration).

    My Specialty (Ex): Your genius truly knows no bounds, including sanity or good taste.
    At 2nd level, and every 3 levels thereafter, you may add a menu option from any non-standard Astral Construct menu of the indicated level to the menu options that you can add to a Servant through Create Servant.

    Repair Device (Ex): You know, your genius DOES come at a cost... you tend to be rather obsessive about machinery being intact...

    At 3rd level, you gain the ability to repair any damage to an item simply by matching the craft DC that was required to create it with a relevant Madcrafting check; for example, repairing a Masterwork Longsword would require a DC 35 Madcrafting Check.

    This ability may also be used in place of a Heal check; treat Heal as if it was a Craft skill for the purpose of this class feature. When this ability is used, for a period of 24 hours, the creature healed may, as a swift action, designate a single object; the designated object is treated as if it were Masterwork when they use it.

    Of course, your methods of healing is a little crazy, as you ARE using the same methods you would use to fix a rusty sword, and so a creature healed in this manner receives a -2 penalty to their Constitution; this penalty worsens by 1 any subsequent times this ability is used on that creature in a 24-hour period. The penalty lessens by 1 for every 8 hours of rest the creature gets.

    Cog-Mind (Ex): You are crazily intelligent. I mean, literally, you are Mr. Smarty Pants, if those pants were ON FIRE.

    At 3rd level, you gain Keen Intellect as a bonus feat; you don't have to meet the prerequisites for this feat.

    Companion Servant (Su): Sometimes, you don't have many friends. That's why you MAKE one.

    At 4th level, you may create a Companion Servant; as you have gone all out on this fellow, it is necessarily more costly; to create a Companion Servant, you have to spend 1000 gp on materials and work for 24 hours straight.

    However, the gains are well worth the costs; Your Companion Servant is your size category, has a number of Living Construct HD equal to your Combinatoric Maven level, and has a number of class levels gestalted sequentially with the Living Construct HD equal to your Combinatoric Maven level -2. In addition, their ability scores are quite exceptional; every single one of their ability scores is equal to 10+1/2 their Living Construct HD, plus any increases gained from the amount of HD they have.

    Your Companion Servant has the Join Target and Personalized Crafting ability as a standard Servant, with the following exceptions:
    -Join Target only functions when used on the Combinatoric Maven who made it. I.e., you.
    -Personalized Crafter doesn't have the section on the bottom about HD, and you gain a bonus to your check equal to your intelligence modifier.

    The same aetheric difficulties present in your standard Servant is still present in a Companion Servant; as such, you still cannot give them a full casting, full manifesting, or crafting-based class.

    The Companion Servant is utterly loyal to you, and generally is in a form that pleases you aesthetically, and as such, most Combinatoric Mavens have taken this as a chance to, as the colloquialism goes, "make themselves a girlfriend". Now, you probably will not choose to do so, but the public assumption is that you are, and so, you may never gain the Leadership feat as a General feat; you may only gain it if you enter a class feature that grants it or an equivalent.