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  1. - Top - End - #1
    Barbarian in the Playground
     
    RangerGuy

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    Default "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Soulforged
    Quote of Some Kind by a member of the class!

    Soulforged use the combined powers of themselves and their homunculi to solve any problem they run across. By attaching one or more of their homunculi onto themselves they gain a new ability that they can use.

    BECOMING A SOULFORGED
    The majority of Soulforged start off as artificers, then they gain an essentia pool, typically by choosing a Incarnum feat. Warforged wizards that take both the Craft Construct and Incarnum Spellshaping feats also allow entry into the class.

    ENTRY REQUIREMENTS
    Race: Warforged
    Essentia Pool: 1
    Skills: Craft (sculpting) 5 ranks
    Special: Must have a 3 HD or greater homunculus

    Class Skills
    The Soulforged's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes), Open Lock (Dex), Search (Int), Spellcraft (Int), and Use Magic Device (Chr).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Essentia Pool

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Craft Reserve, Homunculus Bind 1, Open Chakras (least), Share Spells/Infusions|---|
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Lesser Soulbound Armor|+1 level of existing spellcasting class|
    2

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Improved Split Chakra, Split Chakra|+1 level of existing spellcasting class|
    3

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    | Homunculus Bind 2, Open Chakras (lesser)|+1 level of existing spellcasting class|
    3

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |---|+1 level of existing spellcasting class|
    4

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Split Chakra|+1 level of existing spellcasting class|
    5

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Homunculus Bind 3|+1 level of existing spellcasting class|
    6

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |---|+1 level of existing spellcasting class|
    6

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Open Chakra (greater), Split Chakra|+1 level of existing spellcasting class|
    7

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Homunculus Bind 4, Greater Soulbound Armor|+1 level of existing spellcasting class|
    8
    [/table]

    Weapon Proficiencies: A Soulforged gains no proficiencies in any type of armor or weapons.

    Spellcasting: From 2nd level on, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a soulforged, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Essentia Pool: Your essentia pool increases in size as you progress in the soulforged prestige class, as given in the table. This essentia can be invested into your class features to increase their power, or in incarnum feats and soulmelds, as normal.

    Craft Reserve: You receives a pool of points you can spend instead of experience points when crafting a homunculus or warforged component. This is identical to the artificer ability, except that it can only be spent to create or improve constructs or warforged components.
    Your soulforged and artificer levels stack for the purpose of the size of your craft reserve.

    Homunculus Bind (Su): You are able to bind one or more of your homunculi onto your body, augmenting your own abilities. Starting at 1st level, you are able to bind a single homunculus to one of your chakras. At 4th level, you are able to simultaneously bind 2 of your homunculi onto yourself, at 7th level you can bind 3, and at 10th level you can bind up to 4 of your homunculi onto your body. Performing a homunculus binding takes a standard action for both you and the homunculus (which must be adjacent to you), and unbinding takes a move action, nether action provokes an attack of opportunity. You may perform a number of homunculus binds each day equal to half your Soulforged class level + your Constitution bonus (minimum of 1/day). Each of these bindings lasts for a maximum number of hours equal to the bound homunculus' Hit Dice.
    When you bind a homunculus, you make it a part of yourself using one of your body's open chakras. Doing so grants you a special ability that lasts as long as that homunculus is bound. Each homunculus also grants different abilities depending on where they are bound to you, and they change shape to fit their new function. When bound they can perform no actions beyond mental free actions, such as communicating with you.

    Open Chakra: Starting at 1st level, your crown, feet, or hands chakras are opened to chakra binding, so that you can bind soulmelds, items or your homunculi to them. When you attain 4th level, you arms, brow, and shoulder chakra become available for chakra binds, and when you reach 9th level your throat and waist chakra become available for chakra binds. This class grants no ability to bind soulmelds or magic items, but if you have that ability from another source, then these chakra are considered open for binding.

    Share Spells/Infusions (Su): At your option, you may have any spell or infusion (but not spell-like ability) you cast on yourself also affect your homunculi. The homunculi must be within 5 feet at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the homunculus if it moves further than 5 feet away and will not affect that homunculus again even if it returns to you before the duration expires. Additionally, you may cast a spell or infusion with a target of “You” on any of your homunculi (as a touch range spell or infusion) instead of on yourself. You cannot share spells or infusions that cannot affect constructs.

    Lesser Soulbound Armor: Your composite plating gains the Lesser Soulbound Armor special ability. See Magic of Incarnum for details.

    Improved Split Chakra: The benefits of the Split Chakra feat are improved for you. You may now have a worn magical item, a warforged component, and a soulmeld (or homunculus bind) occupy the chosen chakra simultaneously.

    Split Chakra: You gain Split Chakra as a bonus feat at 3rd, 6th, and 9th level.

    Greater Soulbound Armor: Your composite plating gains the Greater Soulbound Armor special ability. See Magic of Incarnum for details.


    PLAYING A SOULFORGED
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: Each Soulforged has its own preferences for the types of homunculi that it builds, and each of them grants different powers to the Soulforged, both as an independent entity, and as a homunculus bind. Some improve the capabilities of their homunculi, while others prefer to have a variety of them.
    Resources: As most Soulforged start off as artificers, they have the ability to make most of their own gear, and using the natural abilities of their homunculi to augment those abilities gives them a wide variety of tricks to draw upon.


    SOULFORGED IN THE WORLD
    Now that is something I've not seen before.
    Commander Janeth Argrave, watching a Soulforged switch from long range attacks to melee.

    Few warforged understand anything about using soulmagic, and Soulforged are not usually the exception to this. Their understanding of essentia is limited, and that of soulmelds non-existent, but they use what they call “spark energy” to connect their homunculi to themselves, similar to how most warforged use components.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    Most Soulforged are treated the same as any other warforged. Although they are consider to have their heads in the clouds more than most artificers.
    Last edited by lightningcat; 2010-08-20 at 10:22 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
    RangerGuy

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Homunculus Binds

    Homunculus
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    Whenever you are targeted by a cure spell, you recover additional hit points equal to the Homunculus' HD per spell level.
    Essentia: Increase the additional hit points recovered by 1 for each point of essentia invested.

    Chakra: Crown
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Brow
    Description of homunculus when bound.
    special ability
    Essentia: You gain a +2 insight bonus to all Listen, Search, and Spot checks per point of invested essentia

    Chakra: Waist
    Description of homunculus when bound.
    You gain Spell Resistance 10 + 1 per HD of the Homunculus.
    Essentia: Your Spell Resistance is increased by 2 per point of invested essentia.

    Chakra: Heart
    The homunculus disappears into the your chest, but a sound like a heartbeat can be heard if closely listened to.
    You gain +5 hp/HD of homunculus.
    Essentia: You gain fast healing equal to essentia invested.


    Arbalester
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    You gain insight bonus on ranged attack rolls equal to the HD of the Arbalester.
    Essentia: You gain a +1 insight bonus on ranged weapon damage rolls for each point of essentia invested.

    Chakra: Hand
    The arbalester attaches to your hand, in the manner similar to that of an armbow.
    You gain an attached repeating crossbow, similar to an armbow, which you are now proficient with. It magically loads and fires with a thought, as a standard action. It holds up to 20 bolts, taken from the arbalester's normal supply, and this supply can be reloaded as a full-round action. If the arbalester has previous enhancements due to its Receive Enhancement ability, these enhancements apply to the armbow.
    Essentia: Your armbow gains an enhancement bonus to attack and damage rolls equal to the amount of essentia invested. This bonus is separate from any enhancement bonus gained from the arbalester's Receive Enhancement ability, and do not stack, apply only the greater bonus.

    Chakra: Arms
    Description of homunculus when bound.
    You may make your slam attacks as a ranged attack with 15 foot range.
    Essentia: The range of your slam attack is increased by 15 foot per point of essentia invested.

    Chakra: greater
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:


    Packmate
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    You gain insight bonus on all Craft, Disable Device and Open Lock checks equal to the HD of the Packmate.
    Essentia: You gain a +1 insight bonus on initiative checks for each point of essentia invested.

    Chakra: Feet
    Description of homunculus when bound.
    Your speed is unaffected when carrying a medium or heavy load, although all other penalties still apply.
    Essentia: Increase your effective Strength score for the purposes of carrying capacity by 4 for each point of invested essentia.

    Chakra: Crown
    Saving Throw:
    Description of homunculus when bound.
    You gain Quick Draw as a bonus feat.
    Essentia:

    Chakra: greater
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:


    Persistent Harrier
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    You gain an insight bonus to attack rolls equal to the HD of the Persistent Harrier when flanking.
    Essentia: You gain an +1 insight bonus to damage rolls when flanking for each point of invested essentia.

    Chakra: Hands
    Description of homunculus when bound.
    You gain a 1d6 sneak attack.
    Essentia: Your sneak attack is increased by 1d6 for each point of invested essentia.

    Chakra: lesser
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Waist
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Soul
    Saving Throw: Will Negates (DC 10 + invested essentia + Constitution modifier)
    Description of homunculus when bound.
    Soulburning Aura
    Essentia: Every living adjacent to you at the end of your turn takes 1 point of Strength damage per point of essentia invested.


    Dedicated Wright
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    Whenever you are targeted by a repair spell, you recover additional hit points equal to the Dedicated Wright's HD per spell level.
    Essentia: Increase the additional hit points recovered by 1 for each point of essentia invested.

    Chakra: least
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Arms
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Throat
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:


    Expeditious Messenger
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    base ability (flying messenger)
    Essentia:

    Chakra: Feet
    A winged design appears on your lower legs.
    Land Speed Increase
    Essentia: Your land speed increases by 5 feet per point of essentia invested.

    Chakra: Shoulders
    The messenger lands on your shoulders and as it merges with your form, its wings grow large enough to support you.
    Fly Speed
    Essentia: You gain a fly speed (average maneuverability) of 10 feet per point of essentia invested

    Chakra: Throat
    The wings of the messenger wrap around your neck, making a high collar.
    Teleportation
    Essentia: As a move action, you can teleport 20 feet per point of essentia invested


    Furtive Filcher
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    You gain an insight bonus to Forgery, Slight of Hand and Use Rope checks equal to the HD of the Furtive Filcher.
    Essentia:

    Chakra: least
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Shoulders
    The filcher transforms into a flowing black cloak that seems to be made of shadows.
    You gain Hide in Plains Sight, as the Shadowdancer ability.
    Essentia: You gain a +5 to your Hide checks for each point of invested essentia.

    Chakra: Throat
    Saving Throw: Fortitude Halves (DC 10 + invested essentia + Constitution modifier)
    Description of homunculus when bound.
    Deadly Aura
    Essentia: Every living creature adjacent to you at the end of your turn takes 1d6 points of damage per point of essentia invested.


    Iron Defender
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    You gain an insight bonus on melee attack rolls equal to the HD of the Iron Defender.
    Essentia: You gain a +1 insight bonus on melee weapon damage rolls for each point of essentia invested.

    Chakra: Crown
    The iron defender changes into a wolf-shaped helm.
    Combat Power
    Essentia: You gain a +1 enhancement bonus to attack and damage rolls per point of essentia invested.

    Chakra: lesser
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Waist
    Description of homunculus when bound.
    You gain DR 1/adamantine for each HD of the Iron Defender.
    Essentia: Each of the damage reduction values that you already possess are increased by 2 for each point of invested essentia, including the DR gained from this homunculus bind. Example: If you normally have DR 5/magic and DR 2/adamantine, then if you have 2 points of essentia invested, you would have DR 9/magic and DR 6/adamantine.


    Clockroach
    Spoiler
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    base ability (cleaner/acid)
    Essentia:

    Chakra: Hands
    Description of homunculus when bound.
    You can always take 10 on Climb checks, even if rushed or threatened.
    Essentia: You gain a +4 bonus on Climb checks for each point of essentia invested.

    Chakra: lesser
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Throat
    Saving Throw: Reflex Halves (DC 10 + invested essentia + Constitution modifier)
    Description of homunculus when bound.
    You gain the ability to spit a line of acid as a standard action. Once every 5 rounds, you can emit a line of acid that is 10 feet long plus 5 feet per point of invested essentia. Targets in the line take 3d4 points of acid damge.
    Essentia: Every point of essentia you invest into the Clockroach increases the damage by 2d4 points of acid damage.


    Clockwork Mender
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    base ability (repair/poison)
    Essentia:

    Chakra: least
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: lesser
    Saving Throw:
    Description of homunculus when bound.
    special ability
    Essentia:

    Chakra: Waist
    Saving Throw: Fort Negates (DC 10 + invested essentia + Constitution modifier)
    The clockwork mender lands on your back and reaches out with its limbs connecting your waist to your elbows.
    Your slam attacks can deliver a poison when you hit. Your slam attack deals initial and secondary damage of 1d4 Dex.
    Essentia: The initial and secondary damage of your poisonous slam is increased by 1 for each point of essentia invested.
    Last edited by lightningcat; 2010-08-21 at 01:55 PM. Reason: Formating Changed
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  3. - Top - End - #3
    Barbarian in the Playground
     
    RangerGuy

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    I have a few more of the Homunculus Binds to fill out, but with my internet causing trouble for me, I'm seeing what everyone else thinks of what I have.
    Last edited by lightningcat; 2010-07-31 at 04:50 PM.
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  4. - Top - End - #4
    Barbarian in the Playground
     
    RangerGuy

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    That what I have, I still need to finish filling out the Binds, but what does everyone else think?
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  5. - Top - End - #5
    Ogre in the Playground
     
    zagan's Avatar

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Okay, I really like the idea so I 'll give you a peach.

    Quote Originally Posted by lightningcat View Post
    After 6 hours of argueing with my internet every time I started to put this up, here I go.
    EDIT1: Make that 9 hours.
    EDIT2: 3 more hours and here we go again.
    EDIT3: Now that I have a new modem...
    It happen to everyone sometime don't worry.

    (I really suck at naming things)
    Quote of Some Kind by a member of the class!
    Copying the prc contest format is a good idea but finding a name before posting encourage people to read and comment.
    Suggestion: Homonculus master, Soulforged, Fusionner, Incarnum constructor...

    (CLASS NAME) use the combined powers of themselves and their homunculi to solve any problem they run across. By attaching one or more of their homuncul onto themselves they gain a new ability that they can use.
    Basic but clear, a little more detail could be nice.

    BECOMING A CLASS NAME
    The majority of (CLASS NAME)s start off as artificers, then they gain an essentia pool, typically by choosing a Incarnum feat. Warforged wizards that take both the Craft Construct and Incarnum Spellshaping feats also allow entry into the class.
    Okay.

    ENTRY REQUIREMENTS
    Race: Warforged
    Essentia Pool: 1
    Special: Must have a 3 HD or greater homunculus
    A little light but seem in order.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes), Open Lock (Dex), Search (Int), Spellcarft (Int), and Use Magic Device (Chr).
    Skills Points at Each Level: 4 + int
    Same as artificer, okay.

    -Snip table-
    same hd, bab and save as artificer, so okay.

    Weapon Proficiencies: A (CLASS NAME) gains no proficiencies in any type of armor or weapons.
    Okay, a note on the presentation you should skip a line betwen each ability description. I know that in the book they don't do it but on a forum it help.

    You'r also missing a line explaining the spellcasting progression it's important.
    Another line for the essentia could be nice but it's not need.

    Chakra Binds: Starting at 1st level, you can bind your homunculi to your crown, feet, or hands chakra. When you attain 4th level, you arms, brow, and should chakra become available for chakra binds, and when you reach 9th level your throat and waist chakra become availible for chakra binds. This class grants no ability to bind soulmelds or magic items, but if you have that ability from another source, then these chakra are considered open for binding.
    Okay, I think i understand but the wording is a little weird and the last phrase is a little confusing. If I have the ability to bind a soulmeld or magic item to at least one chakra then the other grant by the class become open ?

    Homunculus Bind (Su): You are able to bind one of your homunculi onto your body, augmenting your own abilities. At 4th level, you are able to simultaneously bind 2 of your homunculi onto yourself, at 7th level you can bind 3, and at 10th level you can bind up to 4 of your homunculi onto your body.
    Hum, I not sure about your wording generally it's more, "at first level you gain the ability to..." you explain everything about the ability a,d at the end you add that at X level you can do more, in that case bind more homonculus.

    Performing a homunculus binding takes a standard action for both you and the homunculus (which must be adjacent to you), and unbinding takes a move action, nether action provokes an attack of opportunity. You may perform a number of homunculus binds each day equal to half your (CLASS NAME) class level + your Constitution bonus (minimum of 1/day).
    How long does the homonculus stay bound ? All day like normal soulmeld ? I presume that the limit on the number of time I can do so is if I want to change what homonculus I have bound ?

    When you bind a homunculus, you make it a part of yourself using one of your body's open chakras. Doing so grants you a special ability that lasts as long as that homunculus is bound. Each homunculus also grants different abilities depending on where they are bound to you, and they change shape to fit their new function. When bound they can perform no actions beyond mental free actions, such as speaking. They do however lose the normal ability to speak, but gains telepathy with you.
    You could add a "sse below for the ability granted by each homonculus"
    The example you give for purelly mental action isn't great because you say that they can't talk in the following line. Can they do spot listen check ? Can they be attacked while bound ?

    Share Spells/Infusions (Su): At your option, you may have any spell or infusion (but not spell-like ability) you cast on yourself also affect your homunculi. The homunculi must be within 5 feet at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the homunculus if it moves further than 5 feet away and will not affect that homunculus again even if it returns to you before the duration expires. Additionally, you may cast a spell or infusion with a target of “You” on any of your homunculi (as a touch range spell or infusion) instead of on himself. You cannot share spells or infusions that cannot affect constructs.
    Okay very nice and seem clear.

    Lesser Soulbound Armor: Your composite plating gains the Lesser Soulbound Armor special ability. See Magic of Incarnum for details.
    Good bonus.

    Improved Split Chakra: The benefits of the Split Chakra feat are improved. You may now have a worn magical item, a warforged component, and a soulmeld (or homunculus bind) occupy the chosen chakra simultaneously.
    I was confused by this ability until I saw that you give it as a bonus. I like the idea.

    Split Chakra: You gain Split Chakra as a bonus feat.

    You might want to say at what level it's gained seeing that you gained it multiple time.

    Greater Soulbound Armor: Your composite plating gains the Greater Soulbound Armor special ability. See Magic of Incarnum for details.
    Okay.

    -Fluff-
    That part is not really need but it's nice to see it.

    Quote Originally Posted by lightningcat View Post
    Homunculus Binds
    The formating isn't great, you could have used the one from Magic of Incarnum it would be clearer. Like that:
    Spoiler
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    Name
    Descriptors:
    Classes:
    Chakra:
    Saving Throw:
    Description of homonculus when bound.

    Essentia:

    Chakra Bind (XXXX)
    Fluff.

    Chakra Bind (XXXX)
    Fluff

    Homunculus MM1
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    assistant: Whenever you are targeted by a cure spell, you recover additional hit points equal to the Homunculus' HD per spell level.

    Crown: special ability; description

    Brow: You gain a +2 insight bonus to all Listen, Search, and Spot checks per point of invested essentia; description

    Waist: special ability; description

    Heart: You gain +5 hp/HD of homunculus; fast healing equal to essentia invested (only when the (CLASS NAME is at less than half its maximum hit points); the homunculus disappears into the your chest, but a sound like a heartbeat can be heard if closely listened to.


    Your class doesn't grant the heart chakra but you give an ability for it, is that normal ? You can't open it with a feat before epic and if you take 10 level in your class you don't have enough level left to gain it as a class ability (plus you would lose the spellcasting progression

    As for the ability:
    The basic one is nice compensate a little for the half healing normally grant by cure spell.
    Crown nothing, perhaps darkvision ?
    Brown a little limit but okay.
    Waist: Nothing perhaps poison when using the slam attack ?
    Heart: I don't think you need to add the limit of below half hp, at this level it doesn't matter much.
    Arbalester MoE
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    ranged support: You gain insight bonus on ranged attack rolls equal to the HD of the Arbalester

    least: special ability; description

    Arms: You may make slam attacks as a ranged attack with 15 foot range + 15 foot per point of essentia invested; description

    greater: special ability; description


    Basic ability: Nice but perhaps hd + invest essentia ?
    Least: hand would fit, it could become a light crossbow with an enhancement bonus equal to invest essentia ?
    Arms: I like it.
    Greater: No idea
    Packmate MoE
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    carry item; gain

    least: special ability; description

    lesser: special ability; description

    greater: special ability; description


    heu, quick draw as a bonus feat ? produce alchemist item ? bonus on disarm device and open lock ?
    Persistent Harrier MoE
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    sneak attack: You gain insight bonus to attack rolls equal to the HD of the Persistent Harrier when flanking

    Hands: the (CLASS NAME) gains a 1d6 sneak attack plus 1d6 per point of invested essentia; description

    lesser: special ability; description

    Waist: special ability; description

    Soul: Soulburning Aura (Every living adjacent to you at the end of your turn takes 1 point of Strength damage per point of essentia invested; Will negates)


    basic and hand: nice; I like it.
    lesser and waist: don't know, bonus to hide check ?
    Soul: same thing as heart you can't gain the chakra and the wording need work living "creature", can you exclude ally ? What's the dc of the will save ?
    Dedicated Wright ECS
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    craft items: Whenever you are targeted by a repair spell, you recover additional hit points equal to the Dedicated Wright's HD per spell level.

    least: special ability; description

    lesser: special ability; description

    greater: special ability; description


    basic: okay, even if it copy the homonculus ability.
    other: hum, bonus on craft and umd check ?
    Expeditious Messenger ECS
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    flying messenger: gain

    Feet: Land Speed Increase (Your land speed increases by 10 feet per point of essentia invested); a winged design appears on
    your lower legs

    Shoulders: Fly Speed (You gain a fly speed (average maneuverability) of 10 feet per point of esentia invested); the messenger lands on your shoulders and as it merges with your form, its wings grow large enough to support you.

    greater: Teleportation (As a move action, you can teleport 20 feet per point of essentia invested); description


    basic: no idea
    feet: 5 per essentia is probably enough
    shoulder: I love this one !
    greater: waist probably, nice ability like the blink shirt.
    Furtive Filcher ECS
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    thief: You gain an insight bonus to Disable Devise, Forgery, Open Lock, Slight of Hands and Use Rope checks equal to the HD of the Furtive Filcher

    least: special ability; description

    Shoulders: You gain Hide in Plains Sight, as the Shadowdancer ability, you also gain a +5 to your Hide checks for each point of invested essentia; the filcher transforms into a flowing black cloak that seems to be made of shadows.

    Throat: Deadly Aura (Every living creature adjacent to you at the end of your turn takes 1d6 points of damage per point of essentia invested; Fort halves); description


    basic: Okay.
    least, no idea.
    shoulders: very nice.
    throat: same problem as for harrier.
    Iron Defender ECS
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    bodyguard: You gain an insight bonus on melee attack rolls equal to the HD of the Iron Defender

    Crown: Combat Power (+1 enhancement bonus to attack and damage rolls per point of essentia invested); description

    lesser: special ability; description

    Waist: Damage Reduction (increase each of the (CLASS NAME)'s damage reduction values by 2 for each point of invested essentia); description


    Basic: okay.
    Crown; Very nice, well down.
    lesser, natural armor bonus ?
    waist: a little late for dr but usefull
    Conclussion: i really like the idea but it need refinement. I'm not sure it warrant lossing two caster level. Adding a craft reserve seem important to be able to augment your homonculus perhaps limit to only crafting and improving homonculus ? Anyway work on it a little and I'm sure it can be a nice class.
    Last edited by zagan; 2010-08-09 at 05:00 PM.
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    RangerGuy

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Thanks, that actually helps. It will be a few days till I get the rest of the changes up, including changing the formatting, but just finding a name helped me out. Fluff of any sort is my great weakness.

    The entry requirements are slim, but unless someone knows how to get Craft Construct before 6th level, or bypass the artificer's craft homunculus limit it means that it would be 6+ level characters. Which was what I was wanting.

    As for the Craft Reserve, I was thinking about that, but wasn't able to figure out how to do it well. So, still working on that, because I like it as well.

    As for the homuculus binds, I was thinking that you could take the Open Heart Chakra at 18th level, but you are correct with it being Epic, but the abilities based on the heart and soul chakras are fairly powerful, and I don't have a problem letting someone wait till then to access them. Especially now that I changed it to full fast healing.

    The harrier's soul bind ability and the filcher's throat bind were based on abilities from one of the constructs from MoI, and would work well in a warforged party, but not so well in a mixed party. I'll think on changing those.

    Finally, the iron defender's waist bind ability, was intended to boost already existing DR back up to where it might be good again.
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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Quote Originally Posted by lightningcat View Post
    Thanks, that actually helps. It will be a few days till I get the rest of the changes up, including changing the formatting, but just finding a name helped me out. Fluff of any sort is my great weakness.
    I'm glad to help, fluff is alwo a weakness of mine.

    The entry requirements are slim, but unless someone knows how to get Craft Construct before 6th level, or bypass the artificer's craft homunculus limit it means that it would be 6+ level characters. Which was what I was wanting.
    Still a few rank in craft (any) or knowledge (arcana) could fit well.

    As for the Craft Reserve, I was thinking about that, but wasn't able to figure out how to do it well. So, still working on that, because I like it as well.
    Perhaps as a starting point just taking the craft reserve of an artificer from level 6 to 15 ? An then you augment it a little because it's so specialized. (+ adding only one hit dice to an homonculus cost 160 xp each)

    As for the homuculus binds, I was thinking that you could take the Open Heart Chakra at 18th level, but you are correct with it being Epic, but the abilities based on the heart and soul chakras are fairly powerful, and I don't have a problem letting someone wait till then to access them. Especially now that I changed it to full fast healing.
    Fast healing isn't that valuable particulary at epic level but It's not my speciality so I let you be the judge of that.

    The harrier's soul bind ability and the filcher's throat bind were based on abilities from one of the constructs from MoI, and would work well in a warforged party, but not so well in a mixed party. I'll think on changing those.
    I forget about those, thinking about it you could add those spell to the normal artificer infusion list could be flavorfull.

    Finally, the iron defender's waist bind ability, was intended to boost already existing DR back up to where it might be good again.
    In that case you need to stat that it stack.
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    RangerGuy

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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    I changed the formating on the binds, it should make it much cleaner. Likewise changed some wording to clear things up.
    Also, I added Craft (sculpting) to the requirements. That skill is needed for all but three of the homunculi, and is usable for 2 of those. Craft (pottery) is the other needed craft.
    Still working on how to word the Craft Reserve.

    On a side note, does any one know of any other homunculi, including homebrew?
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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Quote Originally Posted by lightningcat View Post
    I changed the formating on the binds, it should make it much cleaner. Likewise changed some wording to clear things up.
    Look way better.

    Also, I added Craft (sculpting) to the requirements. That skill is needed for all but three of the homunculi, and is usable for 2 of those. Craft (pottery) is the other needed craft.
    Seem fine.

    Still working on how to word the Craft Reserve.
    As I said using the artificer one as a base would probably be best.

    On a side note, does any one know of any other homunculi, including homebrew?
    The clockwork mender in MMIV p30/31 can be use as an homonculus.

    Edit: The clockroach (same book p28) can also be an homonculus.
    Last edited by zagan; 2010-08-14 at 05:19 AM.
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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Added the Clockroach and clockwork mender, as well as filled in a few of the other binds.
    Also wrote up the Craft Reserve, it works mostly how I wanted it to, or at least it will if I wrote it correctly.
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    Default Re: "Adaptability is the core of all preperation" [3.5 PrC; PEACH; WIP]

    Quote Originally Posted by lightningcat View Post
    Added the Clockroach and clockwork mender, as well as filled in a few of the other binds.
    The clockroach seem to have a good start, as for the mender the ability to cast repair light damage once per minute ? I don't know

    Also wrote up the Craft Reserve, it works mostly how I wanted it to, or at least it will if I wrote it correctly.
    The wording seem fine as his, i think it's a good idea to model the amount on the artificer. Because it's so specialized you might want augment it a little +10% perhaps ? Easy to calculate and help a little.
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