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    Default I have made lead into gold! [3.5 Base Class, PEACH]

    The Golden Alchemist



    "There is no force in this world stronger than the ability to buy off your enemies. Control the cash, control the world."
    Tychus the Opulent, a Golden Alchemist


    Where would any adventurer be without bags of money? Adventurers require only the highest quality equipment, and to get that, they need serious cash. It's no surprise that a group of sorcerers began to do research into a brand of magic specializing in money, specifically, the almighty gold piece. After years of struggling, they mastered the ability to change ordinary objects into gold... they were never unhappy again. The path of the Golden Alchemist may not be as exciting as that of a fighter or a wizard, but in the end, you'll be the one laughing all the way to the bank, and living in despicable luxury.

    Making a Golden Alchemist
    Golden Alchemists probably can't do things by themselves. They lack the sheer power to take on most endeavors, but in a group, they can easily finance their companions. Thus, as a Golden Alchemist, having good connections is important-- but with your wealth, you may find it relatively easy to make friends...
    Abilities: Intelligence and charisma are important to a Golden Alchemist. Charisma will help you barter better, and determines the DC for many of your abilities. Intelligence is the ability tied with Appraise, which helps you to roll in even more dough.
    Races: Any reasonably intelligent race can become a Golden Alchemist, though humans are most likely in this case, since they seem to have a love of wealth far greater than any other race.
    Alignment: Golden Alchemists have been seen of every alignment. Some use their wealth to help the needy, some use it to pull strings and cause harm. Some use their wealth to build a strong society, others to tear it down.

    Class Features

    Hit Die: d6

    Class Skills: The Golden Alchemist's class skills (and the key ability for each skill) are Appraise(INT), Bluff(CHA), Craft(INT), Diplomacy(CHA), Forgery(INT), Gather Information(CHA), Intimidate(CHA), Perform[any](CHA), Profession[any](WIS), Search(INT), Sleight of Hand(DEX), and Use Magic Device(CHA).
    Skill Points at 1st Level: (4 + Int Modifier) x 4
    Skill Points at Each Additional Level: 4 + Int Modifier

    Starting Gold: 10d6 x 10 gold pieces


    The Golden Alchemist
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Dream of Wealth (0th)

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Turn to Gold

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Dream of Wealth (1st)

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Golden Touch 1/day

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Secret of Metal

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Dream of Wealth (2nd)

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Golden Touch 2/day

    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |My Precious

    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Dream of Wealth (3rd)

    10th|
    +7
    |
    +7
    |
    +3
    |
    +3
    |Secret of Metal, Golden Touch 3/day

    11th|
    +8
    |
    +7
    |
    +3
    |
    +3
    |Value Bending, Magic Gold +1

    12th|
    +9
    |
    +8
    |
    +4
    |
    +4
    |Dream of Wealth (4th)

    13th|
    +9
    |
    +8
    |
    +4
    |
    +4
    |Golden Touch 4/day

    14th|
    +10
    |
    +9
    |
    +4
    |
    +4
    |Magic Gold +2

    15th|
    +11
    |
    +9
    |
    +5
    |
    +5
    |Secret of Metal, Dream of Wealth (5th)

    16th|
    +12
    |
    +10
    |
    +5
    |
    +5
    |Golden Touch 5/day

    17th|
    +12
    |
    +10
    |
    +5
    |
    +5
    |Sustained by Money, Magic Gold +3

    18th|
    +13
    |
    +11
    |
    +6
    |
    +6
    |Dream of Wealth (6th)

    19th|
    +14
    |
    +11
    |
    +6
    |
    +6
    |Consider a Donation

    20th|
    +15
    |
    +12
    |
    +6
    |
    +6
    |Gilt Enigma, Secret of Metal, Magic Gold +4[/table]

    Dream of Wealth: The Golden Alchemist is obsessed with wealth. As they grow in power, they master mystical abilities based around the use of their wealth and the acquisition of more. At first level, you learn two of the 0th level abilities listed below, usable 2/day as a supernatural ability. Every time you gain another Dream of Wealth ability, all of your lower level abilities gain one more use. When an ability would reach 6 uses per day, it instead becomes usable at will. You learn one 1st level ability at level 3, usable 1/day, and one ability of the next level up every 3 levels. You may choose an ability of a lower level if you like, instead. At any level where you would learn a new Dream of Wealth ability, you may swap out a single one of your lower level abilities for a different one of the same level.

    Turn to Gold(su): The Golden Alchemist masters the art of transmuting other objects into gold. Once per day for every Golden Alchemist level, starting at level 2, the alchemist may touch an object and change it into gold. If it is attended or magical, it gets a fortitude save. Each use may effect an object with a maximum weight of 10 pounds per class level. An object which is changed into gold loses any properties based on material it had before, and gains a new value of 10 gold per pound of weight. Transmuting an object to gold is a full-round action. Though the weight of the object changes due to becoming gold, the worth of the object is based on the original weight.

    Golden Touch(su): An alchemist is a master of changing objects into gold-- even other creatures. A number of times per day as listed on the table, the alchemist may make a touch attack against a foe. The opponent must make a fortitude save (DC 10 + 1/2 HD + Charisma Modifier) or begin to transform into gold. This has an effect like a flesh to stone spell, except the subject becomes gold instead of stone. A creature successfully changed to gold is worth a number of coins as shown on the following table:
    {table]Fine|Diminutive|Tiny|Small|Medium|Large|Huge|Garga ntuan|Colossal
    20gp|40gp|80gp|160gp|320gp|640gp|1,280gp|2,560gp|5 ,120gp
    [/table]
    Modified as follows:
    {table]Creature is well known|Cost*2
    Creature is beautiful to look at|Cost*2
    Creature is in particularly interesting pose|Cost*1.5
    [/table]
    This effects constructs and undead normally.

    Secret of Metal: By listening to the whispers of the metal that they love so much, an alchemist can uncover secrets, which they use to strengthen their own gold. Every 5 levels, the Golden Alchemist may choose one of the following secrets. From now on, any object or creature turned to gold possesses this property.

    Secret of Iron: Golden object gains +2 AC, and +2 on all saves. A golden weapon gains +1 damage.

    Secret of Steel: Golden object gains +4 on fortitude saves, and +1 attack if used as a weapon. Gains hardness 1(stacks with all other hardness) and +2 resistance to sunder attempts or other attempts to destroy the object.

    Secret of Mithral: Golden object weighs only half as much and provides +2 max dex bonus if used as armor. Gives +2 attack if used as a weapon. -10% spell failure chance. Armor check penalty is 2 less (minimum 0)

    Secret of Silver: Golden object is worth 1.5 times as much. Gains +1 max dex bonus, but -1 AC and takes -1 penalty on damage if used as a weapon. Bypasses DR as if it was silver.

    Secret of Cold Iron: Golden object gains +2 damage if used as a weapon. Gains hardness 1(stacks with all other hardness) and +20% hit chance if used against incorporeal foes. Bypasses DR as if it was cold iron.

    Secret of Adamant: Golden object gains +3 AC and 7 hardness(stacks with all other hardness). Gains +1 hit and damage if used as a weapon.

    Secret of Deep Crystal: Psionic user may invest up to 6 power points in golden object. Every 2 power points increases AC by 1 and damage by 1d6.

    Secret of Thinaun: Your gold can absorb the souls of the dead in the same way Thinaun can. If you touch a golden object to a dead body, the soul is absorbed into the gold. The soul gets a will save (DC 10 + 1/2 class level + Charisma modifier) to avoid this. Each gold object can hold one soul.

    Secret of Platinum: The damage dice of a golden weapon is increased one step. (From d4 to d6, d6 to d8, etc.) Golden objects are worth 1.5 times as much.

    My Precious(su): You may add a special quality to a single golden object. This object becomes instantly desirable to everyone except for you. Anyone seeing it must make a will save, with the DC equal to your result on an appraise check when creating the precious object, or want the object. They will do anything in their power to possess the object, but if that would require doing something they would not normally do, they get a second will save with a +5 bonus. Every time they fail one of these will saves, they gain a cumulative -2 penalty on their next will save to resist the same object, as they sink deeper and deeper into desire for the object. If they manage to acquire the object, the will saves are for them to resist the desire to keep it in their possession. You may create a second precious object, but only if you get the first precious object back and remove the precious quality from it. You may reclaim the precious quality after a week without touching the object, if you have not already done so, from a range of 5 miles/level. If it has been two weeks, you can reclaim the quality if the object is on the same plane. If it has been three or more weeks you can reclaim the quality no matter where the object is.

    Value Bending(ex): You can make people think your possessions are worth more than they actually are. Once per day you may make an appraise check and a bluff check, and combine your two results. Increase the worth of one of your objects by (the combined result times ten) gold pieces.

    Magic Gold: Your gold takes on mystical qualities, making it more useful to you. Anything you turn into gold may have a total of magical properties equal to the amount shown on the table. Changing the properties which you imbue your gold with takes 12 hours of meditation.

    Sustained by Money(ex): You can receive sustenance equal to one meal with food and drink simply by sucking on a piece of gold for fifteen minutes.

    Consider a Donation(su): You may lull someone into giving you money for basically no reason. Once per day, you may force someone you have been speaking with for at least a minute to give you a gift of gold pieces. The amount you can make them give you is equal to the result of a diplomacy check times ten. They may make a will save (DC 10 + 1/2 Class level + Charisma modifier) to resist. This is a supernatural, mind-affecting ability.

    Gilt Enigma: You have reached the very height of your craft. Choose one of the two abilities listed below. You may not change your choice later.

    Hand of Midas(su): You gain a great power, and a great curse. Anything you touch is turned to gold. In practical terms, this means that you can use Turn to Gold and Golden Touch at will, but you may NOT suppress this ability. Anything solid which you touch instantly becomes gold, even your friends. You may not circumvent this ability in any way short of epic magic, and then only with the express permission of your Dungeon Master.

    Golden Ascendancy(ex): You reach the pinnacle of your craft, and transform yourself permanently into moving gold. This acts in many ways like a permanent version of the Golden Transformation dream. You gain a permanent +4 natural armor, and 4 hardness (stacks with all other hardness.) You gain the positive effects of all your Secrets of Metal. You gain +2 to your Charisma score, +2 to your Strength score, and a +4 on all diplomacy checks. If you choose, you may make a disguise check with a +5 bonus to disguise the fact that your flesh is gold, though your skin is still very bright. If someone slays you permanently, your body is worth a fortune. Finally, you cease to age at all.

    Dream of Wealth Abilities

    0th:
    Spoiler
    Show
    Summon Money I
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured some pocket change. In effect, you summon 1d6 copper pieces.

    Glitter like Gold
    Use time: Standard action
    Effect: You clutch a golden object and it begins to shine like the sun. This acts as a permanent light spell.

    If Money Could Speak
    Use time: Standard action
    Effect: You hold up a gold piece, copper piece, silver piece or platinum piece, and telepathically hear it recount its past. You can gain information about what it was spent on, who spent it, when, and where.

    Astral Mart I
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 10 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 10 gold and you can get it anywhere, the moment you need it.

    Gold Grab
    Use time: Standard action
    Effect: You telekinetically pull any gold item less than 30 ft. away to your hand. You may pull a bag of gold pieces as if it was a single gold item. You may not move an item weighing more than 200 pounds.

    Empty Bag
    Use time: Standard action
    Effect: You make someone believe that they are poor. If they fail a will save (DC 10 + Charisma modifier) then any time they look in a place where they have put their money, they see nothing there. This lasts for a number of minutes equal to your charisma modifier.

    Detect Wealth
    Use time: Standard action
    Effect: This works exactly like Detect Evil, but you detect valuable objects instead, and the cone is 200 ft. long.


    1st:
    Spoiler
    Show
    Summon Money II
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured some money. In effect, you summon 5d6 copper pieces.

    Astral Mart II
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 100 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 100 gold and you can get it anywhere, the moment you need it.

    Allure of Gold
    Use time: Standard action
    Effect: You hold up a golden object and wave it in a very interesting way. A specific targeted foe must make a will save or be fascinated by the object. They act as hypnotized, and you may give them one command as if they were friendly. The duration is permanent until either you drop the golden object, or something gets you out of their line of sight. You may not take standard actions while keeping a foe fascinated by an object.

    Miser's Vault
    Use time: Standard action
    Effect: You are able to hold much, much more than you should be able to. When you use this, you are able to pack your charisma modifier times as much into a bag as you normally would be able to. You may do this with other people's bags too, but if they take the objects out, they will not be able to get them all back in again without your help.

    Worthwhile Strike
    Use time: Immediate action
    Effect: When you make a melee attack, you may use this ability. It allows you to use your Golden Touch ability through any weapon you are wielding, as part of the attack.

    Lucky Coin
    Use time: Standard action
    Effect: You wave your hand over a coin, and it becomes very, very lucky. For a duration of 1 hour per Golden Alchemist level, anyone who is holding the lucky coin gains a +1 luck bonus to saves, armor class, skill checks, and attack rolls.


    2nd:
    Spoiler
    Show
    Summon Money III
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured some spending money. In effect, you summon 2d6 silver pieces.

    Astral Mart III
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 500 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 500 gold and you can get it anywhere, the moment you need it. You gain a 10 gp discount on any item you purchase this way.

    Golden Transformation
    Use time: Swift action.
    Effect: You transform your skin into molten gold, providing you with protection. Your natural armor increases by +4 and you gain the benefit of all of your Secret of Metal abilities. If you have DR, it is increased by 2, otherwise, you gain DR 2/mithral. This effect lasts one round per point of your charisma modifier.

    Paycure
    Use time: Swift action.
    Effect: You expend gold to heal yourself, devouring the monetary value. You may expend any number of gold pieces which you have on your person, to give yourself instantaneous healing. You gain 1 HP of healing for every 10 GP spent, and for this purpose you may convert between monetary types as you wish. (1 HP is also 1 platinum piece, 100 silver pieces, and 1000 copper pieces). You may even de-value a gold object, such as a creature you have turned to gold, if you are carrying it currently. An object reduced to zero value is destroyed.

    Gold Drops
    Use time: Standard action.
    Effect: You freeze a liquid into gold. Effectively, you are using your Turn to Gold ability, but may use it on a liquid object, or as much Liquid as your Turn to Gold ability will let you. Creatures trapped partially in liquid turned to gold are trapped until they can break the gold or destroy it. Creatures who have their mouth covered in gold may begin to suffocate.


    3rd:
    Spoiler
    Show
    Summon Money IV
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured a considerable bit of cash. In effect, you summon 1d6 gold pieces.

    Astral Mart IV
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 1000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 1000 gold and you can get it anywhere, the moment you need it. You gain a 100 gp discount on any item purchased in this way.

    Dull the Glitter
    Use time: Standard action
    Effect: You make one object seem non-valuable and undesirable to everyone except you. Make an appraise check to use this ability. People seeing the object for the next (charisma modifier) hours must make a save, with DC equal to the result of your appraise check, or believe the object is worthless for the next (charisma modifier) hours.

    Wealth Linked
    Use time: Standard action
    Effect: For the next 24 hours, you are able to know the current location of all gold or valuables that you possessed at the time of the casting of this ability. This does not enable you to scry the area your valuables are in, it just allows you to track the valuables flawlessly and always know how far away they are.


    4th:
    Spoiler
    Show
    Summon Money V
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured a large pouch of cash. In effect, you summon 5d6 gold pieces.

    Astral Mart V
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 5000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 5000 gold and you can get it anywhere, the moment you need it. You gain a 500 gp discount on any item purchased in this way.

    Animate Gold Swarm
    Use time: Standard action
    Effect: You breath life into the money you so love, and it animates to serve you. You may animate a number of gold pieces equal to your hit dice squared. These gold pieces become part of a gold swarm with hp equal to the number of gold pieces animated. The swarm takes up a 10 ft. space + 5 ft. for every 50 gold pieces above 100. It has a swarm attack which deals 1d4 damage for every 20 gold pieces in the swarm. It does not nauseate. It moves at your directive, with a ground speed of 20 ft. per round, it may not fly, swim, or burrow, but it may climb at its ground speed. Every time damage is dealt to the swarm, that many gold pieces fall out of the swarm and onto the ground, becoming regular currency again.

    Improved Paycure
    Use time: Swift action.
    Effect: As Paycure, except that you gain 1 HP of healing per 5 GP expended. Additionally, you may spread this healing as you wish between yourself and any creatures within 60 feet.

    Gold Smoke
    Use time: Standard action.
    Effect: You freeze the very air into gold. Effectively, this works like Gold Drops, except that instead of effecting 10 pounds per class level, you effect one 5 foot square per class level. The very air is transformed into gold. Creatures who would be trapped in the area may attempt a reflex save, DC 15 + your Charisma modifier. A successful reflex save allows them to bound to the nearest square which is not being turned to gold, as long as they could get there with one move action.


    5th:
    Spoiler
    Show
    Summon Money VI
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured a small fortune. In effect, you summon 25d6 gold pieces.

    Astral Mart VI
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 20,000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 20,000 gold and you can get it anywhere, the moment you need it. You gain a 1,000 gp discount on any item purchased in this way.

    Cash Weapon
    Use time: Standard action
    Effect: You may fling your money as a dangerous weapon! You may fling a number of coins equal to your class level. They move and deal damage as a throwing knife. Copper coins gain a +1 bonus to attack and damage for every 6 coins thrown, Silver coins gain a +1 bonus to attack and damage for every 5 coins thrown, Gold coins gain a +1 bonus to attack and a +2 bonus to damage for every 4 coins thrown, and Platinum coins gain a +1 bonus to attack and +2 bonus to damage for every 3 coins thrown.

    Buyer Omniscience
    Use time: Full-round action
    Effect: By concentrating for a full round, you may ascertain all valuable trades or sales nearby. You detect the transactions which involve objects or cash worth more than all other transactions, within a range of 1 mile per class level. You are able to sense the five most valuable transactions occurring within your range that have occurred up to a day before your casting, or up to a day into the future of your casting. You know the location of these transactions and what valuable goods are involved.


    6th:
    Spoiler
    Show
    Summon Money VII
    Use time: Standard action
    Effect: You clench your fist, and when you open it, you have conjured a fortune. In effect, you summon 125d6 gold pieces.

    Astral Mart VII
    Use time: Full-round action
    Effect: You are a well known buyer. You can buy any item which costs 100,000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 100,000 gold and you can get it anywhere, the moment you need it. You gain a 5,000 gp discount on any item purchased in this way.

    Worth More Dead
    Use time: Standard action
    Effect: You point with your fingers and an opponent instantly melts into a precious object. There is no save against this effect, and it may be used at a range of 50 ft. It is otherwise identical to your golden touch. Spell resistance still applies. You may only effect a target who currently has hp below a certain limit. This limit is equal to 1/2 your class level, times your charisma modifier.

    Glory to the Gold
    Use time: Standard action
    Effect: As allure of gold, except much more powerful. A foe's mind is drawn into a gold object, making the entire world seem unimportant by comparison. The foe is permanently fascinated by the object, even if you drop it, as long as they have line of sight to the object. While they are fascinated, anything you ask them to do counts as a suggestion, except that you may ask them to do unreasonable things. However, anything that would make them stop looking at the gold breaks the effect. If nothing gets in the way, the foe may stare into the gold without care until they die from not eating.


    Epic Golden Alchemist

    {table=head]Level|Special

    21|Dream of Wealth
    22|Bonus Feat
    23|Magic Gold +5
    24|Dream of Wealth
    25|Epic Secret of Metal, Bonus Feat
    26|Magic Gold +6
    27|Dream of Wealth
    28|Bonus Feat
    29|Magic Gold +7
    30|Epic Secret of Metal, Dream of Wealth[/table]

    Dream of Wealth: At 21st level, and every 3 levels afterwards, you may choose to either grant each of your Dream of Wealth abilities an extra use (becoming at-will when you gain 6 uses as usual) or choose a new Dream of Wealth ability of any level. You have as many uses of that dream of wealth ability as you did of any other dream of that level.

    Bonus Feat: At 22nd level, and every 3 levels afterwards, you gain a bonus epic feat from this list:
    Additional Magic Item Space, Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Epic Skill Focus (Appraise, Diplomacy), Epic Spell Penetration, Extended Life Span, Great Charisma, Great Intelligence, Polyglot.

    Magic Gold: Starting at level 23, and every 3 levels afterwards, the magical properties of your gold increase by one. Further, you may now spend the bonus on epic properties, if you have enough bonus.

    Epic Secret of Metal: At level 25 and every 5 levels afterward, you gain another Secret of Metal. You may either choose a normal Secret of Metal, or choose one of the Epic secrets below:
    Secret of Serren: Your gold is able to interact with the incorporeal normally, as if it were under the effects of a Ghost Touch enchantment. Further, you act as though your gold is perpetually under the effects of a Wraithstrike spell, in that any attacks you make with it are touch attacks.

    Secret of Aurorum: Your gold gains regeneration equal to 1/2 your class level. Since it is nonliving, it gains no special resistance to lethal damage, but it heals a good amount of damage each round, and if you bring two pieces of a broken gold object together, they reform and seal into the unblemished golden object.

    Secret of Starmetal: Your gold gains +3 AC and +7 Hardness (stacks with all other hardness), and a +1 to attack and damage if used as a weapon, just like adamant. Further, all extraplanar creatures who touch your gold take 1d6 untyped damage each round and must make a DC 10 Fortitude Save or be instantly killed and turned to ash.

    Secret of Stygian Ice: Your gold chills the air around it. As a free action you may cause any of your gold objects to radiate an aura with a radius of 10 feet that causes the temperature to drop by up to 10 degrees. Further, at your command, as a swift action, the gold will burn with cold, and cause those touching it to take 1d6 cold damage and 2 WIS damage each round they are in contact with it or touch it. Even when both these effects are off, your gold always feels rather cold to the touch.


    Feats

    Cash Casting
    Prerequisites: Golden Alchemist 1, Caster Level 3.
    Effect: Any and all material components and focuses that you need to cast your spells are unneeded. Instead, you may simply expend a number of gold pieces equal to the value of the needed focus or component at the time of your casting the spell. You additionally gain a 5 gp discount on all material components, and the price you must spend on any focus is halved.

    Host of Dreams
    Prerequisites: Dream of Wealth class ability.
    Effect: Choose one Dream of Wealth ability that you know. You gain one extra use of that ability. As usual, if you would gain 6 uses of the ability, it instead becomes at will.
    Special: You may take this feat a number of times equal to half your intelligence modifier (Minimum 1.)

    Shining Ray
    Prerequisites: Turn to Gold class ability.
    Effect: You may now use your Turn to Gold and Golden Touch class abilities at a range of 10 feet. (In which case, these attacks count as a ray, they require a ranged touch attack instead of a touch attack.) You are not required to use this ability when you use those class abilities, which means that if you possess the Hand of Midas class ability, you do not turn everything within 10 ft. of you to gold.
    Special: You may take this feat multiple times. Each time, the maximum range of your ray increases by 10 feet.

    Gilded Blast
    Prerequisites: Shining Ray.
    Effect: You may choose to use your Shining Ray attack as a line. The line has the same range as your ray attack. Enemies must make a reflex save (DC 10 + 1/2 your HD + your charisma modifier) to avoid the attack. If they succeed on their save, they avoid the blast completely.

    Dense Gold
    Prerequisites: Golden Alchemist 8.
    Effect: All creatures that you turn to gold have their value doubled from the value noted for their size. However, because you are making your gold literally more dense, the weight of these creatures also doubles, so they may be more difficult to transport around.

    Transmute Return
    Prerequisites: Golden Alchemist 5.
    Effect: By performing a ritual requiring a DC 20 Craft(Alchemy) check and four hours of preparation, in addition to alchemical facilities, you may create a solution which will transform a gold object soaked in it back to its original state. In the case of an object or creature which you converted to gold, it returns to life. In the case of something that was gold to begin with, roll on this table to see what the gold transmutes to. Each dose negates one medium creature worth of gold.

    {table=head]d%|Effect
    0-30|Stone
    31-40|Living Flesh
    41-70|Useless Chalk
    71-75|Platinum
    76-85|Glass
    86-95|Coal
    96-99|Solid Quintessence
    [/table]

    All solution that you create spoils after 48 hours if it is not used, so it is impossible to stockpile it.


    Please give your honest opinion! Thanks very much for reading. If you have any suggestions for more Dream of Wealth abilities, it'd be great if you could post them!
    Last edited by Magicyop; 2011-06-23 at 10:00 PM.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Astral Mart is silly... I like it!

    Time is on this class's side... 10 years for a second level one is probably enough to get more wealth than most 20th level characters. 10 years is nothing for an elf.

    Gold Grab should have a weight limit, otherwise you could move around ginormous gold-covered statues... or even just reuse bags of gold/gold spheres as dropping weapons while flying.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Well, on the one hand, he breaks the heck out of WBL guidelines. On the other hand, any campaign that isn't set up to withstand that is going to start running into trouble when the casters start hitting the mid levels anyway.

    My Precious is an extremely niche and situational ability. Neat, but niche and situational.

    There should ideally be a way to swap out old Dream of Wealth abilities for others of their tier as new ones become available. In particular, Summon Money and Astral Mart of any given tier become outdated and functionally useless relatively quickly, so lacking a way to swap out abilities means you're stuck either not using those abilities at the low levels when they would be useful or having a completely useless ability at higher levels instead of a useful power.

    It would be nice if Astral Mart either let you sell off the gold statues you're cranking out or spend them directly for fine Astral-Mart brand goods and services. It lets you avoid crashing the market for solid gold hobgoblins when you get back to town.

    It might make sense to create a conventional arcane/divine spell for contacting Astral-Mart ("Because Quality Has The Timeless Planar Trait"). On the other hand, that would make it less attractive as an ability for the Golden Alchemist. Honestly, I like Astral-Mart enough to suggest making it separate from the Dream of Wealth ability track and have it be a basic ability of the Golden Alchemist that automatically progresses.

    Because who doesn't like Astral-Mart? It's like a color pool of values.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Thank you both very much for your suggestions!

    I can definitely see how Astral Mart could make a good ability for progression in the class without putting it in Dream of Wealth, but Dream of Wealth is pretty bare as it is so I'll likely leave it until I have some more abilities put in, then switch it over.

    Good point about gold grab... You could goldenize a Tarrasque, then drag it behind you using an at-will ability. I'll add a weight limit, how does 200 lbs. sound? Too much?

    Can you think of a way to make My Precious less situational, then? My idea was that you could easily use it as a bargaining tool, or such, or to get people to kill their loved ones. But the issue being that if they get their grubby mitts on it, it'll be difficult to get your class feature back.

    You're right about swapping out Dream of Wealth abilities, I'll say that every time you would gain a new dream of wealth ability, you can also swap one lower level one for an ability of the same level.

    I'll consider making Astral Mart a typical spell as well--

    I was also considering the following ability, for multiclass or gestalt members of the class:

    All You Need is Gold
    Use time: Immediate action
    Effect: When casting any spell at all, you may use this ability to use gold pieces instead of a material component. Instead of having to buy the material component, you simply expend the number of gold pieces that the reagent wold otherwise cost.

    You're both right of course about breaking the wealth by level guidelines, that's sort of the intention of the class. Not as powerful as any other class, but heck, you are ROLLING in dough. A class feature I was thinking about to make sure this doesn't overpower the whole party...

    Miser(ex): You begin to covet your wealth so much, you have problems sharing it... you must make a will save, DC 15 + (The price of the item or wealth you are giving divided by 1,000) or be unable to. This builds up over the week, so you cannot just give someone one gold piece repeatedly. At the beginning of every week, your save DC resets to 15.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    I've gotta agree with the Astral-Mart comment Magicyop made, but you should probably make it so that Hand of Midas can be turned off for a time. Otherwise the character'll starve to death in a week upon hitting 20th level. I'm thinking maybe, oh, 10 minutes per character level. That's a little over 2 hours at 20th, which is fair if all you use it for is eating.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by InfiniteNothing View Post
    I've gotta agree with the Astral-Mart comment Magicyop made, but you should probably make it so that Hand of Midas can be turned off for a time. Otherwise the character'll starve to death in a week upon hitting 20th level. I'm thinking maybe, oh, 10 minutes per character level. That's a little over 2 hours at 20th, which is fair if all you use it for is eating.
    They won't starve to death, see the ability a couple levels early, "Sustained by Money". They can suck on a chunk of gold and act as though they've eaten.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Magicyop View Post
    Can you think of a way to make My Precious less situational, then? My idea was that you could easily use it as a bargaining tool, or such, or to get people to kill their loved ones. But the issue being that if they get their grubby mitts on it, it'll be difficult to get your class feature back.
    Maybe some number of days after it leaves your possession, you can take back its "preciousness" from a distance? My problem with it is that having an awesome bargaining tool is nice, but not when actually bargaining with it stands a good chance of making you lose a class feature forever. As it stands, the ability is basically only useful if you have no intent of handing over the item you're bargaining with, and for someone whose other central class ability is "this guy is a fantastic buyer/seller", having to not actually follow through on the deal is kind of awkward.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Benly View Post
    Maybe some number of days after it leaves your possession, you can take back its "preciousness" from a distance? My problem with it is that having an awesome bargaining tool is nice, but not when actually bargaining with it stands a good chance of making you lose a class feature forever. As it stands, the ability is basically only useful if you have no intent of handing over the item you're bargaining with, and for someone whose other central class ability is "this guy is a fantastic buyer/seller", having to not actually follow through on the deal is kind of awkward.
    That is an excellent point... I'll make it so after one week you can reclaim it if it is within 1 mile/level, and after two weeks, you can reclaim it if it's on the same plane, and after one month, you can reclaim it no matter where it is. Does that sound okay?
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Magicyop View Post
    That is an excellent point... I'll make it so after one week you can reclaim it if it is within 1 mile/level, and after two weeks, you can reclaim it if it's on the same plane, and after one month, you can reclaim it no matter where it is. Does that sound okay?
    Sounds reasonable. It might be a nice bonus to cut down the delay on it as you gain levels, though. I might also extend it to 5 or 10 miles/level just because, well, adventurers travel a lot in a week and it's nice to be able to be well on the road when your mark starts wondering why he ever paid through the nose for that silly thing. Long enough that you can be out of town with a long head start, short enough that you can't be on the other side of the planet.

    Edit: Actually, if the countdown starts when you precious-ize it rather than when you give it away, that covers part of the "adventurers travel a lot in a week" issue. Just make sure to keep it well covered if you prep a treasure in advance so your buddies don't start backstabbing each other over it.
    Last edited by Benly; 2010-10-05 at 07:59 PM.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Benly View Post
    Sounds reasonable. It might be a nice bonus to cut down the delay on it as you gain levels, though. I might also extend it to 5 or 10 miles/level just because, well, adventurers travel a lot in a week and it's nice to be able to be well on the road when your mark starts wondering why he ever paid through the nose for that silly thing. Long enough that you can be out of town with a long head start, short enough that you can't be on the other side of the planet.

    Edit: Actually, if the countdown starts when you precious-ize it rather than when you give it away, that covers part of the "adventurers travel a lot in a week" issue. Just make sure to keep it well covered if you prep a treasure in advance so your buddies don't start backstabbing each other over it.
    Oh, definitely. One of the issues is that you can't choose who wants the precious, so if your barbarian buddy is in the room with you, he might wonder why the heck you are selling this awesome thing to an NPC instead of giving it to him.

    Made that change.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Any Good creature hitting level 20 in this class will be running around in full-body suits made of gold. (Well, plate armour, more likely, since gold isn't flexible in the way cloth is.)

    The class quote in combo with it sounding like something from Heroes made me think of making a villain who wants to control all the cheerleaders in the world... which totally fits in my current campaign. Army of bards/marshals/dragon shamans, here I come!

    Haven't ever heard of deep crystal or thinaun before, though. Where can I find them?
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by M-Bark View Post
    Any Good creature hitting level 20 in this class will be running around in full-body suits made of gold. (Well, plate armour, more likely, since gold isn't flexible in the way cloth is.)

    The class quote in combo with it sounding like something from Heroes made me think of making a villain who wants to control all the cheerleaders in the world... which totally fits in my current campaign. Army of bards/marshals/dragon shamans, here I come!

    Haven't ever heard of deep crystal or thinaun before, though. Where can I find them?
    Deep Crystal is from Expanded Psionics Handbook, Thinaun is from... I forget. It's this dark iron type thing that lets you suck out and store one soul at a time in the blade.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Couldn't you wear gloves/gauntlets/cover your hands in a thin layer of riverine to prevent the hand of midas from being constantly on?

    I'm less worried about the food, and more the water (liquid gold isn't very tasty).
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by katarl View Post
    Couldn't you wear gloves/gauntlets/cover your hands in a thin layer of riverine to prevent the hand of midas from being constantly on?

    I'm less worried about the food, and more the water (liquid gold isn't very tasty).
    Sure it isn't. That's part of the curse. And you don't have to drink it, sucking on the hunk of gold gives you food and drink.

    I guess you could, but any smart DM would rule that as circumventing your curse and say that it doesn't work. Plus, then, to use any of your abilities, you need to take the time to remove your gloves...
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    This is an awesome concept. I think the various Summon Money and Astral Mart abilities should be worked into the class progression instead of being part of dreams of wealth, since:

    a) They're both very, very good, and
    b) They need to scale to be useful.

    You may also want to put some constraints on Summon Money, because as I read it, it obviously leads to infinite money. Maybe you can have it function more like a cosmic line of credit:

    When you use Summon Money, you gain the temporary use of a certain amount of money. While you have unspent conjured money in your possession, you may not summon additional money. Once you have spent or discarded this money, you may conjure another amount of money. You may attempt to summon money once per day per class level.

    You incur alchemic debt when you spend summoned money. To "pay off" your debt, you must take an amount of real money that you have and perform the Devaluation Ritual (this works like the Turn to Gold ability, but it turns coined money into worthless ash; you can use this at-will). You have a one week grace period after any purchase using summoned money to perform the devaluation; after one week, you automatically gain one negative level per amount of money that is overdue (which are cumulative), and the only way to remove the negative levels is to perform devaluation with an appropriate amount of money (you can pay off multiple debts with one lump sum or pay off individual debts at various times, but you must pay off all of an individual debt to get rid of the negative level associated with it). This penalty applies even if you would otherwise be immune to gaining negative levels.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Secret of Steel? More like the Riddle of Steel. Don't tell Arnie.

    In a game where wealth can become the dividing line between success and failure due to magic items and your amounts thereof, this is a very good class. Everybody so far has covered pretty much everything. I have only this to say, because my brain doesn't work very quickly in the morning.

    I LOVE GOOOOLD!
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Merk View Post
    You incur alchemic debt when you spend summoned money. To "pay off" your debt, you must take an amount of real money that you have and perform the Devaluation Ritual (this works like the Turn to Gold ability, but it turns coined money into worthless ash; you can use this at-will). You have a one week grace period after any purchase using summoned money to perform the devaluation; after one week, you automatically gain one negative level per amount of money that is overdue (which are cumulative), and the only way to remove the negative levels is to perform devaluation with an appropriate amount of money (you can pay off multiple debts with one lump sum or pay off individual debts at various times, but you must pay off all of an individual debt to get rid of the negative level associated with it). This penalty applies even if you would otherwise be immune to gaining negative levels.
    While I agree that limits would be a good idea, and the idea of "while you have unspent conjured money in your possession, you may not summon additional money" is sound, this proposal seems rather counterintuitive to this class, really. I mean, isn't it part of its point (and beauty) that it can get more money than others? I mean, with the other limit, if you take only Summon Money Dream of Wealth abilities, you could at the absolute maximum (which is highly unlikely with die roll chances) get 936 gp, 12 sp and 36 cp per day, at level 18. If Magicyop'd disable the Golden Alchemist from using a Summon Money ability while he still has spendable money from another use of Summon Money (but of a different level of course), then the most expensive items he could buy every day would be:
    6 cp at level 1
    30 cp at level 3 (3 sp)
    12 sp at level 6
    6 gp at level 9
    30 gp at level 12
    150 gp at level 15
    750 gp at level 18

    So really, in all, with that change, the Summon Money would function like daily pocket money, change that lingers in your wallet. Sure, you could have nigh-infinite (actually, just a really big amount of) items at level 18, but none would be more expensive than 750 gp.

    If Magicyop would just make all the unspent Summon'd Money disappear at the end of every day, the most expensive items he could have at level 18 would be 936 gp, 12 sp and 36 cp. That limitation would be even better, I'd say. Of course, only for unspent Summon'd Money, because otherwise you'd get a ton of raging, angry shopkeepers after you.

    So, while I agree that it might need tweaking just a bit, it's not as much as you would think. It's not meant to be an NPC class after all, and tying a debt mechanic to a class of that sort is even worse than a Paladin's or Samurai's Code of Conduct.


    ...also, this class would be hilarious in combo with Vow of Poverty.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    How does golden touch work on undead, who have no constitution?
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Merk View Post
    This is an awesome concept. I think the various Summon Money and Astral Mart abilities should be worked into the class progression instead of being part of dreams of wealth, since:

    a) They're both very, very good, and
    b) They need to scale to be useful.
    Perhaps Astral Mart, but no, I think Summon Money works well in Dream of Wealth. And they do not need to scale to be useful, for example, even a high level adventurer could still do with the ability to summon enough to buy a beer at will. Stripped of all your possessions? Bribe the guard!

    You may also want to put some constraints on Summon Money...
    Quote Originally Posted by M-Bark View Post
    While I agree that limits would be a good idea, and the idea of "while you have unspent conjured money in your possession, you may not summon additional money" is sound, this proposal seems rather counterintuitive to this class....

    ....it's not as much as you would think. It's not meant to be an NPC class after all, and tying a debt mechanic to a class of that sort is even worse than a Paladin's or Samurai's Code of Conduct.
    M-Bark is right here. You can't get any significant fortune in one day. Sure, a Golden Alchemist who spends ten years contemplating his navel in a dark cave could easily amass a fortune. But... he wasted ten years of his life. You can only get the amount M-Bark mentioned if you roll maximum AND spend every standard action in the day summoning money. The entire point of this class is to have more money than everyone else.

    ...also, this class would be hilarious in combo with Vow of Poverty.
    Bwahahahahahahaha!

    Quote Originally Posted by firemagehao View Post
    How does golden touch work on undead, who have no constitution?
    I meant to put that in. Those who cannot make fortitude saves instead make a will save.

    Quote Originally Posted by DrWeird View Post
    Secret of Steel? More like the Riddle of Steel. Don't tell Arnie.

    In a game where wealth can become the dividing line between success and failure due to magic items and your amounts thereof, this is a very good class. Everybody so far has covered pretty much everything. I have only this to say, because my brain doesn't work very quickly in the morning.

    I LOVE GOOOOLD!
    Ahh, thank you very much! I'm glad to hear my first attempt at a base class is actually good!

    Also, I added a new 5th level ability.
    Last edited by Magicyop; 2010-10-06 at 12:08 PM.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    This class is awesomely ridiculous. Keep it up!

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Lateral View Post
    This class is awesomely ridiculous. Keep it up!
    Fantastic, thank you! It's great to hear that my work isn't bad!
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Magicyop View Post
    I meant to put that in. Those who cannot make fortitude saves instead make a will save.
    Undead and constructs can make fortitude saves. They're just immune to fortitude effects that don't affect unliving things - against other effects, like Disintegrate, they make fortitude saves like anyone else, with no constitution bonus. This is one of the drawbacks of being a creature with no constitution score - they're immune to a lot of things that prompt fort saves, but explicitly not all of them, and against the things that get through that immunity they're rather vulnerable due to the lack of a bonus. Polymorph works just fine on them, so I don't see why they'd be immune to this fort save either.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Benly View Post
    Undead and constructs can make fortitude saves. They're just immune to fortitude effects that don't affect unliving things - against other effects, like Disintegrate, they make fortitude saves like anyone else, with no constitution bonus. This is one of the drawbacks of being a creature with no constitution score - they're immune to a lot of things that prompt fort saves, but explicitly not all of them, and against the things that get through that immunity they're rather vulnerable due to the lack of a bonus. Polymorph works just fine on them, so I don't see why they'd be immune to this fort save either.
    Oh, alright, thank you. I'll change it back.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Some thoughts:
    You just completely broke the WBL guidelines. If this were to be allowed, then Astral Mart should be the only way to get magical items.

    Astral Mart: Very cool and creative. However, it seems that you should have a 5% chance of getting stuck on hold for several minutes... if for nothing else, for the laughs. Something about characters not always being able to summon the (insert enemy's type bane)(Insert enemy's weak element) weapon whenever needed, too... but I find the idea of being forced to occasionally be put on hold, or get a very bad receptionist hilarious for some reason.

    Midas touch: Seriously, with the wealth you'll be turning out, you could just buy some magic gloves that rid you of the effect while you wear them. The 'curse' bit is not too great, really. Conisder making it more of a downside, or getting rid of the downside.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by DMofDarkness View Post
    Some thoughts:
    You just completely broke the WBL guidelines. If this were to be allowed, then Astral Mart should be the only way to get magical items.
    Well, that's kind of the point... See the miser feature that I mentioned above, that I'm considering. I feel that it isn't as much a problem for the Golden Alchemist, but in a party, they could easily give super gear to people who are already optimized wizards. If I add this miser feature, they would be wealthy but would have to keep that wealth to themselves.

    Astral Mart: Very cool and creative. However, it seems that you should have a 5% chance of getting stuck on hold for several minutes... if for nothing else, for the laughs. Something about characters not always being able to summon the (insert enemy's type bane)(Insert enemy's weak element) weapon whenever needed, too... but I find the idea of being forced to occasionally be put on hold, or get a very bad receptionist hilarious for some reason.
    That's actually a really funny idea. I'll try to think of a way to implement that.

    Midas touch: Seriously, with the wealth you'll be turning out, you could just buy some magic gloves that rid you of the effect while you wear them. The 'curse' bit is not too great, really. Conisder making it more of a downside, or getting rid of the downside.
    And what type of magic gloves would those be? As written, there is nothing without GM Fiat that would allow them to circumvent the curse.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    If gold is valued by weight, wouldn't the Secret of Mithral actually make it have a lower value?

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Kris Strife View Post
    If gold is valued by weight, wouldn't the Secret of Mithral actually make it have a lower value?
    No, because the value is generated when you turn it into gold. So if I have Secret of Mithral, and I transform a 10 pound object into gold, it is 10 pounds worth of gold but it weighs only 5 pounds.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Which means that when you go to sell the item and they put it on the scale, it will only weigh 5 lbs, even though its 10lbs worth of gold.

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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Quote Originally Posted by Kris Strife View Post
    Which means that when you go to sell the item and they put it on the scale, it will only weigh 5 lbs, even though its 10lbs worth of gold.
    The Secret of Mithral does not actually make the metal lighter, it is a hypnosis effect on the person carrying it which allows them to not feel the stress of carrying such a heavy object.

    I'll try to think of something. Perhaps the mithral imbued into the gold makes it just that much higher quality that it's worth the same despite weighing half as much.
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    Default Re: I have made tin into gold! [3.5 Base Class, PEACH, WiP]

    Secrets of Silver, Mithral and Platinum combined... you'd get an item that is worth four times as much as one would think for its weight! (Since 1.5x1.5=2 in DnD when determining bonuses.)

    Wonder how often you'd be called a counterfeiter or a cheat.
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