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    Default Resin Craftsmen: The Zshar [3.5 Race]

    Zshar
    Created by a society of mages, the zshar were originally designed as builders and craftsman. Eventually the society that created them crumbled and the zshar worked for themselves, turning their abilities to creating their own societies that were based almost entirely on their resin and natural skill with alchemy.

    Personality: Zshar are much like gnomes and dwarves, with an emphasis on craft and loyalty while also having an inherrent sensed of fun. They are good natured, hardworking, and self-sufficient individualists that still enjoy the company of others. Zshar also have a love of music that has recently developed from their interactions with gnomish bards.

    Physical Description: The zshar resemble humans or elves with fine grey, violet, black, brown, or green scales spaced over their bodies. These scales are often patterned or have several colors. Despite their reptilian nature, the zshar typically have hair spaced through the scales on their head, though they never possess facial or body hair. Females are typically taller but lighter than males. The zshar have a lifespan only slightly shorter than those of elves.

    Relations: The zshar get along well with most races because of their industrious nature, good nature, and love of music, though they stand out among other humanoids.

    Alignment: Zshar are typically neutral good with lawful tendencies, though chaotic zshar aren't unheard of. Evil zshar are excedingly rare.

    Zshar Lands: Zshar have only recently started settling areas, and as such have a very dispersed region, though they seem to prefer areas with cliffs where they can build with their resins.

    Language: Zshar speak an ancient dialect of arcanic that was used by the mages that created them as well as common.

    Adventurers: Zshar are more willing to settle down to a life of crafting than adventuring, but those that do are exceptional for their skill in crafting and ability to improvise with their resin.

    Zshar Racial Traits
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    *+2 Int, -2 Str
    *Humanoid (Reptilian, Psionic)
    *Base land speed 30ft
    *Internal Alchemy (Ex): By spending a single power point, a zshar can produce one of two natural resins from their hands that can be used in a number of ways. Additionally, the zshar can produce one additional resin listed in the Improved Internal Alchemy feat (see below). Producing the resin is a full-round action that provokes attacks of opportunity.
    - Webbing: Used in much the same way as a spider, webbing is actually a complex array of resin strands. This webbing is not sticky but can be used to create ropes, clothing, or even replicate leather and can be crafted into anything normal cloth or leather could be with a successful Craft (weaving) check. One power point produces enough resin to make 2lbs of cloth- or leather-like material. Webbing resin has the same hardness and HP/Inch as leather.
    - Clay: Used in place of steel and wood, clay resin can be sculpted into nearly anything normally made of wood or metal with a successful Craft (scultping) check. One power point produces enough resin for 2lbs of metal- or wood-like material. Clay resin is lighter than steel however and weighs 10% less than a like amount of steel. Clay resin has a hardness of 9 and 9 HP/Inch of thickness.
    *+2 Racial bonus on Craft (alchemy) checks
    *+2 Racial bonus on Craft (sculpting) and Craft (weaving) checks involving their resin
    *Constant Prestidigitation (Su): A zshar is under the constant effect of the spell prestidigitation. This has the added benefit of allowing them to ignore the penalty for not having proper tools when using their resin or when using the Craft (alchemy) skill.
    *Naturally Psionic: A zshar gains one power point each level.
    *Starting Languages: Common, Ancient Arcanic. Bonus Languages: Elven, Draconic, Kobold, Gnome, Dwarven, Terran, Aquan, Ignan, Auran, Sylvan.
    *Favored Class: Psionic Artificer


    Racial Feats

    Improved Internal Alchemy [Racial]
    You have a refined internal system that let's you produce more powerful resins.
    Prerequisites: Zshar
    Benefits: You gain two additional resins from the list below.
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    Flame Resin: This resin is highly flammable and can be used to fuel a fire instead of wood. This resin is often smeared on clay resin rods with resin leather grips to create torches. One power point makes enough resin for one torch or one hour's worth of firewood.

    Dissolving Resin: This resin is a liquidy substance that dissolves minerals. It can be made to exclude certain minerals or substances. This is often used by zshar miners to extract gems or metallic ores. This acid is ineffective for going through stone at speed, dissolving only one 5ft cube of stone for every 8 hours of work. One power point is enough to dissolve 1 half foot cube of materials.

    Freezing Resin: This is used to chill drinks or preserve food in zshar communities, forming small spheres that chill anything they touch. This resin can preserve a pound of perishable material for one day, after which the resin turns into a harmless gass, or chill a gallon of water.

    Glue Resin: This can be used to glue items together as the stick spell (Spell Compendium). One power point produces enough resin for a single 1ft square and takes one minute to dry. This is often used with webbing resin to create rudimentary traps or mark a passage.

    Solvent Resin: This resin is used to unstick items glued together with the Glue Resin (see above). One power point is enough to dissolve a single 1ft square.

    Mist Resin: When this resin is exposed to water it produces a cloud of mist similar to the spell Obscuring Mist, creating a 5ft cloud of mist that expands at a rate of 5ft in every direction per round for one minute, after which it dissipates in a single round. This resin is often formed into spheres and stored in web resin cloth coated in Oil Resin (see below).

    Oil Resin: Used to waterproof other items, usually web resin cloth. One power point is enough to coat one square foot of material.

    Insulating Resin: This pasty resin is often used to insulate homes to keep them at a comfortable temprature, however, it can also be used to keep environmental conditions from affecting an individual for a short time. One power point is enough to cover a single 1ft square. Additionally, five power points can be used to grant a medium creature (or two small creatures) the benefits of the endure elements spell.

    Pigment Resin: This watery resin acts much like dye or paint. Pigment resin grants a +2 bonus on Disguise and Craft (Painting) checks as you can get precisely the right color needed. Additionally, with a minute to prepair, you can camoflouge yourself to a particular region. While in that region you gain a +2 bonus on hide checks. One power point is enough to paint one medium sized creature, two small sized creatures, a five square foot piece of parchment, or dye five square feet of cloth.

    Slick Resin: This grease-like resin is most commonly used as a lubricant for mechanical devices and vehicles. You can use this resin to create an effect akin to the spell grease except it affects only five square feet per power point spent.

    Galvanic Resin: This sap-like resin quickly hardens into an amber-like substance that holds a minor static charge allowing it to act akin to a magnet. One poiwer point is enough to create a chunk able to attract and hold five pounds of ferrous metal.

    More to be added (Need Ideas, utility mostly please).
    Special: This feat can be taken multiple times, each time selecting two additional resins.

    Prestidigitation Tools [Racial]
    You have improved the effectiveness of your natural prestidigitation magic when used as tools for your resin or alchemy.
    Prerequisites: Zshar
    Benefits: Your constant prestidigitation racial feature now acts as masterwork tools when working with your resin. Additionally, you can use your prestidigitation in place of an alchemist's lab.

    Alchemical Prestidigitation [Racial]
    Mixing your internal alchemy with your natural prestidigitation you have developed a number of useful abilities.
    Prerequisites: Zshar, Improved Internal Alchemy
    Benefits: Select one of the following abilities. You can now use this ability at will as you create the small amounts of resin completely with the natural magic from your prestidigitation. Unless stated otherwise these resins have no PP cost.
    Spoiler
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    Flame Gout: A brief spray of flame and oil resin and a small flame create a ray of fire. This ray deals 1d6 points of fire damage to one creature in 30ft. For each power point you expend increases the damage dealt by this ability by 1d6 to a maximum of 10d6. You must have the ability to make both Oil and Flame resin to select this ability.

    Freezing Mist: A mix of mist and freezing resin lightly moistened by your natural magic that sprays out. This ray deals 1d6 points of cold damage to one creature in 30ft. For each power point you expend increases the damage dealt by this ability by 1d6 to a maximum of 10d6. You must have the ability to make both Mist and Freezing resin to select this ability.

    Acid Spray: A mix of dissolving and solvent resin made slightly more acidic with your magic that you blast forward. This ray deals 1d6 points of acid damage to one creature in 30ft. For each power point you expend increases the damage dealt by this ability by 1d6 to a maximum of 10d6. You must have the ability to make both Dissolving and Solvent resin to select this ability.

    Galvanic Burst: A mix of slick and galvanic resin given a larger static charge with your natural prestidigitation that is lobbed at your enemy. This ray deals 1d6 points of electricity damage to one creature in 30ft. For each power point you expend increases the damage dealt by this ability by 1d6 to a maximum of 10d6. You must have the ability to make both Slick and Galvanic resin to select this ability.

    Heat Clay: A mix of clay and flame resin, heat clay resin acts like normal clay resin but is best used in weapons and armor. Weapons made of heat clay have the flaming property as an extraordinary ability. Armor made of heat clay grants fire resistance 5 to the wearer. Heat clay has the same PP cost as clay resin. You must have the ability to make both Clay and Flame resin to select this ability.

    Frost Clay: A mix of clay and freezing resin, frost clay resin acts like normal clay resin but is best used in weapons and armor. Weapons made of frost clay have the frost property as an extraordinary ability. Armor made of frost clay grants cold resistance 5 to the wearer. Frost clay has the same PP cost as clay resin. You must have the ability to make both Clay and Freezing resin to select this ability.

    Caustic Clay: A mix of clay and dissolving resin, caustic clay resin acts like normal clay resin but is best used in weapons and armor. Weapons made of heat clay have the caustic property as an extraordinary ability. Armor made of caustic clay grants acid resistance 5 to the wearer. Caustic clay has the same PP cost as clay resin. You must have the ability to make both Clay and Dissolving resin to select this ability.

    Galvanic Clay: A mix of clay and galvanic resin, galvanic clay resin acts like normal clay resin but is best used in weapons and armor. Weapons made of galvanic clay have the shocking property as an extraordinary ability. Armor made of galvanic clay grants electricity resistance 5 to the wearer. Galvanic clay has the same PP cost as clay resin. You must have the ability to make both Clay and Galvanic resin to select this ability.

    True Webbing: A mix of webbing and glue resins which can be used for one of two purposes. You can throw a ball of true webbing as a ranged touch attack to entangle the target until they make a DC 15 Str check or a DC 25 Escape Artist check or after a number of minutes equal to your Int Mod. You can also use true webbing as one would a rope and grappling hook.

    Pigment Spray: A pressurized shot of various pigment resins that has the color enhanced with natural magic. This duplicates the effects of the color spray spell except it is extraordinary in nature and has a DC equal to 10 + half your character level + your Con Mod.


    More coming...
    Special: This feat can be taken multiple times, each time selecting an additional ability.

    Resin Crafter [Racial]
    You are skilled at shaping your natural resin to make extraordinary works of craftsmanship.
    Prerequisites: Zshar
    Benefits: You gain a +3 bonus on all Craft checks involving your resin and on Craft (Alchemy) checks.

    Expert Resin Crafter [Racial]
    You have developed the ability to produce large of quantities of a certain kind of resin with little effort.
    Prerequisites: Zshar, Resin Crafter
    Benefits: Choose one kind of resin that you can make. You can produce the chosen resin at will without expending a power point.
    Special: Choosing Clay resin does not reduce the cost of Offensive Combat Resin or Defensive Combat Resin.

    Material Emulation [Racial]
    Your resins can take the properties of other materials.
    Prerequisites: Resin Crafter, Character Level 6th
    Benefits: When gaining psionic focus you can choose to have your resins act as special materials (such as crystal, mithral, or adamantine). This gives the resin all the traits of that material as long as you maintain psionic focus. You can only emulate one material at a time in this way and this does not affect the weight of the resin. This only affects clay and web resins.
    Special: Web resin clothing can gain the properties of a material offering a bonus equivalent to the closest approximate light armor (most commonly the chain shirt)

    Advanced Material Emulation [Racial]
    Your resins can maintain multiple material properties at once.
    Prerequisites: Material Emulation, Character Level 12th
    Benefits: When selecting a material for Material Emulation you can select one material for every six levels you possess instead of one (two at 12th level, three at 18th, etc). Additionally you can select different materials for each piece of equipment (Ex. A 12th level Zshar gains psionic focus while holding a resin mace and wearing a suit of resin breastblate, he can count the mace as both star metal and silver while treating the breastplate as adamantine and mithral.)

    Offensive Combat Alchemy [Racial]
    You can create a quick set of claws or a sheath on your tail using your resin.
    Prerequisites: Zshar
    Benefits: By expending one power point you can shape clay resin over your hands into a pair of claws that deal 1d6 + your Str mod piercing and slashing damage or sheathe your tail's stinger to deal 1d8 + your Str mod piercing damage. This resin is more unstable than normal clay resin and dissolves after one minute per character level. Spending two additional power points increases the time these claws last to one hour per character level. Spending an additional four power points increases the time these claws last for 24 hours.
    Special: If you possess freezing, flame, dissolving, or galvanic resin you may spend one additional power point to apply one of them to the claws or tail granted by this feat to add one point of cold, fire, acid, or electricity damage respectively.
    If you possess the Material Emulation feat you can use it on the claws or tail granted by this feat.
    If you have a claw or tail attack from another source, use the higher of the two and increase the damage by one step (as if taking the Improved Natural Attack feat).

    Defensive Combat Alchemy [Racial]
    You can temporarily reinforce your scales with clay resin.
    Prerequisites: Zshar
    Benefits: You can spend one power point to create armor of clay resin and gain an armor bonus equal to 1 + 1 for every four character levels you possess. This resin is more unstable than normal clay resin and dissolves after one minute per character level. Spending two additional power points increases the time this armor lasts to one hour per character level. Spending an additional four power points increases the time this armor lasts to 24 hours.
    Special: If you possess freezing, flame, dissolving, or galvanic resin you may spend one additional power point to apply one of them to the armor to gain reistance 2 to cold, fire, acid, or electricity respectively
    If you possess the Material Emulation feat you can use it on the armor granted by this feat.

    Resin Bullet [Racial]
    You fire a ball of rapidly hardening resin at your opponent.
    Prerequisites: Zshar
    Benefits: As a standard action, you can fire a ball of resin that hardens on contact with air at your opponent. This is a ranged attack that deals 1d6 + your Str mod points of bludgeon damage against a single target. It has a range increment of 50ft and a maximum range of 250ft (same as a sling). You can spend one power point to increase the damage from this feat to 2d6 + your Str mod.
    Special: If you can create heat, frost, caustic, or galvanic clay, you can spend one power point to add 1d6 points of fire, cold, acid, or electricity damage (respectively) to the attack. This damage increases to 2d6 if you increased the nonelemental damage of the attack.

    Throwback Gene [Racial]
    You possess a throwback to your earlier heritage.
    Prerequisites: Zshar, Character Level 1st
    Benefits: You gain two natural claw attacks and a tail attack that deal 1d4 + Str mod and 1d6 + Str mod damage respectively. Choose either your claws or your tail, the selected one becomes your primary natural weapon. Additionally, your tail may be used for fine manipulation, though you cannot use it to wield a weapon, and grants a +2 bonus on Craft checks.
    Special: This feat can only be taken at 1st level.

    Poisonous Alchemy [Racial]
    Your old genes provide a poisonous resin produced only in your tail's stinger-like tip.
    Prerequisites: Throwback Gene
    Benefits: As a swift action you can spend one power point to produce a poisonous resin in your tail. This acts as the Prevenom power except it affects your tail attack instead of your claws, it deals 1d4 points of ability damage, and it can deal either Str, Dex, or Con damage chosen when the poison is created. The DC for this poison is 10 + half your character level + your Con modifier.

    Combat Alchemy Throwback [Racial]
    You have the ability to better wield your combat alchemy with your tail and claws simultaneously.
    Prerequisites: Throwback Gene, Offensive Combat Alchemy
    Benefits: When using Offensive Combat Alchemy to increase the damage of your claws or tail, you may spend one additional power point to cover both.

    Armored Scales [Racial]
    Your scales are much larger and harder than normal for your race, providing some measure of defense.
    Prerequisites: Throwback Gene, Defensive Combat Alchemy
    Benefits: Your scales provide you with a natural armor bonus equal to one fourth your character level (rounded down, minimum +1). This bonus stacks with the bonus granted by Defensive Combat Alchemy.
    Last edited by EdroGrimshell; 2013-10-30 at 06:52 PM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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  2. - Top - End - #2
    Ettin in the Playground
     
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    This post is now reserved for the Paragon Class and the coming PrCs.


    Zshar Paragon

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP|Infusing
    1st|+0|+0|+0|+2|Throwback Genetics, Resin Producer|1|+1 Artificer or Psionic Artificer
    2nd|+1|+0|+0|+3|Focused Crafter|3|--
    3rd|+2|+1|+1|+3|True Internal Alchemy, Ability Boost (+2 Int)|6|+1 Artificer or Psionic Artificer[/table]
    Class Skills: Appraise, Autohypnosis, Concentration, Craft, Disable Device, Intimidate, Knowledge, Open Lock, Profession, Psicraft, Search, Use Psionic Device. 4 + Int Mod (x4 at first level)

    Wpn/Arm Prof: A zshar paragon is proficient with all simple weapons and with light armor, but not with shields.

    Throwback Genetics (Ex): A first level zshar paragon gains the Throwback Gene feat even if he doesn't meet the prequisites or is not first level and the zshar paragon's tail or claws (whichever is chosen as the primary natural attack) gains the benefits of the Improved Natural Attack feat. Additionally, the zshar paragon gains a natural armor bonus equal to his class level. This natural armor stacks with natural armor gained from the Armored Scales feat.

    Resin Producer (Ex): At each level, the amount of clay and web resin a zshar can produce with one power point is doubled. Note that two doublings equals a tripling and three doublings equals a quadrupling.

    Power Points: While a zshar paragon does not manifest powers, he does gain a pool of power points in addition to those from his race as shown on the table above. Additionally he gains bonus power points from a high Int score, using half his character level or his manifester, whichever is higher, to determine bonus power points.

    Focused Crafter (Ex): A zshar paragon of second level or higher can shape the resin he produces in an instant as he makes it. As long as the zshar paragon is psionically focused he can spend an additional power point when producing resin to shape it into any item he could craft by taking 10 on an appropriate Craft check as part of the same action. Masterwork items require the zshar paragon to be able to hit the masterwork DC for an item by taking 10 as well.

    True Internal Alchemy (Ex): A zshar paragon of third level can produce alchemical items and store them in their own body for later use. At the beginning of each day, the zshar can produce an amount of alchemical items (including poisons) within their body with a gp value (to craft) equal to or less than 50 x the zhar paragon's character level. The alchemical items produced in this way are stored in the body until used or 24 hours has passed.

    Ingested alchemical items (such as antitoxins) can be 'consumed' as a swift action that does not provoke attacks of oportunity. Grenade-like weapons can be fired off as a ranged touch attackwith a range increment of 20ft. Applied substances (such as poisons or healing salves) can be produced as a swift action and applied in the normal time for said substance. Injury or contact poisons can be used via the zshar paragon's tail.

    The DC for any alchemical item produced in this way is increased to equal 10 + half the zshar paragon's character level + his Con mod (if the DC would be greater use the item's normal DC instead). The damage, duration, and/or bonus/penalty of an item produced in this way is doubled at 5th level and doubles again every fifth level thereafter (note that two doublings equals a tripling, three doublings equals a quadrupling, etc). Items that grant both a bonus and a penalty only double the bonus, the penalty remains the same.


    Zshar Infuser

    Requirements:
    Race: Zshar
    Skills: Concentration 4 ranks, Craft (Alchemy) 8 ranks, Craft (Sculpting) 8 ranks, Craft (Weaving) 8 ranks
    Feats: Material Emulation

    Hit Die: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP|Spellcasting
    1st|+0|+0|+0|+2|Infuse Resin|2|--
    2nd|+1|+0|+0|+3||5|+1 Manifester Level
    3rd|+2|+1|+1|+3|Internal Infusion|9|+1 Manifester Level
    4th|+3|+1|+1|+4||14|+1 Manifester Level
    5th|+3|+1|+1|+4|Advanced Material Emulation|20|+1 Manifester Level
    6th|+4|+2|+2|+5||28|--
    7th|+5|+2|+2|+5|Aura Infusion|37|+1 Manifester Level
    8th|+6|+2|+2|+6||47|+1 Manifester Level
    9th|+6|+3|+3|+6|Superior Material Emulation|58|+1 Manifester Level
    10th|+7|+3|+3|+7|Perfect Infusion|70|+1 Manifester Level[/table]
    Class Skills: Appraise, Autohypnosis, Concentration, Craft, Disable Device, Intimidate, Knowledge, Open Lock, Profession, Psicraft, Search, Use Psionic Device. 4 + Int Mod (x4 at first level)

    Wpn/Arm Prof: A zshar infuser does not gain any new weapon or armor proficiencies.

    Infusing: At every level except first and 6th, a zshar infuser gains new infusions per day as if he had also gained a level in artificer or psionic artificer. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of zshar infuser to the number of artificer levels the character has, then determines infusions per day and caster level accordingly.

    If the zshar infuser did not possess levels in artificer prior to taking levels in this class he does not gain any benefit from this class feature.

    Power Points: A zshar infuser's ability to infuse his resins is dependant on his power point reserve, as such, he gains a small pool of power to draw from. His base daily allotment of power points is given on the table above. Additionally, he gains bonus power points for having a high Intelligence score, using his class level in place of his Manifester level.

    Infuse Resin (Su): A zshar infuser's main ability is attuning with his resin weapons and armor and infusing it with his own psionic power. While psionically focused, a zshar infuser of first level or higher can invest any weapon or armor made of zshar resin (including those provided by Defensive Combat Alchemy and Offensive Combat Alchemy) with power points, turning it into a psionic item as long as he maintains psionic focus and the item is in his possession. Using this ability is a swift action.

    Items infused in this way gain a +1 enhancement bonus for every power point invested. These bonuses can be replaced with a weapon enhancement of equal value. The damage of a weapon infused with this ability is increased as if it had increased by one size category for every three power points invested. The armor check penalty and maximum dexterity bonus of armor infused with this ability are decreased and increased, respectively, by one for every three power points invested. The enhancement bonus doesn't stack with existing magic or psionic items though the enhancement bonus from this ability can be traded for enhancements normally.

    The zshar infuser can only have a number of power points invested in a single item equal to his class level, to a maximum of 10 at 10th level.

    Internal Infusion (Ex): Beginning at 3rd level, a zhar infuser can make himself stronger in much the same way he makes his resin weapons and armor stronger. At the beginning of the day the zshar infuser can invest up to twice his class level power points into his body.

    Every point invested with this class feature grants one of the following bonuses; +2 enhancement bonus to a physical ability score (stacking with itself up to +6), damage reduction 1/--, energy resistance 5 to one type of energy, fast healing 1 (to a maximum of half his class level), a stacking +1 armor bonus (up to half his class level), a stacking +1 bonus to attack rolls (up to half his class level), a stacking +2 bonus to a single skill (up to half his class level for any one skill, may be applied separately to multiple skills), or spell resistance equal to 5 + twice his class level (maximum of 5 + his character level + 2/additional time this bonus is selected).

    The zshar infuser only gains these benefits for as long as he is psionically focused.

    Advanced Material Emulation: At 5th level, the zshar infuser gains Advanced Material Emulation as a bonus feat even if he does not meet the prerequisites. Additionally, the zshar infuser may emulate one additional material at 5th level, and another additional material at 10th.

    Aura Infusion (Ex): Beginning at 7th level, the zshar infuser can infuse his very essence with his psionic power. The zshar infuser can reselect his choices for internal infusion by expending his psionic focus. This means he must regain his psionic focus before being able to benefit from the new selection.

    Superior Material Emulation (Ex): A zshar infuser of 9th level can spend additional power points when producing his resin to make it gain all the properties of another material which persists even after it leaves his possession. A resin produced in this way can only emulate one material. It can still benefit from Material Emulation and Advanced Material Emulation. The number of power points spent is based on the emulated material as shown on the table below.
    {table=head]Material|PP Cost
    Adamantine|5
    Cold Iron|3
    Crystal|2
    Darkwood|1
    Deep Crystal|3
    Mithral|5
    Alchemical Silver|3
    More to be Added|--[/table]

    Perfect Infusion (Ex): A zshar infuser of tenth level gains an increased ability with his ability to infuse power into his resins and body.

    Weapons the zshar infuser has infused with power points are practically an extention of his body, the zshar infuser adds his Int bonus to attack and damage rolls in addition to his Str or Dex bonus as appropriate. These benefits persist as long as the zshar infuser maintains psionic focus.

    Armor the zshar infuser has infused with power points are almost like a second skin, having their armor bonus and maximum dexterity bonus increased by his Int bonus, decreasing his armor check penalty by his Int bonus, and decreasing the arcane spell failure chance by his Int bonus x 5%. These benefits persist as long as the zshar infuser maintains psionic focus.


    Genzsharian

    Requirements:
    Race: Zshar
    Base Attack Bonus: +5
    Feats: Throwback Gene, Offensive Combat Alchemy, Defensive Combat Alchemy
    Special: DMs may decide that the flaw Bestial Instinct is a requirement for this PrC.

    Hit Die: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP
    1st|+0|+0|+0|+0|Feralization, Natural Psionicist|2
    2nd|+1|+0|+0|+0|Bonus Feat|5
    3rd|+1|+1|+1|+1||9
    4th|+2|+1|+1|+1||14
    5th|+2|+1|+1|+1|Bonus Feat|20
    6th|+3|+2|+2|+2||28
    7th|+3|+2|+2|+2||37
    8th|+4|+2|+2|+2|Bonus Feat|47
    9th|+4|+3|+3|+3||58
    10th|+5|+3|+3|+3|Feral Paragon|70[/table]
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Psicraft, Spot, Swim, Use Psionic Device. 2 + Int Mod (x4 at first level)

    Wpn/Arm Prof: A genzsharian does not gain any new weapon or armor proficiencies.

    Feralization (Ex): A genzsharian is a zshar that has tapped into his genetics and made them more closely resemble the first zshar, the feral creatures that were supposedly put down by their creators. At each level, the genzsharian gains four mutations as an Evolutionist. The genzsharian has a mutator level equal to its class level.

    Additionally, at 1st, 4th, 7th, and 10th level, the genzsharian can increase his Str, Dex, Con, or Wis score by 2 (the first time Str is taken, the genzsharian's racial penalty to Str is also removed). The same ability score cannot be picked twice in a row.

    Natural Psionicist (Ex): Though unable to manifest powers, a genzsharian is naturally a very psionic creature. The genzsharian gains power points as shown on the table above in addition to their power points from Naturally Psionic. Additionally he gains bonus power points from a high Wis score.

    Bonus Feats: At 2nd, 5th, and 8th level, a genzsharian gains a bonus feat. These feats must be psionic or racial feats.

    Feral Paragon: At 10th level, the genzsharian truly becomes a creature of feral instinct and power. His type changes to Monstrous Humanoid with the augmented subtype. The genzsharian's natural attacks deal damage as if one size category larger and he gains a +2 bonus to his Str, Dex, Con, and Wis scores.


    Zshar Alchemist

    Requirements:
    Race: Zshar
    Skills: Craft (Alchemy) 8 ranks
    Feats: Improved Internal Alchemy

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP|Spellcasting
    1st|+0|+0|+0|+2|Metabolic Reserve|1|+1 Spellcasting or Manifesting Level
    2nd|+1|+0|+0|+3|Empowered Reserve (1st)|3|+1 Caster or Manifester Level
    3rd|+2|+1|+1|+3|Combined Reserve|7|+1 Spellcasting or Manifesting Level
    4th|+3|+1|+1|+4|Empowered Reserve (2nd)|13|+1 Caster or Manifester Level
    5th|+3|+1|+1|+4|Synthesize Reserve|21|+1 Spellcasting or Manifesting Level
    6th|+4|+2|+2|+5|Empowered Reserve (3rd)|31|+1 Caster or Manifester Level
    7th|+5|+2|+2|+5|Spellvial Reserve|43|+1 Spellcasting or Manifesting Level
    8th|+6|+2|+2|+6|Empowered Reserve (4th)|57|+1 Caster or Manifester Level
    9th|+6|+3|+3|+6|Grenade Reserve|73|+1 Spellcasting or Manifesting Level
    10th|+7|+3|+3|+7|Empowered Reserve (5th)|91|+1 Caster or Manifester Level[/table]
    Class Skills: Autohypnosis, Concentration, Craft, Disable Device, Knowledge, Profession, Psicraft, Search, Use Psionic Device. 4 + Int Mod (x4 at first level)

    Wpn/Arm Prof: A zshar alchemist does not gain any new weapon or armor proficiencies.

    Power Points: While not a manifester several of a zshar alchemist's class feature require the expenditure of power points, as such, he gains a small pool of power to draw from. His base daily allotment of power points is given on the table above. Additionally, he gains bonus power points for having a high Intelligence score, using his class level + his manifester level in another class in place of his Manifester level.

    Metabolic Reserve (Ex): A zshar alchemist's ability with his internal alchemy improves. He is now able to store up to 100 x twice his class level squared gp of alchemical items. The zshar alcheist cannot create an item with a value greater than half his full Metabolic Reserve. This ability uses the cost to create the item, not the market price. The alchemical items produced in this way are stored in the body until used or 24 hours has passed. If the zhsar alchemist possesses the True Internal Alchemy ability, it is added to his Metabolic Reserve.

    Ingested alchemical items (such as antitoxins) can be 'consumed' as a swift action that does not provoke attacks of oportunity. Grenade-like weapons can be fired off as a ranged touch attack with a range increment of 20ft. Applied substances (such as poisons or healing salves) can be produced as a swift action and applied in the normal time for said substance. Injury or contact poisons can be used via the zshar paragon's tail.

    The DC for any alchemical item produced in this way is increased to equal 10 + half the zshar paragon's character level + his Con mod (if the DC would be greater use the item's normal DC instead). The damage, duration, and/or bonus/penalty of an item produced in this way is doubled at 5th level and doubles again every fifth level thereafter (note that two doublings equals a tripling, three doublings equals a quadrupling, etc). Items that grant both a bonus and a penalty only double the bonus, the penalty remains the same.

    The items made with this class feature are considered made of Zshar Resin for all purposes.

    Empowered Reserve (Ex): A zshar alchemist of second level or higher is able to produce and store alchemical potions within his body. He can now use his Metabolic Reserve to to create potions that mimic the effects of spells and/or powers of up to the level shown on the table above. He may use up to half his Metabolic Reserve for potions. Potions higher than first level use the same formula as standard potions.

    Combined Reserve (Ex): Beginning at third level, a zshar alchemist can combine the effects of multiple potions and alchemical items stored in his Metabolic Reserve, up to half his class level combined into one item.

    Combining the effects of multiple items causes their effects to occur simultaneously on the same target. Poisons cannot be combined with other poisons but can be combined with other alchemical items.

    Synthesize Reserve (Ex): At fifth level, the zshar alchemist learns to replenish his metabolic reserve by expending some of his psionic power. As a full-round action, he can spend a number of power points up to his class level to add an amount of GP to his metabolic reserve equal to the number of points he spends squared x 50. Any points in excess to the maximum of his metabolic reserve are wasted.

    Additionally, he may more permanently store items by ingesting various catalysts equalling the item's cost to create. These items are stored within the zshar alchemist's body indefinitely and can be used at any time. This is commonly used for potions useful in emergencies.

    Spellvial Reserve (Ex): Beginning at 7th level, the zshar alchemist can begin creating spellvials within his body. Spellvials are described in detail on Page 54 of Magic of Eberron. These contain spells that can target someone other than the caster. Spellvials cost the same as potions.

    Grenade Reserve (Ex): Beginning at 9th level, the zshar alchemist can begin creating spell grenades within his body. A spell grenade is, as the name suggests, a grenade-like weapon containing a spell with an area of effect (such as a fireball) which is released in a 20ft radius burst (regardless of the shape or actual area of the spell in the grenade) when the grenade is thrown. This need not be a damaging effect. The range increment on these grenades is 30ft. Spell grenades cost the same amount as a standard potion.

    Superior Internal Alchemy (Ex): At 10th level, a zshar alchemist no longer needs to prepare his reserve ahead of time and can spontaneously produce any alchemical item, potion, spellvial, or spell grenade as long as he has enough of his reserve to create it. However, it takes a full-round action to create the item. Most zshar alchemists keep a portion of their reserve prepared with their more commonly used items and keep the rest for when something specific is needed.


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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Seems pretty cool, what are you thinking about for level adjustment? How about they always add Craft (sculpt) and Craft (weave) to class skill list? And how long does their crafting take? And what do their items look like? Can they emulate normal clothes, normal weapons?
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by sengmeng View Post
    Seems pretty cool, what are you thinking about for level adjustment? How about they always add Craft (sculpt) and Craft (weave) to class skill list? And how long does their crafting take? And what do their items look like? Can they emulate normal clothes, normal weapons?
    In order
    1) No LA, they're crafters and are generally weak for combat situations.
    2) Most classes have craft as a class skill as it is
    3) I'm thinking it'd take only a minute per power point spent but would like some input first
    4) I planned on the resin being amber or white, it'd look like tree sap that's hardened essentially.
    5) That was essentially the reason for the resin actually. They can and do make weapons, armor, clothing, buildings, and virtually everything from their natural resin.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Those guys would be rough to try to keep imprisoned; a few minutes unsupervised, and they could arm everybody and give the thief a set of lockpicks. So you're saying it would be immediately apparent if someone was wearing clothes/using weapons made by them?
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by sengmeng View Post
    Those guys would be rough to try to keep imprisoned; a few minutes unsupervised, and they could arm everybody and give the thief a set of lockpicks. So you're saying it would be immediately apparent if someone was wearing clothes/using weapons made by them?
    Yes, the items made by them would have an amber color with a slight sheen to it, something normal cloth doesn't have. Essentially it'd be a bit like silk in appearance but have a distinctive shine to it.

    And yes i realize that a zshar rogue would be near impossible to keep in prison, but that's what they have arcane locks for
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    My biggest issue is that their craft ability is essentially once per day with their favored class (PsiArts don't get any actual PP), so any object that weighs more than two pounds is going to take multiple days to create.

    I really like the concept, though.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by Benly View Post
    My biggest issue is that their craft ability is essentially once per day with their favored class (PsiArts don't get any actual PP), so any object that weighs more than two pounds is going to take multiple days to create.

    I really like the concept, though.
    I was debating 1 pp/level but i wasn't sure if that would make it to good.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by EdroGrimshell View Post
    I was debating 1 pp/level but i wasn't sure if that would make it to good.
    Maybe specify that it gets additional PP as it levels up that can only be used to power its racial abilities?

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    You haven't filled in much detail of their racial needs and traits.

    How do they reproduce?

    Do they have concepts of Gender and Property?

    As a created race what is there typical view of culture and religion? Can the be unmade? Are any of their creators still around? Can they be unmade? Do they have any weaknesses?

    Do they eat? Do they have any special requirements?

    What are their senses like?


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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by sigurd View Post
    How do they reproduce?
    They reproduce like other reptiles, laying eggs and all.

    Quote Originally Posted by sigurd View Post
    Do they have concepts of Gender and Property?
    I think i covered the sense of gender part under physical description when i said "Females are typically taller but lighter than males." As for sense of property, yes, i'd say about as much as humans.

    Quote Originally Posted by sigurd View Post
    As a created race what is there typical view of culture and religion? Can the be unmade? Are any of their creators still around? Can they be unmade? Do they have any weaknesses?
    They may be recent but their still a long time race. Probably at least two generations since the fall of the mages that created them. So they have no deity of their own but they do have about as much trust in gods as humans. I'd say no on the creators, but the process may be in books in the society's libraries. Double no on the unmaking. Other than the normal ones no.

    Quote Originally Posted by sigurd View Post
    Do they eat? Do they have any special requirements?
    They do eat, all living creatures need to eat unless something alters them otherwise.

    Quote Originally Posted by sigurd View Post
    What are their senses like?
    Typical for humanoid races, maybe a slightly more sensitive nose like that of a gnome.

    I originally had the idea they were made from the stock of other humanoids. Namely humans (adaptive-ness), elves (long lives and intellect), gnomes (for the base of their constant prestidigitation), and kobold (for the natural sorcery to provide the power behind the constant prestidigitation)

    EDIT: Added a few Racial Feats
    Last edited by EdroGrimshell; 2011-04-03 at 04:33 PM.
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    What would be the cost to buy armor built from Clay Resin? Seems the perfect item for a druid.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by Zaydos View Post
    What would be the cost to buy armor built from Clay Resin? Seems the perfect item for a druid.
    It's a natural material made by the zshar, so i'm not entirely sure on the costs just yet. I need a bit of help on that. Any suggestions?

    Also, I'm thinking of making it so the resin must be in contact with a psionic creature on a regular basis (or is treated with an alchemical substance) or it turns to dust.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Treatment with special oils, perhaps. I imagine a zshar would have no trouble maintaining equipment/clothing by producing minute amounts of resin (not requiring a pp) to patch it up and keep it in good condition.
    I think I've had enough for a while.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by Solaris View Post
    Treatment with special oils, perhaps. I imagine a zshar would have no trouble maintaining equipment/clothing by producing minute amounts of resin (not requiring a pp) to patch it up and keep it in good condition.
    I was thinking it was more along the lines that zshar resin is resonant with psionics to the point that it can only exist for short periods of time without a psionicly active creatures/substance. Hence the alchemical treatment which would mimic the signature of a psionic creature, it would also be what gives the equipment a price other than typical labor.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Reviving this for new input and to say i have some new inspiration, which i will be editing in shortly
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    This is definitely interesting. The main problem though is that in my opinion very few of the additional resins are worthwhile. Only the mist resin has any combat applications (it's very good on that note). Insulating resin isn't as good, but still relatively useful.

    The others aren't worth the feat though in my opinion, especially since they can be replicated by mundane items at very low cost and I wouldn't want to waste what few power points I have on them, especially the flame resin (just get a tinderbox or matches) or freezing resin (rations are pretty cheap and any cleric can create food/water). I don't see any real use for dissolving resin as is, since in 8 hours, any dwarf or gnome could mine much further than five feet.
    Last edited by TravelLog; 2011-08-23 at 10:48 PM.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by TravelLog View Post
    This is definitely interesting. The main problem though is that in my opinion very few of the additional resins are worthwhile. Only the mist resin has any combat applications (it's very good on that note). Insulating resin isn't as good, but still relatively useful.

    The others aren't worth the feat though in my opinion, especially since they can be replicated by mundane items at very low cost and I wouldn't want to waste what few power points I have on them, especially the flame resin (just get a tinderbox or matches) or freezing resin (rations are pretty cheap and any cleric can create food/water). I don't see any real use for dissolving resin as is, since in 8 hours, any dwarf or gnome could mine much further than five feet.
    That feat is actually the basis for a combat resin feat which expands on those resins that i recently thought of. I'll also be adding three or four new feats that can be built on with those resins (Offensive Combat Alchemy and Defensive Combat Alchemy being most prevalent)

    Plus these guys are not fighters, they're craftsmen, though some also make excellent tacticians given some time to plan.
    Last edited by EdroGrimshell; 2011-08-23 at 10:53 PM.
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    M. ind
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    XD

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by EdroGrimshell View Post
    That feat is actually the basis for a combat resin feat which expands on those resins that i recently thought of. I'll also be adding three or four new feats that can be built on with those resins (Offensive Combat Alchemy and Defensive Combat Alchemy being most prevalent)

    Plus these guys are not fighters, they're craftsmen, though some also make excellent tacticians given some time to plan.
    Ah, I like the sound of that. I've always wanted to see a class based upon spontaneous alchemical creations. Maybe a racial paragon class?

    You could also build on prestidigitation to give them a Combat Prestidigitation feat, wherein they can give any weapon the dancing quality at the cost of a power point, which could then be upgraded to Improved Combat Prestidigitation where they can wield a dancing blade as a third weapon (if using TWF) or a second (if using just one weapon).
    Last edited by TravelLog; 2011-08-23 at 11:09 PM.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by TravelLog View Post
    Ah, I like the sound of that. I've always wanted to see a class based upon spontaneous alchemical creations. Maybe a racial paragon class?
    Definitely, I'm currently planning on one but it's only bare bones right now.

    Quote Originally Posted by TravelLog View Post
    You could also build on prestidigitation to give them a Combat Prestidigitation feat, wherein they can give any weapon the dancing quality at the cost of a power point, which could then be upgraded to Improved Combat Prestidigitation where they can wield a dancing blade as a third weapon (if using TWF) or a second (if using just one weapon).
    Already working on one that combines the resins with the minor effects that can be created by prestidigitation to create stronger ones. For example, prestidigitation can create a flame equivalent to a candle, so mix that with oil and flame resin and you get a stream of flaming liquid.
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    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Added the feats, looking to expand on the Alchemical Prestidigitation effects as currently only have two options so i need to build it up a bit. Any ideas for feats, paragon class abilities, and ways to improve the race itself (mechanics or fluff) are always welcome
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    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by EdroGrimshell View Post
    Added the feats, looking to expand on the Alchemical Prestidigitation effects as currently only have two options so i need to build it up a bit. Any ideas for feats, paragon class abilities, and ways to improve the race itself (mechanics or fluff) are always welcome
    *cracks knuckles*

    Mist+Clay= airborne particles that impede breathing, giving -2 to Con and Dex checks and any creature making a Full Attack becomes fatigued for 1d3 rounds.

    Mist+Oil= all creatures within 10 feet are covered with a light rime of oil, which obscures vision an makes movement difficult. For 1d4 rounds, all creatures have their move speed reduced by 5 ft, and flying creatures have their maneuverability reduced by one (maybe two?) stages. Finally, all affected take a -1 to attack rolls.

    Fire+Glue= all creatures in a straight line of 10 ft are covered in sticky flames, which deal 1d4 fire damage for 1d4 rounds. This effect cannot be doused by conventional methods.

    Insulating+Glue=One chosen creature becomes covered in a dense, heavy compound, making breathing immensely difficult. With one application, they take a -2 to attack rolls for five rounds. With two back-to-back applications, they must spend a move action removing the substance or suffocate (DC 25 Con check).

    More tomorrow if I get inspired.



    (also in the Freezing thing under Combat Alchemy, it says "fire damage" rather than frost damage.

  23. - Top - End - #23
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Wondering what your thoughts are on the above and thinking of some new ideas.

    Flame Resin + Webbing= You can coat your weapon more effectively now, granting any weapon you carrying the flaming property for 1d6 rounds, performed as a swift action. Furthermore, any time you attempt to disarm your opponent, the attempt receives a +2 bonus as a result of the stickiness of the webbing.

    Flame Resin + Slick Resin= When combined, these two resins produce a long-lasting flame, approximately 3 feet in height, 5 feet in length, and 2 feet in width. Creatures can move freely in these squares (though the squares are considered greased), however, doing so deals 1d4 fire damage to such creatures for each standard action spent in the squares. Moving through the flames constitutes at least 1 standard action for the purposes of determining damage from this effect, even if only one move action is required. To avoid the flames entirely, creatures must succeed on a DC15 Jump check.
    Alternate Possible Effect (haven't decided yet): Creatures affected by this resin are considered to be alight for 1d8 rounds. This condition reduces the affected creature's Fire resistance by an amount equal to the following:
    X, where X=3+(#applications-1)

    Obviously, there would be a version of the above for each elemental resin with a similar effect, which would give the Zshar a nice way of overcoming DR. It would obviously be a higher tier resin though, perhaps requiring yet another feat to access these.

    New Resins:
    Galvanic Resin:
    By secreting resin from your special gland, you can now create an electromagnetic resin, charged using your psionic abilities. When applied to a weapon along with webbing, it grants the galvanic property, which adds 1d6 electrical damage to all strikes with the weapon for 1d6 rounds. Furthermore, this resin can be used to temporarily power electrical or psionic devices, such that one usage of the resin can power a small mechanical object for 12 hours. When used on the ground and then stood in by a Zshar, the electromagnetic properties grant the user magnetosense (works just like tremorsense, but has the additional effect of being able to detect mechanical objects/creatures not in contact with the ground) to range of 30 feet, and is only effective while the user is standing in it. Leaving the resin puddle removes all effects from the user.

    Concealing Resin:
    This resin takes on the properties granted by its environment, granting a +2 on Hide checks. If the user applies two doses and stands perfectly still (DC20 Balance Check) for one full minute, it grants +6 to hide checks. Further applications have no additional affect. One dose of the resin is enough to cover one Small sized creature or five square feet of an object. Objects so effected are considered hidden, adding +6 to the DC of any Spot/Search check to detect them.

    Slick Resin:
    Objects coated in this resin are considered under the effect of the grease spell. When used on the ground, one application is enough to cover 3 square feet, also applying the effect of the grease spell.
    Last edited by TravelLog; 2011-08-25 at 04:28 PM.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Okay, great ideas so far, i'll see about making them fit into the race and getting some better mechanics. However, some specifics;

    Mist+Clay: This one, i think, would be kinda overpowered maybe something more like a stronger mist with some movement impedence rather than a suffocating effect. It is a good idea and makes sense, but i think it'd be too powerful for a feat.

    Insulating+Glue: This one is not what i had in mind for that combination, i don't even think this combination would work, mostly because insulating is actually made to apply to skin and be flexible. It's essentially used to make clothing for extreme weather and to weaterproof houses.

    Flame Resin+Webbing: Web resin is cloth and actually not sticky, glue resin is but we already have that combo. I guess i'll mix them.

    Galvanic Resin: I have been meaning to make an electrical resin, just never got around to it. Plus i didn't know what kind of application it'd have in Zshar society, though i guess it would be a gateway to magitech or similar technologies.

    Concealing Resin: Renamed Pigment resin and provides bonuses to Disguise, Hide, and Craft (Painting) checks.

    Slick Resin: *Facepalm* why didn't i think of this one earlier? Don't answer that... ( ). In all seriousness, I think this would be used for other situations, such as like a lubricant for mechanical devices including most vehicles and traps so i will be including this one for sure.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    I like the racial abilities. I was thinking on a construct race of crystalline colored "alchemical jelly" guys that could slight alter their form and make some kind of racial resins. I think I'll be using these.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Added a new feat and more elemental resins to the Alchemical Prestidigitation feat. Will be adding more once the hurricane is over.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    As a note, the suffocation effect was meant more to force opponents to lose an action on the DC check than to deal instant kills. It was to serve as a stall tactic for the rest of the party essentially.

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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Bumping this to see if it's still in progress.
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Quote Originally Posted by TravelLog View Post
    Bumping this to see if it's still in progress.
    Yes, just need some time to settle some stuff elsewhere, i have a few projects i'm working on including another race, two kinds of feats, a base class, and four PrCs so it may be a while
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    Default Re: When mages decide to make alchemy a race [3.5 Race]

    Added a few new feats to expand on their craftsman nature and even build on the throwback gene they can possess that makes them more of a predator.
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    XD

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