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    Default [Base Class]The Metallurgist (more finished, still needs work, methinks)

    The Metallurgist

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    Table: The Metallurgist
    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|+0|+1|+0|+2|Discovery: Copper, Transmutation: Wood|4|1|—|—|—|—|—|—|—|—

    2nd|+1|+1|+0|+3||5|2|—|—|—|—|—|—|—|—

    3rd|+2|+2|+1|+3||6|3|1|—|—|—|—|—|—|—

    4th|+3|+2|+1|+4|Transmutation: Cloth|7|4|2|—|—|—|—|—|—|—

    5th|+3|+3|+1|+4|Alloy +1, Discovery:Steel|8|5|3|—|—|—|—|—|—|—

    6th|+4|+3|+2|+5||9|6|4|1|—|—|—|—|—|—

    7th|+5|+3|+2|+5|Transmutation: Stone|10|7|5|2|—|—|—|—|—|—

    8th|+6/+1|+4|+2|+6||10|8|6|3|—|—|—|—|—|—

    9th|+6/+1|+4|+3|+6|Discovery:Silver|10|9|7|4|1|—|—|—|—|—

    10th|+7/+2|+5|+3|+7|Transmutation: Metal|10|10|8|5|2|—|—|—|—|—

    11th|+8/+3|+5|+3|+7|Alloy +2|10|10|9|6|3|—|—|—|—|—

    12th|+9/+4|+6|+4|+8||10|10|10|7|4|1|—|—|—|—

    13th|+9/+4|+6|+4|+8|Discovery:Mithril, Transmutation: Flesh|10|10|10|8|5|2|—|—|—|—

    14th|+10/+5|+6|+4|+9||10|10|10|9|6|3|—|—|—|—

    15th|+11/+6/+1|+7|+5|+9||10|10|10|10|7|4|1|—|—|—

    16th|+12/+7/+2|+7|+5|+10|Transmutation: Liquid|10|10|10|10|8|5|2|—|—|—

    17th|+12/+7/+2|+8|+5|+10|Alloy +3, Discovery:Gold|10|10|10|10|9|6|3|—|—|—

    18th|+13/+8/+3|+8|+6|+11||10|10|10|10|10|7|4|1|—|—

    19th|+14/+9/+4|+8|+6|+11|Transmutation: Air|10|10|10|10|10|8|5|2|—|—

    20th|+15/+10/+5|+9|+6|+12|Metallurgical Genius|10|10|10|10|10|9|6|3|—|—

    [/table]
    Alignment: Any
    Hit Die: 1d8

    Class Skills:
    Class Skills...
    Skill Points at 1st Level: (4 + Int modifier) Χ 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features:

    Weapons and Armor:
    The Metallurgist is proficient with light armor, small shields, and simple weapons.

    Spellcasting:
    A metallurgist casts arcane spells which are drawn primarily from the metallurgist spell list. she can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    To learn or cast a spell, a metallurgist must have a Charisma score equal to at least 10 + the spell level. the Difficulty Class for a saving throw against a metallurgist’s spell is 10 + the spell level + the metallurgist’s Charisma modifier.
    Like other spellcasters, a metallurgist can cast only a certain number of spells of each spell level per day. hers base daily spell allotment is given on Table: the metallurgist. In addition, she receives bonus spells per day if she has a high Charisma score.
    Upon reaching 4th level, and at every even-numbered metallurgist level after that (6th, 8th, and so on), a metallurgist can choose to learn a new spell in place of one she already knows. In effect, the metallurgist "loses" the old spell in exchange for the new one. the new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level metallurgist spell the metallurgist can cast. A metallurgist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
    Unlike a wizard or a cleric, a metallurgist need not prepare hers spells in advance. she can cast any spell she knows at any time, assuming she has not yet used up hers spells per day for that spell level. she does not have to decide ahead of time which spells she’ll cast.



    Table: Metallurgist Spells Known
    {table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|01|—|—|—|—|—|—|—|—

    2nd|4|1|—|—|—|—|—|—|—|—

    3rd|4|1|01|—|—|—|—|—|—|—

    4th|4|2|1|—|—|—|—|—|—|—

    5th|4|2|1|—|—|—|—|—|—|—

    6th|4|2|2|01|—|—|—|—|—|—

    7th|4|2|2|1|—|—|—|—|—|—

    8th|4|2|2|1|—|—|—|—|—|—

    9th|4|2|2|2|01|—|—|—|—|—

    10th|4|2|2|2|1|—|—|—|—|—

    11th|4|2|2|2|1|—|—|—|—|—

    12th|4|2|2|2|2|01|—|—|—|—

    13th|4|2|2|2|2|1|—|—|—|—

    14th|4|2|2|2|2|1|—|—|—|—

    15th|4|3|2|2|2|2|01|—|—|—

    16th|4|3|3|2|2|2|1|—|—|—

    17th|4|3|3|3|2|2|1|—|—|—

    18th|4|3|3|3|3|2|2|01|—|—

    19th|4|3|3|3|3|3|2|1|—|—

    20th|4|3|3|3|3|3|3|1|—|—
    [/table]
    1- Gains only any bonus spells, such as gained through feats.


    Transmutation:
    Each Transmutation level your given the indicated material you can transform into a metal in your Discoveries.
    You can transmute class level x5 pounds of material into your Discovery metal (or previous versions).
    You can do this a number of times per day equal to 1/4th your class levels +1 per 2 points of charisma modifier. (Minimum total uses per day is 1)
    Transmutable weight figures the original weight, not the weight afterwards.
    Transmuting an object is a standard action delivered by Touch at first. Every Transmutation level you can use previous Transmutations at an extended range of +10ft per level ahead you are. for example; when you learn to transmute Cloth, you can then transmute wood out to a range of 10ft without touch. When you learn to transmute Metal into one of your own metals, you can then transmute Wood at a range of 30ft. cloth at 20ft, and stone at 10ft
    transmuting held items require normal rules for targeting held gear.
    transmuting someones cloths require a reflex save to move enough to inhibit the manifestation of the effect.
    transmuting someone's body requires a fortitude save, or will save for intelligent undead. Transmuting and none for mindless undead. constructs requires no save, but it has no negative effect, only positive as they're already material of metal/stone/wood, ect in the first place, your just in effect upgrading them.
    You can undo your Transmutation at will, so long as the original material is of that of a previous Transmutation level. (If you just learned to transmute flesh, you wont be able to fix it until you learn Liquids)
    Liquids and Air go by 2.5ft increments rather then pounds per casting to a total of 50ft at 20th level, or 10 squares.
    Transmuting a square of water or air around a subject is a reflex save to get out of the area before the air/water completes the transmutation,

    Discovery:
    At each Discovery level you gain a new metal you now understand, and can be used in Transmutations. These follow a pattern based on stereotypical or common use: Wealth/Utility/Wealth/Utility-
    Copper- 50cp/pound. Copper has a hardness of 7 with 5hp/inch of thickness.
    Steel- Hardness 10. 30hp/inch of thickness. When alloyed, Steel donates +5 hardness, and 15hp/inch of thickness. Steel equals 10cp/pound.
    Silver- 50sp/pound. silver has a hardness of 6 with 5hp/inch of thickness.
    Mithril- Hardness 15. 30hp/inch of thickness. Lighter then most metals, when Alloyed the total weight is decreased by 25%, armor is considered a category less with 5% less spell failure. both weapons and armor are considered masterwork, and donates +10 hardness, with 15hp/inch of thickness.
    Gold- 50gp/pound. Gold has a hardness of 6 with 5hp/inch of thickness.

    Alloy:
    At each Allow level your given the ability to combine an extra element together as indicated on the table.

    stuff I was messing with that doesn't follow with listed donations in Discovery.
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    note that these have no relation to real world metallurgy.
    Copper and Steel makes Greensol.
    Greensol is a greenish metal that is appealing, yet hard as steel. Greensol has the hardness and hp/inch of Steel and is worth 25sp/pound.

    Copper and Mithril makes Cythite
    Cythite is nearly indistinguishable from normal Copper in appearance. Cythite items gain a +1 Quality Bonus, and Cythite armor weighs 25% less. Cythite is worth 75sp/pound.

    Silver and Steel makes Whiteplate
    Whiteplate is a vibrantly white metal with the hardness of steel +2, and the 18hp/inch of thickness. Whiteplate items have a +1 Quality bonus and is worth 25gp/pound

    Silver and Mithril makes Serite
    Serite is nearly indistinguishable from Steel in appearance. Serite Items gain a +2 Quality Bonus, and Serite Armor weighs 50% of its Usual Weight. Serite is worth 75gp/pound.

    Gold and Steel makes Luminite.
    Luminite is nearly indistinguishable from gold, until it catches light in which case it has a faint glimmer not found in normal gold. It retains the hardness of steel +1, with the same hp/inch of thickness. Luminite items have +2 quality bonus and are worth 25pp/pound.

    Gold and Mithril makes Celestium.
    Celestium is very yellow in color, like a metallic banana-yellow. Celestium items gain a +4 quality bonus and and are worth 75pp/pound. Celestium Items are 90% lighter then normal with 20 hardness and 25hp/inch of thickness.


    Metallurgical Genius:
    You can transmute any substance you spend 4 hours studying. Once you've studied it you know it enough that you can turn it into one of your metal, and turn it back.
    Likewise, you can transmute your metals that are found naturally (Not your creation) into a different substance you've studied. (Example use: Study chocolate. you can now turn copper piece (for example) into chocolate coins)
    In addition, you regain 1 use of Transmutation per hour to your maximum and all amounts are dubbed. x10 instead of x5, for example.
    And to finish, you can alter the consistency of you metals. Making gold smoke, or liquid for example. They are considered to be the original metal for uses of your abilities. (Chocolate drinks anyone?(In keeping with previous example))
    Last edited by Cipherthe3vil; 2011-07-09 at 09:31 AM.

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    Bugbear in the Playground
     
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    Default Re: [Base Class]The Metallurgist

    [reserved] just in case. *couldn't sleep*
    So... I'll fill in some of those class features now.
    Tables: Check
    Weapons&Armor: Check
    Spellcasting: Check
    skill points: check
    Fancy header: check
    image: check
    hit die: Check
    alignment: check
    everything else: x
    Last edited by Cipherthe3vil; 2011-07-04 at 05:25 AM.

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    Ettin in the Playground
     
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    Default Re: [Base Class]The Metallurgist (still under construction)

    Can't wait to see when this finishes. I'm actually working on a major project for alloys, materials, and mundane item enhancements, along with the creation of stronger versions of Weapon/Armor Augment Crystals so this really catches my interest.
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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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    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    NeoSeraphi's Avatar

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    Default Re: [Base Class]The Metallurgist (still under construction)

    Hope to see a spell list soon, with classics like flesh to stone and transmute rock to mud and polymorph any object. Should be good. Need suggestions for a capstone? If you do, I think a Medusa's gaze attack might be cool, except you turn flesh to metal.
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    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
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    That's because you don't have a Trinity Force.

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    Default Re: [Base Class]The Metallurgist (still under construction)

    There. I did some stuff.
    Alloy isn't how I wanted it though :/ Not sure what to do with it. I just no I want the ability to mix metal compounds into a more useful combo.

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    LordErebus12's Avatar

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    Question Re: [Base Class]The Metallurgist (more finished, still needs work, methinks)

    you mind if i use this as a source for a pathfinder homebrew class?

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    Default Re: [Base Class]The Metallurgist (more finished, still needs work, methinks)

    *big shrug* its all open source and all anyway. Have at it. I' pretty sure I ditched this, then came back to it later to make some sense of it being finished.

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