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    Default [3.5] The Generator, a steam-punk machine warrior [Base Class]

    The Generator

    Rex Salazar, a generator

    “Hello, Monster Guy, I’m Rex. Now, thrill me.”
    -Rex Salazar, moments before dispatching a ravaging gray render.

    The sciences of the more goodly races are varied and many, from dwarven smiths, elven artists, halfling tradesman, human craftsman, and gnomish inventors. The sciences of their less than idealistic fellows are just as varied, and from these darker practices did a plague of machines occur. Some caused ordinary inventions and machines to awaken and go berserk, some caused men to become machine-monsters, and some few gained the ability to use this machine plague to grow steam and clockwork machines of war from their very flesh. These folk are called Generators.

    Adventures: Generators leave the house for a myriad of reasons. Some are chased out due to either being destructive (accidentally or purposefully) or being feared, others leave willingly to explore what their bodies can do in the world or simply to advance their bio-science. Some are inventors, craftsman, or scientists who seek to master esoteric arts beyond the magical; some say to make the mundane more magical then magic itself. Other generators simply adventure for the profit and excitement that it brings.

    Characteristics: The only characteristics beyond similar abilities that generators share is hardiness, resiliency, and the ability to build machines using their machine-plague granted nanites; most generators are capable of taking a vicious beating and smile while dishing it right back. Many are free spirits, but some conform to military organizations for the good of all beings or to conquer those weaker than their mechanical might.

    Alignment: Any. Generators can come from any moral or ethical background and frequently do.

    Religion: Any. Some worship gods of the forge or crafts, others gods of battle and some of more pedestrian gods.

    Background: Anyone can become a generator, rich or poor, humanoid or not. All it takes is to be infected by the machine sickness that keeps cropping up in many different locations across the world and being of a unique circumstance where the body assimilates the machine abilities instead of being changed detrimentally by them.

    Races: Humans, dwarves, and half-orcs make the majority of generators in the world, being hale and strong enough to bear the machines and having a nature that is agreeable to the abilities. Elves and halflings rarely become generators, being small and frail in comparison. Gnomes, when they survive, make fantastic generators due to their imaginations and ingenuity. Of the monstrous races, only industrious creatures like hobgoblins and intelligent humanoids or monstrous humanoids become generators. More fantastic beings such as dragons never become generators for some reason.

    Other Classes: Generators tend to get on well with fighters, rogues, and bards due to skill in combat and more generic skill. They chafe with wizards and clerics occasionally, often out of a need to compete. Sorcerers are both admirable and vexing, as sorcerers make it look easy where they as generators have to rely on more physical means.

    Role: Generators are warriors and craftsman first and foremost, being skilled, strong, and tough. They can be aggressive warriors or they can be defenders. Occasionally they can take on the scouting role, but others are better suited to this. While not having the raw power or versatility of the wizard or cleric, the generator has many tricks that make him an invaluable traveling companion.

    GAME RULE INFORMATION:
    Abilities: Intelligence is vital to a generator, and it is important due to its factoring into build and blue print saving throw DCs, skill points, and many skills that the generator will use regularly. Strength and Constitution provide additional prowess and survivability in combat.
    Starting Age: As rogue.
    Starting Gold: As rogue.

    Hit Die: d10
    Skills: Generators have access to the following skills: Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Knowledge (local) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).
    Skill Points at 1st Level: (2 + Intelligence Modifier) x4
    Skill Points at Each Level: 2 + Intelligence modifier.



    Class Features:
    All of the following are class features of the generator.

    Weapon and Armor proficiencies: Generators are proficient in the use of all simple and martial weapons, as well as the use of light and medium armor and shields.

    Blue Prints and Builds (Su): A generator does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as blue prints and builds that require him to focus the bio-electric energy that suffuses his form to achieve wondrous biomechanical effects. A generator can use any blue print he knows at will, with the following qualifications:

    A generator's blue prints are supernatural abilities; using a blue print therefore a standard action that provokes attacks of opportunity. A generator’s builds are supernatural abilities; using a build requires a move action and does not provoke attacks of opportunity. A blue print can be disrupted, just as a spell can be ruined during casting. A generator is entitled to a Concentration check to successfully use a blue print if he is by an attack while invoking, just as a spellcaster would be. A generator can choose to use a blue print defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A generator's blue prints are not subject to spell resistance unless a blue print's description specifically states otherwise. A generator's initiator level with his blue print is equal to his generator level.

    A generator can only manifest one build at a time at 1st level, and can initiate a second build at 9th, and a third at 15th level, and a build can be dismissed as a free action and manifested as a move action that does not provoke attacks of opportunity. Blue prints can affect builds as if they were magical weapons, armor, or wondrous items depending on the nature of the build (see builds and blue prints below). Builds are difficult to maintain, and each time the character initiates a build he must make a Fortitude save DC 10 + the number of builds he’s used this encounter + the build’s grade (least +2, lesser +4, greater +6). If this Fortitude save fails, the character becomes fatigued. He can still continue to manifest builds, but he may only maintain a build when fatigued for 1d6 rounds. If he fails this Fortitude save when fatigued, then he becomes exhausted and may not generate builds until he’s rested at least two hours. The character’s Mettle class feature does not aid him in resisting this effect; machine generation is taxing on the body.

    The save DC for a blue print (if it allows a save) is 10 + equivalent spell level + the generator's Intelligence modifier. Since supernatural abilities are not actually spells, a generator cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat.

    The three grades of blue prints and builds, in order of their relative power, are least, lesser, and greater. A generator begins with knowledge of no blue prints and two builds, which must be of the lowest grade (least). As a generator gains levels, he learns new blue prints and builds, as summarized on the class progression table and described below. A list of available blue prints and builds can be found following the class description, and a complete description of each blue print and build can be found at the end of this document.

    Every four levels when a generator learns a new blue print, he can also replace a blue print he already knows with another blue print of the same grade or of a lower grade. At 6th level, a generator can replace a least blue print he knows with a different least blue print (in addition to learning a new blue print, which could be either least or lesser). At 11th level, a generator can replace a least or lesser blue print he knows with another blue print of the same ore a lower grade (in addition to learning a new blue print, which could be least, lesser, or greater). The generator cannot trade out builds; once a build is learned, it is learned forever.

    Blue prints and builds and levels in generator do not count as caster levels to qualify for prestige classes or feats. However, generator levels do count as full martial initiator levels should the character multiclass into a martial adept class as builds and blue prints use an initiator level to determine their strength and effectiveness.

    Engineer (Ex): Due to his innate knowledge of mechanical devices and his ability to feel the way things work, the generator may add half of his class level to Craft checks and Knowledge (engineering) checks. Additionally, the generator may make magical items (the generator may craft magical arms and armor, wands, staves, wondrous items, rings, and rods only, and cannot make scrolls or potions).through his scientific know-how and his machine plague granted nanites as if he were a caster using his initiator level in place of his caster level. When making a magical item that requires a specific spell, he may make a Knowledge (engineering) check DC 25 + the level of the spell required to make the item. Items made through this ability appear very different from traditional items, having gears, small motors, wires, and clock work built into them. Larger items will typically have small coal power steam engines built into them in some ways. Regardless of their appearance, these items function identically to normal magic items when targeted by spells and effects such as dispel magic or antimagic field. Additionally, as his work relies more on science than magical ability, his items have an increase in gp cost of +50%.

    Machine Empathy (Ex): The generator is capable of amazing feats of control when working with mechanical objects and creatures. The character may attempt to cause a piece of machinery or a construct be more amiable to him and function in a way that he chooses, even if the target is unintelligent. By laying his hands upon a machine (which is defined by anything with more than three moving parts or the construct type), he may attempt to influence it as if he were making a Diplomacy check, but instead uses his Knowledge (engineering) instead. The more helpful he makes the machine to him, the more he can manipulate it with his mind, and harmful things tend to jam up or become rendered useless.

    Mettle (Ex): The character gains the extraordinary ability to shake off certain effects that target both mind and body through a combination of intense will and strong body. When making a Fortitude or Will save, if the successful result would result in a partial effect or half effectiveness, then the character completely ignores the effect.

    Bonus Feat: At 3rd, 8th, 13th, and 18th level the generator gains a bonus fighter feat, Alertness, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Toughness, or an item creation feat of his choosing (except Brew Potion or Scribe Scroll). He must meet all prerequisites for this feat before selecting it, and he may use his initiator level in place of his caster level when making items.

    Tech Enhancement (Su): At 4th level, when initiating builds or temporary enhancement blue prints, these abilities gain the listed bonus as an enhancement bonus to their effect. For example, if an 8th level generator builds Smack Hands and uses the Strength Harness blue print, he can add a +2 enhancement bonus to both effects, making the Smash Fists function as if they were a +2 magical weapon and the Strength Harness provides a +6 enhancement bonus, not a +4 enhancement bonus to Strength. This bonus improves to +2 at 8th level, +3 at 12th, +4 at 16th, and +5 at 20th level.

    Tech Specialty (Ex): Every generator is going to have a favorite build that is his go to whenever things get tough. At 5th, 10th, and 15th level the character may select one build of his choosing that he possesses. He may initiate this build as a swift action.

    Tough Builds (Ex): At 6th level, the generator’s builds become stronger and more enduring to damage. The generator may add his Constitution score as bonus hit points to the hit points of his builds.

    Bio-mechanical Immunity (Ex): At 7th level, the generator’s internal systems are flooded with tiny machines that cause his body to work through many hardships by the miraculous changes he has undergone. The generator becomes immune to poison and disease as his body filters these toxins and prevents them from hurting him. At 13th level, this improves to allow him to heal at twice the normal rate when resting, and he may breathe water as his lungs may now filter water for oxygen.

    Hardened Builds (Ex): At 11th level the builds the generator initiates become even more resistant to damage, gaining +5 to their hardness.

    Durable Builds (Ex): The machines within the generator’s body work to repair and revitalize his damaged builds. At 14th level, the character’s builds restore his Constitution modifier in hit points each round as if they had fast healing. Destroyed or dismissed builds do not regenerate.

    Tireless Builds (Ex): At 17th level the generator’s vital forces are so strong that generating builds no longer requires him to make a Fortitude save; he becomes immune to their fatiguing effects and when he has a build active he becomes immune to fatigue and exhaustion effects. Fatigue and exhaustion that character suffers before attempting to initiate a build will still cause him to be only able to initiate a build for a short time or not at all, respectively.

    Unbreakable Builds (Ex): At 19th level, the builds that the generator initiates are so powerful that they are considered to be made of adamantine. The generator’s builds also still retain the benefits of his tough builds, hardened builds, and durable builds class features.

    Technological Evolution: At 20th level, while outwardly appearing as a normal member of his race, the generator internally changes radically as his form fully accommodates the incredible changes and abilities that have granted to him. His type changes to construct (living construct) and gains all abilities and weaknesses associated with the type. He may now generate four builds at one time, and he may take 10 on any Craft or Knowledge (engineering) check, even when under stressful conditions.

    PLAYING A GENERATOR

    Generators often fill the role of the party every-man, being equally good at most everything, but not superb at it. While often quite skilled and knowledgeable, generators also do not have the wide breadth of knowledge and skills that wizards, bards, and rogues possess. Additionally, they provide little in the way of support to their comrades beyond their talents in combat and outside of battle in the field of engineering. To this end, it’s best for a generator to find all the things he's particularly good at, and be happy with that, as his versatility is his strength when not summoning builds in combat.

    As an unlikely hero or a tortured villain, generators universally carry a chip on their shoulders due to being ostracized and outcaste due to their abilities being beyond the norm. Even sorcerers and warlocks can explain why they can do what they do in a way that layman can understand; generators have to explain complicated science and machinery to common folk and at best they can hope for a smile and nod.

    Your blue prints and your builds will help determine what sort of generator you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.
    Combat: Common combat modes for the generator often involve copious and gratuitous use of your builds or your assortment of blue prints for augmenting equipment. Many blue prints aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Melee combat is a standard method for the generator of a more martial bend; they can excel at it through the right choices of build and feat selection.
    Advancement: The generator benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon initiator level advancement. Additionally, prestige classes specially designed to work in tandem with the generator, such as the Steam Paragon take the abilities of the generator and build in a more specialized direction.
    Resources: Depending on your choices in background, the generator may have an organization to draw upon or he may have the resources of an entire order of generators. Alternately, he may have the resources of a normal mundane person, or a single teacher.

    GENERATORS IN THE WORLD
    “If people want to hate me, I can’t stop them. But it’s not going to stop me from doing my job. You wanna know why? Because I’m awesome!”
    - Rex Salazar on people who hate generators and those infected with the machine plague

    Generators are often perceived as beings of disease and disaster for those who use their abilities irresponsibly, but those that don’t and use their powers for the benefit of all find that their lives enriched by the odd circumstances of their abilities. Their powers often cause alarming reactions to those who are unfamiliar with them or those like them, and generators are often shunned for it. Perceived in this fashion, some generators become bitter and angry and terrorize their homes and surrounding areas, succumbing to rage and hatred. Other generators are hailed as heroes and saviors in their homes and communities, where they have turned their gifts into life giving miracles by bringing the power of science to the people.

    All generators are infected in some fashion with a plague of tiny machines that cause man and beast to become terrible monsters. These tiny machines, called nanites, are capable of extraordinary things with the will of a generator behind them. Most that are infected however become terrible monsters because they have no control over what their nanites do to them.
    Daily Life: Most generators have relatively easy lives due to their supernatural abilities with crafting and engineering professions, and are capable of defending their homes and business without difficulty. Those that adventure find that the acceptance they lack in some circles is reversed in full by their amazing abilities in and out of combat.
    Notables: The generator known as Rex Salazar has been working with a group of monster hunters calling themselves Providence for several years, and is one of the most high profile generators in the world and many generators use the names of some of the various builds that he has coined. There is a rumor of a terrifying orcish generator who goes by the moniker Gears of War who is capable of generating an entirely machine body for himself to rampage with, but these rumors are unfounded beyond the villages that have been annihilated with no survivors.
    Organizations: Generators tend to live solitary lives or with small groups of others like them, but occasionally they join with adventuring parties. An organization known as Providence has made tentative gestures to reach out to generators in the hopes that they will aid them in hunting down the most dangerous machine-beasts in the world and putting an end to them.

    ----

    FEATS

    Extra Blue print [General]
    You have had a spontaneous burst of inspiration, gaining the knowledge of another blue print.
    Prerequisites: Ability to use lesser blue prints, Knowledge (engineering) 5 ranks.
    Benefit: You learn another blue print of any level of you capable of using.
    Special: This feat may be taken multiple times for additional blue prints.

    Material Mixer [General]
    You have learned how to mimic special materials when making your builds, provided you have the materials on hand.
    Prerequisites: Must be capable of initiating lesser builds
    Benefits: You may add a special material type to your builds when you initiate them by having a small portion of this material on hand (such as a bar of metal). Silver may be mixed for 20gp worth of silver, mithral for 100gp worth of the material, and adamantine for 300gp worth of the material. This material is consumed when used this way.
    Last edited by ErrantX; 2014-04-16 at 01:59 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    GENERATOR BLUE PRINTS AND BUILDS
    Generators choose the blue prints and builds they learn as they gain levels, much like warlocks choose which invocations to learn. However, a generator’s repertoire is even more limited than that of a sorcerer, and his blue prints and builds are supernatural abilities, not spells.

    In addition to its grade (least, lesser, or greater), every blue print has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least blue print or build has a level equivalent of a 2nd level spell; a lesser 4th, greater 6th. The level equivalent for each blue print or build is given in its description below. In the case where a blue print may replicate a spell, use the generator’s initiator level in place of a caster level.

    A generator can dismiss any currently ongoing blue print or build as a free action. Builds occupy a body location and can be enhanced normally as if they were magical items through use of blue prints. If an item is currently in that location, then that item is rendered inert and the build takes over. Two or more builds cannot occupy the same location. Many builds have a secondary ability; this ability can be engaged or disengaged as a swift action. The following list of builds and blue prints are not all possibilities, but reflect some very common generator gifts.

    Least
    Builds
    Spoiler
    Show
    • Armored Core (Body) – The generator covers his body in a sleek shell of metal, rubber, and wire. Clock works spin and whirl throughout it, shifting pieces of metal around as the generator moves about. The generator gains an armor bonus to AC equal to ½ his initiator level. Secondary Ability – Rolling Core: The generator can maneuver his armor plating around him to essentially turn him into a ball of metal plates, gears, and clockwork that is steam propelled. The character’s armor bonus improves by +4 and he may move at double his base movement speed, and gains a slam attack that inflicts 1d8 points of damage plus the generator’s Strength modifier.
    • Break Lancer (Hands and Feet) – When a generator initiates the Break Lancer build, his feet generate a set of in-line skate wheels with a pair of stabilizer wheels that angle outwards to enforce balance, and the wheels themselves propel the generator at great speed granting +20ft bonus to his base movement speed. Additionally, the generator’s hand of choice becomes a large, metallic lock-gauntlet with a Large-sized lance attached to it. This lance can be wielded without size penalty by the generator. The speed of the skates allows the character to make charges with the lance as if he were mounted.
    • Punk Busters (Feet) – When initiating the Punk Busters, the legs of the generator become giant construct-like legs with spiked toes and a steam powered propulsion system in the heel. Clockwork gears work these machine-limbs with terrific strength, and steam pistons allow the Punk Busters to make incredible strides and leaps. While this build is initiated, the generator gains a +10ft bonus to his speed and gains a +20 bonus to Jump checks. Additionally, he may make a kick as a primary attack or as a secondary attack which inflicts 2d4 points of damage plus twice the generator's Strength modifier. Secondary Ability – Rocket Kick: As a swift action the generator can engage the steam-powered propulsion system to deliver a fearsome kick as a standard action. This kick gains a +4 bonus to hit and inflicts 3d6 points of damage plus three times the generator's Strength modifier. He may engage the Rocket Kick once every 1d4 rounds as steam pressure needs to build back up within the system.
    • Smack Hands (Hands) – Initiating the Smack Hands build causes reinforcing harnesses of metal and clockwork to cover the shoulders and arms with a steam plant that rests on the generator's back. Giant-sized three fingered gauntlets, steam-powered muscles and clockwork articulation allow the generator a powerful set of intimidating weapons. While this build is active, he gains a +8 mechanical bonus to Strength, an increase in reach by +5ft, and these fists allow the character to make two slam attacks, inflicting 2d6 points of damage plus the character's Strength modifier. Secondary Ability – Combat Drill: By engaging the Combat Drills, the Smack Hands begin to spin on pneumatic engines at high speed, allowing the generator to drill into the ground and gain a burrow speed of 30ft. This spinning action also allows the generator to also initiate a bull rush upon a successful punch as a free action as if he were one size category larger, and he does not need move to push the foe back (the force of the punch does this for him).
    • Slam Cannon (Arms and Hands) – From the generator's dominant arm a powerful cylinder is formed, so large it must rest on the character's shoulder. Clockwork jaws extend from the back of the cannon to take a bite out of the stone or earth behind the generator and arm the weapon as a move action. The slam cannon then has 1d4 rounds of ammunition, and as a standard action he may fire it as a ranged attack inflicting 1d6 per two generator levels in damage from the steam-powered firing of debris (as if it were a heavy crossbow for range increments). It can also be used to bash a target if they get to close (inflicting 1d8 points of damage plus Strength modifier) but it’s unwieldy, and the attack suffers a -4 penalty.
    • Shield Arms (Wrists) – When this build is initiated, thick discs of metal spin out around on a spinning clockwork wheel with a hiss of pneumatics. They are capable shields and weapons, granting a +4 shield bonus to Armor Class and being able to be used as light weapons inflicting 1d6 points of damage. Secondary Ability – Total Cover: The spinning shields continue to expand and become heavy hemispheres as a swift action, which lock together within a spinning clockwork mechanism, providing the generator total cover while this is engaged.
    • Steam Shears (Hands) – Around both hands a pair of thick metal cylinders form, and from them jut a pair of steam-powered hook-backed blades for shearing through the toughest of obstacles (and foes). These shears are so strong they ignore the hardness of objects that are under 10, and inflict 2d6 points of damage. The generator uses these shears normally, or if he possesses the Two-Weapon Fighting feat(s), he may attack as if using two light weapons. Secondary Ability – Grappling Shears: The generator, as a swift action, may spread the shears open and fire out on a puff of compressed steam on a 50ft line of rope as if it were a grappling hook. The force of this could also be used as an attack, inflicting 2d6 points of damage to the targeted creature as part of a ranged attack. The generator may reel this line in as a standard action.


    Blue Prints
    Spoiler
    Show
    • Armor Enhancement (Self) – This blue print covers the generator's non-magical clothes and/or armor with circuit-like wires and metal plates. This blue print duplicates the effects of the magical vestment spell. Alternately, if used on an item that already has magical properties, this can replace those properties with the effects of a magical vestment spell or add special properties such as fortification or resistance but the total bonus of these new qualities cannot exceed the original enhancement bonus to Armor Class (example: +3 studded leather armor can possess an additional number of qualities less than or equal to +3). Duration of this blue print is 1 minute per initiator level.
    • Enhancement Alteration (Touch, willing target) – By touching a piece of armor or a weapon, the generator can alter the enhancement bonuses the equipment possesses. He may alter the enhancement bonus and special properties in an item in any fashion but not to exceed the original total bonus of the item. For example, if Rex wanted to alter his +2 buckler of moderate fortification (a +3 bonus) to help protect him from a strong and powerful warrior through stronger defense, he could alter the properties to become a +4 buckler of light fortification (a +1 bonus) which retains the same total bonus of +5.
    • Inflict Light Damage (Touch) – This blue print duplicates the effects of the spell inflict light damage.
    • Remove Disease (Touch) – Initiating time of one minute, and mimics the effects of the spell remove disease. The generator sends his nanites into a willing target and may use those to cure the disease.
    • Repair Light Damage (Touch) – Initiating time of one minute, and mimics the effects of the spell repair light damage.
    • Resistance Item (Personal) – By initiating this build, the generator may convert an otherwise mundane item into a powerful protective device. This blue print lasts for ten minutes per initiator level and grants a resistance bonus to the generator’s saving throws equal to his Tech Enhancement class feature.
    • Weapon Augmentation (Personal) – Through the initiation of this build, the generator may grant special weapon properties to a weapon or build these has initiated as if it were a magical weapon. This blue print duplicates the effects of the greater magic weapon spell when used on a non-magical weapon or build. When used in conjunction with a magical weapon, instead, this blue print may offer an enhancement bonus equal to the weapon’s current permanent enhancement bonus that can be used to duplicate specific special weapon qualities (such as flaming). The duration of this blue print is 1 minute per initiator level.


    Lesser
    Builds
    Spoiler
    Show
    • Boogie Pack (Back) – When a generator initiates the Boogie Pack, a metal harness fits around the generator’s shoulders and small but potent turbine forms on his back. Wings sprout from this turbine on a rotating shaft allowing them to twist a full 360 degrees. On the tips of these wings are a powerful pair of caged propellers that lift the generator off of the ground and give him aerial excellence and a fly speed of twice of his base land speed (good maneuverability). These propellers work underwater as well, granting him his base speed as a swim speed. Secondary Ability – Grappler Claws: On top of the propellers of the Boogie Pack’s wings are steam-pressurized grappling claws that can be launched up to 50ft on a thin cord (treat as silk rope). This cord can be reeled in fully as a standard action, and uses a Strength score of 22 to determine how hard it can pull.
    • Big Fat Sword (Hands) – This build causes a massive greatsword with a steam powered engine in its hilt to be built over the generator’s dominant hand, and a powerful brace of pistols for extra muscle along that arm. When wielding the Big Fat Sword, the generator gains a +6 enhancement bonus to Strength to any roll that uses the Big Fat Sword. The sword’s damage is equivalent to a Huge greatsword (4d6 points of damage) and requires that the generator use both hands to swing it properly. Secondary Ability – Battle Saw: By engaging the steam engine on the hilt as a swift action, the tip of the Big Fat Sword extends out and with a whir of clockwork, the tip spins so fast it blurs into a spinning disc of cutting force. When used in combat, the Battle Saw may be engaged for 3 rounds before stalling out (1d4 rounds later it can be reactivated) and it maintains the use of the generator’s swift actions. While active, the Battle Saw ignores hardness under 10 and doubles the critical threat range of the sword (to 17-20) and increases the critical multiplier by one (to x3 damage). Out of combat, the Battle Saw may be used to saw through objects, inflicting 4d6 points of damage and ignoring hardness under 15.
    • Flamer (Hands) – A pressurized tank forms on the generator’s back with hoses that lead to a pair of nozzles attached to heavy gauntlets that form on the generator’s hands. These nozzles spray burning gas from them, inflicting 6d6 points of fire damage when fired in a 15ft cone (Reflex for half) or if directed (as a ranged touch attack) inflicting 8d6 points of fire damage.
    • Rex Ride (Feet) – A powerful, steam-powered clockwork turbine forms around the generator’s lower legs and feet, spraying pressurized steam beneath him, roughly tube shaped with handlebars and a windshield, the Rex Ride (named after Rex Salazar, its most known user) is a steam-powered hover-bike with room for two (the generator and a passenger). The Rex Ride is capable of high speeds, having a base land speed of 90ft, and operates as if it had the Run feat. Secondary Ability – Bash Cart: By opening the front of the Rex Ride, a thick steel bumper pushes forward with angled sides to knock enemies and obstacles aside. The generator may now make charge attacks with the Bash Cart (inflicting 3d6 points of damage +2 for every 10ft charged with a maximum bonus of +20, example: if the charging Bash Cart moved 30ft before hitting a target, it inflicts 3d6+6 damage), or make bull rush or trample attempts as if he were riding a heavy warhorse.
    • Shock Whip (Hands and Back) – A massive clockwork turbine forms on the generator’s back and cables extend from it down his dominant hand to braid together into a massive, whip-like cord. This whip has a reach of 15ft and may attack within this reach due to its prehensile nature, and when wielding it the generator has a +4 enhancement bonus to Strength. The shock whip inflicts 1d8 points of damage plus Strength modifier (critical threat range of 20x2), and inflicts an additional 1d6 points of electrical damage. On a critical hit, this electrical damage inflicts increases to 2d8 points of electrical damage. The shock whip also possesses the Improved Grab special ability, and creatures grappled by it are subject to 2d8 points of electrical damage if the generator chooses to inflict damage to the grappled subject.
    • Battle vest (Body) - A vest of metal forms over the generator's torso, with several razor-thin wires hanging down. With but a moments notice, they start swirling around him, ready to strike. This vest provides a measure of portection, giving an armor bonus to your AC equal to 2 + 1/2 the character's initiator level. In addition, he gains 2 secondary wire attacks, each dealing 2d4 damage (no strength modifier to damage), and have a critical threat range equal to 18-20/x2. Secondary Ability - Battlefield: Several of plates on the vest shift aside to reveal more whip-like wires as they start to spin even more furiously, almost as if a tornado, with the generator at the eye. As a swift action, the generator may start up the battlefield mode of this vest. He takes a -2 penalty to his AC as a result of losing part of the protection offered by this build. However, more wires form around you. At the beginning of the generator's turn, every opponent within 5ft takes damage as if struck by 1d4 wires. A Reflex save (DC 14+ Intelligence modifier) halves this damage. In addition, any opponent moving within 5ft of the character, even if they do not end their turn there, takes this damage. The generator must spend a swift action on subsequent turns to maintain this, otherwise the battle vest automatically reverts to its normal form.
    • Clockwork Cloak (Shoulders) - Metal wires and thin sheets drape over the generator's form. While many would laugh at this if called it a defense, the generator is often quite happy to prove those who would quite wrong. Many wires, ribbons of gears, clockwork, and metallic sheets form over the character, offering some protection. You gain DR x/Adamantine, where x equals your initiation level / 2. Secondary Ability: Gearfan - This effect is initiated as an immediate action, in response to a melee attack made upon the generator. After the attack is resolved, metal wires, reinforced by metal sheets twisting around them, forms a spike and rushes towards the opponent. The opponent takes 2d6 points of damage plus the generator's initiator level. This counter-attack also provokes a Reflex save by the opponent (DC 14 + Intelligence modifier), or be pushed back 5ft. Once used, it takes time for the cloak to ready itself for another spike, and cannot be used again for 1d4 rounds.


    Blue Prints
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    • Durable Body (Personal) – Reinforcing plates form on and under the generator’s clothing and armor, granting him a +2 natural armor bonus and a +4 enhancement bonus to Constitution. Duration 1 minute per initiator level.
    • Heat Metal (Touch) – This blue print duplicates the effects of the heat metal spell.
    • Inflict Moderate Damage (Touch) – This blue print duplicates the effects of the inflict moderate damage spell.
    • Move By Wire (Personal) – Augmenting clockwork forms at the generator’s joints and pressure points, increasing his sense of grace, balance, and timing. This build grants the character a +2 enhancement bonus to Initiative and a +2 resistance bonus to Reflex saves, as well as a +4 enhancement bonus to Dexterity. Duration 1 minute per initiator level.
    • Remove Poison (Touch) – By sending his nanites into a target creature, he may use them to cleanse poisons from their blood. This functions as per the spell remove poison, with an initiating time of one full round.
    • Repair Moderate Damage (Touch) – Initiating time of one minute, and mimics the effects of the spell repair moderate damage.
    • Strength Harness (Personal) – Strengthening clockwork-servos and steam-powered pistons augment the strength of the generator, allowing him to be able to increase his physical prowess. The generator gains a +4 enhancement bonus to his Strength score, and a +10 bonus to his movement speed.


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    • Battle Axes (Hands) – While a very simple in practice build, the Battle Axes are two of the most weapons that a generator can build. A pair of massive axes forms over the generator’s hands with reinforcing steam pistons augmenting their arms, and the axe blades thrums with the power of their form, glowing blue along their edges with mechanical power. While initiated, the build grants the generator a +10 enhancement bonus to Strength for their use, and inflict 3d12 points of damage plus Strength bonus (critical threat range is 20/x3). These blades may sunder weapons and objects as if the generator possessed the Improved Sunder feat, bypass any damage reduction to their incredible edges and cleaving power, and while in use the generator also gains the benefits of the Great Cleave feat. The generator uses these axes normally, or if he possesses the Two-Weapon Fighting feat(s), he may attack as if using two light weapons.
    • E.V.O.lution (All slots) – Use of this build is risky, as initiating it risks much. The character increases his size to Huge (if beginning as a Medium creature, gaining all size associated bonuses and penalties, gaining +16 Strength, -4 Dexterity, -2 to attack and AC, as well as a +6 bonus to Constitution). This build forbids use of other builds with it, but initiates several builds simultaneously: Armored Core (secondary ability not available), Smack Hands (for one hand), Big Fat Sword (for one hand), a shoulder-mounted Slam Cannon, and Punk Busters for legs (the generator does not gain Strength bonuses from these builds, and when attacking he may full attack with the Big Fat Sword and make an off-hand slam attack with his Smack Hand and/or with his Punk Busters). While in this form, the generator has the Construct type with the [Living Construct] subtype. The risk associated with this build is to the generator’s mind, as so much nanite activity can drive him mad. Each round the generator that this build is initiated, he must make a Will save DC 20 +1 for each round that he maintains the form. Should he fail the Will save, then he immediate suffers the effects of a confusion spell. To regain control of himself, he must make a new Will save equal to 20 + 1 per round he spent confused.
    • Fun Chucks (Hands) – The generator’s arms are covered in reinforcing steam pistons that end with a heavy steel caps over his hands. Attached to these caps are 5ft cords (extendable to 10ft) that end in large, heavy weights that glow blue with caged electricity from the magnetized clockwork within. These weights inflict damage as if they were Huge sized heavy flails of shocking burst, and the character gains a +6 enhancement bonus to his Strength. Secondary Ability – Pulse Shock: By spinning the Fun Chucks together and then causing them to collide, a field of magnetic and electric force bursts forth in a wave, inflicting 1d6 per initiator level of electric damage (Reflex save for half damage) and dazes a for one round on a failed saving throw. This ability may be used once every 1d4 rounds, as the Fun Chucks need time to rebuild their charge.
    • Light Bender (Body) – A skin of gleaming clockwork forms over the generator’s body in almost hypnotic patterns, allowing the generator to hide from the view of others. While this build is initiated, the character is treated as if under the effects of a greater invisibility spell. Secondary Ability – Blind Wave: The light bending qualities of the Light Bender store up ambient light within the tiny nanite crystals covering the clockwork, and when released, breaks the invisibility of the generator in a blinding 20ft radius attack (Reflex save or be blinded for 2d4 rounds).
    • Thunder Boomer (Hands) – A thick and powerful hammer forms in the generator’s dominant now gauntlet-coated hand while this build is initiated, with a thick extendable cord that attaches the hammer to the gauntlet. Steam-powered muscles augment the generator’s strength with pistons granting him a +8 bonus to Strength when using this build. The hammer is treated as a Huge sized shocking burst warhammer, and may be flung out on the cord as if it had the throwing and returning weapon qualities. Secondary Ability – Fling Flight: Alternately, the hammer may be spun and flung into the air while the generator holds on to the cord, allowing him to fly (with a flight speed equal to twice his base speed with good maneuverability) for three rounds. To continue flying, the generator only need spend a swift action (to initiate the secondary ability) and a standard action (to swing the hammer) to re-initiate the flight while in mid-air.


    Blue Prints
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    • Blade Barrier (Personal) – This blue print mimics the effects of the blade barrier spell by using the nanites within the generator to form a wall of spinning gears and blades.
    • Disable Construct (Touch) – By shooting his nanites into a machine or construct, he may cause havoc to their forms and systems. This blue print duplicates the effects of a disable construct spell.
    • Fabricate (Touch) – This blue print duplicates the effects of a fabricate spell.
    • Hardening (Personal) – This blue print functions only when the initiator has a build initiated; when used the generator gains the benefits of an iron construct spell.
    • Total Repair (Touch) - Initiating time of ten minutes, and mimics the effects of the spell total repair.
    • Wall of Gears (Medium) – Initiating this build, the generator fills an area with nanite-crafted gears, duplicating the effects of a wall of gears spell.

    ---

    Machine Plague

    The machine plague is a great world-altering event that can bring powerful steam-punk elements into your world. The machines created by this event are crafted by highly advanced nano-machines, but create simple steam-based technology or mutations within a creature. It can be used as a dues ex machina for a game world in that it can have effects as far reaching as you’d like, depending on how much steam-punk you’d like to add to your world. Its origins can be mysterious or commonly known, its sources could be from a mad artificer or an incursion from the clockwork planes of Nirvana or Mechanus.

    Creatures affected by the machine plague either become aberrations, monstrous humanoids, or living constructs depending on how it affects them. Many humanoids or animals could be turned into any monster of your choosing as well by the plague, or into construct creatures.
    Last edited by ErrantX; 2011-08-30 at 11:57 PM.
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    I haven't looked at all of the blueprints and builds yet, but the class looks pretty solid. My biggest question is, is why are Blue Prints and Builds supernatural? You can still force concentration checks and stuff if its an extraordinary ability. Its just it seems odd to me that antimagic would make technology cease functioning.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by eftexar View Post
    I haven't looked at all of the blueprints and builds yet, but the class looks pretty solid. My biggest question is, is why are Blue Prints and Builds supernatural? You can still force concentration checks and stuff if its an extraordinary ability. Its just it seems odd to me that antimagic would make technology cease functioning.
    Mostly for balance and it just seemed to not be extraordinary. I was thinking that the generator is full of tiny machines that build other larger machines or mimic spell-like effects, and that just seemed to be more supernatural than not. I didn't want it subject to spell resistance though, so it seemed like a fit.

    Thanks!
    -X
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Well it does balance it out. If it were me I would come up with another way of balancing it though. Maybe some sort of backfire mechanism when a target makes a save? Anyways it's really all just a matter of what you think works best and fits the flavor.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Neat. I'll ( Probably ) post up a more detailed review later, but right now I have to know; Why did you have there only be three different levels of Builds and Blueprints?
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by Shadow Lord View Post
    Neat. I'll ( Probably ) post up a more detailed review later, but right now I have to know; Why did you have there only be three different levels of Builds and Blueprints?
    Umm, I dunno? I liked three tiers? Just felt right, I guess. Why? Looking forward to seeing more of a review!

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Another great class, and from what I can see, a pretty balanced one too (I'd guess warblade level).

    The builds look good, but I think the weapon ones should have a way to be built with special material (maybe require a certain volume/weight of the material in question, with the higher tiers requiring more and E.V.O.lution costing extra).

    The only problem I see is with the increasing difficulty of the will save to remove the confusion from E.V.O.lution (you only need to fail it a few times before you need a 20 to resist it). I think the save should probably be 30 -1 per round, so that you get 50% chance of success after 5 rounds, with maybe a minimal amount of rounds spent confused (maybe 1d4+1). You might also want to clarify if the generator stays in E.V.O. form after he becomes confused.

    The blueprints also look balanced in regards to each other. They look good, but I can't really evaluate their true worth without some further number-crunching or playtest. From what I can see, the lack of blueprints in the early levels might make the generator too weak early on, so you might want to consider giving blueprints the same progression as builds.

    And is that a reference to Shadowrun I spot with the Move by Wire...
    Last edited by Dead_Jester; 2011-08-13 at 06:35 PM.
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by ErrantX View Post
    Umm, I dunno? I liked three tiers? Just felt right, I guess. Why? Looking forward to seeing more of a review!

    -X
    I was curious. It's definitely not because Trouble Comes In Threes. That can't possibly be it. Anyway, expect the Review tomorrow.
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by Dead_Jester View Post
    Another great class, and from what I can see, a pretty balanced one too (I'd guess warblade level).

    The builds look good, but I think the weapon ones should have a way to be built with special material (maybe require a certain volume/weight of the material in question, with the higher tiers requiring more and E.V.O.lution costing extra).
    That is a fantastic idea, actually. I never thought of that. I will have to implement this.

    The only problem I see is with the increasing difficulty of the will save to remove the confusion from E.V.O.lution (you only need to fail it a few times before you need a 20 to resist it). I think the save should probably be 30 -1 per round, so that you get 50% chance of success after 5 rounds, with maybe a minimal amount of rounds spent confused (maybe 1d4+1). You might also want to clarify if the generator stays in E.V.O. form after he becomes confused.
    Yeah, I had troubles getting that one to look right and I wasn't necessarily entirely happy with it.

    The blueprints also look balanced in regards to each other. They look good, but I can't really evaluate their true worth without some further number-crunching or playtest. From what I can see, the lack of blueprints in the early levels might make the generator too weak early on, so you might want to consider giving blueprints the same progression as builds.

    And is that a reference to Shadowrun I spot with the Move by Wire...
    I was afraid of giving too many blue prints, but I may give them to them earlier. I figured that builds would be a good way to open.

    And yes, guilty.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    First, it seems like a nicely built class and it looks quite balanced. None of the abilities seem overpowered at a quick glance, and might actually be a bit weak, since many builds seem to mostly give more damage, which is nice but not really game changing. The special abilities they give are what makes them unique and worth taking, but some, like the Battle Axes, seem lacking. Also, is it intended that some abilities scale with the size of the Generator (the size increase from E.V.O.lution), but most don't? Finally, there doesn't seem to be any attack type specified for the Slam Cannon (ranged attack or touch), nor a range.
    Last edited by I, Dashing Cube; 2011-08-15 at 10:35 PM.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by I, Dashing Cube View Post
    First, it seems like a nicely built class and it looks quite balanced. None of the abilities seem overpowered at a quick glance, and might actually be a bit weak, since many builds seem to mostly give more damage, which is nice but not really game changing. The special abilities they give are what makes them unique and worth taking, but some, like the Battle Axes, seem lacking. Also, is it intended that some abilities scale with the size of the Generator (the size increase from E.V.O.lution), but most don't? Finally, there doesn't seem to be any attack type specified for the Slam Cannon (ranged attack or touch), nor a range.
    Made some changes based off of what you suggested. Battle Axes bypass DR of any type now, E.V.O.lution sets your size to Huge, and Slam Cannon is a ranged attack with increments like a heavy crossbow.

    Glad you liked it!

    -X
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Great class! I definitely like the feel of this class, and it seems balanced.

    One thing I am noticing however, is a lack of non-hand slot builds. Perhaps a few more are in order? If you would like a few ideas I have several that come to mind.

    Also note that I am currently applying to 2 games with this class, expect feedback if I get accepted!
    Last edited by bindin garoth; 2011-08-30 at 05:28 AM.
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by bindin garoth View Post
    Great class! I definitely like the feel of this class, and it seems balanced.

    One thing I am noticing however, is a lack of non-hand slot builds. Perhaps a few more are in order? If you would like a few ideas I have several that come to mind.

    Also note that I am currently applying to 2 games with this class, expect feedback if I get accepted!
    Awesome and thank you!

    I will totally take blue print and build suggestions for the class. I wanted to make enough to make it playable and have options, but tbh I ran out of steam so to speak on some ideas for it.

    Please and thank you for playtest data if you do play it.

    -X
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    And I just had Revolution playing in my head when I opened the forums today. Looking pretty good.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Interesting class (even if I kinda didn't like the show itself), feels like what the warlock aspired to be in some aspects.
    Going to try and introduce and NPC villain of this in my next table(aka: Next saturday probably), this class just screams Eberron and Mad Artificers for me.

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    No problem man.

    Let's see, off the top of my head:
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    Battle Vest:
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    Battle vest: Body slot: A vest of metal forms over your torso, with several razor-thin wires hanging down. With but a moments notice, they start swirling around you, ready to strike at a moments notice.
    This vest provides a measure of portection, giving you an armor bonus to your AC equal to 2 + 1/2 your initiatior level. In addition, you gain 2 secondary wire attacks, each dealing 2d4 damage (no strength modifier to damage), and have a critical threat range equal to 18-20/x2. Secondary function: Battlefield: several of the plates on the vest fall off, revealing more wires as they start to spin even more furiously, almost as if a tornado, with you at the eye. As a swift action, you may start up the battlefield mode of this vest. You take a -3 penalty to your AC as a result of losing part of the protection offered by this build. However, more wires form around you. At the beginning of each of your turns, every opponent within 5ft takes damage as if struck by 1d4 wires. A reflex save (DC 14+ intelligence modifier) halves this damage. In addition, any opponent moving within 5ft of you, even if they do not end their turn there, takes this damage. You must spend a swift action on subsiquent turns to maintain this, otherwise the battle vest automatically reverts to its normal form.


    Clockwork Cloak:
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    Clockwork Cloak: Shoulder slot
    Metal wires and thin sheets drape over your form. While many would laugh at this if called a defense, they'll soon learn of its true abilities.
    Many wires and metallic sheets form over you, offering some protection. You gain DR x/Adamantine, where x equals your initiation level / 2.
    Secondary effect: Spiked cloak This effect is initatied as an immediate action, in response to a melee attack within your threatened range. After the attack is resolved, metal wires, reinforced by metal sheets twisting around them, forms a spike and rushes towards the opponent. The opponent takes damage as if hit by a Lance of one size catagory larger than you, and you gain your strength modifier to this attack. This also provokes a fortitude save by the opponent (DC 14 + intelligence modifier), or be pushed back 5ft. Once used, it takes time for the cloak to ready itself for another spike, and cannot be used again for 1d4 rounds.



    I'll post more as they come to mind. I have some more basic ideas, but not stated out yet. Both of these were aiming for lesser builds.
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Quote Originally Posted by Roderick_BR View Post
    And I just had Revolution playing in my head when I opened the forums today. Looking pretty good.
    Hehe, good timing then in seeing it! Thanks!

    Quote Originally Posted by Airanath View Post
    Interesting class (even if I kinda didn't like the show itself), feels like what the warlock aspired to be in some aspects.
    Going to try and introduce and NPC villain of this in my next table(aka: Next saturday probably), this class just screams Eberron and Mad Artificers for me.
    It does pull influence from a warlock-chassis (for some reason I have a thing for invokers apparently). Definitely let me know how it goes, I actually wrote this up for an Eberron game as well as the Base Class contest.

    Quote Originally Posted by bindin garoth View Post
    No problem man.

    Let's see, off the top of my head:
    Spoiler
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    Battle Vest:
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    Battle vest: Body slot: A vest of metal forms over your torso, with several razor-thin wires hanging down. With but a moments notice, they start swirling around you, ready to strike at a moments notice.
    This vest provides a measure of portection, giving you an armor bonus to your AC equal to 2 + 1/2 your initiatior level. In addition, you gain 2 secondary wire attacks, each dealing 2d4 damage (no strength modifier to damage), and have a critical threat range equal to 18-20/x2. Secondary function: Battlefield: several of the plates on the vest fall off, revealing more wires as they start to spin even more furiously, almost as if a tornado, with you at the eye. As a swift action, you may start up the battlefield mode of this vest. You take a -3 penalty to your AC as a result of losing part of the protection offered by this build. However, more wires form around you. At the beginning of each of your turns, every opponent within 5ft takes damage as if struck by 1d4 wires. A reflex save (DC 14+ intelligence modifier) halves this damage. In addition, any opponent moving within 5ft of you, even if they do not end their turn there, takes this damage. You must spend a swift action on subsiquent turns to maintain this, otherwise the battle vest automatically reverts to its normal form.


    Clockwork Cloak:
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    Clockwork Cloak: Shoulder slot
    Metal wires and thin sheets drape over your form. While many would laugh at this if called a defense, they'll soon learn of its true abilities.
    Many wires and metallic sheets form over you, offering some protection. You gain DR x/Adamantine, where x equals your initiation level / 2.
    Secondary effect: Spiked cloak This effect is initatied as an immediate action, in response to a melee attack within your threatened range. After the attack is resolved, metal wires, reinforced by metal sheets twisting around them, forms a spike and rushes towards the opponent. The opponent takes damage as if hit by a Lance of one size catagory larger than you, and you gain your strength modifier to this attack. This also provokes a fortitude save by the opponent (DC 14 + intelligence modifier), or be pushed back 5ft. Once used, it takes time for the cloak to ready itself for another spike, and cannot be used again for 1d4 rounds.



    I'll post more as they come to mind. I have some more basic ideas, but not stated out yet. Both of these were aiming for lesser builds.
    Awesome dude, thank you. Yeah, I'd see them as Lesser builds as well. I will get those added tonight! Thank you for the contribution!

    -X

    EDIT: Added.
    Last edited by ErrantX; 2011-08-30 at 11:59 PM.
    Chris Bennett
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  19. - Top - End - #19
    Bugbear in the Playground
     
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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Alright got some more ideas for builds here:

    Shishkebab
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    Slots: Hands, wrists. Greater build.

    This is a build meant to satisfy all of those pyromaniacs out these (or for those who know the reference). A longsword appears in your hands, with a hose connecting it to a tank on your dominate hand. This build also reinforces your arms and grip with metal, wires, and pulleys, giving you a +10 enhancement bonus to strength. In addition, the longsword is finely crafted and exceptionally sharp, as such, it deals 3d6 + 1.5* your strength modifier damage (even if wielded in one hand, although this bonus does not increase if wielded in two hands), and has a critical threat range of 15-20/x2, although this cannot be increased any more by the means of the Improved Critical feat or Keen weapon special property. In addition, fuel is constantly being sprayed up and down the edge of the sword and is ignited, causing it to deal 2d8 fire damage upon contact. This damage is not multiplied upon a critical hit.

    Secondary function: Big Flames You decide to use up a majority of your fuel in one big series of attacks. By activating this as a swift action, the fire damage increases to 3d12 for all attacks this round. In addition, each hit creates a small burst of flames, dealing this fire damage to everyone (excluding you) within 5ft of the opponent who was hit. A reflex save (DC 16 + Intelligence modifier) halves this effect. However, this uses up a majority of your fuel. You lose the fire damage bonus for 2 rounds, and cannot activate this ability again for 2+1d4 rounds.


    Cryrochains
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    Slot: Hands. Greater build.

    You form 2 chains, lined with bits and shards of sharp metal, attaching each to the back of your hands. Each deals damages as if a medium spiked chain, and gain ½ your strength modifier to damage. In addition, thanks to cooling fluids that are constantly running throughout the chains, they each deal 2d8 additional cold damage. They are still considered reach weapons which can attack adjacent to you, and count as light weapons for the purposes of two-weapon fighting.

    Secondary effect: Constricting Chains. As a swift action after hitting any opponent with a spiked chain, you may make a grapple check, gaining a bonus to this check equal to ½ your initiator level. This does not provoke an attack of opportunity, and may grapple any creature up to 2 size catagories larger than you. If successful, the opponent is grappled, and although you may not use that spiked chain for anything else while maintaining the grapple, you may use the other spiked chain or other weapons for attacking while maintaining the grapple, as long as one hand is used with the chain to maintain the grapple, and still threaten with the other chain unless it is also being used to maintain the grapple. You do not need to move into the opposing target’s space, and keep your dexterity bonus to ac, although you do suffer a -2 penalty to ac and reflex saves due to having to defend yourself and maintaining the grapple with your chains. You automatically deal your spiked chain damage and cold damage at the beginning of each round you to the grappled opponent. You may have up to 2 grapples (one with each chain) being maintained at once, although once doing this you cannot do anything but maintain the grapples, drop the grapples, or attempt to move, although this would require a grapple check against both.


    Explosive Launcher
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    Slot: Wrist. [see text]Greater.

    With this build you gain 2 explosive launchers on each arm, with a small ammo bay attached to it, and uses pistons to launch the explosives. These are ranged weapons with a 25ft + 5ft per 2 initiator levels. Each missile deals 2d4 + ½ initiator level fire damage in a 10ft burst. A reflex save (DC 16 + Intelligence modifier) halves this damage. Ammo is automatically regenerated each round for this. Note this item can be used in conjunction with other ranged weapons. You may not use two weapon fighting with this build on itself, even though you have 2 launchers, as only so much ammo can be generate at one time. However, this may be used with two weapon fighting if you have a ranged weapon which only requires one hand (such as this and finger guns).

    Secondary effect: Barrage: This ability allows you to unleash a full flurry of explosives to demolish your opponents into nothingness. This ability requires your shoulder slots to be free of any builds, or if there is a build, it must be disengaged as a free action. As a swift action, you build multiple launchers up your arms and more on-top of your shoulders. Then, as a full-round action, you unleash waves of explosives at your opponents. You target a 15ft burst, and everyone within this burst is treated as if they had been hit by 3d4 missiles. A reflex save (DC18 + Intelligence modifier) halves this damage. After this is used, however, your ability to generate ammo has become overloaded, and is unable to produce ammo for the rest of the encounter. This build automatically dismisses after this ability is used.


    Finger guns
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    Slot: hands. Lesser Build.

    Metal and pistons form around your hands, and end with a barrel ontop of each of your fingers. Each of these barrels can fire a small projectile, allowing you to make ranged attacks with the range increments of a normal bow. Each hit deals 1d6 + ½ initiator level piercing damage. In addition, you may use two weapon fighting with these weapons. However, the stiffness of the barrel on your fingers cause some loss of mobility, and you suffer a -2 penalty on all dexterity and skill checks related to your fingers while you have this build active.

    Secondary function: Piercing Bullets: As a swift action, you may sharpen your projectiles to a sharp point. Any natural armor and DR that would affect these attacks this round is halved (round down to the nearest whole number).
    Last edited by bindin garoth; 2011-09-01 at 11:13 AM.
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  20. - Top - End - #20
    Bugbear in the Playground
     
    Griffon

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    Hey so I've been playing the class levels 3-10 so I thought I might give some feedback:

    Overall class is really awesome. I love the theme/style of the class. It plays like a fighter with a bit more power and more flexibility, which keeps it interesting. Here are some comments I would make from my experience:


    Builds:

    Overall the builds are great, but some of them are just not good enough to be worth using, and most of them time I find myself in the same build. Here are some specific comments:

    Break Lancer: Seems ok but not really powerful, it could be useful with a feats that focused on charging. A player can make this useful by focusing on charging/mounted combat. However if they do so, there aren’t really any higher level build options; they are basically stuck with this build. It would be cool if E.V.O.lution gave you atleast one optional build, (instead of forcing slam cannon/steam boots/smack hands etc), so that way if you have focused on a specific fighting style with feats or something (like mounted combat, in this case), you’re not forced into using your hand build on a least build until level 20; at least evolution could give you an upgrade on this at higher levels.

    Punk Busters: Cool build, the secondary attack is nice when you buff your strength. The only thing I would say is that the swift action + standard action to for rocket kick is kind of cumbersome, I think it should require swift or standard but not both.

    Smack Hands: Great build, one of my defaults. The mechanical bonus to strength and reach increase is awesome. I wish the other least builds were on par with this one.

    Slam Cannon: Kind of weak. Really hard to use, as it requires a move action to initiate the build, a move action to arm, and another move action to reload. I think the move action to arm seems unnecessary. It also requires you to obtain a decent dex score to have a reasonable attack roll. The damage is strictly inferior to other builds, and without any kind of iterative attacks it scales off at higher levels. 1d6/2 levels doesn’t hold out very well, warlocks get that as a touch attack and they can add essences or iterate with glaives.

    Shield Arms: A really fun and useful build. I love the “take cover” secondary ability.

    Steam Shears: I never used this. Its sort of weak compared to the other builds. Ignoring hardness would be useful sometimes, but the only thing this really gives you light weapons that deal 2d6 instead of the 1d6 you could get from using a manufactured light weapon (however, there is no listed crit modifier; so I’m assuming its x2 / 20, which makes it only barely better than manufactured light weapons with the higher base damage). The swift action ranged attack that deals 2d6 seems like it could be useful in combat, and obviously a grappling hook is pretty cool. However, with the mediocre benefits and the required investment in TWF, this build isn’t really worth it.

    Boogie Pack: Pretty cool, I never used this because I got a fly speed other ways but definitely a useful build.

    Big Fat Sword: Cool build, the main bonus basically coming from its sick crit modifier. Well designed, as the massive crit potential makes it worth using.

    Flamer: I’ve been using this until my DM ruled its not treated as a weapon and you can’t make iterative attacks; its strictly a standard action (I think this should be clarified, it just says you can make a “ranged touch attack” without specifying a standard action or anything). Given that, I don’t think its very useful. Once you select a build, its permanent, and 6d6/8d6 damage is only useful from levels 9 (when you first get this) to maybe 11 or 12. I think it should scale somehow like slam cannon does; a single instance of 6d6/8d6 resistable fire damage is just impossible to use effectively after a few levels.

    Rex Ride: Seems cool, but I can’t ever see it being useful other than a mobile utility build. If you move 200 ft, you can do 3d6+20 which seems ok but not worth using in combat. Would be good for travel though, although I think the boogie pack is better in general.

    Shock Whip: Pretty neat. I haven’t used it, but it seems really cool.

    Battle Vest: Seems kind of weak. It gives a worse armor bonus than its least build equivalent (counting the +4 AC from rolling core) . The 2d4 damage wire attacks would add a tiny bit of damage on your full attack, but not adding strength makes them almost useless (maybe it should add ½ strength?). The battlefield ability sacrifices 2 AC and your swift action each turn to hit adjacent enemies for 12.5 damage, reflex 14+int half. Overall the wire attacking aspects of this build do minimal amounts of damage and do not justify using a lesser build instead of a least build for less AC.

    Clockwerk Cloak: Seems ok, a bit less weak than the battle vest.

    Battle Axes: Great, finally justifies using TWF.

    E.V.Olution: Pretty cool.

    Fun Chucks: Seem not as good as Big Fat Sword with its awesome crit modifier. If the DC wasn’t only 16+int for the save DC, it might be useful.

    Light Bender: I don’t think I would sacrifice a greater build for invisibility, but I guess its an ok option.

    Thunder Boomer: Not that great. The throwing and returning is pretty neat, but shocking burst that triggers 5% of the time and a an action intensive limited flight form doesn’t really justify this build.


    Comment on Enhancement Build: One thing I noticed is that there are a lot of overlapping enhancement bonuses to strength. The the strength harness some builds (like shock whip) won’t provide any bonus, while others will exceed the harness strength bonus by 2 or 4 points. I guess this works out fine, however it does have some weird effects. For example, smack hands becomes a great build because it gives a mechanical bonus to strength that beats every other build of every level (which I think its fine; its one of the reasons to use smack hands). It seems like it would be simpler though if all weapons gave smaller bonuses that stacked to make it more straightforward.

    DCs: The DCs of the Generator are impossible to make even reasonably good. The main problems are they aren’t prevalent enough to justify having a good int score (I’ve dumped int and its worked out really well). Furthermore, you obviously don’t have any way to make them higher like a spellcaster (I guess ability focus might work?). They are also really low to being with (9-14 level abilities count as 4th level, 15+ abilities count as 6th level?). I think it should be 10 + ½ generator level. Generators cannot switch out spells or maneuvers like a spellcaster or martial user, thus I don’t see why least ability DCs should stay really low.

    Sorry if this seemed kind of critical, overall I think its well done these are just some of my personal opinions.
    optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

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  21. - Top - End - #21
    Ogre in the Playground
     
    ErrantX's Avatar

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    Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

    The Generator is kind of a misfit child to me. I love it dearly but never had the opportunity to playtest it or really streamline it that much. Your advice is definitely appreciated! I'll try to get this data incorporated into the class here soon. Thanks!

    -X
    Chris Bennett
    Lead Designer (Path of War)
    Dreamscarred Press

    My credits:
    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
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