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  1. - Top - End - #1
    Ettin in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
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    Where I live.

    Default Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    [IMG.]http://Insert Image of Magical MacGyver Here[/IMG.]

    Where you see trash, I see treasure.
    Where you see refuse, I see potential.
    Where you have cast away, I pick it up, and damn you, how could you throw away that important of a part?


    The Salvager

    In every walk of life, there are those born to work with their hands, creating marvelous creations that hold the world hostage with their beauty. The greatest bridge, the highest tower, even a beautiful vase... They are born to create, and they exceed at it.

    But what happens when this potential is not recognized, or when the potential is deliberately suppressed? After all, a peasant family might not take too kindly to their youngest's wish to create bridges, and a king probably would not like the next-in-line to dirty her hands (and reputation) by laying the mortar for a tower.

    What happens then is... madness. A trait can only be suppressed for a short amount of time before it moves on to consume a man or woman, leaving them something more...

    Or less.

    Because once the skill, the knack, the wondrous gift has taken control, other people in their life tend to... drift apart.

    After all, who wants to be friends with a crazy man who talks to his devices like they respond?

    But who needs friends, when you can make them?

    Alignment: A Salvager can be of any alignment, though they have a marked tendency towards being of a Neutral bent, because after a while, they stop caring.

    Religion: A Salvager, though they may worship a deity, their only religion eventually boils down to their work.

    A Salvager's class skills are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Wis), Search (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points per Level: 4+Int
    Skill Points at 1st Level: 4*(4+Int)

    HD: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|Junkheap|Archetypes Known|Improvised Equipment|Crafter's Choice
    1|+0|+0|+2|+2|Fill the Loneliness, Craft Excellency, Junkheap|0*|1|1 Slot|-
    2|+1|+0|+3|+3|Toughen Device (HP)|1|1|1 Slot|-
    3|+2|+1|+3|+3|Children's Care (Movement)|2|2|1 Slot|1
    4|+3|+1|+4|+4|Manufacture Soul (Voice), Improved Knowledge|4|2|2 Slots|1
    5|+3|+1|+4|+4|Toughen Device (Hardness)|6|2|2 Slots|1
    6|+4|+2|+5|+5|Children's Care (Strength)|9|3|2 Slots|2
    7|+5|+2|+5|+5|Manufacture Soul (Face), Improved Knowledge|12|3|2 Slots|2
    8|+6/+1|+2|+6|+6|Toughen Device (Overcome Resistance)|16|3|3 Slots|2
    9|+6/+1|+3|+6|+6|Children's Care (Resilience)|20|4|3 Slots|3
    10|+7/+2|+3|+7|+7|Manufacture Soul (Blood), Improved Knowledge|25|4|3 Slots|3
    11|+8/+3|+3|+7|+7|Toughen Device (Saves)|30|4|3 Slots|3
    12|+9/+4|+4|+8|+8|Children's Care (Dual Archetype)|36|5|4 Slots|4
    13|+9/+4|+4|+8|+8|Manufacture Soul (Mind), Improved Knowledge|42|5|4 Slots|4
    14|+10/+5|+4|+9|+9|Toughen Device (Self-Repair)|49|5|4 Slots|4
    15|+11/+6/+1|+5|+9|+9||56|6|4 Slots|5
    16|+12/+7/+2|+5|+10|+10|Manufacture Soul (Resurrection), Improved Knowledge|64|6|5 Slots|5
    17|+12/+7/+2|+5|+10|+10|Begin the Great Work|72|6|5 Slots|5
    18|+13/+8/+3|+6|+11|+11||81|7|5 Slots|6
    19|+14/+9/+4|+6|+11|+11|Manufacture Soul (Prepare Soul Vessel), Improved Knowledge|90|7|5 Slots|6
    20|+15/+10/+5|+6|+12|+12|Complete the Greatest Work|100|7|6 Slots|6[/table]

    Weapon and Armor Proficiencies: You are proficient in all improvised simple weapons and all improvised light armors and light shields, along with bucklers. In addition, you are proficient in any Child with the Armor-Type Child or Weapon-Type Child Archetypes.

    Archetypes (Ex): When you are a lonely crafter in this world, it makes sense that you craft things as a way to remind yourself of what you've been missing.

    At 1st level, 3rd level, and every 3 levels thereafter, you learn a single Archetype that you do not already have; this Archetype is learnt at the 1st Tier. Any choices that the archetype asks for do not have to be chosen at that time.

    Improvised Equipment (Ex): You always take such good care of the things you love...

    Whenever a piece of armor or a weapon are crafted using the Junkheap ability, the resulting piece of equipment has number of "bonus slots". This ability only applies for as long as you are wielding or wearing that equipment.

    Additionally, the natural weaponry of your Children (See Fill the Loneliness), or any other form of damaging attack that they have the use of (a Stickling's Shortspear or a Inkling's Paper Swords) also receives the same number of bonus slots.

    Finally, any skill-boosting item that you create grants a circumstance bonus equal to twice the number of slots to that skill; this overlaps with the bonus for that item being Masterwork. Alternatively, a slot can be spent to allow the item to grant the use of a single Skill Trick, with all normal restrictions on the Skill Trick's use; this ability may only be chosen if the bonus from the remaining slots is equal to or higher than the required number of ranks in the skill gaining a bonus, and may only be used to gain Skill Tricks that include the skill gaining a bonus in their prerequisites.

    Junkheap (Ex): Why do people throw away such wonderful treasures? That scrap of steel has some use in it yet!

    At 1st level, and every level thereafter, you receive a number of Junkheap points, used to construct wonderful creations out any odd-or-end that is lying around.

    You may spend points from your pool to create a mundane object instead of spending money on the materials; as such, you must pay for 1/3 of the object's market price. A single point is equivalent to 1 GP. Creating an object in this manner requires that you succeed at the proper Craft check, and takes one-minute to complete, as you furtively twist rusty metal, scraps of leather, and pieces of burnt string together to make serviceable equipment.

    You may regain every point in this pool once per day by spending an hour rifling through trash, or some similarly cluttered area (so the undergrowth in a forest, your fellow prisoner's clothing in jail, etc.); in addition, you gain a number of bonus points equal to your Intelligence modifier.

    You may instead spend points to completely nullify XP costs when crafting a magical item that does not require an Item Creation feat, at a rate of 1 point for every 5 XP.

    Any object created through this ability are obviously made of trash, and so can not be sold.

    Craft Excellency (Ex): You are better at crafting mundane trinkets than most people are at breathing; of course, this tends to result in having a lack of friends, you obsessive freak.

    You may use the Craft (Alchemy) skill as though you were a spellcaster, and are treated as knowing every single cantrip and 1st level spell for the purpose of crafting any magical item that does not require an Item Creation feat.

    In addition, you may, instead of rolling a craft check, instead treat your result as if it had been 10+your ranks in that Craft skill+your class level+your Intelligence; this does not count as Taking 10.

    Finally, you may repair sundered items and upgrade anything that you had crafted; this costs the same cost in gold pieces as creating the non-enchanted portion of the item, and can only be performed on an item that has a CL lower than your Class Level. When you fix a sundered object or upgrade another item, you are treated as if you are crafting it for the purpose of your Toughen Item class feature.

    Fill the Loneliness (Ex): Despite the fact that you are a master at what you do, no one wants to be your friend; therefor, you really need to make yourself some friends. Which, funnily enough, you can do!

    At 1st level, you may craft Miniature Golems to serve as companions and friends; of course, they aren't too talkative at the moment.

    When you create these particular golems, you add a level of creative artistry that oftentimes seems just... plain... odd. Your golems, hereafter referred to as Children gain benefits as follows:

    • Your Children automatically have HP equal to 3/4 your own, plus whatever bonus HP they would gain from being well constructed. In addition, they are treated as if they had a number of HD equal to 1/2 of yours, plus the Tier of whatever Archetype they have; if they have more than one Tier, use the one of the highest Tier for this ability. Their saving throw bonuses and BAB are calculated using that effective number.
    • If destroyed, the Child may be rebuilt at a cost of 5 gp/Effective HD; this restores them completely to full HP, with any other effects removed. In other words, as long as you can retrieve the materials that were used to build a Child, you can rebuild them.
    • The Child gains an Untyped bonus to 1 ability score equal to 1/2 your HD, half of your HD minus 4 (Minimum +0) to two ability Scores, and Half your HD minus 8 (Minimum +0) to all remaining ability scores.
    • The Child may perform a skill check in any non-Trained Only skill as if had a number of ranks equal to 1/2 your ranks in that skill (but see Archetypes.)
    • The Child gains the benefits that it would have granted to you by being your familiar (namely, the small boost to saves or HP); if the Child would have granted a bonus to a specific skill, they instead are treated as if they had that skill as an Archetype skill.


    *Note*You may "craft" any miniature golem for this ability, even Ashlings; treat the Ashling as if it had a base Craft DC of 8 for the purpose of your class features.*Note*

    While crafting your Child, you must select an Archetype that you know; this affects how your Child looks, acts, and functions; only one Child can have a given archetype at one time (but see Dual Archetype)

    These benefits only apply to miniature golems created through this ability; any created that are not for the express purpose of being part of this class feature are as normal.

    You may not willingly transfer control of your Children through any means.

    Toughen Item You simply build high-quality merchandise; it helps if an object stays together for longer than 5 minutes when you take your eyes off of it.

    At 2nd level, any time you craft an item, it gains 1 additional HP for every 5 points that you exceed the DC by; this stacks with any similar increase.

    At 5th level, any time you craft an item, it gains 1 point of hardness for every 10 points that you exceed the DC by; this stacks with any pre-existing hardness. In addition, if the DC is exceeded by at least 25, and the item has any form of DR, that DR becomes an equal amount of DR/-

    At 8th level, any time you craft an item, the DC for any abilities it may have are increased by 1 for every 15 points by which you exceed the DC by; if the DC is exceeded by at least 45, the ability may bypass immunities, though immune creatures receive a +4 bonus on their save.

    At 11th level, any time you craft an item, it gains a +1 bonus to all saves for every 10 points that you exceed the check by. If the item would not normally be granted a save when unattended, it may now make saves unattended.

    At 14th level, any time you craft an item, it gains the ability to regain HP naturally; the item heals 1 HP per hour for every 10 points that you exceed the base DC by; in addition, if the item had been sundered, it can be reassembled flawlessly, without disrupting any magic or similar effect applied to the object, by merely placing the pieces next to each other and waiting 1 minute.

    Children's Care (Ex): In this harsh, harsh world, your Children need to be capable of taking care of themselves; as such, you build them as well as you can.

    At 3rd level, you instill your Children with an instinct to move; this manifests as an untyped bonus to all of their movement speeds equal to 5'+5' for every 3 levels after 1st. In addition, your Children do not provoke Attacks of Opportunity when moving into another creature's square.

    At 6th level, your Children's essential strength is improved; they are treated as if they
    were one size larger than they actually are for the purpose of encumbrance; this increases to two sizes larger at 10th level, and 3 sizes larger at 16th level.

    At 9th level, your Children's ability to resist magic is greatly upgraded; their Resistance to Magic trait is replaced by Immunity to Magic, as a Golem, with altered effects of spells remaining unchanged (so an Inkling would still be affected normally by a Burning Hands spell, and so and so forth.)

    At 12th level, you have reached a breakthrough for your Children; you may have an additional instance of a given Archetype, and each Child you craft may have up to two Archetypes crafted into it. This means that you could craft a Child that has the same Archetype twice, for example.

    For the purpose of the Archetypical Body feature, you apply both selections unless they would be mutually exclusive, in which case you only add one.

    Crafter's Choice (Ex): All Salvagers face an intrinsic choice; do they need to have more friends, or should they just work with the friends that they have?

    At 3rd level, and every 3 levels thereafter, you craft an additional Child; you may choose Archetypes as indicated in the Fill the Loneliness ability.

    Alternatively, instead of creating a new Child, you can augment one that you already have; once this process is finished, the Child appears to be more refined, oftentimes having other materials interweaving its original materials. Any ability that is chosen only applies to a single Child at a time; you may rearrange which Child receives which ability in a process that takes 10 minutes and requires that both Children be within arms reach of you for the entire time.

    Whenever you receive a new Choice, you may upgrade one old Choice into any Choice that has it as a prerequisite, at no extra cost.

    Spoiler
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    • Small Size: The Child grows to Small size; adjust statistics accordingly. This Choice may be taken multiple times, affecting a different Child each time.
    • Medium Size: Requires Small Size or Medium Size. The Child grows to Medium size; adjust statistics accordingly. This Choice may be taken multiple times, affecting a different Child each time.
    • Large Size: Requires Medium Size or Large Size. The Child grows to Large size; adjust statistics accordingly. This Choice may be taken multiple times, affecting a different Child each time.
    • Animal Form: The Child gains the ability to take the form of a single Tiny sized animal, chosen when this Choice is picked; they may transform into the animal at-will as a Standard action that does not provoke. All of their applied Choices and Archetypes still apply, and their Type does not change from Construct. If they already have one of the Choices that alter Size applied, you may select an Animal of that size instead of one that is Tiny size if you so choose.
    • Augment Heredity: When you select this Choice, select one type of Miniature Golem; any Child you apply this Choice to is treated as if they were both their own kind of Miniature Golem and the one chosen for the purpose of what Archetypes may be applied to them. This Choice may be selected multiple times, each time corresponding to a different type of Miniature Golem.
    • Superior Heredity: Requires Augment Heredity. The Child you apply this Choice to gains all of the Special Attacks and Special Qualities of the type of Miniature Golem chosen for the Augment Heredity Choice that qualified you for this Choice.
    • Expanded Knowledge Base: Select a single skill when you first pick this Choice; any Child that you apply this Choice to treats that skill as an Archetype Skill.
    • Foster Parent: The Child that this Choice is applied to has ownership of it transfered to anyone who has it in their possession for at least 1 hour. As long as it is owned by another creature other than yourself, it still has all of its Choices and Archetypes applied, and you cannot use those Choices and Archetypes until ownership returns to you.
    • Body Pilot: A Child with this Choice applied to it can enter a corpse and pilot it; if it is doing this, its DR increases by 2 (it gains DR 2/Adamantine if it does not already have DR), and its speed increases to the Base Land speed of the creature that corpse belonged to.
    • Mobile Child: Select a single movement type; a Child with this choice applied to gains that form of movement at a speed equal to their Base Land Speed. If they use this to receive a Fly speed, their Maneuverability is Clumsy. This Choice may be taken multiple times, selecting a different type of movement each time.
    • Tune-Up: When you apply this Choice to a Child, select one Archetype currently affecting that Child; the Child gains the benefits of that Archetype as if that Archetype was 1 Tier higher. However, the Child this is applied to only has a number of HP equal to 1/2 your maximum HP until this Choice is removed.

      Suggestions will be respected, and potentially done.


    Improved Knowledge (Ex): Few people thought you could get better at what you do, but you just did.

    At each of the indicated levels, increase the Tier of every Archetype you know by 1, up to a maximum of 6.

    Manufacture Soul (Ex): Of course, it is kind of difficult to be friends with a puppet, and it would make you feel a lot better if it could at least talk back, if not think for itself...

    At 4th level, any mindless golem that you create can be given a vocabulary with a number of words equal to your Intelligence modifier plus 1/2 your class level; this vocabulary may be used to communicate through the golem, as it can now speak those few words.

    In addition, if the golem is requested to give information, the golem may now respond orally, using incredibly simplistic grammar and only the words in their vocabulary.

    At 7th level, any golem or Child that you create can be made to look far more exquisite than most people think is possible using junk. Whenever you make a golem or Child, you can have it look like a humanoid creature that is either made of the material used in the golem, or a form that looks like a humanoid with some traces of the material used to build it.

    As such, the golem receives an Untyped bonus to their Disguise checks to appear to be a humanoid equal to 1/2 your class level plus your Intelligence modifier at the time of construction; you may upgrade this in a process that takes 1 hour, a Craft check with a DC equal to that required to build it, and 5 GP/HD of the Construct.

    A Child must be made to look like a creature of the race that they were made to emulate.

    At 10th level, any Child that you make now has a sort of metaphysical "blood" flowing through its veins; as such, they gain a Major Bloodline, which grants them abilities as a creature of their effective HD. However, if they do not already have the skills that are boosted by the bloodline (up to that point) as Archetype skills, they gain them as Archetype skills.

    At 13th level, you have finally cracked the puzzle of sentience; all of your Children, past, present, and future, are no longer Mindless, and instead gain an Intelligence of 10. Once you have gained this ability, you may reassign the bonuses to Ability scores from Fill the Loneliness.

    They gain feats as normal for their number of effective HD, but do not gain any skill points.

    In addition, select two personality traits from the Psicrystal table for each Child; that Child gains those personality traits, and the skills related to those traits become Archetype skills. If a trait indicates a group of skills, such as Craft, they only gain a bonus to 1, but may take that trait more than once.

    Alternatively, they gain the bonuses to saves from that personality.

    *Note*You and your DM should feel free to create new personality traits; just remember to assign that trait a skill.*Note*

    At 16th level, you have started to think further afield in your work on soul creation; as such, you may, within 1 day/level of the death of a creature, craft a miniature golem for the purpose of housing the soul of that particular creature. Treat this as a Reincarnation spell, only the character becomes that miniature golem.

    At 19th level, you have fully come to understand that souls are merely another work of craftsmanship; by modifying your own, you no longer are restricted to your own body.

    You transfer your consciousness into an intelligent item crafted expressly for this purpose from objects that you find emotionally significant (i.e., no mechanical cost). As you fully understand how a soul is put together, you may substitute a craft check for an Ego check when clashing with a character.

    This intelligent item has a base Craft DC of 0, and may only be crafted through your Craft Excellency ability; however, it does gain the benefit of both your Toughen Item class feature and your Improvised Equipment abilities as if you were wielding or wearing the Intelligent item at all times.

    You gain special abilities by dint of having a high Intelligence; if your Intelligence score is in excess of 19, than it is treated as being 19 for this purpose.

    Additionally, you may treat any Child within 30' as if they were your hands for the purpose of Craft checks.

    Building the Greatest Work (Sp): Oh, they say you are crazy, what with your mad assembly of items, and your ability to construct souls... What will they say when you unveil... the device!

    At 17th level, you may craft an Epic spell as a device; this takes the form of a machine, completely made out of scrap, which can make an Epic-spell like effect.

    Treat constructing this item as if you were researching an Epic spell, except:
    -It does not cost any XP for you to construct.
    -The creation DC cannot be mitigated in any way, shape, or form.
    -You use Craft checks, instead of Spellcraft checks.
    -The device crafted does not function in places where you would not normally be able to use spell-like abilities.
    -You cannot make a device that grants you a bonus to Craft checks.

    You may only craft one of these devices for every 6 ranks you have in your Craft skill with the highest number of ranks.

    Complete the Greatest Work (Ex): Gentlemen... BEHOLD!

    At 20th level, you may now craft an Epic Spell just like with Begin the Greatest Work, except:
    -You may mitigate the DC by up to your Class level, through any of the reductions listed on the Developing Epic Spells table in the ELH.
    -The "spell" is completely non-magical, and cannot be blocked by any form of anti-magic.

    You may only have one of these devices crafted at any one time.
    ---
    So, what I have here is an engineer. An insane, lonely engineer that eventually snaps reality through emulating Epic level spells (which are a lot less impressive, admittedly, when you can't mitigate the DC.)

    Thoughts?
    Last edited by Amechra; 2012-02-26 at 11:37 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  2. - Top - End - #2
    Ettin in the Playground
     
    Amechra's Avatar

    Join Date
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    Location
    Where I live.

    Default Archetypes

    Archetype Rules
    Spoiler
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    Archetype Ability Scores: Upon receiving 2nd Tier, they receive a +2 Untyped bonus to the first ability score listed, at 4th Tier the second listed, and at 6th Tier the last listed.

    Archetype Skills: A Child is treated as if they have a number of ranks in their Archetype Skills equal to their effective HD plus 3.

    BAB: The BAB from their Construct HD changes to follow the listed progression; this only applies for the first Archetype chosen.

    Saves: The Base Save Bonus from their Construct HD changes to follow the listed progression.

    Archetypical Body: A modification to a given Child that takes place at 1st level, fundamentally changing their appearance; if a given modification says, "as Standard", then they gain all the racial features of a given LA +0 Race with 1 Racial HD except for their Size, their Type, and their Speed.

    If they gain this trait twice, they only gain the part of the trait that deviates from the standard, unless the trait says otherwise.


    List of Archetypes
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    Armor-Type Child
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    Archetype Ability Scores: None.
    Archetype Skills: Any 1 from the Magic Armor class list.
    BAB: Unchanged.
    Saves: Fort Save Good.
    Archetypical Body: The Child gains either the Magic Item or Living Item template; the Child becomes a Buckler if it is still Tiny size, Light Armor or a Light Shield if it is Small Size, Medium Armor or a Heavy Shield if it is Medium Size, or Heavy Armor or a Tower Shield if it is Large Size. Use their effective HD as it's character level for all purposes.

    -Tier 1: The Child gains all the class features of the 1st level of the Magic Armor class. In addition, select a base class when this Archetype is first assigned; the Child is treated as if you have a number of levels in that class equal to the Child's character level minus the tier of this Archetype for the purpose of the Shared Knowledge class feature.

    -Tier 2: The Child gains all the class features of the 2nd level of the Magic Armor class.

    -Tier 3: The Child gains all the class features of the 3rd level of the Magic Armor class.

    -Tier 4: The Child gains all the class features of the 4th level of the Magic Armor class.

    -Tier 5: The Child gains all the class features of the 5th level of the Magic Armor class.

    -Tier 6: The Child gains all the class features of the 6th level of the Magic Armor class.


    Bestial
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    Archetype Ability Scores: None
    Archetype Skills: Any two skills from that Monster Class
    BAB: As Monster Class
    Saves: As Monster Class
    Archetypical Body: Receives the "Body of X" equivalent for the Chosen Monster Class, except for the Type, Size, and Speed.

    Tier 1: The Child receives all of the 1st level class features for one Monster Class of your choice; they do not, however, gain the "Body of X" Class Feature (See Archetypal Body), or any Spellcasting (or equivalent) that the class may grant.

    Tier 2: The Child receives all of the 2nd level class features for one Monster Class of your choice; if the chosen monster class does not have a 2nd level, instead select the 1st Tier ability of another Archetype that you know.

    Tier 3: The Child receives all of the 3rd level class features for one Monster Class of your choice; if the chosen monster class does not have a 3rd level, instead select the 1st Tier ability of another Archetype that you know, or the next Tier ability of an Archetype chosen before for this ability.

    Tier 4: The Child receives all of the 4th level class features for one Monster Class of your choice; if the chosen monster class does not have a 4th level, instead select the 1st Tier ability of another Archetype that you know, or the next Tier ability of an Archetype chosen before for this ability.

    Tier 5: The Child receives all of the 5th level class features for one Monster Class of your choice; if the chosen monster class does not have a 5th level, instead select the 1st Tier ability of another Archetype that you know, or the next Tier ability of an Archetype chosen before for this ability.

    Tier 6: The Child receives all of the 6th level class features for one Monster Class of your choice; if the chosen monster class does not have a 6th level, instead select the 1st Tier ability of another Archetype that you know, or the next Tier ability of an Archetype chosen before for this ability.


    Leaper
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    Archetype Ability Scores: Strength, Dexterity, Wis
    Archetype Skills: Jump, Tumble
    BAB: Full
    Saves: Good Fort and Will
    Archetypical Body: As Standard, but the Child makes Standing Jumps as if they were Running Jumps; in addition, Jump checks are based off off Dexterity for them.

    Tier 1: The Child gains a single Limit Break of up to 1st level from the Limit Dragoon list; they also have the Limit Gauge ability as a Limit Dragoon of their HD.

    Tier 2: The Child calculates their Jump checks made for high jumps as if they were Jump checks made for long jumps.

    Tier 3: The Child gains an additional Limit Break of any level up to 2nd.

    Tier 4: The Child no longer takes falling damage of any kind.

    Tier 5: The Child gains an additional Limit Break of any level up to 3rd.

    Tier 6: The Child gains the Berserk ability, as a Limit Dragoon of 20th level.


    Implement-Type Child
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    Archetype Ability Scores: None.
    Archetype Skills: Any 1 from the Magic Implement class list.
    BAB: Poor
    Saves: Will Save Good.
    Archetypical Body: The Child gains either the Magic Item or Living Item template; treat their effective HD as their character level for all purposes.

    -Tier 1: The Child gains all the class features of the 1st level of the Magic Implement class. In addition, select a base class when this Archetype is first assigned; the Child is treated as if you have a number of levels in that class equal to the Child's character level minus the tier of this Archetype for the purpose of the Shared Knowledge class feature.

    -Tier 2: The Child gains all the class features of the 2nd level of the Magic Implement class.

    -Tier 3: The Child gains all the class features of the 3rd level of the Magic Implement class.

    -Tier 4: The Child gains all the class features of the 4th level of the Magic Implement class.

    -Tier 5: The Child gains all the class features of the 5th level of the Magic Implement class.

    -Tier 6: The Child gains all the class features of the 6th level of the Magic Implement class.


    Incarnate
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    Archetype Ability Scores: Highest Mental Ability Score, Strength, Dexterity
    Archetype Skills: Concentration, Spellcraft
    BAB: No Change
    Saves: Good Fort and Will
    Archetypical Body: As Standard, but also gain a pool of Essentia equal to 1/2 their HD+their Highest Mental Ability Score.

    -Tier 1: The Child gains the Undead Meldshaper feat as a bonus feat, using the highest of their mental Ability Scores in place of Wisdom; they may shape one soulmeld of your choice.

    -Tier 2: The Child may bind their Soulmeld to any Least Chakra that it has the ability to bind to.

    -Tier 3: The Child may shape two more Soulmelds of your choice; they are still limited by their highest mental ability score on how many Soulmelds they may bind, however.

    -Tier 4: The Child gains the ability to bind any of their Soulmelds to and Lesser Chakra that those Soulmelds could be bound to.

    -Tier 5: The Child gains the ability to shape an additional Soulmeld; at this point, you may use the Craft Excellency ability to remake the Child as a Living Construct, with a Constitution equal to their highest mental ability score. If you do so, they automatically lose the Undead Meldshaper bonus feat.

    -Tier 6: The Child may bind Soulmelds to any Greater chakra.


    Leftover Soul (Boneling's only)
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    Archetype Ability Scores: Strength, Cha, Wis
    Archetype Skills: Knowledge (Religion), Concentration
    BAB: 1/2
    Saves: Good Will
    Archetypical Body: As Standard, but their type changes to Undead

    Tier 1: The Child gains a single Tier 1 Augmentation from the Ashen Necromancer list. In addition, they are have Turn Resistance equal to the Tier of this Archetype.

    Tier 2: The Child gains a touch attack that deals 1d4 Constitution damage, and the Create Spawn ability; created spawn are Bonelings, except that they are Undead.

    Tier 3: The Child gains the Tier 2 ability of the chosen Augmentation; in addition, they gain another Tier 1 Augmentation.

    Tier 4: The Child's created Spawn gain a single Tier 1 Augmentation when they are created.

    Tier 5: The Child gains the Tier 3 ability of the first chosen Augmentation, and the Tier 2 ability of the second.

    Tier 6: The Child's created spawn gain a second Tier 1 Augmentation.


    Martial
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    Archetype Ability Score: Strength/Discipline's Save Ability Score*/Dexterity.
    Archetype Skills: Martial Lore, Discipline Skill.
    BAB: Full
    Saves: Fort changes to Good.
    Archetypical Body: As Standard, except the listed form of attack for that Child is replaced by one of the chosen Discipline's related weapons (a Stickling may instead create one through their Shortspear ability, and an Inkling may transform their hands into one through the Paper Sword ability.); if the weapon is a ranged weapon, they automatically generate enough projectiles from their material to use their weapon properly.

    -Tier 1: Select a single Martial Discipline The Child gains the knowledge of one maneuver that they qualify for from that Discipline, and may use it 1/encounter.

    In addition, their Construct HD are treated as being Initiator levels for the purpose of qualifications.

    -Tier 2: The Child gains the knowledge of a single Stance from the chosen Discipline that they qualify for. They are treated as if they are constantly under the effects of that stance.

    -Tier 3: The Child learns another maneuver from their chosen discipline that they qualify for, and may use it 1/encounter; they are also treated as if they were 1 size larger for the purpose of combat maneuvers such as Trip, their weapon damage, and for the purpose of their bonus HP from being a construct.

    -Tier 4: The Child learns another maneuver from their chosen discipline that they qualify for, and may use it 1/encounter. The Ability Score increased at this level is the one that determines the save DCs for the chosen Discipline.

    -Tier 5: The Child's effective size is increased again for the purpose of Combat Maneuvers, weapon damage, and bonus HP. In addition, they learn another Stance from the chosen Discipline that they qualify, and may change between Stances as a Swift action.

    -Tier 6: The Child may use any Maneuver that they learned through this Archetype 2/encounter.


    Monastic
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    Archetype Ability Scores: Wis, Str, Dex
    Archetype Skills: Balance, Tumble
    BAB: Unchanged
    Saves: All Good
    Archetypical Body: As Standard, but the listed form of attack for that Child is replaced by a Unarmed Strike that deals 1d4 lethal damage; they gain iteratives with this attack.

    Tier 1: The Child may use Flurry of Blows and as a Monk of their HD; in addition, they gain the Stunning Fist feat as a bonus feat, treating their Monk level as equal to their HD derived from their Tier.

    Tier 2: The Child gains Evasion; In addition, increase the base damage dealt by their Unarmed Strike to 1d6

    Tier 3: The Child's gains the Ki Strike and Wholeness of Body class features as a Monk of their HD.

    Tier 4: The Child increases the base damage dealt by their Unarmed Strike to 1d8, and may add their Wisdom to their AC as a Deflection bonus.

    Tier 5: The Child gains Improved Evasion, and may use Stunning Fist 1 additional time each encounter.

    Tier 6: The Child gains the Quivering Palm class feature, with their Monk level being equal to their effective HD for the purpose of the save; it is resisted, the weekly use is not spent. In addition, increase the base damage dealt by their Unarmed Strike to 2d6


    Photosynthetic (Flowerlings and Sticklings only)
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    Archetype Ability Scores: Dex, Con, Cha
    Archetype Skills: Knowledge (Nature), Concentration
    BAB: No Change
    Saves: Good Fortitude
    Archetypical Body: As Standard, but their type changes to Plant; their Constitution score is 10.

    Tier 1: The Child has no need to breathe or eat, and may "plant" themselves as a full-round action; if they do so, their Dexterity score becomes a non-ability, but they gain Fast Healing equal to their Tier for as long as they are planted. They may "unplant" themselves as a Full-Round action. Both of these actions provoke an Attack of Opportunity.

    Tier 2: Anyone who comes within 10' of the Child is affected if the area was affected by an Entangle spell.

    Tier 3: Whenever a Child remains planted in one place for more than 10 minutes, that area is affected as if by a Plant Growth spell, except that the area is a 100' emanation, and plants are affected differently based on what they are; wild plants are affected by the Overgrowth version of the spell, while crops are affected by the Enrichment version.

    Tier 4: The Child may, as a Standard action, perform a touch attack that duplicates the effects of coming in contact with Green Slime; the Child is also treated as if they were coated in Phosphorescent Fungus, of either variety.

    Tier 5: The Child may use Tree Stride as a SLA at will; in addition, for as long as they are planted, the Child is treated as if they are under the effect of a Tree Shape spell, except that they are treated as if they were a tree for all intents and purposes.

    Tier 6: The Child now emits an aura of Nature within a radius of 60'; this area is treated as if it was a woodland for the purpose of spells and effects, and artificial structures within the radius take 5 damage a round, which ignores hardness. This aura may be activated or suppressed as a Move action.


    Scoundrel
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    Archetype Ability Scores: Dexterity, Wis, Int
    Archetype Skills: Hide, Open Locks, Move Silently, Search
    BAB: Unchanged
    Saves: Good Reflex
    Archetypical Body: As Standard, but gains Trapsense as a Rogue of their HD.

    Tier 1: The Child gains Trapfinding, as the Rogue ability of the same name.

    In addition, add their HD to Damage whenever they attack an enemy that is denied their Dexterity bonus to AC or flanked; this ability has all of the same restrictions as Sneak Attack.

    Tier 2: The Child gains Evasion and Sneak Attack +1d6

    Tier 3: The Child gains Uncanny Dodge; in addition, the Child's Critical Range is doubled; this does not stack with other such doublings.

    Tier 4: The Child's number of Sneak Attack dice increase by one; in addition, the Child may perform a Coup-de-Grace as an Attack action.

    Tier 5: The Child's number of Sneak Attack dice increase by one again; they gain one Rogue Special Ability of your choice.

    Tier 6: The Child's number of Sneak Attack dice increase by one again; they gain one Rogue Special Ability of your choice.


    Spellshaper
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    Archetype Ability Scores: Dexterity, Cha, Wis
    Archetype Skills: Spellcraft
    BAB: Unchanged
    Saves: Good Will and Reflex
    Archetypical Body: As Standard

    -Tier 1: Select a Circle; the Child gains the ability to use the Spellshape Attack from that particular Circle, and learns a single Formula from that Circle that they qualify for, and may use that Formula 1/encounter. Their Shaper level is equal to their HD, and the Save DCs are based off of their highest mental Ability Score.

    -Tier 2: The Child learns the Spellshape Aura for that particular Circle; the effects for that aura can only affect the Child.

    -Tier 3: The Child learns another Formula that they qualify for, and may use it 1/encounter.

    -Tier 4: The Child learns a single Formula from any other Circle that they would qualify for as if it were a Formula of their Circle, which they may use 1/encounter. This Formula is automatically reshaped to the Child's circle.

    -Tier 5: The Child's Spellshape Aura now extends to affect all allies within 30'.

    -Tier 6: The Child may use any Formulae that they learned through this Archetype 2/encounter.


    Weapon-Type Child
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    Archetype Ability Scores: None.
    Archetype Skills: Any 2 from the Magic Weapon class list.
    BAB: Good
    Saves: Reflex Save Good.
    Archetypical Body: The Child gains either the Magic Item or Living Item template; the Child is treated as if it was a Light Martial Weapon if it is still Tiny Size, a One-Handed Martial Weapon if it is Small Size, a Two-Handed Martial Weapon if it is Medium Size, and a Two-Handed Martial Weapon for a creature 1 size larger than the creature wielding it if it is Large Size. Treat the Child's effective HD as its character level.

    -Tier 1: The Child gains all the class features of the 1st level of the Magic Weapon class. In addition, select a base class when this Archetype is first assigned; the Child is treated as if you have a number of levels in that class equal to the Child's character level minus the tier of this Archetype for the purpose of the Shared Knowledge class feature.

    -Tier 2: The Child gains all the class features of the 2nd level of the Magic Weapon class.

    -Tier 3: The Child gains all the class features of the 3rd level of the Magic Weapon class.

    -Tier 4: The Child gains all the class features of the 4th level of the Magic Weapon class.

    -Tier 5: The Child gains all the class features of the 5th level of the Magic Weapon class.

    -Tier 6: The Child gains all the class features of the 6th level of the Magic Weapon class.



    For the Armor-Type and Weapon-Type Children, build a weapon or armor using this system.
    Last edited by Amechra; 2012-02-20 at 04:02 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Amechra's Avatar

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    Artifex Level
    Your Artifex level is equal to your class level in the Salvager class (or equivalent), for the purpose of the Crafter's Choice, Improvised Equipment, Archetypes Known, and Improved Knowledge class features.

    Feats:
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    [Artifex] Feats
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    You may only ever have 1 Artifex feat at a given time.


    Junkyard Artifex [Artifex]
    Your skill at crafting almost seems magical to other people...
    Prerequisites: Junkheap class feature, Crafter's Choice class feature.
    Benefit: For the purpose of qualifying for prestige classes, you are treated as if you were able to use Infusions of a level equal to the number of Crafter's Choice abilities you have; in addition, any levels in a class that would progress a Craft Reserve pool instead progress your levels in any class that grants the Junkheap ability.
    Special: If a prestige class grants "+1 level of infusion-using class" at any level, it instead grants you +1 Artifex level. In addition, any class feature that references points from the Craft Reserve instead uses points from the Junkyard point pool, at a 1000 Craft Reserve points to 1 Junkheap point.

    Crafting Hobbyist
    You have built yourself a little companion to keep yourself company.
    Prerequisites: Must be taken at 1st level, Int 13.
    Benefits: You gain a single Child as if with the Fill the Loneliness class feature; this Child gains the Tier 1 benefits of a single Archetype. However, for all purposes related to the Child, you are treated as if you had 4 less HD (minimum 1).
    Special: If you have at least 7 HD, the Child gains the Tier 2 benefit of your chosen Archetype.
    If you have at least 14 HD, the Child gains the Tier 3 benefit of your chosen Archetype.


    PrCs
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    Grafter Artifex: Xenoalchemist//Scavenger. Gotta love random grafting of tin cans.
    Last edited by Amechra; 2012-02-25 at 03:20 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    This is a brilliant class. Filling a vacant archetype, and includes several great pieces of homebrew. Even the capstone fits. Good job.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    I had a similar idea to this, though it didn't use constructs, it was the completely jury-rigged equipment and improvised weaponry that i focused on (even had scavenged magic). Problem was i could never find a proper way to implement it.

    Now, i like this idea, it's definitely interesting. However, it seems rather... sparce, it's only real function (until higher levels) is making miniature golems and rough-shod, jury-rigged, and bodged equipment. It needs something to fill it out a little, though the archetypes mentioned may do that, they are not present ATM so i cannot say.

    I will say this, the improvisor is a recent addition to my list of favorite concepts, and is currently in my top three alongside the arcane amalgamist, and the seeker of physical perfection, so i will be keeping an eye on this, and likely try to make my own version
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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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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    I actually created this after looking around for ways to improve mundane items, but couldn't really find them.

    I will be including feats that give different effects for Toughen Item (want to up the DC for an Alchemical item/bypass an Immunity/up the splash radius? Take the feat.)

    THIS is what I was thinking of when I made Craft Excellency; I just haven't gotten around to getting permission from ObliviMancer to officially include it. I would have to alter the "knowing all spells up to xth level thing" to allow it to be used to its full potential.

    When I get around to setting up the Archetypes, I was thinking something along the line of doing one for each power source (both official, and some of the better homebrew) (except binding; that one's automatic), so you could have an Ironling Orc with the Martial Archetype, or a Flowerling Star Elf with the Naturalist (Druid-type naturey deal) Archetype, or an Ashling Human with the Spellshaping Archetype (Mmm, sexy, sexy, Searing Flame formulae).
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Barbarian in the Playground
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    I love it. Creation classes are some of my all time favorites, and you did this one so well. I kind of want to do this as a gestalt Druid/Salvager now, because the idea of a warrior defending the virtues of recycling makes me grin.

    I hadn't seen any of the homebrew threads you linked to in any of your posts here, and I love them, so they'll definitely be seeing some use in my games. Thanks.

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    Bugbear in the Playground
     
    RedWizardGuy

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Looks like a pretty good class. Don't know why, but I really want to see a bloodline for this.
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    Goblin

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Cool class. I can't use it on account of not having tome of magic but still cool.

    Skills: Appraise, Craft, Decipher script, Disable device, Forgery, Knowledge, Open Lock, Profession, Search, Use Magic Device, Use Rope
    That gives them everything related to creating, understanding or manipulating items of any sort and the various related secondary skills.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Have started to post the Archetypes; so far, only the Martial and Spellshaping Archetypes are up.

    Oh, and there are always Homebrew Vestiges, mate! Saying that they made a bad pact means that they have to follow that Vestiges influence and display that vestige's sign.

    If they behave in a way that goes against the Influence, they receive a -1 penalty to pretty much every d20 roll and damage for 24 hours.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Certainly a very interesting and fun idea. I like the Children a lot, though they look like they might prove to be your most salient feature much of the time. You might want to provide the option of choosing between quantity and quality--either you can have up to seven Children, as is currently the case, or you could choose to only have a few, but they'd be more powerful.

    Any particular reason you don't let it scavenge bits and pieces in order to mimic magical crafting? I can see someone scrounging around for long enough to find various bits of magical items, which they then slap together with spit and hope.

    The "Greatest Work" abilities are interesting conceptually, but I'm not entirely sure how I feel about them mechanically. Part of this is, admittedly, my general leeriness of epic magic.

    You should write some warforged racial substitution levels for this. A poor, confused robot who collects scrap and uses it (through a racial variant of Fill the Loneliness) to try to make himself into a human/elf/whatever is just adorable.
    "I_AM_AN_ELF_WIZARD"
    "Uh...no, you're not. You're a warforged packrat. We can see the rivets holding your ears on."
    "SEGMENTATION_FAULT"

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    RedWizardGuy

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Quote Originally Posted by DonQuixote View Post
    Certainly a very interesting and fun idea. I like the Children a lot, though they look like they might prove to be your most salient feature much of the time. You might want to provide the option of choosing between quantity and quality--either you can have up to seven Children, as is currently the case, or you could choose to only have a few, but they'd be more powerful.
    Expanding on that, maybe allow the person to build/upgrade existing miniature golems into other, more powerful types of golems, at the cost of reducing the number of golems you can have and/or reducing your effective level for their progression.

    Any particular reason you don't let it scavenge bits and pieces in order to mimic magical crafting? I can see someone scrounging around for long enough to find various bits of magical items, which they then slap together with spit and hope.
    This would be interesting. Still, a Salvager/Spellforge Adept could do this in any case.
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    What an amazing concept. Would you mind if I borrowed the bind vestiges to golems idea to make a high level version of my Create Homunculus spell for THIS project?
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    No problem; take whatever concepts you need.

    Believe me, I have a surplus.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Troll in the Playground
     
    Lizardfolk

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    My suggestions for skils: Appraise, Craft (of course), Disable Device, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Search, Spot, Use Magic Device, and Use Rope.

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    RedWizardGuy

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Just noticed: You might want to revise the ability bonuses for Fill the Loneliness, otherwise the golems will take major hits to their ability scores.
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Thanks for catching that; that would have been... problematic.

    Alright, I have ideas for class features, and would like suggestions as to wear I can place them.

    -A Warlock's Deceive Magic and Imbue Item features.
    -The ability to combine traps and normal objects while crafting; think of it as trapping a blade, or a shield, or whatever.
    -The ability to use Retain Essence, but for Junkheap points rather than XP; this feature would NOT give the extra cost in GP from special materials or magic (at least not initially).
    -The ability to temporarily "set free" a magic item, essentially crafting a miniature golem out of magical force (I will stat it out) that lasts for a little while and gains all the benefits of using that magic item. This means that you could tap a potion and have it "drink" itself, have a scroll cast itself, and so on. The little golem would last class level/rounds.
    -An ACF where you create a real "golem" (I.e. you make a Warforged with so-so stats, that gains levels in different Monster Racial classes instead of merely gaining bonus HD.
    -Substitution levels for Warforged that want to modify themselves; ideas include having the ability to include a hanger inside to contain squadrons of little "pets", as it were.
    -Skills!

    Then, who wants to see any of these PrC ideas?
    -A Scavenger that fights with whatever refuse is around; uses the Fool's Grip Discipline
    -A Psionic/Scavenger PrC that grants the ability to modify your Astral Constructs, and maybe even gain an Astral Construct Child.
    -A Binder/Scavenger PrC that focuses on getting extra benefit from sharing a Vestige with one of your Children; may include the ability to bind extra Vestiges to Children.
    -A Scavenger/Ozodrin PrC, comboing Puppets and crafting to essentially gestate monsters.
    -An Incarnum/Scavenger PrC that focuses on investing Essentia into your creations, for coolness.
    -A Shadowcaster/Scavenger class, which focuses on partially crafting your stuff out of shadow.
    -A Truenamer (Kyeudo's Fix)/Scavenger that can craft Truespeach into things.
    -A Cat Burgler/Scavenger class, which... I'll let Bhu handle this one (if he is interested.)
    -A beginner-style class, which gives a different character a taste of a Scavenger's abilities.

    Beyond that, I have to figure out a bloodline and some feats.

    Feel free to pitch in your own ideas, or 'brew up your own stuff.
    Quote Originally Posted by segtrfyhtfgj View Post
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    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Bugbear in the Playground
     
    RedWizardGuy

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Instead of the ACF, why not just make an Archetype where the golem gains a level in a monstrous class each time it would be advanced?

    The first and beginner-style PrCs sound interesting. However, my Mind Forger class already lets you forge permanent Astral Constructs, and you start off with an Astral Construct companion, so the premise behind the Psionic Scavenger has sort of already been done, although you could probably still make it work.
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    Barbarian in the Playground
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    I've been mulling this over, and I have a couple of suggestions. My first is to make the Vestige bit into a Binder Archetype, because it feels more like an archetype than a main ability to me.

    Second, you might want to upgrade the mini-golems to small size at some point, if and only if for the increase in reach/movement speed.

    Third, I would add the option in to let them have either a couple of powerful mini-golems or a bunch of weaker ones, instead of making it a scaling thing with a set number. Perhaps the size bit could be fit in here somehow.

    Fourth, I would like to request more archetypes, like ones from some of the more core books. Don't get me wrong, I love how in-depth you're making this, but every archetype so far pulls from a different book or piece of homebrew, some of which are kind of obscure. I'd like to see a Rogue or Monk Archetype, for example.

    Fifth, I'd actually like to see some PrCs for this, like Rogue/Scavenger, or the Psion/Scavenger you mentioned. Once the class is more finished I might take a stab at a Druid/Scavenger PrC myself, provided you don't mind, of course.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Alright, in light of some introspection, and the critiques people have given, I'm doing an overhaul. The original class table is stored here for posterity.

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    Quote Originally Posted by Amechra View Post
    HD: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|Junkheap|Highest Vestige<br />Level Bound|Improvised<br />Equipment
    1|+0|+0|+2|+2|Fill the Loneliness I, Craft Excellency, Junkheap, Manufacture Soul (Vestige)|0*|1|1 Slot
    2|+1|+0|+3|+3|Toughen Device (HP)|1|1|1 Slot
    3|+2|+1|+3|+3|Fill the Loneliness II|2|1|1 Slot
    4|+3|+1|+4|+4|Manufacture Soul (Voice)|4|1|2 Slots
    5|+3|+1|+4|+4|Toughen Device (Hardness)|6|2|2 Slots
    6|+4|+2|+5|+5|Fill the Loneliness III|9|2|2 Slots
    7|+5|+2|+5|+5|Manufacture Soul (Face)|12|2|2 Slots
    8|+6/+1|+2|+6|+6|Toughen Device (Magic-Resistant)|16|2|3 Slots
    9|+6/+1|+3|+6|+6|Fill the Loneliness IV|20|3|3 Slots
    10|+7/+2|+3|+7|+7|Manufacture Soul (Blood)|25|3|3 Slots
    11|+8/+3|+3|+7|+7|Toughen Device (Saves)|30|3|3 Slots
    12|+9/+4|+4|+8|+8|Fill the Loneliness V|36|3|4 Slots
    13|+9/+4|+4|+8|+8|Manufacture Soul (Mind)|42|4|4 Slots
    14|+10/+5|+4|+9|+9|Toughen Device (Self-Repair)|49|4|4 Slots
    15|+11/+6/+1|+5|+9|+9|Fill the Loneliness VI|56|4|4 Slots
    16|+12/+7/+2|+5|+10|+10|Manufacture Soul (Resurrection)|64|4|5 Slots
    17|+12/+7/+2|+5|+10|+10|Begin the Great Work|72|5|5 Slots
    18|+13/+8/+3|+6|+11|+11|Fill the Loneliness VII|81|5|5 Slots
    19|+14/+9/+4|+6|+11|+11|Manufacture Soul (Prepare Soul Vessel)|90|5|5 Slots
    20|+15/+10/+5|+6|+12|+12|Complete the Greatest Work|100|5|6 Slots[/table]

    Weapon and Armor Proficiencies: You are proficient in all improvised simple weapons and all improvised armor.

    Improvised Equipment (Ex): You always take such good care of the things you love...

    Whenever a piece of armor or a weapon are crafted using the Junkheap ability, the resulting piece of equipment has number of "bonus slots". This ability only applies for as long as you are wielding or wearing that equipment.

    Additionally, the natural weaponry of your Children (See Fill the Loneliness), or any other form of damaging attack that they have the use of (a Stickling's Shortspear or a Inkling's Paper Swords.) also receives the same number of bonus slots.

    Finally, any skill-boosting item that you create grants a circumstance bonus equal to twice the number of slots to that skill; this overlaps with the bonus for that item being Masterwork.

    Junkheap (Ex): Why do people throw away such wonderful treasures? That scrap of steel has some use in it yet!

    At 1st level, and every level thereafter, you receive a number of Junkheap points, used to construct wonderful creations out any odd-or-end that is lying around.

    You may spend points from your pool to create a mundane object instead of spending money on the materials; as such, you must pay for 1/3 of the object's market price. Creating an object in this manner requires that you succeed at the proper Craft check, and takes one-minute to complete, as you furtively twist rusty metal, scraps of leather, and pieces of burnt string together to make serviceable equipment.

    You may regain every point in this pool once per day by spending an hour rifling through trash, or some similarly cluttered area (so the undergrowth in a forest, your fellow prisoner's clothing in jail, etc.); in addition, you gain a number of bonus points equal to your Intelligence modifier.

    You may instead spend points to completely nullify XP costs when crafting a magical item that does not require an Item Creation feat, at a rate of 1 point for every 5 XP.

    Any object created through this ability are obviously made of trash, and so can not be sold.

    Craft Excellency (Ex): You are better at crafting mundane trinkets than most people are at breathing; of course, this tends to result in having a lack of friends, you obsessive freak.

    You may use the Craft (Alchemy) skill as though you were a spellcaster, and are treated as knowing every single cantrip and 1st level spell for the purpose of crafting any magical item that does not require an Item Creation feat.

    In addition, you may, instead of rolling a craft check, instead treat your result as if it had been 10+your ranks in that Craft skill+your class level+your Intelligence; this does not count as Taking 10.

    Finally, you may repair sundered items and upgrade anything that you had crafted; this costs the same cost in gold pieces as creating the non-enchanted portion of the item, and can only be performed on an item that has a CL lower than your Class Level. When you fix a sundered object or upgrade another item, you are treated as if you are crafting it for the purpose of your Toughen Item class feature.

    Fill the Loneliness (Ex): Despite the fact that you are a master at what you do, no one wants to be your friend; therefor, you really need to make yourself some friends. Which, funnily enough, you can do!

    At 1st level, you may craft a Miniature Golem to serve as a companion and friend; of course, they aren't too talkative at the moment.

    When you create this particular golem, you add a level of creative artistry that oftentimes seems just... plain... odd. Your golem gains the benefits as follows:

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    The golem automatically has HP equal to 3/4 your own, plus whatever bonus HP they would gain from being well constructed. In addition, they are treated as if they had a number of HD equal to 1/2 of yours, plus their own natural hit dice; their saving throw bonuses and BAB are calculated using that effective number.

    If destroyed, the golem may be rebuilt at a cost of 5 gp/Effective HD.

    The golem gains an Untyped bonus to 1 ability score equal to 1/2 your HD, half of your HD minus 4 (Minimum +0) to two ability Scores, and Half your HD minus 8 (Minimum +0) to all remaining ability scores.

    The golem may perform a skill check in any non-Trained Only skill as if had a number of ranks equal to 1/2 your ranks in that skill (but see Archetypes.)

    The golem gains the benefits that it would have granted by being a familiar (namely, the small boost to saves or HP); if the golem would have granted a bonus to a skill, they instead are treated as if they had that skill as an Archetype skill.

    *Note*You may "craft" any miniature golem for this ability, even Ashlings; treat the Ashling as if it had a base Craft DC of 8 for the purpose of your class features.*Note*

    1st: Select a single playable race with a LA of +0. Your golem gains all the racial traits, except for type, land speed, and size, of that race. Your golem also is noticeably shaped to look like that race; an Ironling Elf, for example, might have a hint of elven ears and might be of a slighter build than a normal Ironling.

    3rd: Your golem gains an additional Construct HD, and gains the 1st Tier ability of a given Archetype, as listed in the next post. Adjust the saves and BAB to match the new progression.

    6th: Your golem gains an additional Construct HD, and gains the 2nd Tier ability of the archetype chosen before.

    9th: Your golem gains an additional Construct HD, and either gains the 3rd Tier ability of the first Archetype, or gains the 1st Tier ability of a 2nd Archetype.

    12th: Your golem gains an additional Construct HD, and progresses the Tiers of all Archetypes that they have by 1.

    15th: Your golem gains an additional Construct HD, and either progresses the Tiers of all Archetypes that they have by 1, or they may gain the 1st Tier ability of another Archetype.

    18th: Your golem gains an additional Construct HD, and progresses the Tiers of all Archetypes that they have by 1.


    At 3rd level, you gain an additional golem, every 3 levels thereafter, you gain an additional golem, with a cumulative -3 penalty to your effective level for the purpose of this ability each (so -3 at 6th, -6 at 9th, and so forth.)

    These benefits only apply to miniature golems created through this ability; any created that are not for the express purpose of being part of this class feature are as normal.

    Golems created for this ability are referred to as Children (singular Child).

    You may not willingly transfer control of your Children through any means.

    Manufacture Soul (Ex): Of course, it is kind of difficult to be friends with a puppet, and it would make you feel a lot better if it could at least talk back, if not think for itself...

    At 1st level, you gain the ability to infuse your Children with a Vestige; when you first craft a Child, you may select a Vestige of up to the level indicated in the Highest Vestige Level Bound column. The Child may, as a full-round action 1/day, enter into a pact with that particular Vestige for a period of 24 hours; during this time, they are treated as if they had made a bad pact, and have to show the Vestige's sign.

    The Vestige bound through this ability can be changed at any time by taking an hour to make a Craft check with a DC equal to the Binding Check DC for the new Vestige you desire to Bind to your golem.

    The Vestige is a supernatural ability, and is thus suppressed within an Anti-Magic Field or similar effect.

    At 4th level, any mindless golem that you create can be given a vocabulary with a number of words equal to your Intelligence modifier plus 1/2 your class level; this vocabulary may be used to communicate through the golem, as it can now speak those few words.

    In addition, if the golem is requested to give information, the golem may now respond orally, using incredibly simplistic grammar and only the words in their vocabulary.

    At 7th level, any golem or Child that you create can be made to look far more exquisite than most people think is possible using junk. Whenever you make a golem or Child, you can have it look like a humanoid creature that is either made of the material used in the golem, or a form that looks like a humanoid with some traces of the material used to build it.

    As such, the golem receives an Untyped bonus to their Disguise checks to appear to be a humanoid equal to 1/2 your class level plus your Intelligence modifier at the time of construction; you may upgrade this in a process that takes 1 hour, a Craft check with a DC equal to that required to build it, and 5 GP/HD of the Construct.

    A Child must be made to look like a creature of the race that they were made to emulate.

    At 10th level, any Child that you make now has a sort of metaphysical "blood" flowing through its veins; as such, they gain a Major Bloodline, which grants them abilities as a creature of their effective HD. However, if they do not already have the skills that are boosted by the bloodline (up to that point) as Archetype skills, they gain them as Archetype skills.

    At 13th level, you have finally cracked the puzzle of sentience; all of your Children, past, present, and future, are no longer Mindless, and instead gain an Intelligence of 10. Once you have gained this ability, you may reassign the bonuses to Ability scores from Fill the Loneliness.

    They gain feats as normal for their number of effective HD, but do not gain any skill points.

    In addition, select two personality traits from the Psicrystal table for each Child; that Child gains those personality traits, and the skills related to those traits become Archetype skills. If a trait indicates a group of skills, such as Craft, they only gain a bonus to 1, but may take that trait more than once.

    Alternatively, they gain the bonuses to saves from that personality.

    *Note*You and your DM should feel free to create new personality traits; just remember to assign that trait a skill.*Note*

    At 16th level, you have started to think further afield in your work on soul creation; as such, you may, within 1 day/level of the death of a creature, craft a miniature golem for the purpose of housing the soul of that particular creature. Treat this as a Reincarnation spell, only the character becomes that miniature golem.

    At 19th level, you have fully come to understand that souls are merely another work of craftsmanship; by modifying your own, you no longer are restricted to your own body.

    You transfer your consciousness into an intelligent item crafted expressly for this purpose from objects that you find emotionally significant (i.e., no mechanical cost). As you fully understand how a soul is put together, you may substitute a craft check for an Ego check when clashing with a character.

    This intelligent item has a base Craft DC of 0, and may only be crafted through your Craft Excellency ability; however, it does gain the benefit of both your Toughen Item class feature and your Improvised Equipment abilities as if you were wielding or wearing the Intelligent item at all times.

    You gain special abilities by dint of having a high Intelligence; if your Intelligence score is in excess of 19, than it is treated as being 19 for this purpose.

    Additionally, you may treat any Child within 30' as if they were your hands for the purpose of Craft checks.

    Toughen Item You simply build high-quality merchandise; it helps if an object stays together for longer than 5 minutes when you take your eyes off of it.

    At 2nd level, any time you craft an item, it gains 1 additional HP for every 5 points that you exceed the DC by; this stacks with any similar increase.

    At 5th level, any time you craft an item, it gains 1 point of hardness for every 10 points that you exceed the DC by; this stacks with any pre-existing hardness. In addition, if the DC is exceeded by at least 25, and the item has any form of DR, that DR becomes an equal amount of DR/-

    At 8th level, any time you craft an item, it may ignore any spell that allows SR of up to 1st level if you exceed the craft DC by 15; for every 10 points that the DC is exceeded by beyond that, the highest level of spell is increased by 1.

    If the item already had this type of property, it does not need to hit the original +15 increase before they may receive further increases; if the DC is exceeded by 50 points, in either case, the object receives Immunity to Magic as a golem (unbypassed by any spell in the case of a normal object, as normal for any creation that naturally has the Resistance to Magic Special Quality).

    At 11th level, any time you craft an item, it gains a +1 bonus to all saves for every 10 points that you exceed the check by. If the item would not normally be granted a save when unattended, it may now make saves unattended.

    At 14th level, any time you craft an item, it gains the ability to regain HP naturally; the item heals 1 HP per hour for every 10 points that you exceed the base DC by; in addition, if the item had been sundered, it can be reassembled flawlessly, without disrupting any magic or similar effect applied to the object, by merely placing the pieces next to each other and waiting 1 minute.

    Building the Greatest Work (Sp): Oh, they say you are crazy, what with your mad assembly of items, and your ability to construct souls... What will they say when you unveil... the device!

    At 17th level, you may craft an Epic spell as a device; this takes the form of a machine, completely made out of scrap, which can make an Epic-spell like effect.

    Treat constructing this item as if you were researching an Epic spell, except:
    -It does not cost any XP for you to construct.
    -The creation DC cannot be mitigated in any way, shape, or form.
    -You use Craft checks, instead of Spellcraft checks.
    -The device crafted does not function in places where you would not normally be able to use spell-like abilities.
    -You cannot make a device that grants you a bonus to Craft checks.

    You may only craft one of these devices for every 6 ranks you have in your Craft skill with the highest number of ranks.

    Complete the Greatest Work (Ex): Gentlemen... BEHOLD!

    At 20th level, you may now craft an Epic Spell just like with Begin the Greatest Work, except:
    -You may mitigate the DC by up to your Class level, through any of the reductions listed on the Developing Epic Spells table in the ELH.
    -The "spell" is completely non-magical, and cannot be blocked by any form of anti-magic.

    You may only have one of these devices crafted at any one time.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Alright, edit is UP! Thoughts?

    And I will add it in later tonight, but the former 1st level feature for Fill the Loneliness is now an intrinsic part of each Archetype; I had noticed that most of the ones I planned modified that portion of the ability a tad too often, so I cut out the middleman.

    Also, expect me to edit the Archetypes that I currently have up when I add some new ones.
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    I'll be honest. I prefer the old setup for the Children. The only exception to that is the current setup for Archetypes. But having the older Children, the ones you've had a lot of time working on, get weaker for no apparnt reason when you make a new Child... Yeah, that just rubs me the wrong way.

    Besides that, it looks good.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Maybe if I change it to being that each subsequent one takes a penalty? So the first would be at full HD, the next would be at -1 HD, the next -2, and so on?
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    door is a fake exterior wall
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Quote Originally Posted by Amechra View Post
    Maybe if I change it to being that each subsequent one takes a penalty? So the first would be at full HD, the next would be at -1 HD, the next -2, and so on?
    Then there would be no reason not to make them, give the minigolem extra hit die or options if they give up the extra minigolem
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    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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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Quote Originally Posted by EdroGrimshell View Post
    Then there would be no reason not to make them, give the minigolem extra hit die or options if they give up the extra minigolem
    Or as I said earlier, allow them to upgrade the existing mini-golem into a more powerful golem/construct if they give up the extra. Like, allow it to become one of those cheap golems in that one Dragon Article(can't remember the specs, but they're sort of average-ish golems) if it gives up one extra golem, or let it become a more traditional iron golem or something if they give up two.
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Do you know what Dragon that is?

    Because otherwise, I could probably figure out a progression of each; it would be annoying, but doable...
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Quote Originally Posted by Amechra View Post
    Do you know what Dragon that is?

    Because otherwise, I could probably figure out a progression of each; it would be annoying, but doable...
    I have it, just give me a secIssue 341, page 40
    Last edited by EdroGrimshell; 2012-01-10 at 09:55 PM.
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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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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Well, honestly I liked the original setup, but now I want to see what these other comments and ideas lead to. I will definitely be watching this.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Since he preserved the original setup in a later post, there's no reason you couldn't still use it. Call it an ACF.

    Also, I highly support the suggestion to let your golems power up to new forms in exchange for not making new ones.

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    Default Re: Scrap? SCRAP!? These are my BEST FRIENDS! [3.5, Base Class, PEACH]

    Alright, I read through the golems they had, and I don't really like them that much; the only one that really has any pizzazz was the paper golem.

    So I guess I'll have to go about making "refined" golems.

    Alternatively, I had an idea, back when I was brainstorming for the class, that I would eventually add a feature to Fusion some Miniature Golems; so you'd get an Iron Ashling, or something, which would naturally be more powerful.

    But, unless someone wants to look into that, that will wait until after I get more archetypes up.
    Quote Originally Posted by segtrfyhtfgj View Post
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