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    Bugbear in the Playground
     
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    Default [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    So, a friend of mine and I have been creating these guys in our spare time at the university.
    He would draw something, i would think of a class for him, and we would both work to make it a charachter.
    We've done a few of them now, and we would like to show them to the Playground, for critique and to share if anyone wants to add them to their campaign.

    Anyway, the result of the work we've done are the members of a mercenary camp.
    It has a few different low level troops, higher level lieutenants and a leader.

    Most of the stuff here is official 3.5, we only created a few, vaguely steampunk-y weapons and items.
    This is not something we created from scratch, but i think it would be a nice addition to any campaign.

    So, without further ado, we bring you the

    Camp Archimedes

    In spoiler the stat blocks of all of the units:


    First off, the basic melee unit: the Scorching Soldier



    Spoiler
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    Scorching Soldier
    Medium Humanoid (Human) Warrior 1
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
    Base Attack/Grapple: +1/+1
    Attack: Scorching glove +4 melee (1d4+2+1(fire) ) OR Scorch (see below)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Scorch
    Saves: Fort +3, Ref +1, Will -1
    Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
    Skills: Craft(Weaponsmithing)+2, Ride +4
    Feats: Exotic Weapon Proficiency(Scorching Glove)(H), Improved Initiative(1)
    Environment: Any
    Organization: Solitary, pair, or group (3-6) plus 1-2 Cannoneers and 1 Squad Leader
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: -

    What's that chicken smell? oh, that's you!

    The basic infantry of Camp Archimedes, recruits start as Scorching soldiers.
    They're used in groups to raid villages and set their resources on fire.

    Combat
    Scorching soldiers often attack in group, possibly with the support of other Archimedes units.
    They are fierce soldiers who fight with their gloves, using their Scorch ability as often as they can, possibly in conjunction with other soldiers.

    Scorch(Ex): Scorching gloves are the main weapon of these soldiers.
    While they use these gloves, they count as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
    Scorching gloves count as Masterwork weapons.
    As a standard action, a Scorching soldier can activate the power of the gloves.
    He can let loose a burst of fire identical to a Burning Hands effect at CL 2. This effect is totally mundane, so SR doesn't apply.
    He can use this ability once every 1d4 rounds.

    Second on the line is the Cannoneer, a weak unit with a big gun in their hands, for useful ranged support and battlefield control

    Spoiler
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    Cannoneer
    Medium Humanoid (Human) Warrior 2
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+5 Breast Plate, +2 Dex), touch 12, flat-footed 15
    Base Attack/Grapple: +2/+2
    Attack: Steam Cannon ranged +5 (2d6 fire or Sickening gas ) OR Longsword +3 melee (1d8+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Steam Cannon
    Saves: Fort +4, Ref +2, Will +1
    Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
    Skills: Craft(Weaponsmithing)+3, Ride +5
    Feats: Exotic Weapon Proficiency(Steam Cannon)(H), Improved Initiative(1),
    Environment: Any
    Organization: Solitary, pair, or group: 3-6 Scorching soldiers plus 1-2 Cannoneers and 1 Squad Leader
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: -

    FIRE AT WILL!
    Who is that Will guy?
    Who cares, just fire!


    Cannoneers are ranged support units. They use their powerful weapon to disable and hurt foes, and often to set villages on fire
    Combat
    Steam Cannon: The special weapon of these unit, it is treated as a masterwork weapon with a range increment of 50 feet.
    The weapon takes a Move action to load and a Standard action to fire.
    Its main use is to fire small Fire bombs. To use them, the Cannoneer targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
    Fire bombs can also be thrown with a 10-feet range increment.
    Cannoneers never leave the Camp without at least 10 of them.
    Also, the Steam cannon can be set to let loose a 30-feet radius cone of Sickening gas.
    Everyone in the area is Sickened unless it succeeds on a DC 13 Fortitude save.
    Since all Camp Archimedes units are equipped with special masks, they're all immune to this effect.

    Then, next on the list, here comes the Squad Leader, a melee fighter with lightning weapons.

    Spoiler
    Show
    Squad Leader
    Medium Humanoid (Human) Ranger 3
    Hit Dice: 3d8+6 (20 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
    Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lightning Strike, Favored Enemy: Humanoid(Human)
    Saves: Fort +4, Ref +4, Will +2
    Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8
    Skills: Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Craft(Weaponsmithing) +6
    Feats: Exotic Weapon Proficiency(Lightning Club)(H), Weapon Focus(Lightning Club)(1), Improved Initiative(3), Two Weapon Fighting(Ranger), Track(Ranger)
    Environment: Any
    Organization: Solitary, pair, or squad: 1 plus 1-2 Cannoneers and 3-6 Scorching Soldiers
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: -

    I love the sound of electricity.. makes me feel so alive.. and makes you feel so dead..

    Combat
    Squad leaders command a small troop, and often lead the attack with their powerful weapons.

    Lightning Strike(Ex): Lightning Clubs are the main weapons of these units.
    They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack.
    Additionally, if a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).

    Now, on to some more powerful guys.
    These are the lieutenants, elite melee troops

    Spoiler
    Show
    Lightning Lieutenant
    Medium Humanoid (Human) Ranger 6
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+4 Chain shirt, +1 Dex, +1 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +6/+6
    Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
    Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Thunderbolt
    Saves: Fort +4, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
    Skills: Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Craft(Weaponsmithing) +9
    Feats: Exotic Weapon Proficiency(Lightning Rod)(H), Weapon Focus(Lightning Rod)(1), Improved Initiative(3), Lightning Maces(6), Two Weapon Fighting(Ranger), Improved TWF(Ranger), Track(Ranger)
    Environment: Any
    Organization: Solitary, pair, or Recon force (4-7)
    Challenge Rating: 6
    Treasure: Standard (Equipment is currently an Amulet of Natural armor +1, two Lightning Rods and a Chain shirt)
    Alignment: Chaotic Neutral
    Advancement: -

    Quick as a spark, silent as death

    Combat
    Lieutenants are elite warriors, tacticians and planners, employed in the most dangerous missions.

    Lightning Strike(Ex): Lightning Rods are the main weapons of these units.
    They are Exotic Light weapons which deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They also count as light maces for qualificating to weapon-specific feats, such as the Lightning Maces Feat.
    Additionally, if a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 2d6 electricity damage (+3d6 if the enemy is wearing metallic armor).

    Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rods and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage.

    Lieutenant's Equipment also includes a few Thunder Shards.
    They are small metallic stones with no apparent purpose.
    When a Lieutenant holds one, he can decide to hold it and charge it with electricity, activating it (it takes a standard action to do so).
    One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
    The bang can be heard from very far away, and Lieutenants use them to warn their allies of impending danger, or to confuse enemies making some of these detonate from different positions.

    All lieutenants have a Mechanical Snake as an animal companion, courtesy of Archimedes himself.
    Mechanical Snake
    Small Construct
    Hit Dice: 3d10+10 (26 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+1 Size, +4 Dex, +5 Natural), touch 15, flat-footed 16
    Base Attack/Grapple: +2/-2
    Attack: Bite +5 (1d2-2 + 1d6(Acid) )
    Space/Reach: 5 ft./5 ft.
    Saves: Fort -, Ref +5, Will +1
    Abilities: Str 6, Dex 18, Con -, Int 2, Wis 12, Cha 2
    Skills: Hide +6
    Feats: Weapon Finesse, Improved Initiative
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: -


    Pythagoras, Archimede's most trusted helper:

    Spoiler
    Show

    Pythagoras
    Medium Humanoid (Human) Warlock 13
    Hit Dice: 13d6+26 (74 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), fly 30 ft (Fell Flight)
    Armor Class: 25 (+8 +4 Chain Shirt, +4 Dex, +3 Amulet of Natural Armor), touch 14, flat-footed 21
    Base Attack/Grapple: +9/+9
    Attack: Masterwork Quarterstaff +9/+4 melee (1d6-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Invocations, Eldritch Blast 8d6
    Saves: Fort +6, Ref +8, Will +8
    Abilities: Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 21
    Skills: 48 Use Magic Device(16), Concentration 10, Craft(Weaponsmithing) 16, Craft(Armorsmithing) 16
    Feats and Abilities: Improved Initiative(1), Scribe Scroll(H) Craft Wondrous Items(3), Craft Magical Armor and Weapons (6), Empower Spell-like ability(9), Quicken Spell-like ability(12), Detect Magic, DR 3/Cold Iron, Deceive Item, Fiendish Resilience 2, Energy resistance 5(Fire and Cold), Imbue Item
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Neutral Evil
    Possessions:
    +4 Chain Shirt with +1 Smoking Armor spikes
    Cloak of Charisma +2
    Gloves of Dexterity +4
    Chausuble of Fell Power, Greater (Carc)
    Horizon Goggles (CMage)
    Aritificer's Monocle (MiC)
    Rod of Magical Precision (CMage)
    Amulet of Natural Armor +3

    Hand me that tool, will ya..

    Pythagoras is a tall, slim man, often covered in smoke, wielding a tall rod covered in runes and wearing his distinctive googles.
    Pythagoras is the most trusted helper of Archimedes, he often helps him in his greatest creations. Over the course of the years, being Archmede's right arm has given him quite a few benefits, starting from the load of magical items he now carries.
    He often wanders the camp, invisible and flying, to make sure that everyone's doing his job.


    Combat
    Pythagoras makes use of his various items, and his invocations. He absolutely avoids melee combat, and prefers to sneak away and use his ranged abilities.
    He wields his Rod of Magical Precision (Which works as a Masterwork Quarterstaff, and always has a couple of daggers
    hidden somewhere in case of emergency.

    Invocations known:
    Least:
    Eldritch spear
    Beguiling influence
    Entropic warding
    Lesser:
    Fell Flight
    Walk unseen
    Eldritch chain

    Greater:
    Chilling tentacles
    Bewitching blast

    Note that his Chausuble of Fell Power increases his Eldritch blast ability to 8d6, his Rod of Magical precision supplies him with a Precise Shot effect (and allows him 3/day to ignore miss chances), and he can make use of the Empower and Quicken Spell-like ability feats.


    One of Archimede's greatest creation, his personal Bodyguard is a particular kind of Golem.
    While most golems are made alive through the use of a spirit from the elemental plane of Earth, Archimedes managed to build one using a spirit from the plane of Air, and this was the result:

    Spoiler
    Show

    Steam Golem
    Large Construct
    Hit Dice: 16d10+30 (118 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 31 (-1 size, +22 natural ), touch 9, flat-footed 31
    Base Attack/Grapple: +12/+25
    Attack: 2 Slam melee +21 (2d10 +9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilites
    Special Qualities: Smokescreen
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 29, Dex 11, Con //, Int //, Wis 11, Cha 1
    Skills: //
    Feats: //
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Neutral Evil

    This golem is the result of an air spirit being trapped into a mechanical construct.
    The chained spirit is contained in the core of the Golem, as is seen in the picture.
    The metallic body is mostly made of tubes and pipes, through which the limbs of the golem take form.

    Smokescreen(Su): the Steam Golem appears to be permantently surrounded by a dense cloud of gas. As a result the golem fills the surrounding
    area (10ft square) with a noxious smoke equivalent to stinking cloud spell. Smoke provides concealment, but the golem can see through smoke as normal.
    Smoke dissipates and reforms when the Golem moves into a new square.

    Additionally, when the Steam Golem is killed or destroyed, the gases contained in the machine are ejected out, having nothing more to keep them contained. This has the effect of a Cloudkill spell, at CL 11, centered on the now dead golem

    Spell-Like Abilities:
    at will- solid fog (cl 11), gust of wind(cl 11)
    1/day *- control winds (cl 11)



    Archimedes, the Leader:
    Spoiler
    Show
    COMING SOON!


    ITEMS used by the Camp:
    Spoiler
    Show

    Gas Mask:
    Face Slot.
    The wearer of this mask is protected against gases of most forms.
    The wearer gains a +2 bonus on Fortitude saves against inhaled poisons, and he is outright immune to inhaled poisons with a Fort save DC under 15.
    This item has no price, since it is only manufactured inside the Camp.
    Anyway, its value is around 5 gp.


    Scorching gloves
    Hands Slot
    Whoever wears these gloves always counts as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
    Scorching gloves count as Masterwork weapons.
    As a standard action, the user can activate the power of the gloves.
    He can let loose a burst of fire identical to a Burning Hands effect at CL 2. This effect is totally mundane, so SR doesn't apply.
    He can use this ability once every 1d4 rounds.
    This item has no price, since it is only manufactured inside the Camp.

    Steam Cannon:
    Exotic, two handed ranged weapon
    This weapon is always treated as a masterwork weapon with a range increment of 50 feet.
    The weapon takes a Move action to load and a Standard action to fire.
    Its main use is to fire small Fire bombs. To use them, the user targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
    Fire bombs can also be thrown with a 10-feet range increment.
    Also, the Steam cannon can be set to let loose a 30-feet radius cone of Sickening gas.
    Everyone in the area is Sickened unless it succeeds on a DC 13 Fortitude save. This is a mundane effect which counts as an Inhaled poison with no secondary effect.
    This item has no price, since it is only manufactured inside the Camp.



    Lightning Clubs
    One handed exotic weapons
    Lightning clubs jave the same stats of masterwork clubs, bit the electricity running through them adds 2 electricity damage to each melee attack.
    Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
    This item has no price, since it is only manufactured inside the Camp.


    Lightning Rods:
    One handed exotic weapons
    Lighting rods count as masterwork Light maces (thus qualifying for the Lightning Maces feat), and the electricity running through them adds 1d6 electricity damage to each melee attack.
    Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting +1d6 electricity damage (+2d6 if the enemy is wearing metallic armor).
    Once per minute, as a standard action, the user can activate the power of their Lightning Rods and fire either a Lightning bolt dealing 7d6 damage or two, smaller lightning bolts each dealing 3d6 damage (for both versions, a DC 15 Reflex save halves the damage). This effect is mundane in nature and not subjected to SR (But Electricity resistance/immunity works fine).
    This item has no price, since it is only manufactured inside the Camp.


    Lightning Shard:
    Lightning shards are small metallic stones with no apparent purpose.
    The user can activate the Shard by hitting it with any electricity-based attack, or similar things (Having it struck by a lightning bolt, having a Lightning Elemental hold it, or use the electricity from Lightning Rods to activate it)
    One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
    The bang can be heard from very far away, and this can be used to warn allies of impending danger, or to confuse enemies making some of these detonate from different positions.
    This item has no price, since it is only manufactured inside the Camp.
    Anyway, its value is around 30 gp.


    Main Tactics:
    The camp is made of mercenaries, for a fee a troop will be sent to solve all of your problems.
    Small troops consist of one Squad leader, 3-4 Cannoneers and 5-6 Scorching Soldiers.
    They're trained to work together, their usual modus operandi is to burn down any opposition and often the entire village they're attacking.

    For higher fees, the Camp can offer bigger numbers of troops, also including Lightning Lieutenants (plus 30-40 Scorching Soldiers, 20 Cannoneers and 5 Squad Leaders)
    This battalion is meant to suppress revolts or pillage small cities. Very little can withstand their assault.

    Small teams of Lightning Lieutenants (usually 4-6) can be hired too, for more stealthy missions. They are an efficient task force, capable of dealing with most enemies and come back alive for the cash.

    Most of the Camp's equipment is made by Archimedes, a mage who dabbles in metalworking, energy manipulation and weaponsmithing, which has led him to invent the weapons he equips his soldiers with.
    He started his career when he accidentally created the Scorching Gloves.(In his original plan, the glove's only ability was to summon a small candle-like flame when the use flicked his fingers)
    After realizing the potential of his invention, he began ortganizing a few of the gangs of brutes who occasionally pillaged the towns around the area. He gave them equipment, training and power. Their trust towards him has always been absolute, since the first time the mage showed them the use of the gloves.
    As more and more people joined his mercenary camp, Archimedes began experimenting, and came up with more and more weapons for his units. Some were failures (The explosive gauntlets had the habit of exploding a bit too soon), but eventually the items he built made his band of brutes a strong force to be reckoned with.

    The Camp

    Spoiler for the plant and descrpition:
    Spoiler
    Show
    [[COMING SOON]]
    Last edited by Gandariel; 2012-06-26 at 03:37 PM.
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

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    Bugbear in the Playground
     
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Cm on, any comment?
    I know there is not that much to comment, 'cause they're basically normal NPCs with a few weapons, but i think the whole idea has some value.
    The units (should) work well together and would be a cool encounter.
    The rest is coming, they're the high level ones. (I think ECL 13 for the strongest one is a good stopping point, a party can meet some of the weak guys on the first 3-4 levels, then begin seeing Lieutenants, and finally at later level attack the Camp itself (mechanical information about the Camp is coming too, heh)
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    1.) Don't be in such a hurry. Give a thread a few days before bumping.

    2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

    3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.
    Best homebrew:
    Grace-Gift - Truly Defensive base class, Falling Anvil Discipline - Loony Slapstick as Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread livers, skins, etc.
    Filk: 4000 Years(to live)
    Running: Ruceeglaelsktinag: "Justifiable Genocide", Contradiction in terms? IC OOC Active Map: None.
    For everything else see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Quote Originally Posted by DracoDei View Post
    1.) Don't be in such a hurry. Give a thread a few days before bumping.

    2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

    3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.
    1) Sorry =)

    2) Yeah, they do.
    Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?

    3) Yes, that's on the list.
    We need to post Archimedes, his Golem-like bodyguard, and his personal assassin.

    Then we'll work on the HQ map for sure =)
    (also, if we get inspiration, other units i guess)
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Quote Originally Posted by Gandariel View Post
    2) Yeah, they do.
    Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?
    What I would do is make them not require anything TOO special in terms of weapon proficiencies (have them require whichever weapon they most resemble). This isn't too hard since I hear that at least SOME people hold that Spiked Chains are the ONLY exotic weapons worth spending a feat on.

    Do your balancing based on how hard the ammo is to re-create, both in terms of craft DCs and in terms of cost of materials. Low DCs on the Burning Hands and other emulated spells might also help keep it weak enough to not be worth a feat.
    Best homebrew:
    Grace-Gift - Truly Defensive base class, Falling Anvil Discipline - Loony Slapstick as Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread livers, skins, etc.
    Filk: 4000 Years(to live)
    Running: Ruceeglaelsktinag: "Justifiable Genocide", Contradiction in terms? IC OOC Active Map: None.
    For everything else see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

    While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

    I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

    The drawings are excellent and weapons are cool but the stat blocks are lackluster.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Quote Originally Posted by Debihuman View Post
    Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

    While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

    I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

    The drawings are excellent and weapons are cool but the stat blocks are lackluster.

    Debby
    Thank you for your feedback =)
    I gave the Nonelite array to the lowest-level guys and the Elite array for the strongest ones.
    I guess i'll reset them all. (Also i thought i knew how the Elite array was, and accidentally used 15-13-12-11-10-8 )
    Fixing that now.

    As for the Steam Cannon:
    Proper stats coming up, sorry. It was a massive overlook on my part. =)
    I'm going to fix them all now, and possibly add two more drawings (The Camp,s overview and plant)

    EDIT: Stats corrected, maps will follow in a few minutes
    Last edited by Gandariel; 2012-06-15 at 09:26 AM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    You need to revise your stat block to reflect the changes in stats. For example, your scorching soldier has a new AC. AC should be 15, touch 11, flat-footed 14. Also, I think you forgot the additional ability score bonus you get every 4 levels (the lightning lieutenant should have +1 to one of his abilities). You'll have to recheck saves and skills to reflect the changes you made.

    You should note which feat comes from the Human racial bonus feat and which feats are bonus class feats. Scorching soldier is missing a feat.

    Rangers have special abilities that are missing from the stat block ( track & favored enemies)

    Debby
    Last edited by Debihuman; 2012-06-15 at 12:03 PM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Thank you very much, i edited them mindlessly and made a few mistakes.
    Features added, and Scorching Soldier and Cannoneers are now Warriors (an NPC class is more suited to the basic units)

    Again, thanks for the critique. My friend is drawing the plant and some of the buildings now.
    Anticipation: The whole camp, as you see in the picture on the first post, has a big furnace in the center, and some smaller ones around it. They smaller ones are shaped more or less like this:
    Spoiler
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Status Update:
    Fixed most mistakes, and most importantly added the Steam Golem and Pythagoras, Archimede's right hand man!

    What do you guys think of them?
    Stay out of the shadows, they bite.


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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

    Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

    The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

    Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

    Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.
    Last edited by madock345; 2012-06-15 at 11:10 PM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

    The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Thank you for your comments!

    Quote Originally Posted by madock345 View Post
    The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

    Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

    The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

    Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

    Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.
    Yes, i've been thinking about after-death effects for the golem. a Cloudkill centered on him sounds good. Will do ^^

    I'm not particularly versed on Warlocks, i got some help doing it. I'll look back to the Invocations. What should i swap it with?

    Eh, the Scorching soldiers are level 1. They get a 2d4 attack every d4 rounds, they're not supposed to be that strong.
    Also, remember that they add +1 Fire damage, and 1d4+1 is equal to 1d6 (actually slightly better)

    I gave every member of the camp Light armor because i think they need the mobility and their base speed. Looking back, i'm going to give Medium armor to the Cannoneers, since they don't really need to move actually.

    Quote Originally Posted by DracoDei
    I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

    The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?
    I did gave him a Dagger, actually forgot to make it MWK.

    Point is, i wanted him to hold his Rod of magical precision with both hands (because it looked cool, that's why).

    Would it be ok if i said the Rod also works as a masterwork Quarterstaff?
    I'd solve the problem and keep him cool.

    As for the smoke cloud.. I copypasta'd the Smoking weapon ability, more or less.
    Basically, when the golem moves away, the cloud dissipates in the spot where he was and appears in the spot where he now is.
    You can say the cloud "travels" with him.
    Stay out of the shadows, they bite.


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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

    I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).
    Best homebrew:
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    Filk: 4000 Years(to live)
    Running: Ruceeglaelsktinag: "Justifiable Genocide", Contradiction in terms? IC OOC Active Map: None.
    For everything else see: Full list of Homebrew.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Oh neat!

    We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

    It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

    I heartily request MOAR!
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

    I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).
    Yes, the cloud dissipates when you start to move and reforms when you stop.
    That's what i meant from the start..

    Quote Originally Posted by Wyntonian View Post
    Oh neat!

    We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

    It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

    I heartily request MOAR!
    Thank you very much for your support! =) Even though i had this awesome idea for a New monk! Like, with a Ki pool of points he can spend to do all crazy abilities! XD

    MOAR will be given though =)
    For now, there's only a drawing for Pythagoras. (we're under exams now, sorry)
    But updates will be given =) Stay tuned!
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    I'll just go over it and write down whta comes to mind as I go along, if that's alright.

    Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

    Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.

    A bit more fluff on the whole would be quite nice.

    Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

    -Bonus against gas attacks
    -Acid resistance
    -Ability to breathe underwater for a short while
    -Bonus and/or penalty against hot/cold climate
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Answers in bold

    Quote Originally Posted by Eldan View Post
    I'll just go over it and write down whta comes to mind as I go along, if that's alright.

    Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

    I'll fix that, and i'll change the line to "An unarmed melee attack made with the glove" as you suggested.
    And no, it's all mundane, so no SR.


    Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.
    Yes, i will. There **Should** be already something in an actual 3.5 book, but if i remember correctly it sucks. I'll stat it up.

    A bit more fluff on the whole would be quite nice.
    Yes, that's on our schedule. Exams these days, can't really devote a lot of time on this

    Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

    -Bonus against gas attacks
    -Acid resistance
    -Ability to breathe underwater for a short while
    -Bonus and/or penalty against hot/cold climate

    Thank you, we'll totally consider it
    Thanks for the comment. Updates will come with a slow pace for a couple more weeks, because of exams and other stuff, but they'll come!


    EDIT: Corrections, and a new sploier contains the description of the Items used in the Camp.
    Last edited by Gandariel; 2012-06-20 at 12:55 PM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Lightning Lieutenant has a really weird attack.

    You have it as:
    Attack: Lightning Rods +9/+9/+4/+4 melee (1d6+3+1d6(Electricity) )
    It looks like it should be this:

    Attack: 1 lightning rod +9 melee (1d6+3 plus d6 electricity)
    Full Attack: 2 lightning rods +9/+4 melee (1d6 +2 plus 1d6 electricity), OR 1 lightning rod +7/+2 melee (1d6+3 plus 1d6 electricity) and 1 lightning rod +7/+2 melee (1d6+1 plus 1d6 electricity)

    The attack for the squad leader is wrong too since it only has BAB +3 it only gets one attack.

    You have it as:
    Attack: Lightning Club +5/+5 melee (1d6+2+2(Electricity) )
    It should be:

    Attack: Lightning club +5 melee (1d6+2 plus 1d6 electricity)

    Debby
    Last edited by Debihuman; 2012-06-20 at 04:48 PM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Thank you very much, Debby.
    I've corrected the things you pointed out (I actually copy-pasted a few things, if you don't mind).
    Again, thank you for pointing out my mistakes, this is my first attempt at doing ANYTHING and i kinda get lost in the details.

    ANYWAY:

    We are in the process of creating Archimedes.
    Basically, he would be an Artificer 15 (Possibly Warforged)
    We were in the middle of building him and choosing items when we thought: why should we make it a normal Artificer?
    After all, he has GOTTA be someone special, otherwise it'd be just another random Artificer..
    So we came to a conclusion.
    We WILL post the Artificer (As per the Eberron class)
    but we would also like to create an Artificer using one of the homebrew Artificer-like classes from the Playground, with the permission (and possibly the help) of its creator.

    So, can anyone link me a particularly good/balanced Artificer class?

    Also i think we can extend this:
    If anyone who has created a class, PrC, item, or whatever that would fit in the Camp, i'd be very welcome to include them. Just comment here or shoot me a PM!
    Stay out of the shadows, they bite.


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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Well, I feel like 15 is a little high.... maybe 12?

    This class seems like about what you want. I'd recommend the mechanical path.

    EDIT: Never mind, his buddy the warlock is 12.

    I'm not terribly experienced designing encounters, is it normal to have such a massive spread in CR's? 1-15 seems pretty broad.
    Last edited by Wyntonian; 2012-06-22 at 11:18 AM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    I honestly don't know which homebrewed class would be best for you. There are just too many for me to go through. Why not tack on a prestige class for a few levels? That would be more specific at least.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    I guess i can tone the warlock down a bit (i wanted him to be lvl12 for the crafting ability).. i'll check out your link =)
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Class for steam-punk?
    Try THIS on for size. Just call all the special gear a bonus, or invent (an) appropriate Vocation(s) for them (the problem being that most of the stuff the Engineer does is NOT supposed to be very usable by anyone else if I remember correctly.).
    Last edited by DracoDei; 2012-06-22 at 05:46 PM.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    I read both classes, and while finding both interesting, i think the one Wintonian proposed fits more our theme. (although our Archimedes is a little crazier and less elegant than that, heh)
    I'm PMing the author to ask/inform him of this, and maybe ask him some tips.
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Scorching Soldier: AC should be 15 unless I'm missing something.

    Everything else: All I can say is that the amount of thought and effort put into this really paid off; this is an excellent addition to any world wishing for a 'punk vibe. The structure is sound, the backstory is solid, the immersion is instant, and the characters colourful. I envy the groups that gets their go at it, no matter what approach they take!

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

    Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
    Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

    The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Quote Originally Posted by Debihuman View Post
    Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

    Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
    Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

    The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

    Debby
    Thank you again for your support, debby.
    Isn't a club a light weapon? Lightning club explicitely counts as a mwk club.
    If it Isn't, i'll change it to light maces, it's the same.
    the weapon is exotic, but i donxt think it's much of a stretch to only give the -2/-2 penalty for TwFing.
    Also, weapon focus only gives +1 on attack rolls, not damage rolls.


    And, to chrisrawr, thank you very much for your kind words, it's our first attempt at this and it means a lot. thanks. (also yeah, mistake on the armor thing. corrected now)
    Stay out of the shadows, they bite.


    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

  29. - Top - End - #29
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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Wish I had more to say about it; There's just not much to nitpick at because Debby got here first, and she's always been phenomenal at mechanical consistency across the board.

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    Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

    Quote Originally Posted by Gandariel View Post
    Thank you again for your support, debby.
    Isn't a club a light weapon? Lightning club explicitly counts as a mwk club.
    Sorry for the earlier mistakes. I'll try sorting out the Lighting Lieutenant's attacks now.
    The lightning club is an exotic weapon not a light weapon.

    TWF drops the penalty from -6/-10 to -4/-4. Improved TWF gives the off-hand a second attack at a -5 penalty.

    I never realized the weapons were supposed to be masterwork.

    I'll try this again and see if I get the numbers right. (Been channeling the Barbie TM "Math is hard" apparently. Back to the drawing-board it is.

    Also, the modifier for Str 16 is +3 not +2. So I was correct, but for the wrong reason! Aiy!

    One thing that would help is if the pictures were in the spoilers and the text was not. It's a royal pain to have to open the spoilers to read the text. Attack: BAB (6) + Str (3) + mwk (1) + weapon focus (1) = 11.

    11-4=7 so the attacks for using 2 mwk lightning clubs are +7/+2.

    Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
    Full Attack: 2 mwk lightning rods +7/+2 melee (1d6+3 plus 1d6 electricity)

    Debby (whose brain has brain damage now)

    P.S. does the squad leader have an inferior version of the lightning rod? The listed the damage there as 2 electricity instead of 1d6. Is that a masterwork weapon as well or just a standard one because it isn't noted.

    P.P.S. Just noticed your info on the scorching gloves indicates that they "count as masterwork." Umm, shouldn't they just be masterwork weapons? There is nothing in the rules that allows for a weapon to count as masterwork without actually being masterwork. Also you should remove all references to burning hands since they are a mundane weapon. The scorching gloves cause 2d4 points of fire damage to every creature in a 60-foot cone once every four rounds. Do these ever run out of energy? If not, perhaps these should be magic items. If they do run out of energy how many times can these be used before they need to be charged? Then, how are they charged? Solar powered? You should also consider how much these cost. Since this is an extraordinary ability is there a save to avoid the damage? Should there be a Reflex save for no damage or half damage?
    Last edited by Debihuman; 2012-06-25 at 05:47 PM.
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