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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Mar 2011
    Location
    Arse end of nowhere, UK
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    Male

    Default There is no magic, only technology. (E6 class WIP P.E.A.C.H!))

    OK, I stumbled across a post a while back from tr1ger, asking for a steam-punky NOT magic guy, who uses technology instead of magic to fill the roles of healer, blaster or BFC guy. (See here for details)

    Well anyhow, the class I built as a result has been lurking mid-thread in there, being constructed in fits and starts between my rather hectic and erratic work patterns between 2 different PCs and my phone. It has also been made in a kinda vacuum, and as such I've run out of steam (excuse the intentional pun).

    Any guidance, help or just plain ridicule would probably help me at this juncture, the maintenance system isn't finished, it's basically just an outline for the model, they will work more like power points, with appropriate costs for each level schematic eventually, but firstly, I need to balance/bulk the concept.

    Incidentally, I've never touched E6 before, so I apologise in advance for any blatant errors/oversights I may have made as a result!
    Last edited by Veklim; 2012-08-20 at 05:52 AM. Reason: updates!
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Mar 2011
    Location
    Arse end of nowhere, UK
    Gender
    Male

    Default Re: Mundane Magic equivalent build for E6 (commisioned by tr1ger) - Help me?!


    Steam-Tech Adept Hit Dice: D6
    Alignment: Any. Scientific genius cares little for morality.

    {table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL|MAINTENANCE
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Substance Abuse, The Workman's Tool, Necessity|
    4
    |
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Expert in the Field (1st Tier)|
    6
    |
    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Advancements, Theory & Application|
    8
    |
    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Expert in the Field (2nd Tier)|
    10
    |
    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Breakthroughs, Theory & Application|
    12
    |
    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Expert in the Field (3rd Tier)|
    14
    |
    [/table]
    Class Skills (4+Int): Appraise (Int), Concentration (Con), Craft (including Alchemy) (Int), Disable Device (Int), Heal (Wis), Knowledges (Architecture & Engineering, Technology, The Planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), and Use Technological Device (Int) (see spoiler)
    Spoiler
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    Use Technological Device functions exactly like UMD in most aspects, except it applies to unknown technology instead (and therefore runs off intelligence, since charisma makes no sense). The higher your check, the more easily you can discern the function/purpose of a specific device, and therefore know how to use it.

    Weapon and armour proficiencies: Inventors are proficient in the use of all firearms and simple weapons. They are also proficient with the use of light, medium and heavy armour, and all shields including tower shields.

    Maintenance (Ex):
    All Adepts, no matter who, what or where, have one thing in common, their unique use of schematics. Each schematic requires maintenance once every 24 hours or it becomes inert/useless until such time as it has been maintained. You may create and maintain a limited number of schematics up to the number listed on the class table above. If you have a full allowance of schematics and you wish to create a new one, you must choose one to dismantle to make room. You must spend one hour of uninterrupted work every day doing maintenance or you lose the use of your schematics until such time as you can do so. Creation of new schematics is done in this time as well (although your DM may require you spend more time on certain things). Any weapon or armour which you apply a schematic to must already be of masterwork (or comparable) quality and the benefits stack.
    Although Schematics do not have listed material components or the like, it is assumed that an Adept is constantly salvaging, scavenging and improvising to gather the materials required to create their inventions. You should assume at least 10lbs of 'random gubbins' will always be present in an Adept's backpack, and some of the bigger schematics (Chem Thrower for instance) will require the Adept finding suitable quantities of material for their creation.
    Spoiler
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    How much is largely up to DM fiat, it could be ignored, or it could be an amusing way of entering side quests or an extra layer to the Adept player's experience, I leave this open so each DM can decide exactly how much free reign an Adept player has, or slot this class into settings other than a low/no-magic steampunk setting.


    Substance Abuse (Ex):
    At 1st level, the Adept may use Craft (Alchemy) even though he is not a spellcaster, and never risks accidentally poisoning himself when creating or using a poison. This ability counts as poison use for the purposes of feat requirements.
    In addition, the Adept may use any of these upgrades when crafting weapons, shields and armour. These count as a special material bonus, and any equipment being made must be of masterwork (or comparable) quality. Applying one of these upgrades increases the craft DC of the item by 5 (in addition to the DC increase for the masterwork quality), and any item using one of these upgrades counts as a schematic for the purposes of maintenance values. Equipment may only ever have one such upgrade.

    Spoiler
    Show

    Balanced Weapon (upgrade, melee weapon):
    A weapon with this upgrade gains a +1 to all damage rolls and rolls to confirm critical hits.

    Rifled Barrel (upgrade, firearm):
    A weapon with this upgrade gains a +1 to all damage rolls and +25% to it's base range increment.

    Lightweight Materials (upgrade, weapon, armour or shield):
    A weapon with this upgrade weighs half as much as a normal weapon of it's type, and counts as one size category smaller whenever this would be beneficial.
    Armour or shields with this upgrade weigh half as much as normal for their type and have reduced armour check penalties by 2.
    (None of these benefits stack with the benefits of mithral).

    Toughened Materials (upgrade, weapon, armour or shield):
    A weapon with this upgrade weighs 50% more than normal for it's type, but gains +2 hardness, and counts as one size category larger whenever this would be beneficial.
    Armour or shields with this upgrade grant the user DR 1/- and gain +3 hardness, but weigh 50% more than normal for their type.
    (None of these benefits stack with the benefits of adamantine).



    The Workman's Tool (Ex):
    At 1st level, the Adept constructs his own personal tool. This can take many forms from a large and intricate looking gauntlent, a bulky pistol-like device, or even a seemingly harmless physician's bag, but however it appears it is one thing in certainty, a tool. This tool only works for the Adept who created it (although one can be dismantled for parts easily enough) and requires one day of work and materials costing 100gp to create. If it is ever lost, stolen or destroyed, the Adept need merely create a new one, but you may only ever have one tool at any given time. This tool always counts as a one handed weapon when making an attack (see the table), but you gain a bonus equal to your class level to any opposed checks you make to avoid disarm and sunder attempts against it. The tool has a number of HP equal to your own, and a Hardness equal to your class level + Intelligence modifier.

    The tool grants the following bonuses, based on the class level of the Adept (abilities explained in spoiler):

    {table=head]Adept's Level|Craft Bonus|Tool Damage|Attack Bonus|Special
    1-2
    |+2|1D4|+1|Weaponised Tool, Random Attachments
    3-4
    |+3|2D4|+2|Expert Interface
    5-6
    |+4|3D4|+3|Extraordinary Function
    [/table]
    Spoiler
    Show

    Craft Bonus:
    You gain this as a competence bonus to all craft, open lock and disable device checks. (This is a universal masterwork tools bonus, so masterwork tools would not stack benefits with this effect)

    Tool Damage:
    You may use your tool as a ranged weapon (firearm) with range increments of 30ft. Choose from piercing, slashing or bludgeoning damage, and chose one elemental damage (cold, fire, acid or electricity). The tool deals damage of the chosen types as per the table above. Once you chose damage types, you will always do damage of that type, it may never change (if you create a new tool however, you may chose new damage types for it).

    Attack Bonus:
    You gain this as a bonus to any attack rolls made with your tool.

    Weaponised Tool:
    You may add your Intelligence modifier instead of Dexterity to any ranged attacks made with your tool.

    Random Attachments:
    These include a whole manner of small and seemingly pointless, but occasionally useful little attachments. These may include a mechanical corkscrew, a set of small mirrors, a magnifying glass, a tiny pair of scissors, a pointlessly small saw blade, etc. Basically, your tool is a Swiss Army Knife, full of stuff which will almost certainly never save your life, just make life a little bit easier. You may have 1 random attachment/level, it is suggested players talk to their DMs about what is both flavourful and acceptable as a random attachment.

    Expert Interface:
    You have upgraded your tool with a permanent secondary function, depending upon your field of expertise.
    Spoiler
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    Pharmacy
    You may use your tool to detect poisons and diseases in a creature. Doing so requires you touch the subject and remain in contact for 1 full round. Your tool will inform you of poison with a green light and disease with a yellow light (or both a green and a yellow light if the subject is particularly unlucky that day), but cannot tell you what poison or disease they suffer from.
    Chemistry
    Your tool has a small mask attached to it, which you can don as part of any move action. This mask filters the air around you, giving you a +5 equipment bonus to all saves against gases and inhaled poisons.
    Engineering
    As a full round action, you may use your tool to power any device of dormant or un-powered technology within 5ft/class level. You may also use this ability to overload (and therefore shut down) an already functioning piece of technology. Either way, this effect lasts for a maximum of 1 round per class level, after which time there is a 1D4+1 rounds cooldown before you may use it again. You may end the effect at any time as a free action, only one such device may be affected at any one time.


    Extraordinary Function:
    Your tool's secondary function improves to an impressive ability.
    Spoiler
    Show
    Pharmacy
    2/day your tool may be used in an attempt to neutralise one poison or disease in a creature. You must touch the subject and remain in contact for 1 full round, in which time the creature touched is granted a new save against the disease or poison (even if another save is not normally allowed) with a bonus to this save equal to 2 x your Intelligence modifier (minimum 2).
    Chemistry
    As long as you wear your tool's mask, you are now immune to gases and inhaled poison. 1/day you may breath underwater with your mask for a number of hours equal to 2 x your Intelligence modifier (minimum 2).
    Engineering
    1/day you may use your tool to create an affect almost identical to the Make Whole spell, except where noted here. This takes between 1 and 10 minutes (DM's choice, depending on what precisely is being repaired), and may only be applied to crafted items and steam-tech. You must remain in physical contact or reach of the object you are repairing.



    Necessity (Ex):
    At 1st level, the Adept has access to only the most basic of steam-tech creations, known as universal schematics. All constructed schematics, including universal ones, fall into one of two types; gadgets (multiple use creations like armour upgrades and unique weapons) and devices (single use creations like grenades). All substance schematics which are designed to be ingested or injected in some way like potions, some poisons, injections, etc are similarly split into 2 categories, Tonics (beneficial) and Jabs (harmful). You must have an Intelligence score of at least 10 + Tier of the schematic to be able to create a schematic (universals count as Tier 0 for this purpose). Any schematic which requires a save uses the following DC; 10 + 1/02 class levels + Intelligence modifier (This becomes 10 + 1/2 CR + Intelligence modifier at 6th level).
    Universal schematics listed in next post.

    Expert in the Field (Ex):
    Beginning at 2nd level, the Adept chooses an area of study and research which he intends to devote himself to, opening up more specific and advanced steam-tech schematics. This choice should influence the appearance of his Workman's Tool item in some reasonable way. Once made, this choice can never be changed. Choose from Pharmacist, Chemist or Engineer, you may use any of the schematics on the appropriate list in the next post, at the corresponding levels (see class table) depending on your choice.

    Additionally, an Adept of at least 2nd level may teach others how to maintain gadgets and upgrades (never devices, jabs or tonics), so the rest of the party may use a small portion of his expertise themselves. With one day's instruction per item from the Inventor, any character may learn to maintain a number of weapons, shields or suits of armour with a schematic or upgrade applied, up to their Intelligence modifier (minimum of 1). Doing so allows the Adept to create items for the party without gimping his limited maintenance points per day.

    Advancements (Ex):
    You have refined your efforts towards making the perfect tool, learning how to add layers of functionality.
    At 3rd level, choose one device schematic from amongst your list of known schematics. As a free action, you may add the benefit of that schematic to your tool's next attack a number of times per day equal to your Intelligence modifier (up to a maximum of your character level). You may retro-fit your tool with a different device schematic you know at any time, but you may only ever have one such upgrade in effect (it replaces the previous upgrade). Doing so requires 1 hour of uninterrupted work and uses 1 maintenance point.

    Theory & Application (Ex):
    You have learned to apply your knowledge and skill in new ways, broadening your horizons of scientific endeavour.
    At 3rd level, and again at 5th level, you can choose a single Craft or Knowledge skill you do not have any ranks in. You are henceforth treated as if you had a number of ranks in that Craft or Knowledge skill equal to your level. These virtual ranks count towards your maximum ranks if you later decide to put ranks into this skill. You must choose a different skill each time you gain this ability.
    In addition, you may add 2 schematics to your known list. These may be of any tier equal to or lower than the highest tier schematic for which you have access, chosen from any list in the Expert in the Field entry above.

    Breakthroughs (Ex):
    At 5th level, you have become far more efficient when producing technological items. All Craft checks/uses the Adept makes take half the normal time, and uses up half the normal materials to create (this does not stack with the feats Exceptional Artisan and Extraordinary Artisan).
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Mar 2011
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    Arse end of nowhere, UK
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    Default Re: Mundane Magic equivalent build for E6 (commisioned by tr1ger) - Help me?!

    Schematics


    UNIVERSAL SCHEMATICS
    Spoiler
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    Bio-Grease.
    Pharmacy (Alchemical Substance)
    Universal
    Range: Thrown (10ft increment)
    Effect: One object or a 10ft square
    Duration: 1 round/2 levels (minimum 1)
    This bacterial culture exhibits remarkable slippery tendencies en-mass, but only for a short time after exposure to air or water
    Except where noted above, this functions exactly like the Grease spell.

    Buzz Box.
    Engineering (Device)
    Universal
    Effect: Loud noises once triggered
    Duration: 1 round/level
    This device is the size and weight of a tinderbox, with a single clockwork dial on the front. When the dial reaches zero, the box emanates a set of loud clicks, buzzes and whistles.
    This requires a standard action to set the timer (anywhere from 1 round to 1 hour) and a move action to place it. Once the timer runs out, the device produces a series of loud sounds for the duration listed above, which can be heard from a great distance. Listen DCs are as follows:
    Automatic success within 50ft,
    DC 10 up to 100ft,
    DC 15 up to 150ft,
    DC 20 up to 200ft,
    DC 30 beyond 200ft (up to a maximum of 400ft).
    This device is destroyed once the duration ends.
    Special: You may put a tripwire or pressure plate on this device instead of a clockwork timer. If you do so it may be used as an intruder alarm instead of a distraction device.

    Choking Gas.
    Pharmacy (Alchemical Substance)
    Universal
    Range: Thrown (10ft increment)
    Effect: 10ft square
    Duration: 1 round
    Saving Throw: Fortitude negates
    This small vial holds a dark green liquid which bursts forth as a thick, foul smelling gas as soon as the vial breaks.
    All creatures within the cloud must make a Fortitude save or be sickened for 1 round.

    Dazing Juice.
    Pharmacy (Jab)
    Universal
    Range: Touch
    Duration: 1 round
    Saving Throw: Will negates
    This injection renders the subject temporarily dazed as they get an enjoyable but ill-timed head rush.
    The injected target becomes dazed for 1 round on a failed Will save.

    Epoxy.
    Chemistry (Alchemical Substance)
    Universal
    Range: Touch
    Effect: 5ft square area
    Duration: 1D4 minutes or permanent (see text)
    This gooey substance looks very similar to the contents of a Tanglefoot bag, but there is far less of it, and it's a lot stickier!
    By applying this substance to any surface (5ft square) you turn that surface into difficult terrain for 1D4 minutes. Alternatively this may be used simply as an adhesive, and is capable of holding up to 50lbs/square inch. The glued surfaces must be held together for 30 seconds to ensure they stick, but once secure only enough force (more than 50lbs/square inch) or an application of Solvent will seperate the two surfaces.

    Flash Grenade.
    Chemistry (Device)
    Universal
    Range: Thrown (20ft increment)
    This diminutive orb looks like a badly mended glass bauble, with lots of small cracks all over it's surface.
    This functions exactly like a thunderstone except it blinds instead of deafens.

    Lighter.
    Engineering (Gadget)
    Universal
    Effect: Produces a small flame
    This diminutive gadget creates a small flame when the catch is depressed.
    The gadget requires a swift action to ignite, but lighting a fire may take longer (DM discretion). It may be used 10 times before it needs refuelling (can be refuelled by anyone, not just an Adept), but otherwise functions like a tindertwig.

    Lock Grinder.
    Engineering (Device)
    Universal
    Effect: Destroys lock
    This cylindrical contraption has a series of tiny blades on one end which spin when activated.
    The lock grinder is a tiny clockwork device which can destroy any lock with a DC 20 or less. To do so requires a move action to attach and a standard action to function, but doesn't require manual operation and so may be left to it's own devices (ah-hah, a pun!) once attached. Both the lock and the grinder are destroyed in this process.

    Pressurised Casing.
    Engineering (Device)
    Universal
    Effect: One empty vial or flask
    This schematic uses a reaction of mildly explosive gases between layers of glass to increase the area of effect when it breaks.
    This doubles the range and damage of the splash or radius effect of any substance inside it. This may be applied to any appropriate alchemical item. It may also be applied to appropriate schematics (like grenades), in which case the finished result counts as two schematics for the purposes of determining maintenance limits.

    Solvent.
    Chemistry (Alchemical Substance)
    Universal
    Range: Touch
    Effect: 5ft square area
    Duration: Instantaneous
    This liquid is clear and colourless but has a strong, distinctive odour.
    This substance is capable of instantly dissolving any highly sticky substance like Epoxy, Tanglefoot bags, or the Adhesive created by Kuo-Toas. Solvent also makes it easy to remove ink, paint and oil from most surfaces.

    Stimulant.
    Pharmacy (Tonic)
    Universal
    Range: Touch
    Duration: 1 round
    This simple injection helps the body recover from heavy trauma, and allows wounds to clot effectively.
    The injected subject instantly stabilises if bleeding out, and gains Fast Healing 1 for 1 round.

    Whisper Shots.
    Chemistry (Device)
    Universal
    Effect: 1D4-1 bullets (minimum of 1)
    These bullets use an odd and highly unstable chemical formula which makes virtually no sound when they are fired.
    These bullets fit most types of firearm and reduce the sound of firing dramatically. Anyone wishing to hear one of these bullets being fired must succeed a listen check, DC dependant upon the listener's distance from the shot as follows:
    DC 20 up to 10ft away,
    DC 30 up to 30ft away,
    DC 40 beyond 50ft.
    Each bullet is destroyed upon use, and becomes useless anyhow 24 hours after creation.


    TIER 1 SCHEMATICS
    Spoiler
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    PHARMACY
    Spoiler
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    Antibiotic.
    Pharmacy (Tonic)
    Tier 1
    Range: Touch
    Duration: 24 hours or until used
    The effects of this tonic are subtle, and unless you come into contact with a disease, you'll never even know it was in you.
    This tonic grants the recipient a +4 bonus to the next save they make against a disease. This effect ends after 24 hours or once the bonus has been applied, whichever comes first.

    Bio-Corrosive.
    Pharmacy (Device)
    Tier 1
    Range: Thrown (10ft increment)
    Effect: Target, splash damage
    Duration: Instantaneous
    Saving Throw: None
    This intricate pressurised vial shatters gracefully, but the dark orange liquid inside burns through all it touches like a ravenous sludge.
    This splash weapon deals 2D4 + 1/level acid damage to the target, and 1 acid damage/level to all adjacent creatures. May be applied to an object (no larger than 5 cu.ft) instead, ignoring DR of the object.

    Hallucinogen, Weak.
    Pharmacy (Jab)
    Tier 1
    Range: Touch
    Duration: 1 round/level
    Saving Throw: Will negates
    As soon as the target is injected with this substance, their eyes glaze over and a deep confusion seems to come across their features.
    This injection makes the target hallucinate suddenly, making them believe they are bound in mid-air, and the whole world is a fuzzy illssuion around them. If they fail a will save, they are instantly dazed for 1 round/Inventor level.

    Microscope.
    Pharmacy, Chemistry (Gadget)
    Tier 1
    This device allows magnification of very small objects, as you're all probably aware...
    Whenever the user of a microscope uses it to make an appraise check relating to alchemy, medicine or minerals, they gain a +5 insight bonus to the check.

    Needle Gun.
    Pharmacy (Gadget)
    Tier 1
    Range: 25ft + 5ft/level
    With a quiet hissing puff of air, a small syringe dart is launched across the battlefield, delivering kindness or death.
    This gadget allows the Inventor to administer any injection as a ranged attack. Treat this as a light crossbow for the purposes of attacking and reloading. When injecting an ally, treat this as a ranged touch attack instead.

    Nootropic.
    Pharmacy (Tonic)
    Tier 1
    Range: Touch
    Duration: 1 minute/level or until used
    The moment this tonic hits your bloodstream the world seems to slow down around you, allowing you to react to danger much faster than normal.
    This injection functions as the Anticipate Peril spell from Pathfinder.

    Painkiller, Mild.
    Pharmacy (Tonic)
    Tier 1
    Range: Touch
    Duration: Int modifier rounds
    This tonic produces a cool rushing sensation which staunches bleeding and reduces pain significantly.
    This injection grants the subject Fast Healing 2 for a number of rounds equal to your Intelligence modifier.

    Tranquilliser.
    Pharmacy (Jab)
    Tier 1
    Range: Touch
    Duration: 1D4 rounds
    Saving Throw: Fortitude negates
    The goblin was almost cute as he dropped his spear and curled up on the floor, it was the first and the last cute thing it ever did
    This injection renders the target asleep unless they succeed a Fortitude save. Only creatures with HD equal to or less than yours are affected. This counts as a sleep effect to any creature resistant or immune them.

    CHEMISTRY
    Spoiler
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    Adhesive Coating.
    Chemistry (Device)
    Tier 1
    Effect: One flask, vial or appropriate alchemical substance
    You have learned there are many uses for a good glue.
    When the flask or grenade this is applied to is thrown, it sticks to the target on a direct hit (but not if you miss and roll for scatter). This denies the stuck target any save against the effects of the item. Creatures not directly hit, but within any area of effect may save as normal. This may be applied to any appropriate alchemical item. It may also be applied to appropriate schematics, in which case the finished result counts as two schematics for the purposes of determining maintenance limits.

    Coolant.
    Chemistry (Alchemical Substance)
    Tier 1
    Range: Thrown (10ft increment)
    Effect: 10ft radius
    Duration: Instantaneous and 1 round (see text)
    Saving Throw: Fortitude partial
    This small vial contains a blue gel-like substance which evaporates rapidly when unpressurised, cooling the surrounding area.
    When this vial is thrown and shatters, it deals 1D6 + 1/level cold damage to all creatures inside the area. Targets struck must make a Fortitude save or take a -10ft penalty to their base speeds for 1 round.

    Explosive Putty.
    Chemistry (Alchemical Substance)
    Tier 1
    Range: Thrown (10ft increment) or Touch (see text)
    Effect: 10ft Radius or 15ft Cone (see text)
    Saving Throw: Reflex partial
    This putty looks rather like bread dough, but smells vaguely of cinnamon, and shouldn't be put in an oven.
    When this putty is ignited, either with some fusewire, a fire or any other reasonable source of ignition, it explodes suddenly and violently. It may either be thrown like a grenade (10ft radius, 10ft range) or shaped on a surface (15ft cone), but either way it deals 1D4/level (maximum 5D4) fire and bludgeoning damage to any creature within the area. A successful Reflex save halves the damage.

    Flashbang.
    Chemistry (Device)
    Tier 1
    Range: Thrown (20ft increment)
    A little larger than a flash grenade, and slightly elongated, this device seems innocent enough until it goes off...
    This device has the effects of both a flash grenade AND a thunderstone simultaneously, each target must save against each effect seperately (once for blindness, once for deafness).

    Microscope.
    See entry above in Pharmacy.

    Pyrogas.
    Chemistry (Alchemical Substance)
    Tier 1
    Range: Thrown (10ft increment)
    Effect: 10ft radius
    Duration: Instantaneous and 1 round (see text)
    Saving Throw: Reflex partial
    This flask contains a gas which reacts violently upon contact with air, bursting forth with flames.
    When the gas inside this flask makes contact with the air in any way, it explodes dealing 1D6 + 1/level fire damage to all creatures inside the area. Targets struck must make a Reflex save or take half this damage again in the following round.

    Smoke Grenade.
    Chemistry (Device)
    Tier 1
    Range: Thrown (10ft increment)
    Effect: 20ft radius
    Duration: 1 minute/level
    The moment this device goes off, a loud hissing starts, and a thick, white smoke engulfs the area.
    This device functions exactly like an obscurring mist spell, except the effect starts wherever the grenade lands, not necessarily centred on you.

    Sonic Crystal, Small.
    Chemistry (Device)
    Tier 1
    Range: Thrown (10ft increment)
    Effect: 10ft radius
    Duration: Instantaneous and 1 round (see text)
    Saving Throw: Fortitude partial
    This misshapen crystal looks like a small lump of rock salt, and hums very quietly when you hold it to your ear.
    When this device hits it's target, it releases the stored sonic energy like a crack of thunder dealing 1D4 + 1/level sonic damage in a 10ft radius. All creatures affected must make a Fortitude save or be deafened or 1 round.

    ENGINEERING
    Spoiler
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    Low Light Goggles.
    Engineering (Gadget)
    Tier 1
    Effect: Pair of goggles, 120ft max range
    Duration: 1 hour/day, see text
    These goggles resemble normal riding goggles, but have a small eliptical module beside each lens and seem to have a subtle tint.
    Once donned (move action) and activated (free action) these goggles grant the wearer Low Light Vision out to 120ft. This effect lasts for a total of 1 hour before the goggles require charging (done in your maintenance period), but this time may be used in shorter bursts by turning them on and off.

    Reloading Mechanism.
    Engineering (Gadget)
    Tier 1
    Effect: Attaches to virtually all known firearms
    This small gadget fits to the underside of muzzel-loaders or by the slot for revolvers or similar firearms and sports a small, folding crank-handle on each side.
    When attached to any firearm, this machine adds 3lbs to it's weight, but grants the benefit of the Rapid Reload feat to it's weilder. If the weilder already has the feat and is proficient with the weapon's use, they may reload 2 steps faster instead (to a minimum of immediate action).

    Shock Box.
    Engineering (Device)
    Tier 1
    Effect: 30ft line
    Duration: Limited charges, see text
    Saving throw: Reflex partial
    This small device looks a lot like a modern taser gun.
    When you fire this device a bolt of electricity arcs forward 30ft, striking all creatures in it's path for 1D6 + 1/level electricity damage. A successful Reflex save halves this damage.

    Steam Engine, Simple.
    Engineering (Gadget)
    Tier 1
    Effect: Provides power for basic steam technology
    Duration: See text
    You can construct basic steam engines with little-to-no fuss, and understand how to apply them in a few ways.
    This gadget allows you to power many simple inventions, tools and devices such as winches, pumps, battering rams and drills. It counts as having a Strength score equal to you Intelligence score for uses like lifting, pulling and pushing, and works for 1 hour/1sp of fuel. It weighs 30lbs, but may be used to create a simple tracked cart (3ft square gadget) which can carry loads as if it were a medium sized quadruped with a speed of 30ft. The player and DM are encouraged to be inventive when using this schematic.

    Target Scope.
    Engineering (Gadget)
    Tier 1
    Effect: Enhanced firearm use
    This small scope simply looks like a telescope strapped to the top of the firearm, but is carefully calibrated to allow accuracy at a far greater range than normal.
    When installed on any firearm, this gadget adds 3lbs to it's weight, but increases your accuracy over longer ranges. You only take a cumulative -2 penalty for every 2 full range increments your shot covers, instead of -2/increment (so the 1st & 2nd increment take no penalty, the 3rd & 4th are at -2, 5th & 6th at -4, etc). This does not increase the range or number of increments for the weapon.

    Ventrilloquist's Toy.
    Engineering (Device)
    Tier 1
    Effect: Pre-selected sounds once triggered
    Duration: Up to 1 minute/level
    This device looks similar to the Buzz Box, only a little larger.
    Functions like the Buzz Box does, except it may be used to mimic most sounds including voices, and lasts for up to 1 minute/level. You may also use this device to record up to 1 minute/level of sounds and speach, in which case the sounds may be played back only once. After use this device is rendered useless.

    Water Cannon.
    Engineering (Gadget)
    Tier 1
    Effect: 10ft line
    Duration: Limited charges, see text
    Saving Throw: Reflex partial
    This unusual weapon looks much like a compact modern flamethrower, connected via a hose to a small backpack sporting a mechanical pumping arm.
    When you pull the trigger of this weapon, a high-pressure burst of water leaps forth, striking everything in a 10ft line and dealing 1D4/level subdual damage. Creatures struck by this must make a Reflex save or be knocked prone in their square. You may use this gadget any number of times, but it must be charged between each use. This requires access to a source of water and a full round of pumping the handle to charge up.


    TIER 2 SCHEMATICS
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    PHARMACY
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    Memory Block.
    Pharmacy (Jab)
    Tier 2
    Range: Touch
    Duration: 1 round, Instantaneous, see text
    Saving Throw: Will partial
    The only upside of receiving this jab is that you don't remember how horrible it feels as long as you give in to it
    The moment this jab is injected it's recipient becomes sickened for 1 round and must make a Will save. If they pass, nothing more happens, if they fail they lose all memory of the last minute permanently.

    Mutagens.
    Pharmacy (Tonic)
    Tier 2
    Range: Touch
    Duration: 1 minute/level
    These injections temporarily enhance either your physical or mental prowess in one particular area, but only for a limited time.
    This allows the creation of mutagens, which mimic the following spells: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendour, Fox's Cunning & Owl's Wisdom. Each time you prepare this schematic you must choose one of these spells to replicate. These are injections and the effects are non-magical, but otherwise function exactly like the spells.

    Painkiller, Moderate.
    Pharmacy (Tonic)
    Tier 2
    Range: Touch
    Duration: Int modifier rounds
    This tonic produces a cool rushing sensation which staunches bleeding and removes pain almost completely.
    This injection grants the subject Fast Healing 4 for a number of rounds equal to your Intelligence modifier.

    Panic Gas.
    Pharmacy (Device)
    Tier 2
    Range: Thrown (10ft increment)
    Effect: Splash weapon
    Duration: 1 round/level
    Saving Throw: Will partial
    This vial contains a liquid which vapourises in a blue haze once broken.
    When this vial smashes open, any creature hit directly must make a Will save or become frightened for 1 round/level. If they succeed they are shaken instead. All creatures caught in the splash area of this device must pass a Will save or become shaken.
    Special: Only creatures with HD equal to or less than your Adept level may be affected by this, creatures with more HD are immune.

    Truth Serum.
    Pharmacy (Jab)
    Tier 2
    Range: Touch
    Duration: 1D4 minutes
    Saving Throw: Will partial
    This jab doesn't seem to do anything until the recipient attempts to lie or deceive in some way.
    For 1D4 minutes after the target is injected, they must succeed a Will save every time they wish to speak a lie or make a lie of omission. Every save they fail means they have spoken truthfully instead, this is a compulsion effect.

    CHEMISTRY
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    Asphyxiation Gas.
    Chemistry (Device)
    Tier 2
    Range: Thrown (10ft increment)
    Effect: 10ft radius cloud of dense gas
    Duration: 1 round/level
    Saving Throw: See text
    Almost all Adepts who know the sercet of this gas have at least one flask of it to hand, in case of fire, of course.
    Any creatures caught inside the area of this device immediately behave as if suffocating, following all appropriate rules. The gas also puts out any fire inside the radius which requires oxygen in the air to burn.

    Catalytic Crystals.
    Chemistry (Alchemical Substance)
    Tier 2
    Effect: Schematic or Alchemical Substance additive
    These tiny white crystals are made of several generic catalysts which enhance many different reactions.
    When added to any device or alchemical substance which allows a save, the DC of that device/substance is increased by 4 on it's next use. Adding these crystals is a move action which provokes attacks of opportunity.

    Chem Thrower.
    Chemistry (Gadget)
    Tier 2
    Effect: 30ft line
    Saving Throw: Fortitude or Reflex partial, see text
    This gadget looks like a heavy crossbow with 2 pressure bottles instead of a bow. At the rear of the thrower is a hole where the ammunition goes.
    This gadget is an exotic two handed firearm (with which you are considered proficient) weighing 7lbs. You do not provoke attacks of opportunity for using it. As a move action (or swift if you have the Rapid Reload feat) you may load this weapon with either Pyrogas or Coolant. Doing so allows you to fire the substance in a 30ft line in front of you dealing 2D6 + 1/level damage of the appropriate type.
    If you used Pyrogas then all affected creatures must succeed a Reflex save or take 1D6 + 1/level fire damage the next round.
    If you used Coolant then all affected creatures must succeed a Fortitude save or take a -10ft penalty to their base speeds for 1 round.

    Glitterdust Grenade.
    Chemistry (Device)
    Tier 2
    Range: Thrown (20ft increment)
    Effect: 10ft radius
    With little more than a pop, this pressurised bladder bursts with sparkling motes of photoluminescent dust.
    Functions exactly like the spell Glitterdust except as noted above.

    Sonic Crystal, Medium.
    Chemistry (Device)
    Tier 2
    Range: Thrown (10ft increment)
    Effect: 10ft radius
    Duration: Instantaneous and 2 rounds, see text
    Saving Throw: Fortitude partial
    This crystal is about 50% larger than it's small counterpart, and hums a little louder.
    When this device hits it's target, it releases the stored sonic energy like a crack of thunder dealing 3D4 + 1/level sonic damage in a 10ft radius. All creatures affected must make a Fortitude save or be deafened and dazed for 2 rounds.

    ENGINEERING
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    Chain Claw.
    Engineering (Gadget)
    Tier 2
    Range: 40ft
    This small pistol-like device has a three-pronged claw on the front, a small canister at the back and a winch on top.
    When used, the claw of this gadget is propelled at high speed until it hits something, whereupon it attempts to grab hold. Roll a 'purchase check' (D20 + level + Intelligence modifier) and treat the result as a climb check, if the result would be high enough for a character to climb the surface/object hit, then the claw takes hold.
    This gadget can hold up to 250lbs + 50lbs/level, and can winch this amount in or out at a speed of 20ft as a move action.

    Shock Glove.
    Engineering (Gadget)
    Tier 2
    Range: Touch
    Saving Throw: Fortitude partial, see text
    This gauntlet seems ordinary enough until you insert a Shock Box into the top, whereupon it crackles with energy.
    This simple looking gauntlet is designed to use a Shock Box for power, which takes a move action to insert. The next successful melee touch attack you make with the gauntlet deals 1D6/level electricity damage, and the struck creature must make a Fortitude save or be paralysed for a number of rounds equal to your intelligence modifier. The Shock Box is rendered useless after one charge and ejects automatically once used.

    Shrapnel Blast.
    Engineering (Device)
    Tier 2
    Range: Thrown (20ft increment)
    Effect: 10ft radius
    Saving Throw: Reflex partial
    This device is covered in tiny cracks, ridges and lumps which are designed to break apart roughly upon impact.
    This device deals 1D4/level piercing, slashing & bludgeoning damage (it counts as all 3 types) to all creatures within a 10ft radius. A successful Reflex saves halves this damage.

    Spring Boots.
    Engineering (Gadget)
    Tier 2
    These boots have thick soles which seem to house some sort of suspension system inside them.
    Anyone wearing these boots gains a +5 equipment bonus to jump and tumble checks, and a +5ft bonus to their base land speed.

    Steam Engine, Standard.
    Engineering (Gadget)
    Tier 2
    Effect: Provides power for more advanced steam technology
    Duration: See text
    You can construct quality steam engines with little-to-no fuss, and understand how to apply them in more ways.
    This gadget can power larger things like locomotives and drawbridges, but takes a lot longer to create than the simple model, and isn't mobile unless powering a vehicle. It counts as having a Strength score equal to double your Intelligence score for uses like lifting, pulling and pushing, and works for 1 hour/1gp of fuel. You can create a tracked wagon (5ft x 10ft) which can carry loads as if it were a large sized quadruped with a speed of 40ft. The player and DM are encouraged to be inventive when using this schematic.

    Ventrilloquist's Tool.
    Engineering (Device)
    Tier 2
    Effect: Transmitted voice or pre-recorded sounds
    These two identical devices look just like a Ventrilloquist's Toy, except there is a small funnel on the top next to the timer.
    This pair of devices function just like the Ventrilloquist's Toy except they may also transmit and receive live voice and sound, allowing for two way communication or more complex distraction and surveillance tactics. This communication has a range of 1 mile.


    TIER 3 SCHEMATICS
    Spoiler
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    PHARMACY
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    Hallucinogen, Powerful.
    Pharmacy (Jab or Device)
    Tier 3
    Target or Effect: Touch (if a Jab) or 15ft cone (if a Device), see text
    Duration: 1 hour or 3 rounds, see text
    Saving Throw: Will partial or negates, see text
    As a jab, this drug is a more concentrated version of the Hallucinogen, Weak, but as a device it looks like a miniature fire extinguisher which creates a cone-shaped cloud of head-messing chemicals.
    This schematic can be applied one of two ways:
    Jab. When injected, the target must make a Will save. If they fail, they are sent into a catatonic state (paralysed and unconscious) for 1 hour. If they succeed, they are instead stunned for 3 rounds.
    Device. When used in a canister this becomes a 15 ft cone of gas. All creatures inside the area must succeed a Will save or become frenzied (attacks nearest creature, doesn't recognise allies, treats everything as an enemy) or panicked for 3 rounds. Flip a coin for each creatue affected, heads means they frenzy, tails means they panic.

    Hypnosis Gas.
    Pharmacy (Device)
    Tier 3
    Range: Thrown (20ft increment)
    Effect: 10ft radius
    Duration: 2D4 rounds
    Saving Throw: Will partial
    This gas is colourless and odourless, and held in a small fabric bag so as not to make a noise when it's thrown. Often, the gas isn't noticed at all.
    All creatures within the area of this gas take a -10 penalty to spot, listen & sense motive checks for 2D4 rounds and must make a Will save. If they fail this save their disposition towards you improves by two steps immediately and you may make a single reasonable request of them. This attitude change doesn't stop at the end of the duration, but only with regards to the request made.

    Needle Driver.
    Pharmacy (Gadget)
    Tier 3
    Effect: Armour upgrade
    This gadget fits onto the chest area of any armour and looks like nothing more than a slightly bulky chest-piece.
    You may load this armour with up to 3 Tonics of your choice, each taking a full round action. Once loaded, the Tonics stay there indefinitely and no longer count towards your maintenance limits. As a free action which may be taken at any time, you may have the armour administer one of the three Tonics, you may only do so 1/round

    Painkiller, Strong.
    Pharmacy (Tonic)
    Tier 3
    Range: Touch
    Duration: Int modifier rounds
    This tonic produces an all-body chill which instantly starts to rejuvenate and heal you.
    This injection grants the subject Fast Healing 6 for a number of rounds equal to your Intelligence modifier.

    Tranquilliser Gas.
    Pharmacy (Device)
    Tier 3
    Effect: 15ft cone
    Duration: 2D4 rounds
    Saving Throw: Fortitude negates
    You pull the release trigger on this small canister and a fine green mist sprays out, putting creatures to sleep almost instantly.
    This device renders all creatures within a 15ft cone asleep unless they succeed a Fortitude save. Only creatures with HD equal to or less than yours are affected. This counts as a sleep effect to any creature resistant or immune to them.

    CHEMISTRY
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    Chem Cannon.
    Chemistry (Gadget)
    Tier 3
    Range: 100ft
    Area: 20ft radius
    Duration: Instantaneous and 3 rounds, see text
    Saving Throw: Fortitude or Reflex partial, see text
    This gadget looks like a bulkier version of the Chem Thrower. At the rear of the cannon is a hole where the ammunition goes.
    This gadget is an exotic two handed firearm (with which you are considered proficient) weighing 11lbs. As a move action (or swift if you have the Rapid Reload feat) you may load this weapon with either Pyrogas or Coolant. Doing so allows you to fire the substance up to 100ft away, where it explodes in a 20ft radius dealing 1D4/level damage of the appropriate type.
    If you used Pyrogas then all affected creatures must succeed a Reflex save or take 1D4 + 1/level fire damage every round for 3 rounds, they get a new save every round.
    If you used Coolant then all affected creatures must succeed a Fortitude save or take a -10ft penalty to their base speeds for 3 rounds, they get a new save every round.

    Goo Grenade.
    Chemistry (Device)
    Tier 3
    Range: Thrown (20ft increment)
    Effect: Splash weapon (10ft radius)
    Duration: 2D4 rounds
    Saving Throw: Reflex partial
    This pressurised canister contains some of the stickiest goo ever to grace the world. It's harder to get in the canister than most people know.
    The target of this device must make a Reflex save or be pinned helpless in place. If they pass the save, they are considered entangled instead. All creatures within splash range (10ft radius around target) must make a Reflex save or be entangled themselves. All these effects last for 2D4 rounds, entangled creatures may attempt to break free with a Strength or Escape Artist check DC = 20 + Intelligence modifier.

    Miasmic Defense.
    Chemistry (Gadget)
    Tier 3
    Effect: Armour upgrade
    Area: All adjacent squares
    A suit of armour with this upgrade sports dozens of little nozzles all over it's surface, and has a complex looking belt attached.
    You may load this armour with any one of the following schematics (as long as you have access to it): Asphyxiation Gas, Bio-Corrosive, Coolant, Glitterdust Grenade, Panic Gas, Pyrogas.
    Loading takes a move action which provokes attacks of opportunity. Once loaded, the substance stays there indefinitely and no longer counts toward your maintenance limits. Whenever you are struck in melee combat, you may choose to release the substance as a free action, applying it's effects to each creature in an adjacent square to you. This may only be done 1/round.

    Sonic Crystal, Large.
    Chemistry (Device)
    Tier 3
    Range: Thrown (10ft increment)
    Effect: 10ft radius
    Duration: Instantaneous and 3 rounds, see text
    Saving Throw: Fortitude partial
    This crystal is twice the size of it's smallest counterpart, and hums loud enough to need wrapping in cloth if you wish to remain unheard.
    When this device hits it's target, it deals 5D4 + 1/level sonic damage in a 10ft radius. All creatures affected are automatically deafened and must make a Fortitude save or be stunned for 3 rounds.

    ENGINEERING
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    Kevlar.
    Engineering (Gadget)
    Tier 3
    Effect: Armour upgrade
    Armour with this upgrade looks no different to normal, however, the lining of this armour is reinforced to add extra protection.
    Armour with this upgrade has DR 2/-. This stacks with any special material benefit DR.

    Night Vision Goggles
    Engineering (Gadget)
    Tier 3
    These goggles look and function exactly the same way Low Light Goggles do, except they grant Darkvision instead of Low Light Vision, and give you a +5 equipment bonus to spot and search checks.

    Shock Gauntlet.
    Engineering (Gadget)
    Tier 3
    Range: 100ft Ranged touch
    Effect: Target and 20ft radius area, see text
    Saving Throw: None and Reflex partial, see text
    This device looks like a Shock Glove on steroids, far bulkier across the back of the hand, and with more obvious gadgetry all over it's surface.
    This must be loaded with a Shock Box to fire (see Shock Glove for details). Make a ranged touch attack against a creature within 100ft (this requires line of effect) and if you hit, the target takes 1D6/level electricity damage, if you miss they take half damage instead. All creatures within 20ft of the target must make a Reflex save of take half damage.

    Tracking Device.
    Engineering (Gadget)
    Tier 3
    Range: 20ft increment (has 10 increments like a firearm)
    Effect: One creature or object struck
    Saving Throw: None but Spot may negate, see text
    This small device looks like a slim-line pistol with a compass strapped to it, but is far more impressive than first appearances would suggest.
    This gadget comes in two parts, the gun piece which weighs 3lbs, and the tracking dart, a fine sized highly sticky device. When you fire this gadget at a creature or object the dart sticks where it lands. It may be spotted with a DC 30 + Intelligence modifier spot check, but even if seen, it's significance may well be missed. The compass dial on the back of the gun part will point in the direction of the tracker dart anywhere up to 10 miles away, and can tell you roughly how far away the target is (accurate to half a mile until 1 mile away, then accurate to 50ft).

    Ventrilloquist's Triumph.
    Engineering (Device)
    Tier 3
    Effect: Transmitted voice, pre-recorded sounds and images.
    Duration: 10 minutes/level (audio only), 1 minute/level (video and audio)
    These two identical devices look much like Ventrilloquist's Tools, except they each have a lens and what looks like a clouded mirror.
    Except for the durations listed above, this pair of devices function just like the Ventrilloquist's Tool except they may also transmit and receive live images, allowing for two way visual communication and surveillance.



    Feats


    Specialist Adept
    Requirements: Necessity class feature.
    Benefit: Choose from Pharmacy, Chemistry or Engineering. Schematics from the chosen field gain +1 to their DCs
    Special: This feat may be taken multiple times. Each time it applies to a different field.

    Focused Adept
    Requirements: Specialist Adept, 1st Tier schematics.
    Benefit: Schematics from the field chosen for your Specialist Adept feat considers your Adept level to be 1 higher for the purposes of calculating schematic effects, duration and range.
    Special: This feat may be taken multiple times. Each time it applies to a different field for which you have the Specialist Adept feat.

    Lateral Thinking
    Requirements: Specialist Adept, 2nd Tier schematics.
    Benefit: 1/day as a full round action, you may alter any one of your prepared schematics from your Specialist Adept field to function like a different schematic you know. You must choose a schematic from the same field and it must be of a lower Tier (i.e. a pharmacist could take a Panic Gas schematic he has prepared, and turn it into any Universal or Tier 1 pharmacy schematic). Doing so provokes attacks of opportunity.
    Special: This feat may be taken multiple times, granting an additional 1 use/day for each time you take it.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Mar 2011
    Location
    Arse end of nowhere, UK
    Gender
    Male

    Default Re: Mundane Magic equivalent build for E6 (commisioned by tr1ger) - Help me?!

    This is where much help may be needed, I wanna condense a bunch of low level magic items into comparatively realistic steam-tech ideas. There'll be one for weapons, one for armours and shields, one for Mutagens (potions) and one for Gizmos (wondrous devices).

    Crafting Feats


    Craft Steam-Tech Weaponry
    Requirements: Steam-Tech Adept level 3+, Craft (Weaponsmith) 6 ranks
    Benefits: You may craft power weapons, which count as magical for the purposes of defeating damage reduction, and each one deals force damage on a successful hit equal to it's total bonus (Power weapons count as a +1 weapon).
    Power Weapons
    Vibro-blade. This may be applied to any slashing melee weapon.
    Steam-striker. This may be applied to any bludgeoning melee weapon.
    Piston-penetrator. This may be applied to any piercing melee weapon.
    Accelerator Coil. This may be applied to any firearm weapon.
    The cost for making any of these weapons is the same as if you were crafting a magical weapon (so a shortsword Vibro-blade costs the same to make as a +1 magical shortsword)

    Furthermore, when you attain 3rd Tier schematics, you may create certain special effects to apply to these power weapons. Use the rules in the DMG for enchanting weapons to calculate times and costs, each special effect is equivalent to either a +1 or +2 bonus for these purposes, and also for the bonus force damage all Power Weapons deal. No weapon may have more than a +5 total bonus.
    Special Effects
    Spoiler
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    Thundering. +1
    Requires: Vibro-blade or Steam-striker, Sonic Cystal, Large
    Functions like the property from DMG

    Bane. +1
    Requires: Piston-penetrator or Accelerator Coil, Needle Gun, Antibiotic, A drop of blood from the creature type you wish to harm.
    This weapon is designed to harbour and disseminate biological cultures which prey on specific types of creature, dealing 2D6 extra damage with every successful hit which deals damage. Use the table in the DMG for Bane types.

    Scalding. +1
    Fire/water damage from steam, also causes intense pain

    Shocking. +1
    Requires: Melee Power Weapon, Shock Gauntlet
    Functions like the property from DMG



    Last edited by Veklim; 2012-08-19 at 09:50 AM.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

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