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  1. - Top - End - #1
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Sep 2012
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    Default The Phlegostineer/3.5,base/PEACH/WIP

    This is my first Base Class homebrew. Before you read this, you need to know about a mechanic i'm introducing in the campaign setting I'm making, and that is Phlegostin weapons. Phlegostin weapons are a weapon class, like Simple, Martial, and Exotic. They are basically black powder/ fuel powered weapons. The class includes firearms, but also a flamethrower, chainsaw like weapon, electrified club, various energy weapons, and grenades. They have very good damage and high critical rates, but they also are extremely expensive and a 3 or lower is considered a critical fail, causing a small explosion.

    The Phlegostineer
    Phlegostin is an interesting substance. Created by infusing a mixture of several fluids with magic, it is combustible, volatile, and an excellent fuel source.
    Phlegostin Engineers are a growing career. A Phlegostineer is an engineer with a penchant for adventuring. They combine a powerful suit of armor called autoplate with powerful Phlegostin weaponry supported by arcane magic. They aren't the greatest ofspellcasters, and they aren't the greatest of combatants, but bring those elements together they are a force to be reckoned with.

    Alignment: Any
    Hit Die: d4

    Class Skills: Craft(Metalworking)(Int), Craft(Phlegostin)(Int), Concentration(Con), Linguistics(Int), Knowledge(Any)(Int), Profession(Phlegostin Engineer)(Wis), Spellcraft(Int), Use Magic Device(Cha).

    Skill Points at 1st level: (Int modifier + 3)x4

    Every additional level: Int modifier +3

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    0
    |
    0
    |
    0
    |
    2
    | Autoplate, Scribe Scroll, 1 UP, scientific knowledge

    2nd|
    1
    |
    0
    |
    0
    |
    3
    | 1 UP

    3rd|
    1
    |
    1
    |
    1
    |
    3
    | 1 UP

    4th|
    2
    |
    1
    |
    1
    |
    4
    | 1 UP

    5th|
    2
    |
    1
    |
    1
    |
    4
    | 1 UP

    6th|
    3
    |
    2
    |
    2
    |
    5
    | 1 UP, +1 Autoplate

    7th|
    3
    |
    2
    |
    2
    |
    5
    | 1 UP

    8th|
    4
    |
    2
    |
    2
    |
    6
    | 1 UP

    9th|
    4
    |
    3
    |
    3
    |
    6
    | 1 UP

    10th|
    5
    |
    3
    |
    3
    |
    7
    | 1 UP

    11th|
    5
    |
    3
    |
    3
    |
    7
    | 1 UP

    12th|
    6
    |
    4
    |
    4
    |
    8
    | 1 UP

    13th|
    6
    |
    4
    |
    4
    |
    8
    | 1 UP

    14th|
    7
    |
    4
    |
    4
    |
    9
    | 1 UP, +2 Autoplate

    15th|
    7
    |
    5
    |
    5
    |
    9
    | 1 UP

    16th|
    8
    |
    5
    |
    5
    |
    10
    | 1 UP

    17th|
    8
    |
    5
    |
    5
    |
    10
    | 1 UP

    18th|
    9
    |
    6
    |
    6
    |
    11
    | 1 UP

    19th|
    9
    |
    6
    |
    6
    |
    11
    | 1 UP

    20th|
    10
    |
    6
    |
    6
    |
    12
    |1 UP, +3 Autoplate[/table]
    {table=head]Spells Known/Per-Day
    {table=head]Level | 0 | 1 | 2 | 3 | 4 |
    1st | 2 | - | - | - | - |
    2nd | 2 | 1 | - | - | - |
    3rd | 3 | 1 | - | - | - |
    4th | 3 | 2 | 1 | - | - |
    5th | 4 | 2 | 1 | - | - |
    6th | 4 | 2 | 2 | - | - |
    7th | 4 | 3 | 2 | - | - |
    8th | 4 | 3 | 2 | - | - |
    9th | 4 | 3 | 2 | - | - |
    10th | 4 | 3 | 3 | 1 | - |
    11th | 4 | 3 | 3 | 1 | - |
    12th | 4 | 3 | 3 | 1 | - |
    13th | 4 | 4 | 3 | 1 | - |
    14th | 4 | 4 | 3 | 1 | - |
    15th | 4 | 4 | 3 | 1 | 1 |
    16th | 4 | 4 | 3 | 2 | 1 |
    17th | 4 | 4 | 3 | 2 | 1 |
    18th | 4 | 4 | 3 | 2 | 2 |
    19th | 4 | 4 | 3 | 2 | 2 |
    20th | 4 | 4 | 3 | 2 | 2 |
    [/table][/table]

    Weapon and Armor Proficiency:
    Phlegostineers are proficient with all Phlegostin Weapons and crossbows, as well as the club, dagger, quarter staff and shortspear and 2 non-ranged martial weapons of their choice. They are not proficient with any armor that is not autoplate, nor are they proficient with any shield.

    Autoplate:
    Autoplate is enchanted armor that is bonded to an individual. When worn by that individual, it becomes an extension of it''s wearer's body. It and its modifications can be directly consciously controlled by its wearer. It lends an AC bonus of +2 and has a max dex bonus of +3. It has a -2 Armor Check penalty. It has an arcane spell failure chance of 25%. It does not affect land speed and is treated as weightless. Other armor can be worn on top of autoplate. This secondary armor functions normally and its effects stack with the autoplate. When not being worn, Autoplate is capable of following its wearer but is mindless.

    If a small creature is a Phlegostineer, he/she may choose to make their armor medium or small. If they choose to make it Medium, they are treated as a medium creature while wearing autoplate.

    Ejection:
    If a phlegostineer wearing autoplate is hit by an attack whos attack roll exceeds the phlegostineers AC by 3 +Phlegostineers BAB or more, an emergency function in the autoplate triggers which launches the Phlegostineer out the back of the armor. Critical Hits by opponents and critical fails while using phlegostin weapons also activate this. The phlegostineer is moved 10 ft from the autoplate in the opposite direction of how the armor is facing. This movement does not provoke an attack of opportunity.

    Upgrades:
    The main power of autoplate is its ability to interface with equipment powered by phlegostin. Certain phlegostin based weapons and tools can be bonded to Autoplate using upgrade points. Upgrade points are gained when attaining certain levels, and can be saved. Different upgrades cost different amounts of UP. 1 UP can be bought for 1500 xp. Many upgrades have improved versions, which all cost 1 UP.

    Attach Phlegostin Weapon (1 UP for a small weapon, 2 UP for a large weapon)

    You attach a Phlegostin weapon to your autoplate. It interfaces with your commands directly. This upgrade can be taken multiple times. The weapons do add to your weight carried.

    Improved: Reload mechanism. Applied to one weapon, this upgrade decreases reload time by one step, full round becomes standard, standard becomes move, move becomes swift.


    Visor Upgrade(1 UP)

    You gain an HUD that can be activated using 1 fifthtank of Phlegostin. You gain lowlight vision, a +5 to spot and listen checks, and the effects of a detect magic spell for 2 rounds. If you aalready have lowlight vision, gain darkvision to 40'.


    Combat Algorithms (3 UP)

    You gain the ability to use your Intelligence modifier in melee combat rather than strength, and Int rather than Dex for ranged attacks by spending 2 fifthtanks per attack.


    Energy Efficiency (2 UP)

    You improve the fuel efficiency of your armor. Decrease the energy cost of all functions that require fluid phlegostin by 1 fifthtank. If the function costs 1 fifthtank, it becomes 1/2 a fifthtank.


    Environmental Upgrade (1 UP)

    You gain the benefits of a constant Endure Elements and Water Breathing Spell, as well as a + 2 to saves against poison and Disease.


    Jump Jets (1 UP)

    By spending 2 fifthtanks of phlegostin, you may gain a +20 to a single jump check.

    Improved: You gain a fly speed of half your land speed with average maneuvrability. You must expend 1 fifthtank for every round this is active.


    Electromagnetic Field (2 UP)

    You gain a + 2 deflection bonus to AC against metal or stone weapons.

    Improved: +4 deflection bonus, otherwise identical to standard.


    Mobility Upgrade (1 UP)

    You gain 10ft to your base land speed, and a +2 to initiative.


    Spells:
    Phlegostineers select spells from the Wizard/Sorceror spell list. They must prepare spells before hand, like wizards.

    To learn, prepare, or cast a spell, the phlegostineer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Phlegostineer's spell is 8 + the spell level + the phlegostineer’s Intelligence modifier.
    Like other spellcasters, a phlegostineer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Phlegostineer. In addition, she receives bonus spells per day if she has a high Intelligence score.
    Unlike a bard or sorcerer, a phlegostineer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the phlegostineer decides which spells to prepare.
    All Phlegostineers are automatically considered Divination Specialists.

    Scientific Knowledge:
    Phlegostineers specialize in the mechanics of phlegostin, but they often dabble in studying other fields of science. Scientific Knowledge is identical to bardic lore, except it applies to knowledge of mechanics, biology, and arcane sciences.


    A poorly played Phlegostineer will focus on either spellcasting or combat, using the other as a back-up.
    A well played phlegostineer will mix the 2 together, giving some favor to combat but always remembering the arcane as an option.


    HOW I NEED HELP:
    Critique: This is very much appreciated
    Ideas For upgrades: I need more.
    Information on the armor damage system: I need this information to figure out mor properties of Automail.

    Thank You for your feedback

  2. - Top - End - #2
    Titan in the Playground
     
    BelGareth's Avatar

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    Default Re: The Phlegostineer/3.5,base/PEACH/WIP

    MINE EYES!

    For the love of Cthulhu, PLEASE format the tables like everyone else!!! GAH they're bleeding!

    But seriously, you might want to format the table like the rest of the playground, just take a look around and you will see.
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  3. - Top - End - #3
    Ettin in the Playground
     
    Lateral's Avatar

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    Default Re: The Phlegostineer/3.5,base/PEACH/WIP

    Phlogiston, not 'phlegostin.' For Pete's sake, you didn't even bother to google the spelling?

    Quote Originally Posted by zzuxon View Post
    This is my first Base Class homebrew. Before you read this, you need to know about a mechanic i'm introducing in the campaign setting I'm making, and that is Phlegostin weapons. Phlegostin weapons are a weapon class, like Simple, Martial, and Exotic. They are basically black powder/ fuel powered weapons. The class includes firearms, but also a flamethrower, chainsaw like weapon, electrified club, various energy weapons, and grenades. They have very good damage and high critical rates, but they also are extremely expensive and a 3 or lower is considered a critical fail, causing a small explosion.
    Whoo boy, that's a pretty big negative. They better be pretty damn powerful.

    The PhlegostineerAlignment: Any
    Hit Die: d4
    They aren't full casters, and the class involves weapons. Boost it to d8, at least.

    Class Skills: Craft(Metalworking)(Int), Craft(Phlegostin)(Int), Concentration(Con), Linguistics(Int), Knowledge(Any)(Int), Profession(Phlegostin Engineer)(Wis), Spellcraft(Int), Use Magic Device(Cha).

    Skill Points at 1st level: (Int modifier + 3)x4

    Every additional level: Int modifier +3
    Don't do this. Give an even number of skill points per level. It's just good practice.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Autoplate, Scribe Scroll, 1 UP, scientific knowledge
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | 1 UP
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | 1 UP
    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | 1 UP
    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | 1 UP
    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | 1 UP, +1 Autoplate
    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | 1 UP
    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    | 1 UP
    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | 1 UP
    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | 1 UP
    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | 1 UP
    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | 1 UP
    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | 1 UP
    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    | 1 UP, +2 Autoplate
    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    | 1 UP
    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | 1 UP
    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | 1 UP
    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | 1 UP
    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | 1 UP
    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |1 UP, +3 Autoplate[/table]
    You're welcome.
    Weapon and Armor Proficiency:
    Phlegostineers are proficient with all Phlegostin Weapons and crossbows, as well as the club, dagger, quarter staff and shortspear and 2 non-ranged martial weapons of their choice. They are not proficient with any armor that is not autoplate, nor are they proficient with any shield.

    Autoplate:
    Autoplate is enchanted armor that is bonded to an individual. When worn by that individual, it becomes an extension of it''s wearer's body. It and its modifications can be directly consciously controlled by its wearer. It lends an AC bonus of +2 and has a max dex bonus of +3. It has a -2 Armor Check penalty. It has an arcane spell failure chance of 25%. It does not affect land speed and is treated as weightless. Other armor can be worn on top of autoplate. This secondary armor functions normally and its effects stack with the autoplate. When not being worn, Autoplate is capable of following its wearer but is mindless.
    ...So you gave this class 6th level spells and a class feature that causes 25% ASF. Do you see the problem here?

    Ejection:
    If a phlegostineer wearing autoplate is hit by an attack whos attack roll exceeds the phlegostineers AC by 3 +Phlegostineers BAB or more, an emergency function in the autoplate triggers which launches the Phlegostineer out the back of the armor. Critical Hits by opponents and critical fails while using phlegostin weapons also activate this. The phlegostineer is moved 10 ft from the autoplate in the opposite direction of how the armor is facing. This movement does not provoke an attack of opportunity.
    Nice panic button, I guess, but you might want to find a better trigger than that.

    Upgrades:
    The main power of autoplate is its ability to interface with equipment powered by phlegostin. Certain phlegostin based weapons and tools can be bonded to Autoplate using upgrade points. Upgrade points are gained when attaining certain levels, and can be saved. Different upgrades cost different amounts of UP. 1 UP can be bought for 1500 xp. Many upgrades have improved versions, which all cost 1 UP.

    Attach Phlegostin Weapon (1 UP for a small weapon, 2 UP for a large weapon)

    You attach a Phlegostin weapon to your autoplate. It interfaces with your commands directly. This upgrade can be taken multiple times. The weapons do add to your weight carried.

    Improved: Reload mechanism. Applied to one weapon, this upgrade decreases reload time by one step, full round becomes standard, standard becomes move, move becomes swift.


    Visor Upgrade(1 UP)

    You gain an HUD that can be activated using 1 fifthtank of Phlegostin. You gain lowlight vision, a +5 to spot and listen checks, and the effects of a detect magic spell for 2 rounds. If you aalready have lowlight vision, gain darkvision to 40'.


    Combat Algorithms (3 UP)

    You gain the ability to use your Intelligence modifier in melee combat rather than strength, and Int rather than Dex for ranged attacks by spending 2 fifthtanks per attack.


    Energy Efficiency (2 UP)

    You improve the fuel efficiency of your armor. Decrease the energy cost of all functions that require fluid phlegostin by 1 fifthtank. If the function costs 1 fifthtank, it becomes 1/2 a fifthtank.


    Environmental Upgrade (1 UP)

    You gain the benefits of a constant Endure Elements and Water Breathing Spell, as well as a + 2 to saves against poison and Disease.


    Jump Jets (1 UP)

    By spending 2 fifthtanks of phlegostin, you may gain a +20 to a single jump check.

    Improved: You gain a fly speed of half your land speed with average maneuvrability. You must expend 1 fifthtank for every round this is active.


    Electromagnetic Field (2 UP)

    You gain a + 2 deflection bonus to AC against metal or stone weapons.

    Improved: +4 deflection bonus, otherwise identical to standard.


    Mobility Upgrade (1 UP)

    You gain 10ft to your base land speed, and a +2 to initiative.
    ADD MORE. A LOT MORE.


    Spells:
    Phlegostineers select spells from the Wizard/Sorceror spell list. They must prepare spells before hand, like wizards.

    To learn, prepare, or cast a spell, the phlegostineer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Phlegostineer's spell is 8 + the spell level + the phlegostineer’s Intelligence modifier.
    Why do you have a modified saving throw calculation? One of the basic rules of good homebrewing is that you don't screw around with the basics of how classes work unless absolutely necessary. Spell saving throws are one of those.
    Like other spellcasters, a phlegostineer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Phlegostineer. In addition, she receives bonus spells per day if she has a high Intelligence score.
    Unlike a bard or sorcerer, a phlegostineer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the phlegostineer decides which spells to prepare.
    All Phlegostineers are automatically considered Divination Specialists.
    If you prepare spells, then why does the table say 'spells known/per day'? Also, specialization is for wizards, and is pretty much superfluous here.

    Scientific Knowledge:
    Phlegostineers specialize in the mechanics of phlegostin, but they often dabble in studying other fields of science. Scientific Knowledge is identical to bardic lore, except it applies to knowledge of mechanics, biology, and arcane sciences.
    A fluff thing. Meh.

    A poorly played Phlegostineer will focus on either spellcasting or combat, using the other as a back-up.
    A well played phlegostineer will mix the 2 together, giving some favor to combat but always remembering the arcane as an option.
    ...Except it sucks at mixing the two together, because its defining class feature gives it a 25% spell failure chance.

    Also, you don't actually have any rules for phlogiston. Might wanna think about that.
    Last edited by Lateral; 2012-11-06 at 01:27 AM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: The Phlegostineer/3.5,base/PEACH/WIP

    Quote Originally Posted by Lateral View Post
    Phlogiston, not 'phlegostin.' For Pete's sake, you didn't even bother to google the spelling? Thank you for pointing that out, unfortunately I've gotten so used to phlegostin that I doubt I'll be able to make the transition.


    Whoo boy, that's a pretty big negative. They better be pretty damn powerful.
    They will be. Multiple die damage plus a likely 18-20 crit rate at least.

    They aren't full casters, and the class involves weapons. Boost it to d8, at least.
    Maybe, but keep in mind they rely heavily on a suit of armor. They are engineers who work with dangerous substances though, so maybe I'll bump it up 1 or 2 die.

    Don't do this. Give an even number of skill points per level. It's just good practice.
    Alright, i'll change it to 4+ int

    You're welcome.
    I can't remove that coding from the post, unfortunately.

    ...So you gave this class 6th level spells and a class feature that causes 25% ASF. Do you see the problem here?
    This was a relic from when I thought the class was OP. I've since changed the ASF chance to 5%.

    Nice panic button, I guess, but you might want to find a better trigger than that.
    This wasn't intended to be a panic button. It's supposed to be one of the main weaknesses of the class, keeping the PC from staying in his armor all the time, and making him/her vulnerable.

    ADD MORE. A LOT MORE.
    I intend to.


    Why do you have a modified saving throw calculation? One of the basic rules of good homebrewing is that you don't screw around with the basics of how classes work unless absolutely necessary. Spell saving throws are one of those.
    Thank you for that info, I'll change it

    If you prepare spells, then why does the table say 'spells known/per day'? Also, specialization is for wizards, and is pretty much superfluous here.
    Oops. Also, I have considered removing the diviner thing.

    A fluff thing. Meh.


    ...Except it sucks at mixing the two together, because its defining class feature gives it a 25% spell failure chance.
    Yeah. I'm trying to improve it.
    Also, you don't actually have any rules for phlogiston. Might wanna think about that.
    Of course.
    I really apprciate your feedback, and have taken it into consideration.

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