Results 1 to 15 of 15
  1. - Top - End - #1
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Proprietor


    I got dinner ready, the bathís heating up.. Donít worry about the rest, Iíll take care of it. Alfred!

    In a world where people can learn that their great grandpappy had romantic feelings for a lich, dragon, or maybe even an abstract concept, where bat guano is the secret to making fireballs, or creatures from outer space can be found lying out in a desertÖ there are some oddities that are strange even among that.

    Proprietors, so called because it summarizes the point of this strange ďarchetypeĒ, are unique. In a world where adventurers often leave home in order to explore the world, proprietors take it along with them, granting them the comforts of home, no matter where they are. While many mages can cast spells to grant them temporary access to extra-dimensional holdings or safe spaces made from demiplanes, the proprietor is known for specializing in the creation and use of a special magical building with configurable options.

    In parties of adventurers, their contributions often are often less about the fight, but handling all of the neat little logistical problems. Though, they are known to pack the occasional siege weapon or a number of magical or technological tools. They make for ideal camping mates and often can be the primary mode of transporting players from place to place.

    Spoiler: class information
    Show

    Adventures: Most proprietors are greedy and protective about their, well property, as their name implies. Most actually donít spend all that much time traveling, instead spending time at home without really any issues. The reason why some choose to adventure is largely to improve their craft as well as to obtain more treasures to store within their vaults. Many prefer to make themselves into wandering traders who transport wares using their magical property, others simply charge an admission fee to use the facilities within. Regardless, the love of money is what drives a proprietor.

    Characteristics: Proprietors bring their skills and magical shelters and resources to bear. While most of kit doesnít work in a fast combat situation, they are able to grant their allies bonuses to combat and other help if given time to prepare and freshen up at the start of the day. Many proprietors are also adept at shooting siege weaponry, using their property as a fortress to enable it.



    Alignment: Proprietors can be of any alignment. Most of those that are willing to share their property tend to be good natured however, as theyíd generously offer their companions the food and services of their own volition. Only the greediest and selfish refuse even that.

    Religion: Those proprietors that arenít too greedy or worldly to avoid the worship of gods tend to value gods of protection and the home above all others, followed by family, travel, and wealth.

    Background: Generally speaking, proprietors tend to be somewhat wealthy. Usually, the start of their proprietorís journey is the result of magical inheritance from a wizardly or sorcerous relative, though proprietors who were just born into money and bought their first Hearthstone as an investment are also common. Still, a rare few do manage to earn their Hearthstones in rather nonstandard ways, such as by being blessed by a god.

    Races: Nomadic races tend to be the most likely to involve proprietors, as they are the ones most suited to having property that follows you around, whether it be a home or a business. This is especially true for halflings and the occasional gnome.


    Other Classes: Proprietors are almost universally liked by most other classes; itís very hard to hate someone who devotes most of his work into meeting your needs and occasionally lets you use the hot bath to freshen up. This tends to offset almost any lack of combat specialization for the most part. About the only classes that hate a proprietor for his service tend to be druids and barbariansÖ and thatís only because a number of them like sleeping outdoors.


    Role: A proprietor is a supporter first and foremost, utilizing magical furniture and social skill and standing to meet the partyís needs. What he lacks in raw combat prowess, he makes up for in his sheer variety of support options. Proprietors are also very adept at siege weaponry. Typically of poor use in a dungeon and in many engagements, extreme long range bombardment is something most other classes cannot perform. As the party gets stronger, the proprietor acts somewhat as a driver and transporter, his mobile buildings acting as traveling base for the rest of the party.

    Hit Die: d8

    Starting Gold: As Fighter. 5d6 (175 gp)

    Class Skills
    Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha)

    Skill Ranks per Level: (6 + Int modifier)


    Proprietor
    Spoiler
    Show

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0
    +0
    +2
    +0
    Hearthstone, Establishing Property, Basic Amenities, Quick Furniture
    2nd +1
    +0
    +3
    +0
    Mobile Homes (Walk 30)
    3rd +1
    +1
    +3
    +1
    Mobile Homes (Swim 40)
    4th +2
    +1
    +4
    +1
    Siege Training
    5th +2
    +1
    +4
    +1
    Improved Amenities
    6th +3
    +2
    +5
    +2
    Environmental Protections (Material Plane)
    7th +3
    +2
    +5
    +2
    Fast Construction (30 minutes)
    8th +4
    +2
    +6
    +2
    Mobiles Homes (Walk 40)
    9th +4
    +3
    +6
    +3
    Exceptional Amenities, Mobile Homes (Overland Flight)
    10th +5
    +3
    +7
    +3
    Environmental Protections (Other Planes)
    11th +5
    +3
    +7
    +3
    Master Siege Training
    12th +6/+1
    +4
    +8
    +4
    Mobile Homes (Swim 60)
    13th +6/+1
    +4
    +8
    +4
    Prestigious Amenities
    14th +7/+2
    +4
    +9
    +4
    Mobile Homes (Walk 50)
    15th +7/+2
    +5
    +9
    +5
    Mobile Homes (Doubled Overland Flight)
    16th +8/+3
    +5
    +10
    +5
    ???
    17th +8/+3
    +5
    +10
    +5
    ???
    18th +9/+4
    +6
    +11
    +6
    Mobile Homes (Swim 60)
    19th +9/+4
    +6
    +11
    +6
    ???
    20th +10/+5
    +6
    +12
    +6
    Personal Demiplane, Mobile Homes (Walk 60)




    Class Features
    Spoiler
    Show


    Weapon and Armor Proficiencies: Proprietors are proficient in all simple weapons and light armor. Additionally, they are proficient in buckers, firearms, longbows, shortbows, all siege weaponry, and any weaponry granted as a result of his property.


    Hearthstone (Su):
    The thing that defines a proprietor the most is the possession of an arcane, rune inscribed stone called a Hearthstone. Named so because of its strange aura of heat and recharging method, its purpose as sole provider of power to any enchantments, the Hearthstone has multiple purposes.


    The first and most important. is that it maintains a store of power, from which is used to power any enchantments or uses of magical furniture within the proprietorís property. This store of power is a value totaling the Proprietorís Charisma Modifier + Proprietor level worth of charges. Restoring the hearthstone is done placing it in a fire (even one made by its own magical creations) and letting it burn within it while the proprietor is asleep or meditating for 8 hours.

    Another valuable use of the Hearthstone is that may be used to repair structures, vehicles, constructs, and furniture. As a standard action that does not provoke attacks of opportunity, the proprietor may spend 1 charge to heal any of the above 1d8 damage per every 2 proprietor levels. This healing is doubled for structures, furniture, and vehicles that are part of the proprietorís property.


    Using a Hearthstone requires it to be in your hand, like a wand. It just needs to be on your person or on your property to spend charges if you intend to use furniture.

    In order for charges to be spent, the proprietor must be the one to start an action that needs charge, or a friendly creature is acting to use an Amenity the proprietor owns. The proprietor then knows about the request and as a free action decide to spend charge or not.

    Replacing a lost or destroyed hearthstone takes a week of negotiating, trading, and collecting insurance from the right officials and costs 150 gp per proprietor level.

    If it possesses at least one charge, the Hearthstone may shed light as a torch at the proprietor whims.


    Establishing Property (su)
    At 1st level, the proprietor may utilize his hearthstone construct a largely immobile building. This does not require an expenditure of power from the Hearthstoneís reserve, though it is time consuming. After designating an appropriate build area, the proprietor spends 1 hour creating and designing a buildís every detail, using his Hearthstone as a console and general purpose crafting tool.

    A proprietor may only maintain a single structure or vehicle at a time and creating a new one causes the original to collapse in on itself, safely ejecting all other creatures and any items within into any nearby safe space within 100 feet of the structure.

    The structure is made up of Rooms. Technically, Rooms don't even need walls, but it is easier to visualize them if they do. A Room is an area approximately 10 feet high and 20 feet in length and width, though you can halve either the length or the width to 10 if necessary or you may choose to make the dimensions 10 high, 40 length, and 10 width. ; this is handy for making corridors.

    A structure must have at least a single Room. The proprietor may place walls, windows, and doors as he wishes within each Room, provided each length of wall is 5 feet and doors and windows are placed on appropriate doors.

    The allotment of Rooms a Proprietor has is determined by his level, as given by the table.

    The walls and floor of any given property are are extremely durable regardless of physical appearance, any given 5 foot square of wall has 30 hitpoints and 10 durability plus an additional 30 hitpoints and 10 durability per every 4 proprietor levels above 4. A wall brought down to 0 hitpoints if breached and creatures may treat it as empty space for the purpose of moving. A creature trying to break a wall section in a single attack has a Strength DC of 25 + 2 per every 4 proprietor levels.

    He may freely include basic furniture including candles, chairs, tables, dressers, mirrors and simple workstations, such as a basic kitchen or blacksmithís workstation, and of course, a restroom and basic bath. Granted, at low levels, fitting all of that in a single structure might be difficult. Said stations and furnishings are bare and have no contents when summoned, though a proprietor can simply establish containers to hold specific items, such as designating personal dressers for himself and each of his teammates to store clothes and provide access to them every time he summons a new structure. If the question of material comes up, all solid materials have the durability properties of iron regardless of appearances, though it isnít treated as iron, wood, or any material for any purpose other than for looks, while softer materials like fabrics, clothing, and soft matter are essentially made of common fabric.

    Other aesthetic touches are permitted such as determining the kinds of stone and brickwork being used, the artistic touches such as paint, filling an art gallery. Ultimately, the design of the property is only limited by creativity. It may even include touches from the natural landscape.

    Conjuring a property is considered supernatural and subject to an antimagic field as per usual. However, a property and the things inside cannot be dispelled once created, though any magical effects they would have are suppressed. Furniture, objects, and other amenities that are part of the magic of the hearthstone cannot be taken out of the property unless explicitly permitted.

    He may dismiss his property at will, reducing it to nothing, as though it was never there.

    Alternatively, the proprietor may simply just claim a pre existing buildings, structures, or vehicles provided he has permission from the owner or the object is abandoned. In this case, this takes 30 minutes of setup and is as simple as placing the hearthstone in an appropriate firepit, furnace, or fireplace or creating one if necessary, but the definitions and shape of the structure are already defined by the existing structureís form, following the same guidelines for Room allocation as needed. The proprietor may customize and add furnishings and furniture as normal, as well as repair any damage to the structure in the process. If he is unable to claim the entire structureís total volume, he may just opt to designate specific rooms as his property; said rooms must possess a continuous connection to one another. When he abandons a claimed structure, it reverts to its state before the proprietor claimed it. Claimed vehicles or parts of vehicles that have been claimed use their normal movement traits.

    An existing property can be edited, taking 10 minutes of redesigning the floor plan and adding more rooms.




    Amenities (su)
    What makes a property more than a simple shelter is the magic and this magic manifests a number of ways. These Amenities, a collection of strange artifacts, furniture items, and unusual abilities the Proprietor can conjure up or activate within his property or domain.

    Amenities are expressed in 5 different quality levels, determining the overall effectiveness or potency of a given kind of effect or are simply a wider range that can be done with more expert precision, though many amenities require a certain minimum quality level to learn

    At 1st level, a proprietor knows 3 Amenities, gaining another every level starting at 2nd. In order to learn an Amenity, the proprietor must be able to conjure that Amenityís lowest quality level.

    Also at 1st level, the proprietorís Amenities are considered Basic and may have his Amenities perform their Basic functions. At 5nd level, his Amenities improve to Improved quality and may use their Improved functions. This becomes Exceptional at 9th, Prestigious at 13th, and finally Masterful at 17th.

    If an Amenity refers to a spell spell effect where caster level is required treat the caster level treat the proprietorís class level as a caster level for all purposes. Intelligence is his primary attribute modifier if required.

    All Amenities that require a Save DC have a DC of 10 + Ĺ the proprietor's level + Int.

    A proprietor may learn Spell Focus feats, applying his proprietor level as a caster level for this purpose. These apply their effects as normal to the Save DCís of Amenities or the matching schools and subschools as per usual.

    Unless otherwise noted, using Amneties is a standard action that provokes attacks of opportunity.




    Quick Furnishings (su)
    At 1st level, as a standard action that provokes attacks of opportunity Proprietor can forgo efficiency to conjure up a single furniture item of his choice and is not bound to a property the Proprietor own. This consumes 1 charge from his Hearthstone.

    The proprietor may choose to conjure up a Furniture or Curiosity Amenity with this ability. This consumes at least 1 charge from the Hearthstone for Amenities that cost 0 or 1 charge to use. If the item has a higher cost, this higher cost is used instead. By paying this fee, the first activation or use of the Amenity is free. If an Amenity has multiple different uses such as provides more potent options at a higher Charge cost, the proprietor must pay the higher charge cost if he wants to use the higher ability first.

    Additional charges may be spent as normal to use the Amenity more frequently..

    Note that conjuring the Amenity only conjures it; in order to use it, it must be used as normal. This makes Quick Furnishings risky in a tense time intensive situation.


    Conjured furnishings and amenities last for 24 hours and are not dispelled by magical means.

    Mobile Homes
    At 2nd level, a proprietor realizes a brilliant trick, to move his building along with him. By spending a charge from his Hearthstone for every 10 cubes he used in construction. He grants his structure a basic form of locomotion, usually wheels or treads for as long as its conjured; legs are doable too, but really large legs tend to take up large chunks of room meant for building. This grants the building a land speed of 30 feet. He does still need to take into account terrain and the road when doing this and basically anything not even counts as difficult terrain. This speed increases to 40 feet at 8th level, and 50 feet at 14th level, and 60 feet at 20th level.

    At 3rd level, the proprietor realizes thereís a better place to put his contraption: in the water; there are less dangers there. He may grant grants his property a swim speed of 40 feet instead of a land speed and gives it buoyancy to stay afloat. This improves to 60 feet at 12th level, and to 80 feet 18th level.

    At 9th level, the proprietor learns one final trick. he may cast Overland Flight by spending 4 charge from his Hearthstone, with a caster level equal to his proprietor level. He doubles the distances for overland flight at 15th level. The structure is given automatically feather fall effect when Overland Flight expires.

    Generally speaking, proprietors make large wagons when using land movement and boats when using sea movement.

    Mobile Homes only applies to structures that the proprietor creates himself using a Hearthstone, not to claimed structures.

    Siege Training (su)
    At 4th level, the proprietorís focus with his shelter of choice teaches him to better defend himself using his own home as the weapon. He gains Siege Engineer as a bonus feat. He may also use his proprietor level as his base attack bonus for the purpose of using siege weapons.

    He also no longer needs to even man the Siege Engines to fire with them. As long as heís within 100 feet of his property, he can magically command it to fire on a creature he is aware of. He resolves the attack as though he was shooting the siege engine from the weaponís position, consuming the appropriate actions.

    At 11th level, he also gets Master Siege Engineer as a bonus feat.


    Environmental Protections (su)
    At 6th level, the proprietorís property is a veritable fortress against hazardous conditions, allowing survival in harsh areas. Any such property of his is given a constant Endure Elements effect, protecting all inside from extreme heat and cold. The property is also considered air and water tight preventing negative air and liquid effects from entering as well as natural weather effects, so long as the building does not have open doors or windows, or broken walls. Any room that has an open access to the outside doesnít benefit from these protections until the breach is repaired.

    At 10th level, his mastery applies even to other dimensions. The proprietor may even apply his propertyís protective effects even to planar traits, functioning as Planar Refuge, except that plants do not grow to match the plane, and gravity may be set to as the proprietor wishes.






    Fast Construction
    At 7th level, the proprietor is more experienced and adept at construction, needing less time to develop a property to his standards. It takes 10 minutes to assemble a shelter. Or a full round action that provokes attacks of opportunity to claim an existing shelter.


    Home Sweet Home
    At 7th level, the proprietor is ever eager to return to his guarded sanctuary. As a full round action that provokes attacks of opportunity that costs 3 charge, he may cast teleport on him with a 100% success rate, bringing him to his property, provided his property is functional. This only affects himself and items he is carrying.

    Personal Demiplane
    At 20th level, the Proprietor has finally done it and achieved what so few could have. He gains a demiplane, which is a total cubic volume of 20 kilometers by 20 kilometers by 20 kilometers. He is able to fill and shape his demiplane at will, as though he was able to cast Create Demiplane at will for this specific demiplane.

    This demiplane is considered an additional property that the proprietor owns and is able to furnish it as he sees fit as though as it was one his property (in addition to using Create Demiplane). This personal demiplane has no negative effects on the proprietorís properties in other dimensions. In all other respects, it functions as the proprietorís property and can be filled with Amenities. This Demiplane is considered as having a Hearthstone with 50 charge, separate from the Proprietorís usual Hearthstone. This replenishes when the Proprietorís normal Hearthstone is replenished.

    Traveling to and from the personal demiplane is done by simply moving through a designated door or entry way the proprietor makes on any of his properties; doing so causes creatures that travel this doorway to arrive at a specific designated point or points in this demiplane, usually one with a door back from when it came from.





    Proprietor Feats


    Extra Hearth
    You can use your Hearthstone more often.
    Prerequisite: Hearthstone Class Feature
    Benefit: Your Hearthstone can store 3 additional Charge.


    More Amenities
    Your obsession with possessing more furniture brings you to new heights.
    Prerequisite: Amenities class feature.
    Benefit: Your may select another Amenity and add it to the list of Amenities you know. You must be able to employ its lowest quality function.
    Last edited by Almarck; 2017-04-02 at 09:27 AM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  2. - Top - End - #2
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight)

    Catalogue of Amenities


    The strange, magical effects that a proprietor can infuse into his holdings and property are called Amenities. They are complex supernatural effects that take a wide variety of shapes and forms and usually have associated spell schools and subschools, referencing the type of magic involved into applying their effects.
    Spoiler: read more
    Show

    There are a number of different types and categories of Amenities. Many Amenities do not have a cost to apply their effects and instead work on their own provided their stated conditions are met. Others require action by another party to employ and consume Hearthstone charge in the process. Sometimes there is overlap between the two, but the general rule is this: creating the Amenity doesnít cost anything other than the action spent designing or willing it into existence. If it doesnít have a charge cost, it will turn itself on. If it requires charge to use, it simply is there, but a mundane furniture item or decoration, until you provide Charge, in which case, it activates.

    Aside from that, there are 6 overarching categories fit in, referring to the way they are employed.
    Unless otherwise stated, Amenities cannot be taken out of the property for long.

    Furniture - These amenities are enchanted pieces of furniture and as such require the space and placement of a furniture item. A proprietor may create multiple Furniture Amenities of the same type though. Occasionally, furniture items have a synergy bonus when used in an appropriate room. Enchanted beds that provide sleep to the dead, grandfather clocks that can twist time, mirrored dressers that allow you to change your very identity, and divining mirrors are all here.

    Room - These amenities are specialized areas made to do certain tasks, either by themselves or assist in a human employing them. The general gist of a room amenity is that it is a dedicated workstation or place to perform a certain kind of task. Alchemy labs, kitchens, greenhouses, and observatories are all valid room choices. In their entries, they will always list a minimum Room requirements, spending that many rooms to assemble it. Occasionally, this amount increases, meaning to access higher quality requirements more room space must be allocated. Despite being called rooms, they do not always need to be sealed off by walls. Unless stated otherwise, you may only summon 1 copy of a Room at a time, though you may purchase another Amenity of the same name to have more Room copies.

    Hearthstone - These amenities are more like ďaddonsĒ to the proprietorís hearthstone and essentially add more abilities to it; they do not need to be built or created and are always existent. Applications that grant insight on the nature of magic, an intelligence boost to your hearthstone, and a converter to spend charge to restore wand or staff charges belong here.

    Renovation - These amenities are passive, generally ďnon visibleĒ effects that apply to the entire property. Their key feature is that they are always enabled. Possible enhancements include making the whole house harder to see, giving it an awareness of its environment via magical awakening and more...



    Curiosity - These amenities are simple, handheld items weighing no more than 1 pound that are unique for their ability to be picked up and taken out of the property and employed by the proprietor or even given to someone else so that they may use it. At the start of each day, the proprietor may take up to his permanent Charisma modifier in curiosities from his property, spending an hour meditating on the items he has before taking them with him. He then receives their benefits for the rest of the day and may transfer these items to other friendly creatures as he deems necessary, usually people he likes. At the end of the day, the curiosity discorporates and finds itself back on the property even if lost or destroyed. Unlike other amenities, the proprietor may only create 1 curiosity for every curiosity he knows of at a time. Baubles that grant insight to the future, books about teaching men to employ magical wands and staves, a fancy sword made of glass that burns with terrible fire and more are here. The DCís and caster level of any Curiosity are those of the person that made them, not the bearer of the item, though the bearer receives all other benefits.



    Service - These amenities are constructs or creatures bound to the property, created as needed. They perform tasks when needed or instructed to by anyone with the right certification. They usually have limited intelligence, enough to perform whatever it is they are made for. They also usually never stray too far from the property, though exceptions do exist. Golem bodyguards, spectral servants that clean and do laundry, and helper minions that will automatically load artillery as you needed are all here.


    Spoiler: Bare Necessities
    Show

    Bare Necessities
    School Universal
    All proprietors must be able to create and conjure very basic furnishings and appliances as well as have lighting the ability to light candles as a whim, or otherwise create magical light. It is a mark of shame to be unable to provide even the most basic needs. What good is your property if you cannot even use it.
    General - All of the functions of Bare Necessities are Basic level and unlock as such. However, the sheer quantity of thinks Bare Necessities provides requires that each category. All of the functions of Bare Necessities are free, barring the cost in time.
    Furniture - You are able to provide furniture ranging from dressers, chairs, mirrors, tables, create basic lamps, as well as stands, racks and sign boards of any valid size. This furniture tends to be rather simplistic though you can be more elaborate if you wish.
    Servants - You may conjure up as many as your level in Unseen Servants, though they can be made visible and have a specific form or appearance at your discretion. Servants cannot manufacture items.
    Tricks - You can create cheap magic tricks, such as through Prestidigitation
    Workstations - You may dedicate Room to a single task to create a simple, nonmagical, masterwork workstation, such as a blacksmith's forge, or fletcher's station, one for each crafting skill. By working at a workstation, you may create nonmagical goods as though you were a craftsman, except the cost for creating items is 1/4th their usual price.
    If you possess an Amenity that creates a magical version of the workstation, such as the Enchanced Smithy, you may, when it isn't used to make magical goods, have have it manufacture a physical good by itself with no other intervention from you, using your skills at the relevant crafting task, though you do not physically need to be present, though the property and the room still need to be existent.
    The Masterwork bonus for using a Masterwork workstation increases by +1 at level 5 and every 5 levels thereafter.








    Furniture

    Spoiler
    Show

    Bath of Quick Recovery
    School Conjuration (healing)
    This tub will always make you feel better. It comes with scented soaps of your choice.
    Basic - At the cost of 1 charge, you may enchant a pool or water so that it provides a restorative effect on a single creature that is bathing in it for at least 10 minutes; at the end of this time period, the creatures benefiting from the magical bathwater are cleansed of as many of their conditions that the water can rid them of. A caster level check might be necessary for some effects. While bathing, effects that this magical water is attempting to cleanse are prevented from getting worse, though time spent in the bath doesnít actually cause the affliction to ďtimeoutĒ; their duration is effectively paused while the creature remains in it. At its most basic level, the bath may cleanse bleed, blindness, dazzled, deafness, fatigue, stunned. Once the creature has bathed in the water, the magic in it fades away and becomes otherwise mundane.
    Improved - As above but add confusion, curse, daze, disease, poison, exhausted, all fear effects, sickened. 1d4 points of temporary ability damage.
    Exceptional - As above but add, all temporary negative levels, one permanent negative level, all temporary ability damage, and all permanently drained ability attributes.
    Prestigious - As above but add, confusion, insanity and all similar effects, all permanent negative levels.


    Deathbed
    School Necromancy
    Forced to carry around a dead body? Say no more, the deathbed takes care of that for you. We even have a model that helps get rid of the body by having it walk around.
    Basic - You may create a bed or mat for 1 charge. Corpses of creatures of up to large size when placed on the bed do not decay, as if under a gentle repose effect. If the corpse is removed from the bed, its decay resumes where it was previously held. If the property is dispelled, the creatureís corpse is taken along with the house and the Deathbed may be summoned again when creating a new property. Items on the corpse are not kept.
    Exceptional - In addition to its basic function, the bed may restore a dead creature to life. At the cost of 10 charge, the proprietor may raise the slain creature back to life. This functions as Raise Dead, but doesnít have a material cost. The resurrection effect takes 8 hours to apply. The creature awakens from death well rested.
    Masterful - As exceptional, except the creature is brought back in 1 hour.

    Divining Mirror
    School Divination (scrying)
    Mirror Mirror, on the wall. Tell me, what what question will you ask it? What will you see
    Basic - This mirror provides answers and insight of the future. For each question, statement, or request you make, you must pay its 1 charge cost. At its most basic level, it provides insight on the area around you and about your immediate future, functioning Lay of the Land and Augury
    Improved - The mirror can show you people and distant images, functioning as scrying. You may talk to creatures in the mirror, as if using Message. By spending 1 extra charge, you know the alignment and the level of magic of the creatures you view, functioning as Detect Magic and all of the various Detect Alignment spells.
    Exceptional - The mirror may grant you an audiance with a higher being, functioning as Commune. The DM decides what this entity is. You may only ask it 1 question for every charge you expend, representing a gift of magic meant to solicit its aid.
    Prestigious - The scrying effect becomes much more potent. It functions now as Greater Scrying. All of the previous effects still apply.


    Dresser of Disguise
    School transmutation and conjuration
    A functional dresser and mirror that boasts a seemingly endless supply of clothes and make up the makes you difficult to recall.
    Basic - You may conjure any worn outfit and change your race, functioning as [i]Alter Self[i] and Disguise Self, except your clothing is very real. This change lasts for 24 hours and the outfit are permanent until you decide to remove your clothing, in which, the outfit crumbles away. Neither of these functions consume Charge.

    Kingly Throne
    Enchantment, Abjuration
    Least: Grants a +X bonus to Diplomacy and Intimidate checks to anyone sitting on it.
    Lesser: Anyone sitting on it is immune to charm and emotion effects, and gains a +X bonus to Sense Motive checks and to the DC of attempts to change their opinion- they cannot be swayed.
    Greater: Anyone sitting on it can as a free action have their voice heard out to a radius of 200 ft. Any auras they project have their radius increased to a similar range.
    Prestigious: Anyone sitting on it can replicate a suggestion effect at will.

    Kingly Throne
    School Enchantment/Abjuration
    This pristine looking seat comes with built in massage... and also some nice fancy loud speakers for when you want to drown out the competition. We have other options than thrones by the way.
    Basic - Sitting on this seat grants you an extreme amount of comfort, surety, more so than anything else... as long as you're sitting on it. The creature sitting on this throne gains 1/2 the proprietor's level as a bonus to Bluff, Diplomacy, Intimidate, and Sense Motive.
    Improved - Even the memory of sitting in this chair is good enough to make you feel good. You may spend 1 charge from your Hearthstone to make a creature sitting on the throne to retain the benefits of sitting on it for long after they left. For every minute they spent awake on the Throne, they receive 5 minutes of this chair's bonus. You spend the charge when the creature has stopped sitting on the chair. Up to a maximum of 24 hours.
    Exceptional - He also gains a +3 bonus to resist charm or emotion effects, so long as he sits on it.





    Room

    Spoiler
    Show



    Alchemical Laboratory
    School Transmutation
    This advanced laboratory comes with its own bezoar stones and several crucibles and alembics to use to your heartís content. Mix and match conjured reagents to see if you can. Alchemist friends you know will love working here in their spare time.
    Basic - Requires 1 Room. This counts as an alchemical lab as far as tool requirements are concerned; anyone working here receives a +1 insight bonus to craft (alchemy) checks. By spending 1 charge, you may conjure up your Intelligence modifier in alchemical goods individually worth 100 gold or less in around 10 minutes. This may be used as you see fit and be taken with you outside of the house. This concoction lasts 24 hours before it denatures and may not be sold for a profit.
    Improved - As above, plus once per day, an alchemist or other extract producing character may produce an extract that is not in her recipe book, ignoring the requirement that she know the recipe to create it. The extract created must be of a level lower than her highest infusion level and creating it expends an extract per day as usual. She does not learn or add the infusion to her recipe book and cannot learn about it through reverse engineering the extract; it was simply an experiment that worked.
    Exceptional - As above, but twice per day.
    Prestigious - As above, but three times per day.
    Masterful - As above, but four times per day.




    Chirurgeon's Ward
    School Conjuration (healing)
    The healerís hut is a necessity in the adventurerís lifestyle, as it is expected for one to encounter at least a few scrapes. To this end, this special room is given a small trickle of positive energy, not coming out in a big burst that rapidly knits flesh and bone, but boosts the bodyís natural healing. All at a low price, mind.
    Basic - Requires at least 1 Room. Creatures that are within this room restore 1d8 hit points per hour.
    Improved - As above, but 2d8 hitpoints per hour.
    Exceptional - As above, but 3d8 hitpoints per hour
    Prestigious - As above, but 4d8 hitpoints per hour
    Masterful - As above, but 5d8 hitpoints per hour



    Dark Crypt
    School Necromancy
    A dark grave yard that is filled with necromantic energies, allowing souls to be interred and bound at the owner's leisure.
    Improved- Requires at least 2 Rooms. For each Room, 5 medium sized corpses with no magic items can be stored in a crypt indefinitely, their souls bound to it, functioning as a Soul Gem. Larger and smaller creatures require double the space for each size category above medium and half the size for each size category below medium respectively. When the Crypt is dismissed, souls and corpses within are along with it and those inside may not be revived or be sent to their final reward. If the Crypt has souls and corpses within it, you must always atemmpt to summon it. As a benefit though, they may be resurrected easily. Once per week, any given soul may be contacted as though Speak with Dead. Undead within the Crypt may heal as though they were ;iving creatures.
    Prestigious - A single soul at a time may be released from the Crypt, becoming a ghost, under your service. He may never leave the property and goes along with it when it vanishes, but is as powerful as he was in life. He must have hit dice equivalent to or less than your own. Destroyed ghosts are sent back to the crypt and are unable to be contacted during this time. Each day, you may change which soul becomes a ghost, causing the previous one to go to rest (though is not destroyed).





    Deluxe Kitchen
    School Conjuration (Creation)
    Much better than having to scavenge for food, the kitchen is almost always stocked full of things to eat and with a little bit of preparation can quench thirst and hunger.
    Basic - Requires 1 Room By spending 30 minutes cooking and preparing a meal, you may conjure enough food and drink to feed 1 medium creature per point of Intelligence for each charge you spend. Which means if you spend 2 icharge, the same 30 minutes could produce food for double the ammount of creatures. . The food isnít particularly appetizing and your companions would if given the option rather eat somewhere else, but itís free food and drink; itíll fill most medium creatures for a day.
    Improved - Requires 2 Rooms.As above, but the food grants a +1 morale bonus to Will saves and attack rolls.
    Exceptional - Requires 3 Rooms. As above, but the food also grants 1d8+your proprietor level in temporary hitpoints.

    Deepwood Greenhouse
    School Evocation
    Go Green! This specially designed room can simulate the conditions to allow plants to grow.
    Basic - Requires atleast 1 Room and must be sealed from other rooms asside from doors. When summoned, select a biome; when this is done, the Greenhouse takes on the charactistics of the natural environment of the appropriate biome (tropics are hot and humid, frigid is cold and windy and so on). This allows plants compatible with that biome to grow. The proprietor may summon multiple Greenhouses, each Greenhouse may be set to different biomes or the same biome. If a Greenhouse is dismissed while growing a plant, that plant is resummoned the next time a compatible Greenhouse becomes available. Plants will only age and grow provided that the Greenhouse has been summoned for at least 8 hours.
    [B]Improved [B] Requires at least 4 Rooms. Characters that have class features that rely on being in a natural environment may treat the Greenhouse as a suitable terrain or environment for the purpose of activating class features. For instance the Green, Ranger's Favored Terrain bonuses are applicable, as well as the Interjection Herbalist's Find Plants class feature. The specific biome or terrain is chosen by the proprietor everytime he summons a Greenhouse.



    Enchanted Smithy
    School Transmutation
    Technically, it's an all purpose arms and armor workstation that can provide both wooden and metal tools, weapons, armor, and shields.
    Basic - Requires 1 Room. By spending 1 and waiting for 1 hour it's most basic level, the Smithy can produce masterwork weapons and armor automatically, with no need for human interaction. Such equipment is temporary at best however and lasts Charisma days.
    Improved - Requires 2 Rooms. A further expansion to the smithy grants it the ability to enchant magical arms and armor, as though the person operating it had Craft Magic Arms and Armor, with a caster level based on the Proprietor's level. The Proprietor can use Use Magic Device can instead of Spellcraft for crafting purposes.

    Additionally, the proprietor (but no other person) operating the Smithy may forgo 1 of the crafting prerequisites of the enchantment he plans to put on a weapon or armor with no penalty to the difficulty of crafting. Doing does mean that more material must be spent to offset the cost of enchantment; the crafting cost of items a preresiquite has been ignored is 50% higher than usual. The time to craft an item does not increase.

    If the Smithy is dismissed, crafting can resume when the Smithy is resummoned at no loss of time; the item to be made is assumed to be within the Smithy. If the Smithy is not summoned for atleast 8 hours in a day, no progress is made that day. If prerequisites are being ignored, the Smithy must have enough Rooms to ignore the number of prerequisites being ignored.
    Exceptional - Requires 4 Rooms. The number of prerequisites that can be ignored is 2.
    Prestigious - Requires 6 Rooms. The number of prerequisites that can be ignored is 3.
    Masterful - Requires 8 Rooms. The number of prerequisites that can be ignored is 4.

    Exotic Menagerie
    School Conjuration
    This wonderful little zoo features any number of exotic creatures you need.
    Basic - Requires atleast 2 Rooms. At the start of each day you may gain an animal companion, functioning as through you were a druid - 1 of your proprietor level. This animal companion is temporary and only exists for 24 hours, though you may pick a different one each time you summon it.
    You may pick from any valid animal companion for a druid, even those normally restricted to specific archetypes.
    Characters that gain a permanent animal companion class feature but have lost the specific creature that feature represents may solicit you for a valid replacement for no cost to either of you, after 24 hours after losing the creature.
    Animal companions made by exotic Menagerie are not bound to the property and may leave it.
    Improved Animal Companions you summon are Awakened, though still loyally follow you.





    Library
    School
    Lore
    Basic -
    Improved -
    Exceptional -
    Prestigious -
    Masterful -












    Observatory
    School
    Lore
    Basic -
    Improved -
    Exceptional -
    Prestigious -
    Masterful -

    Prison
    School
    Lore
    Basic -
    Improved -
    Exceptional -
    Prestigious -
    Masterful -




    Temple to God of Your Choice
    School Divination
    This As Unoffensive to As Many Dieties As Possible temple room is designed to be as bare bones as possible to allow as many clerics and priests to pray at it. It may also be customized to tailor it to a specific deity. Disclaimer: Any smiting as a result of "defiling" this shrine are not covered under warranty.
    Basic - Requires 1 Room. Divine Spellcasters with Domain Spells may spend 1 hour here praying and meditating, once per day. Domain spells are cast a +1 caster level. Prepared casters may spend their preparation time here to gain this Temple's Benefits.
    Improved - Requires 2 Rooms. The entire property is under a constant Sanctuary or Desecrate, at proprietor's choice. Specific Rooms or areas may be exempt.
    Exceptional - Requires 4 Rooms The proprietor can spend 3 charge to cast Commune. He may choose to not cast the spell on himself but have it be cast on another party member.
    Prestigious - The shrine itself is filled with divine power. The shrine is under the effects of both [i]Hallow[i] and Unhallow. Creatures are only subject to one at a time, and the proprietor determines which applies to what creatures when they enter in, as a free action. You are alerted to what general type, HD, and alignment are when they enter for the purpose of making this choice.



    Vault of Extreme Avarice
    School Conjuration
    Bags of Holding meet their match. This special room filled with filing cabinets provides access to a special storage compartment that holds onto your belongings even when otherwise inaccessible. It also probably holds more than it should storage for its size. Demand is high.
    Basic - Requires 3 Rooms. The Vault allows for permanent storage within the property. Items left within the property when it collapses may be retrieved when the proprietor resummons or builds a new structure that can maintain the Vault. Items within the Vault may be retrieved or put in through any of the containers the property provides, provided the person retrieving or storing the item is permitted to do so and is doing so through an appropriate container. This allows for the proprietor to link cabinets meant for specific people so that they may retrieve the right clothes or for workmen going through the right supply closets. Another way to access items is to simply just go to the Vault itself and pick it up. This takes a full round action of searching and retrieving no matter how many items the Vault contains. Items in excess of the storage capacity are ejected as normal. If the proprietor dies, items in this storage are ejected around him in a gradual manner, that takes around his level in days to clear. Bags of holding and other extradimensional storage are not permitted in the Vaultís storage, though said bags may be emptied as a full round action by dumping it all into the Vault.

    If items are being crafted,, finished products are automatically transfered into the vault.

    The storage capacity of the Vault is practically infinite. The bottleneck is not in size or even weight, but in material wealth. The total storage of the Vault is measured in wealth or total networth of items in the storage unit. This means that coins, regardless of their actual weight can be store

    Certain extremely common, valueless items such as sand, dirt, or the like cannot be stored and if put into the Vault. It just simply gets spat out.

    The Vault may hold up to 50,000 gp worth of items.

    Improved - As above, but 250,000 gp worth of items.
    Exceptional - As above, but 700,000 gp worth of items.
    Prestigious - As above. but 1,500,000 gp worth of items.
    Masterful - As above, but 5,000,000 gp worth of items.


    [i]spoiler=Note to GMís]I am very well aware that this is crazy amount of storage. This is completely offset by the fact that that in order to use it, the party essentially needs to spend an hour waiting for the house to finish to transfer any junk. Handy haversacks and bags of holding are more reliable as personal storage. Besides, a heavy cart can store 4,000 and anyone can take that for the cheap past a 5th level. Think of this like a portable heavy cart that goes more places but is more restricted.



    Wonderous Workshop
    School Transmutation
    This room is filled with strange arcane devices.
    Improved - Requires 3x3 (9 blocks) or 2x2x2 (8 blocks). While in this strange room, you or another creature can craft magical items as though you had Craft Magic Wonderous Item with a caster level based on the Proprietor's level. The Proprietor can use Use Magic Device can instead of Spellcraft for crafting purposes.

    Additionally, you, the proprietor (but no other person) operating the Smithy may forgo 1 of the crafting prerequisites of the enchantment he plans to put on a wonderous item with no penalty to the difficulty of crafting. Doing does mean that more material must be spent to offset the cost of enchantment; the crafting cost of items a preresiquite has been ignored is 50% higher than usual. The time to craft an item does not increase.

    If the Workshop is dismissed, crafting can resume when the Workshop is resummoned at no loss of time; the item to be made is assumed to be within the Workshop.
    If the Workshop is not summoned for atleast 8 hours in a day, no progress is made that day. If prerequisites are being ignored, the Workshop must have enough Rooms to ignore the number of prerequisites being ignored.
    Exceptional - The number of prerequisites that can be ignored is 2.
    Prestigious - The number of prerequisites that can be ignored is 3.
    Masterful - The number of prerequisites that can be ignored is 4.








    Hearthstone

    Spoiler
    Show

    Intelligent Hearthstone
    School
    This application grants the Hearthstone a rudimentary intelligence, advertised as a learning assistant and helper.
    Basic - Your Hearthstone awakens as an intelligent item. It is rather atypical for one. Firstly, itís alignment is always the same to yours and itís only priority is ensuring that you and your property are secured and safe; it does not dominate you like other intelligent items are wonít to do.. It speaks to you telepathically, has a 12 in Intelligence, Wisdom, and Charisma, and is considered as having ranks equal to your level in 1 knowledge skill of your choice, which it is proficient in.
    Improved - As above, but the mental attributes are now 14 each. It gains Detect Magic at will.. By spending 1 Charge, it can also cast Identify as the spell onto magic items..
    Prestigious - By spending 2 charge, it may cast Analyze Dweomer





    Renovation

    Spoiler
    Show


    Obfuscate Dwelling
    School Abjuration
    The best security against magic is obfuscation and information.
    Basic - At the most basic level, the building and guests inside cannot be tracked or scented, functioning like Trackless Step. It may also be shrouded in darkness, as Darkness. These grant you some privacy.
    Improved - Magical observation effects over distance are registered when the property is probed. This is treated as Detect Scrying
    Prestigious - Scrying goes both ways. Successful Scrying attempts that occur in the vicinity of your property also give you a direct channel onto who is observing you, functioning as the same effect they performed. This effect overrides any defenses against Scrying they had.
    Masterful - A constant Mind Blank effect is put over the property.


    Self Destruct
    School Evocation
    Never let them take it without a fight.
    Basic - You may self destruct your property as a standard action. dealing 1d8+2 fire damage per proprietor level to all creatures within 40 feet of the property. Reflex halves the damage. Creatures that fail their saves are knocked back 10 feet and are set on fire which deals 1d4 damage every turn for every 4 proprietor levels. Once done, the property is self destructed and may not be reconjured for another hour. Creatures inside the Prison may be excluded from at your choice.
    Improved - You may choose an unusual damage type. Select from Fire, Acid, Cold, Electricity.
    Exceptional - You may choose to use Force or Sonic damage with self destruct. This reduces the damage to 1d6+1 per proprietor level.




    Siege Improvements
    School Transmutation
    Protect your home; upgrade your security system to be more lethal!
    Basic - This Amenity does nothing by itself. It requires you to own or possess a siege engine such as a ballista or a catapult. Any such weapons that are ontop of or mounted on your property are treated as though they possessed a +1 enchantment bonus. It automatically reloads itself once fired as though a single person was reloading it, provided it has ammunition somewhere nearby.
    Improved - This bonus is +2, and two people for reloading purposes. Such weapons gain Flaming, Frost, or Shock. May be changed with 1 hour of work re-calibrating.
    Exceptional - This bonus is +3 and three people for reloading purposes. Such weapons gain Impact or Keen depending on your choice. May be changed with 1 hour of work.
    Prestigious - This bonus is +4 and four people for reloading purposes. Flaming, Frost, and Shocking are treated as their Burst equivalents.
    Masterful - This bonus is +5 and five people for reloading purposes.


    Threshold Protection
    School Abjuration
    A simple defensive ward that shields the house and makes it clear that certain things aren't welcome, particularly supernatural threats.
    Basic - No non-humanoid or non-animal creature may pass through the doorway or walls of the house without permission from someone inside unless they make a Will save. This is not a mind-affecting effect and may influence undead and constructs. Should someone inside invite them in or make an attack against them (as defined in invisibility), they may pass through the doorway freely for 24 hours. They may always pass through the doorway when exiting. For the purposes of this ability, a creature being forced against his will is considered invited if the creature forcing him through is one of the residents, if the creature that is trying to force the first creature isn't permitted either, the second creature must make a Will save to force the first in. At basic level, only the proprietor himself may designate creatures.
    Improved - The proprietor can designate any number of creatures; at his option, none of those creatures, or everyone except for those creatures, can grant permission to others to pass through the threshold. Furthermore, creatures barred by the threshold must make a similar Will
    save in order to make attacks which pass through the threshold, or to attack the doorway.
    Exceptional - The proprietor can designate additional creatures; creatures designated this way are affected by the threshold as though they were one of the barred types. Creatures that fail their Will
    Prestigious - As an immediate action, the proprietor can cause the doorway to block line of effect against any effect he designates.






    Curiosity

    Spoiler
    Show

    Bottle of Dragonís Breath
    School Evocation
    This flask of enchanted alcohol is sure to liven up any party.
    Basic - The bearer of this item receives a +2 Enhancement bonus to Charisma, which is treated as a temporary bonus. Once per day, the bearer may, as a standard action draw, drink the bottle, and let out a breath of hot flame. This is a 60 foot cone breath weapon attackthat deals 1d6 caster level damage, reflex halves. After using the Breath Weapon, this item becomes inert and no longer provides any benefit.
    Improved - The Charisma Bonus increases to +3.
    Exceptional - The Charisma Bonus increases to +4.
    Prestigious - the Charisma Bonus increases to +6.
    Masterful - The Charisma Bonus increases to +8.


    Bottle of Elemental Cold
    School Evocation
    This frigid bottle holds the purest elemental water there is at a high pressure state that it shouldnít be in naturally. It is not safe to drink, hopefully it doesnít explode.
    Basic - The bearer of this item receives a +2 Enhancement bonus to Intelligence, which is treated as a temporary bonus. Once per day, the bearer may, as a standard action draw and throw the bottle as a thrown splash weapon. This releases a 10 foot burst of pure cold that deals 1d6 per caster level damage to all creatures caught in blast, reflex halves. After releasing the elemental, this item is destroyed.
    Improved - The Intelligence Bonus increases to +3. The radius of the explosion increases to 20 feet.
    Exceptional - The Intelligence Bonus increases to +4.
    Prestigious - the Intelligence Bonus increases to +6.
    Masterful - The Intelligence Bonus increases to +8.

    Bottled Thunderstorm
    School Evocation
    This jar is filled with a raging lightning storm in motion. Unleashing it might provide a short lived tactical edge at the right time.
    Basic - The bearer of this item receives a +2 Enhancement bonus to Wisdom, which is treated as a temporary bonus.
    Improved - The Wisdom Bonus increases to +3. Once per day, the bearer may, as a standard action release the bottle, releasing the storm. This grants him the benefits of Call Lightning, in which he may as a move action call 3d6 lightning bolts to damage a single foe, Reflex half. After releasing the storm, this item becomes inert and no longer provides any benefit.
    Exceptional - The Wisdom Bonus increases to +4. This functions as Call Lightning Storm instead.
    Prestigious - the Wisdom Bonus increases to +6.
    Masterful - The Wisdom Bonus increases to +8. Lightning bolts deal 7d6 damage.

    Dragon Disguise
    School Transmutation (polymorph)
    This cartoonishly goofy outfit vaguely resembles a dragon. With a bit of paint, you can change the coloration to something more fitting. Putting it on changes more than just that.
    Exceptional - This costume can be donned in a minute, transforming the wearer into a dragon, as Form of the Dragon I, except the type of dragon you select is determined by the color of the this costume. The color can be changed by painting it. Only the proprietor who created this costume may benefit from it; the effect of this costume lasts for 24 or until the costume is removed.
    Prestigious - As above, except it can replicate the effects of Form of the Dragon II
    Masterful - As above, except it can replicate the effects of Form of the Dragon III. Other characters may wear it and gain the effects of Form of the Dragon I

    Genieís Contract
    School Universal
    This item manifests a number of different ways, but commonly lamps and rings are the usual. It signifies a transferable agreement for a djinnís favor in return for material.
    Masterful - As a standard action, the bearer may activate this item to conjure up an avaricious yet otherwise law abiding djinn who cares not for your concerns so long as he gets paid. By giving him either money or diamonds, he will grant a wish, as the spell. For most wishes, this is 25,000 gold. He may only grant up to 3 + the ownerís Charisma modifier in Wishes per day.



    Tonic of the Oaken Woods
    School Transmutation
    This flask is an exotic blend found only in the truly old woods. It promises fortification and endurance.
    Masterful - The Constitution Bonus increases to +8 and the enhancement bonus to natural armor increases to +7.

    Tonic of Pure Rage
    School Transmutation
    This flask is filled with a raging essence that just be being near it can make a man feel stronger.
    Basic - The bearer of this item receives a +2 Enhancement bonus to Strength, which is treated as a temporary bonus. Once per day, the bearer may, as a standard action drink the bottle. This grants causes him to Rage for a number of rounds equal to the creatorís Charisma. He gains a +2 morale bonus to attack and damage rolls and to Will saves for the duration. If he has the Rage or Blood Rage class feature normally, his benefits simply replace the benefits of the tonic. Once rage lapses, this item becomes inert and no longer provides any benefit; the Strength bonus still applies while raging.
    Improved - The Wisdom Bonus increases to +3.
    Exceptional - The Wisdom Bonus increases to +4. Prestigious - the Wisdom Bonus increases to +6.
    Masterful - The Wisdom Bonus increases to +8.


    Tonic of the Quicksilver
    School Transmutation
    This flask is a strange mixture of alchemical quicksilver is viscous and distorts light.
    Basic - The bearer of this item receives a +2 Enhancement bonus to Dexterity, which is treated as a temporary bonus.
    Improved - The Dexterity Bonus increases to +3. Once per day, as a standard actionthe bearer may drink the contents of the bottle and grant him the benefits of Invisibility as the spell. While he is under the effects of the invisibility effect, he retains the bottleís benefit plus 1 round after he reveals himself. Once the invisibility effect wears off or is removed, the flask becomes inert.
    Exceptional - The Dexterity Bonus increases to +4. He may cast on himself Greater Invisibility instead, chosen at time of drinking the tonic.
    Prestigious - the Dexterity Bonus increases to +6
    Masterful - The Dexterity Bonus increases to +8
    Wands for Dummies
    School Universal
    This old book that teaches people to better apply the magic of wands.
    Basic - The bearer does not need to make a Use Magic Device Check to use wands
    Exceptional - This extends to Staves and once per day, the bearer may restore 1 charge to a staff or wand.
    Prestigious - As above, but restore 2 charges to a staff or wand.
    Masterful - As above, but restore 3 charges.










    Service

    Spoiler
    Show

    House Guardian
    School Transmutation
    Your home defense needs to be strong and beefyÖ and needs to be as little maintenance as possible. All it takes is an order to make that happen.
    Basic - You gain a medium construct companion, which possesses construct traits and is treated as though it possess racial hit dice. Itís attributes are Strength 16, Dexterity 10, Con --, Intelligence --, Wisdom 12, Cha 1, possess your choice of 2 1d6 slam attacks or a 1d8 bite attack that receives 1.5 Strength bonus, a move speed of 20 feet, no ranks in skills, and natural armor bonus of +8 It possesses normal Construct hit dice, of which it has 2 on obtaining it, and all default construct traits including immunity to a number of effects. It may not leave more than 20 feet from the property. If the construct is destroyed, it disintegrates and needs to be reordered, taking 1 month.
    Improved - The constructís HD increases to 6 and its natural armor bonus increases to +11. It may also wield any ranged weapons or melee you give it, obtaining the appropriate proficiency and adding dexterity to damage with nonseige ranged weapons. It also gains +2 to Strength or Dexterity.
    Exceptional - You may upgrade the construct to Large with the usual benefits or give it +2 to Strength and Dexterity. It is also possesses 10 HD and a natural armor bonus of +13. It also may choose to employ power Attack or Deadly aim
    Prestigious - It is also possesses 14 HD and a natural armor bonus of +15. It also gains another +2 to Strength or Dexterity.
    Masterful - It is also possesses 18 HD and a natural armor bonus of +18. It also gains another +4 to Strength or Dexterity.




    SIZE=2]Robot Butler[/SIZE]
    School Conjuration?
    This advanced construct isn't actually a golem, but some sort of advanced steam or electricity driven automaton with decent mental capacity.
    Basic - You gain a medium-sized construct companion. It has two racial hit dice, Strength 10, Dex 14, Con --, Int 4, Wisdom 10, Charisma 10. It has a 1d6 secondary slam attack with which it is not proficient, a 30 foot move speed, and a +2 natural armor bonus. The only feats which it can take are Skill Focus or Prodigy. Unlike normal constructs, it has all Perform, Artistry, and Profession skills as class skills. It cannot travel more than 20 feet from your property. If destroyed, it self destructs (fail safe to keep it from developing self awareness), and is replaced in one month. It can apply Prodigy to Artistry skills.
    Improved - The construct's HD increase to 6. Choose a mental ability score. That score is increased by four points. Furthermore, when it makes an Aid Another check to aid you with a skill, it grants a +3 bonus instead.
    Exceptional - The construct's HD increase to 10. Choose a mental ability score. That score is increased by four points. Furthermore, it gains an extra skill point per hit die.
    Prestigious - The construct's HD increase to 14. Choose a mental ability score. That score is increased by four points. Furthermore, you may direct it telepathically as long as it can see you.
    Masterful - The construct's HD increase to 18. Choose a mental ability score. That score is increased by four points. Furthermore, it gains a further additional skill point per hit die.














    Last edited by Almarck; 2017-04-08 at 12:11 AM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  3. - Top - End - #3
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Ready for PEACHing. So, this is a really silly class, released a bit earlier than anticipated. It should be obvious why I would have wanted something so absurd as this once you see the date and time.



    Most of the class's basic frame is finished. All that's missing is finishing its Amenities, or spell section.

    Yes, I am very well aware how crazy potent some of them are. That's to offset the fact that the Proprietor has a very shallow spell list, isn't really good at fighting except when using siege weapons, and how noninstant most everything is. It's not going to directly win in combat barring the use of a ballistia, I'll say that much.
    Last edited by Almarck; 2017-03-31 at 06:00 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  4. - Top - End - #4
    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Haha, what.

    Needs a Presdigitation-like effect- extremely comfy chairs and the like.
    Missing action to create/claim a property in the first place, possibly? May have misread it.

    Library idea

    Enchanted Smithy seems like it should have similar effects to Alchemical Laboratory, but for weaponsmithing?

    Menagerie and Prison seem like they should be somewhat similar, unless the Menagerie comes with animals (summon monster?) attached- both are highly related to containing creatures; the difference is that one is for people and the other for animals.

    Missing: General durability improvement to the house; anti-incorporeal tech.

    Furniture idea:
    Spoiler
    Show

    Threshold:
    School: Abjuration
    This doorway is enchanted with the power of the home. No unwelcome folk can enter without permission.
    Basic: No fey, outsider, undead, elemental, or aberration may pass through the doorway without permission from someone inside unless they make a Will save (DC 10 + 1/2 proprietor level + Charisma bonus). This is not a mind-affecting effect. Should someone inside invite them in or make an attack against them (as defined in invisibility), they may pass through the doorway freely for 24 hours. They may always pass through the doorway when exiting.
    Improved: The proprietor can designate any number of creatures; at his option, none of those creatures, or everyone except for those creatures, can grant permission to others to pass through the threshold. Furthermore, creatures barred by the threshold must make a similar Will
    save in order to make attacks which pass through the threshold, or to attack the doorway.
    Exceptional: The proprietor can designate creatures; creatures designated this way are affected by the threshold as though they were one of the barred types.
    Paragon: As an immediate action, the proprietor can cause the doorway to block line of effect against any effect he designates.


    Also, consider looking at PF rooms for inspiration? I'd like to see noticable benefit to an Armory, for example:
    -Least: People can put on armor by spending only 1/2 the time.
    -Improved: Armor held within is automatically masterwork; wears off after 24 hours.
    -Exceptional: Armor held within is automatically +1 instead
    -Paragon: Armor held within is automatically +3 instead
    Last edited by aimlessPolymath; 2017-03-31 at 07:15 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Quote Originally Posted by aimlessPolymath View Post
    Haha, what.
    I went mad is what happened.

    One thing I definately need to sort... is how many Amenities should a Proprietor have. Even levels or every level, gain 1?


    Needs a Presdigitation-like effect- extremely comfy chairs and the like.
    Missing action to create/claim a property in the first place, possibly? May have misread it.
    Now part of Bare Neccesities


    No idea how to unpack that into something simple just yet.

    Enchanted Smithy seems like it should have similar effects to Alchemical Laboratory, but for weaponsmithing?
    I was thinking something with Craft Magic Arms and Armor personally.


    Menagerie and Prison seem like they should be somewhat similar, unless the Menagerie comes with animals (summon monster?) attached- both are highly related to containing creatures; the difference is that one is for people and the other for animals.
    Prison is for basically any "real" creatures you want to keep captive using your house as a prison. It'll be like the Vault but for people.

    The Menagerie will I suppose grant a summon I guess? It should probably encompass more than just animals though.

    Missing: General durability improvement to the house; anti-incorporeal tech.
    The entire house is wall of Iron

    Furniture idea:
    Spoiler
    Show

    Threshold:
    School: Abjuration
    This doorway is enchanted with the power of the home. No unwelcome folk can enter without permission.
    Basic: No fey, outsider, undead, elemental, or aberration may pass through the doorway without permission from someone inside unless they make a Will save (DC 10 + 1/2 proprietor level + Charisma bonus). This is not a mind-affecting effect. Should someone inside invite them in or make an attack against them (as defined in invisibility), they may pass through the doorway freely for 24 hours. They may always pass through the doorway when exiting.
    Improved: The proprietor can designate any number of creatures; at his option, none of those creatures, or everyone except for those creatures, can grant permission to others to pass through the threshold. Furthermore, creatures barred by the threshold must make a similar Will
    save in order to make attacks which pass through the threshold, or to attack the doorway.
    Exceptional: The proprietor can designate creatures; creatures designated this way are affected by the threshold as though they were one of the barred types.
    Paragon: As an immediate action, the proprietor can cause the doorway to block line of effect against any effect he designates.
    It's a general Renovation. I made it apply to the entire building, because that way not even ghosts can enter by cheating through the walls. I also changed it to non-humanoids and non-beasts.


    Also, consider looking at PF rooms for inspiration? I'd like to see noticable benefit to an Armory, for example:
    -Least: People can put on armor by spending only 1/2 the time.
    -Improved: Armor held within is automatically masterwork; wears off after 24 hours.
    -Exceptional: Armor held within is automatically +1 instead
    -Paragon: Armor held within is automatically +3 instead
    [/QUOTE]
    Will do.
    Last edited by Almarck; 2017-03-31 at 08:11 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  6. - Top - End - #6
    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Library can probably be unpacked into Knowledge bonuses of some kind, to a specific maximum.

    Alright, more ideas:

    In quick notes form, using invocation nomenclature because it's better established and I can't be arsed to look back:
    Twisted Passages:
    Conjuration(teleportation), illusion.
    Least: Concealed doors and passages.
    Lesser: Illusionary walls?
    Greater: You can designate two 10-ft square surfaces. Those walls now connect to each other, so that people passing through one exit the other.
    Prestigious: As an immediate action, you can end or reinstate the effect: the doors vanish, even if they were found earlier; the illusionary walls turn solid; and the linked surfaces no longer connect.

    Kingly Throne:
    Enchantment, Abjuration
    Least: Grants a +X bonus to Diplomacy and Intimidate checks to anyone sitting on it.
    Lesser: Anyone sitting on it is immune to charm and emotion effects, and gains a +X bonus to Sense Motive checks and to the DC of attempts to change their opinion- they cannot be swayed.
    Greater: Anyone sitting on it can as a free action have their voice heard out to a radius of 200 ft. Any auras they project have their radius increased to a similar range.
    Prestigious: Anyone sitting on it can replicate a suggestion effect at will.

    Crypt:
    Necromancy.
    Least: Includes gentle repose on any contents.
    Lesser: Once per week, can replicate a speak with dead effect on any interred within.
    Greater: Once per month, can call up the spirit of any interred within; they can provide advice and knowledge, though not much more.
    Prestigious: Can call up a full-blown ghost of anyone interred within; they can't leave the crypt, but they can defend it effectively. Once destroyed, that specific ghost can't reappear for 1d10 months, but another ghost (if available) of someone else interred within forms within 1d4 minutes.

    Altar:
    ???
    Least: Clerics of the appropriate deity may pray at this altar as they prepare spells. If they do, domain spells are prepared with +1 caster level.
    Lesser: The altar continuously emanates a consecrate or desecrate effect, as appropriate.
    Greater: Any person who prays to the relevant deity gains a small blessing: a +1 bonus to a skill for one week. The skill enhanced depends on the deity, and does not vary over time or across people. If a cleric leads the service, the bonus is +2 instead.
    Prestigious: The altar continuously emanates a hallow or unhallow effect keyed to no spell, as appropriate.

    Doorway Charm (despite it's name, it can be placed anywhere)
    Divination
    Least: The charm is keyed to a particular alignment or set of alignments. Whenever someone of the keyed alignments passes within 5 ft of the charm, the proprietor immediately receives a mental signal.
    Lesser: The charm can instead be keyed to intent to harm an individual or set of individuals. Whenever someone intending to harm one of the individuals chosen passes within 5 ft of the charm, the charm is set off as above.
    Greater: The charm can instead be keyed to a set of creature types or subtypes. Whenever someone with the indicated types or subtypes passes within 5 ft of the charm, the charm is set off as above. The charm is not fooled by disguises, shapeshifting, or special abilities which temporarily or permanently change form or type.
    Prestigious: When set off, the charm informs the proprietor of exactly what set off the charm- what type the creature is, who they intend harm to, or what their alignment is, as appropriate.
    Based off alarm. Based to a certain extent on the idea of sanctuary- someone can go to a church, and recieve refuge from people who want to harm them. It could do specific identity, but I didn't want it to be too close to the threshold one. Maybe some more ideological criterion?

    A few silly supervillain options:
    Self-Destruct Button
    Evocation
    Least: Guess. Deals a small amount of damage to everyone within.
    Higher levels deal more damage? Maybe also turn the environment into difficult terrain.

    Unnecessarily Slow But Inevitable Trap:
    Necromancy
    Least: Deals 1 point of damage each round to the prisoner. Very difficult to escape, but mundane Escape Artist works. Gives a +3 bonus to Intimidate checks against the prisoner.
    Lesser: Deals 1d6 points of damage each round instead. Also, the damage is affected by cursed wound (the witch hex). Gives a +6 bonus to Intimidate checks against the prisoner.
    Greater: Deals 1 point of damage to a random ability score each round instead. Also, includes hold person. +9 bonus.
    Prestigious: Deals 1 negative level each round instead. Also, antimagic field on the prisoner. + 12 bonus.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Quote Originally Posted by aimlessPolymath View Post
    Library can probably be unpacked into Knowledge bonuses of some kind, to a specific maximum.

    Alright, more ideas:

    In quick notes form, using invocation nomenclature because it's better established and I can't be arsed to look back:
    Twisted Passages:
    Conjuration(teleportation), illusion.
    Least: Concealed doors and passages.
    Lesser: Illusionary walls?
    Greater: You can designate two 10-ft square surfaces. Those walls now connect to each other, so that people passing through one exit the other.
    Prestigious: As an immediate action, you can end or reinstate the effect: the doors vanish, even if they were found earlier; the illusionary walls turn solid; and the linked surfaces no longer connect.

    Kingly Throne:
    Enchantment, Abjuration
    Least: Grants a +X bonus to Diplomacy and Intimidate checks to anyone sitting on it.
    Lesser: Anyone sitting on it is immune to charm and emotion effects, and gains a +X bonus to Sense Motive checks and to the DC of attempts to change their opinion- they cannot be swayed.
    Greater: Anyone sitting on it can as a free action have their voice heard out to a radius of 200 ft. Any auras they project have their radius increased to a similar range.
    Prestigious: Anyone sitting on it can replicate a suggestion effect at will.

    Crypt:
    Necromancy.
    Least: Includes gentle repose on any contents.
    Lesser: Once per week, can replicate a speak with dead effect on any interred within.
    Greater: Once per month, can call up the spirit of any interred within; they can provide advice and knowledge, though not much more.
    Prestigious: Can call up a full-blown ghost of anyone interred within; they can't leave the crypt, but they can defend it effectively. Once destroyed, that specific ghost can't reappear for 1d10 months, but another ghost (if available) of someone else interred within forms within 1d4 minutes.

    Altar:
    ???
    Least: Clerics of the appropriate deity may pray at this altar as they prepare spells. If they do, domain spells are prepared with +1 caster level.
    Lesser: The altar continuously emanates a consecrate or desecrate effect, as appropriate.
    Greater: Any person who prays to the relevant deity gains a small blessing: a +1 bonus to a skill for one week. The skill enhanced depends on the deity, and does not vary over time or across people. If a cleric leads the service, the bonus is +2 instead.
    Prestigious: The altar continuously emanates a hallow or unhallow effect keyed to no spell, as appropriate.

    Doorway Charm (despite it's name, it can be placed anywhere)
    Divination
    Least: The charm is keyed to a particular alignment or set of alignments. Whenever someone of the keyed alignments passes within 5 ft of the charm, the proprietor immediately receives a mental signal.
    Lesser: The charm can instead be keyed to intent to harm an individual or set of individuals. Whenever someone intending to harm one of the individuals chosen passes within 5 ft of the charm, the charm is set off as above.
    Greater: The charm can instead be keyed to a set of creature types or subtypes. Whenever someone with the indicated types or subtypes passes within 5 ft of the charm, the charm is set off as above. The charm is not fooled by disguises, shapeshifting, or special abilities which temporarily or permanently change form or type.
    Prestigious: When set off, the charm informs the proprietor of exactly what set off the charm- what type the creature is, who they intend harm to, or what their alignment is, as appropriate.
    Based off alarm. Based to a certain extent on the idea of sanctuary- someone can go to a church, and recieve refuge from people who want to harm them. It could do specific identity, but I didn't want it to be too close to the threshold one. Maybe some more ideological criterion?

    A few silly supervillain options:
    Self-Destruct Button
    Evocation
    Least: Guess. Deals a small amount of damage to everyone within.
    Higher levels deal more damage? Maybe also turn the environment into difficult terrain.

    Unnecessarily Slow But Inevitable Trap:
    Necromancy
    Least: Deals 1 point of damage each round to the prisoner. Very difficult to escape, but mundane Escape Artist works. Gives a +3 bonus to Intimidate checks against the prisoner.
    Lesser: Deals 1d6 points of damage each round instead. Also, the damage is affected by cursed wound (the witch hex). Gives a +6 bonus to Intimidate checks against the prisoner.
    Greater: Deals 1 point of damage to a random ability score each round instead. Also, includes hold person. +9 bonus.
    Prestigious: Deals 1 negative level each round instead. Also, antimagic field on the prisoner. + 12 bonus.

    Uh, just so you know, you need to have 5 ranks for everything, not 4.

    So, it has to go. Least, Lesser, Greater, Prestigious, Masterful.

    Least (Basic) is 1st level in unlocking,
    Lesser (Improved)is 5th level
    Greater (Exceptional) is 9th level
    Prestigious is 13th level
    Masterful is 17th level

    I'll review those later. Kinda busy.
    Last edited by Almarck; 2017-03-31 at 11:09 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Jan 2017
    Location
    Arizona
    Gender
    Male

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Haven't had a chance to read through the amenities but I really like to concept here! A couple quick questions / notes...

    Beware the infinite create for free / sell / repeat loop. How much is the artwork from the art gallery worth? Can I make Jewelry? How fancy are the candlesticks? Since everything has the properties of iron regardless of how it looks, can I make super strong glassware?. Can I make weapons? armor? tools? Can I make food? Is the food treated as iron as well? What if I have the Iron Stomach feat (j/k not real but perhaps should be?)? Can I make liquids?

    Have you considered a "bigger on the inside" ability like the phone booth from that one show? Note that I am rather a fan of overly large lumbering building monstrosities.

    Legs instead of wheels?

    How do hearthstones get created? Maybe add rules for crafting them?

    d8 HD for mostly non-combatant?

    Can Quick Furnishings be used to summon furniture outside of the property? Also note that the table calls this "Quick Furniture" while the description calls in "Quick Furnishings."

    You might consider changing cubes to squares in order to accommodate height. As is, you have to double stack cubes in every square to give enough head room for medium (most) creatures. That or double the number of cubes (this would give an advantage to small sized proprietors).

    Is the range on Home Sweet Home infinite?

    Have you considered some way to support multiple properties?

    I really like the inclusion of siege engine use to give it a unique (if late coming) combat function.

    I apologize if any of my questions would be answered by reading the amenities. I will get to them :)

    Again, i really like this conceptually. PF needs more classes with less combat focus. I had a character for Exalted, who was almost completely social / mercantile based and I was trying to figure out how to build her in PF and couldn't do it! Coincidentally, she also drove around in a giant triple decker mansion/wagon so I resonated with this idea immediately.

  9. - Top - End - #9
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Quote Originally Posted by Kaskus View Post
    Haven't had a chance to read through the amenities but I really like to concept here! A couple quick questions / notes...

    Beware the infinite create for free / sell / repeat loop. How much is the artwork from the art gallery worth? Can I make Jewelry? How fancy are the candlesticks? Since everything has the properties of iron regardless of how it looks, can I make super strong glassware?. Can I make weapons? armor? tools? Can I make food? Is the food treated as iron as well? What if I have the Iron Stomach feat (j/k not real but perhaps should be?)? Can I make liquids?
    All of the above, yes. IF you have the right Amenities.

    The issue is largely a case of me having to struggle between fluff and crunch. Fluff wise, these things should be sold since it's part of the whole point of the class, being an adventurer/merchantment. Rules wise, they break the game if abused.

    I expect the GMs to perfectly hammer home the point that the Proprietor's resources are limited by time to do things and the party's needs, because most of these create item things produce things that last days or a single day but cost mana. In theory, it's no different from a character selling their spells... except I'm sure spells are more efficient money wise.

    The same resource he uses to sell things is the same resource he uses to buff the party. Hearthstone charge, that is.


    Have you considered a "bigger on the inside" ability like the phone booth from that one show? Note that I am rather a fan of overly large lumbering building monstrosities.
    Thinking about an Renovation on it. It's mostly the puzzle.

    Legs instead of wheels?
    Doable, but wheels are more space efficient without going millipede.

    How do hearthstones get created? Maybe add rules for crafting them?
    Doubtful. It's worth as much as a wizard's education in terms of lore purposes. One of those tools that define a class.

    And it's so wondrous that it'd break the setting if they were craftable.

    d8 HD for mostly non-combatant?
    If you're fighting at a range that isn't artillery range, you're playing this class wrong.


    Can Quick Furnishings be used to summon furniture outside of the property? Also note that the table calls this "Quick Furniture" while the description calls in "Quick Furnishings."
    Yes. This is the only way to get furniture outside the property.


    You might consider changing cubes to squares in order to accommodate height. As is, you have to double stack cubes in every square to give enough head room for medium (most) creatures. That or double the number of cubes (this would give an advantage to small sized proprietors).
    Oh, I didn't realize this. I'll take care of it later. I thought 5 feet was enough... but I guess not. I'll switch it to 10 foot cubes then. plenty of room then.

    Is the range on Home Sweet Home infinite?
    Yes, currently. Though maybe not through different planes of existance. I could nerf it to reduce exploits.


    Have you considered some way to support multiple properties?
    Considering a feat for it.

    I really like the inclusion of siege engine use to give it a unique (if late coming) combat function.
    No other class gets to use Siege engines fullstop, so I decided, if you're gonna play with a whole castle, ship, or whatever, and make a whole class for it, might as well use stuff that only those kinds of things can carry.

    I apologize if any of my questions would be answered by reading the amenities. I will get to them :)

    Again, i really like this conceptually. PF needs more classes with less combat focus. I had a character for Exalted, who was almost completely social / mercantile based and I was trying to figure out how to build her in PF and couldn't do it! Coincidentally, she also drove around in a giant triple decker mansion/wagon so I resonated with this idea immediately.
    This is the dumbest class I ever made, I will say.

    I will note that in earlier versions of the brainstorming process, the property was actually a transforming suitcase/wagon/house.... but I decided against it.

    I actually switched over because I remembered WoW Hearthstones.... those were pretty neat.
    Last edited by Almarck; 2017-03-31 at 11:44 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  10. - Top - End - #10
    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Whoops, missed the last level. Quick ideas to fill out the final level:
    Twisted Passages: No idea.
    Kingly Throne: Sanctuary spell on the sitter; this isn't broken by using suggestion.
    Crypt: Multiple ghosts?
    Altar: Another prayer-related effect. Perhaps +1 point per die to Channel Energy on one use?
    Doorway charm: Honestly, not sure we need a 17th-level version of this.

    Self-Destruct Button: More damage? Haven't really thought this through, really.
    USBIT: Deals damage equal to 1/10 the target's maximum hit points each round. +15 bonus.

    And a new Service:
    Mecha-Butler
    Transmutation
    Basic: You gain a medium-sized construct companion. It has two racial hit dice, Strength 10, Dex 14, Con --, Int 1, Wisdom 10, Charisma 10. It has a 1d6 secondary slam attack with which it is not proficient, a 30 foot move speed, and a +2 natural armor bonus. The only feats which it can take are Skill Focus or Prodigy. Unlike normal constructs, it has all Perform, Artistry, and Profession skills as class skills. It cannot travel more than 20 feet from your property. If destroyed, it disintegrates, and is replaced in one month. It can apply Prodigy to Artistry skills.
    Improved: The construct's HD increase to 6. Choose a mental ability score. That score is increased by four points. Furthermore, when it makes an Aid Another check to aid you with a skill, it grants a +3 bonus instead.
    Exceptional: The construct's HD increase to 10. Choose a mental ability score. That score is increased by four points. Furthermore, it gains an extra skill point per hit die.
    Prestigious: The construct's HD increase to 14. Choose a mental ability score. That score is increased by four points. Furthermore, you may direct it telepathically as long as it can see you.
    Masterful: The construct's HD increase to 18. Choose a mental ability score. That score is increased by four points. Furthermore, it gains a further additional skill point per hit die.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Quote Originally Posted by aimlessPolymath View Post
    Whoops, missed the last level. Quick ideas to fill out the final level:
    Twisted Passages: No idea.
    Kingly Throne: Sanctuary spell on the sitter; this isn't broken by using suggestion.
    Crypt: Multiple ghosts?
    Altar: Another prayer-related effect. Perhaps +1 point per die to Channel Energy on one use?
    Doorway charm: Honestly, not sure we need a 17th-level version of this.

    Self-Destruct Button: More damage? Haven't really thought this through, really.
    USBIT: Deals damage equal to 1/10 the target's maximum hit points each round. +15 bonus.

    And a new Service:
    Mecha-Butler
    Transmutation
    Basic: You gain a medium-sized construct companion. It has two racial hit dice, Strength 10, Dex 14, Con --, Int 1, Wisdom 10, Charisma 10. It has a 1d6 secondary slam attack with which it is not proficient, a 30 foot move speed, and a +2 natural armor bonus. The only feats which it can take are Skill Focus or Prodigy. Unlike normal constructs, it has all Perform, Artistry, and Profession skills as class skills. It cannot travel more than 20 feet from your property. If destroyed, it disintegrates, and is replaced in one month. It can apply Prodigy to Artistry skills.
    Improved: The construct's HD increase to 6. Choose a mental ability score. That score is increased by four points. Furthermore, when it makes an Aid Another check to aid you with a skill, it grants a +3 bonus instead.
    Exceptional: The construct's HD increase to 10. Choose a mental ability score. That score is increased by four points. Furthermore, it gains an extra skill point per hit die.
    Prestigious: The construct's HD increase to 14. Choose a mental ability score. That score is increased by four points. Furthermore, you may direct it telepathically as long as it can see you.
    Masterful: The construct's HD increase to 18. Choose a mental ability score. That score is increased by four points. Furthermore, it gains a further additional skill point per hit die.


    i'll add stuff in after I get a way to post. scrolling through my monster list of items isn't practical on a cell...



    I will note that.you don't need to fill in all 5 quality level either. some items are only able to do low level effects for a reason.

    others require a minimum of being highly up there.
    such as the genie lamp. really strong late game item since it gives you basically a load of wishes to burn if you got money for it. but needs masterful rank.


    this is a design choice to allow form ore variety and back and forth. I'll add somewhere that proprietors can replace an Amenity they have for another every.... odd level or something like that.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  12. - Top - End - #12
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Big changes:

    Added Altar, Self Destruct, Robot Buttler, Graveyard and Kingly Throne. Did some modifications.


    Also: Siege weapons are now 4th level now. And the proprietor can do the whole "call down attacks on long distance targets" thing here too.

    Environmental protection is now 6th level.



    Need: spell list options for Alchemy bot's potions.

    Possible ideas for Greenhouse. Something involving exotic plants. And allowing Herbalists or other classes that need natural terrain to treat the room as a place to gather herbs, treating it as a temperate forest.

    Menagerie could be an animal companion thing.

    Observatory might be a Planar transport conduit or something as opposed to a normal observatory?
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  13. - Top - End - #13
    Dwarf in the Playground
    Join Date
    Jan 2017
    Location
    Arizona
    Gender
    Male

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    On a general note about rooms, there are several with minimum cube requirements. You might consider having them "count" as using x number of cubes while not necessarily needing to be that big. For example, the basic alchemical lab must be 3x3 cubes, which is 30 ft. x 30 ft. = 900 sqft. That seems overly large.

    What exactly can be created with the base ability still seems somewhat unclear. Why do I need a smithy if I can furnish the property with whatever mundane stuff I want? Can't I include weapons and suits or armor along with dressers and art? To support mercantile activity mechanically, you may want to put an amount of "stuff" they can remove from the property (and potentially sell). You might look at Swift Alchemy from the Alchemist as a model or the Instant Alchemy feat. That might also give Proprietors a reason to invest in Craft Skills, which they currently do not need with their current ability to quickly create almost whatever they want in bulk for free.

    Let them only create items within the property, for which they have sufficient ranks in the relevant Craft skill (let them take 20 for this determination so its at their peak skill level) and let them sell or give away a certain amount of stuff in a way similar to using skills for money as outlined in the core book (Again, give them some sort of special ability to make them good at this like Swift Alchemy or letting them take 20). Maybe as they level, they can do this for more that one skill (gaining more wares to offer for sale as it were).

    Am I reading more importance into the mercantile aspect of this class than is intended? If so, my apologies for fixating on it. If not, I have more ideas :)

    Similarly, I would consider tying the Proprietors skill in profession (chef / cook) to the quality of food produced by the kitchen (random aside - if you have not seen the anime "7 Deadly Sins" you should check it out because this class reminds me a little of the main character).

    Regarding the vault: You say that it is a "crazy amount of storage" but it requires 6 blocks, which is 6000 cubic feet of space, yet it has a capacity of only 60 cubic feet? Even at Masterful level, it has a capacity of only 20% its actual space. Just using up 6 blocks and not assigning them as a "vault" yields more storage, unless I am reading something wrong?

    You had called this the "dumbest" class you have ever made but I am actually a fan of the concept.

  14. - Top - End - #14
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Quote Originally Posted by Kaskus View Post
    On a general note about rooms, there are several with minimum cube requirements. You might consider having them "count" as using x number of cubes while not necessarily needing to be that big. For example, the basic alchemical lab must be 3x3 cubes, which is 30 ft. x 30 ft. = 900 sqft. That seems overly large.
    I forgot to update them when I did the switch over to 10 ft cubes.
    I should perhaps refine this mechanic though, my sense of size got twisted a bit, so maybe I'll switch back to 5's but have more of them to account for the fact that buildings need 2 cube heights.

    The thing was, I did like how at early levels, the proprietor does have to pick and choose what Rooms he could assemble, but I imagine that for a player in the game, this is perhaps too much micromanagement.

    A consideration I am thinking of is just making "rooms", which are essentially well, "1 room" of area, of somewhat adjustable size. I got the mechanics for the proprietor off of a hybrid of using Ironwall and Create Demiplane... but maybe something... simplier and less math intensive is requires.

    10 feet high, Say, 15-20 feet in both length and width, but can be split such as in the case of bedroom blocks for multiple people. Get X rooms per level based on a chart and all. Room Amenities take up room space.

    Grander Amenities need more room space to employ benefits, in addition of being high enough level.
    In this way, rooms are like a mana-bar.



    What exactly can be created with the base ability still seems somewhat unclear. Why do I need a smithy if I can furnish the property with whatever mundane stuff I want? Can't I include weapons and suits or armor along with dressers and art? To support mercantile activity mechanically, you may want to put an amount of "stuff" they can remove from the property (and potentially sell). You might look at Swift Alchemy from the Alchemist as a model or the Instant Alchemy feat. That might also give Proprietors a reason to invest in Craft Skills, which they currently do not need with their current ability to quickly create almost whatever they want in bulk for free.

    Let them only create items within the property, for which they have sufficient ranks in the relevant Craft skill (let them take 20 for this determination so its at their peak skill level) and let them sell or give away a certain amount of stuff in a way similar to using skills for money as outlined in the core book (Again, give them some sort of special ability to make them good at this like Swift Alchemy or letting them take 20). Maybe as they level, they can do this for more that one skill (gaining more wares to offer for sale as it were).

    Am I reading more importance into the mercantile aspect of this class than is intended? If so, my apologies for fixating on it. If not, I have more ideas :)
    Hm, you're right. How about the limit is that you need enhanced facilities to make and sell Masterwork items?

    Alternatively, there could be a difference between conjured items and manufactured items. Manufactured items are permanent, made of real matter and don't go away when their timer is up. Conjured items are phantasms, solidstate holograms; conjured items are free. Manufactured items are well, manufactured and require material input or enchanting. You can always just designate a room as a workplace.

    The advantage the proprietor has is that he can make his house do the work for him when processing.


    Similarly, I would consider tying the Proprietors skill in profession (chef / cook) to the quality of food produced by the kitchen (random aside - if you have not seen the anime "7 Deadly Sins" you should check it out because this class reminds me a little of the main character).
    Not likely gonna watch it just yet. So much on my watchlist.

    Regarding the vault: You say that it is a "crazy amount of storage" but it requires 6 blocks, which is 6000 cubic feet of space, yet it has a capacity of only 60 cubic feet? Even at Masterful level, it has a capacity of only 20% its actual space. Just using up 6 blocks and not assigning them as a "vault" yields more storage, unless I am reading something wrong?
    What happened was that I linearly upscaled bags of holding a few times. That's probably why the math is so low.

    You had called this the "dumbest" class you have ever made but I am actually a fan of the concept.
    This is an april fools joke that took over my thought cycles.
    Last edited by Almarck; 2017-04-01 at 10:50 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  15. - Top - End - #15
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Proprietor, Adventuring Interior Decorator? (Bring House to A Sword Fight) PEACH

    Significant upgrades.


    -Complete redesign of spacing ruled. You get Rooms which are 10 x 20 x 20 feet of space for any given function and allocate functions to them as needed. Amenities that use Room space are based off of the number of rooms it takes to assemble.
    -Defined Bare necessities into multiple parts, as well as how it can be used to make workshops.
    -Also defined the difference between conjured goods and manufactured goods.
    -Made Greenhouse: still working on it, but essentially allows farming and or using environemntal checks.
    -Menagerie is also up. You get an animal companion and replacing other people's companions.
    Last edited by Almarck; 2017-04-03 at 12:32 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •