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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-06-2011, 02:22 AM   Top  -  End  -  #1
Owrtho
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Default Like a clockwork corpse, yet living [3.5 PEACH]

Well, this isn't completed, and my lack of experience with crafting means I'll likely need advice on prices and DCs (along with amounts of required materials). Expect reworking of some parts if I decide there is a better way to accomplish something. Anyway, more designs will be forthcoming (also initially forgoing fluff in order to get down mechanics).

Necroclock
Spoiler

Necroclock is a combination of clockwork and necromancy to produce results beyond the capability of either alone. There are two main categories of objects to concern oneself with when producing a necroclock device. The first is materials, which are needed to make the device. The second are designs, which are like the blueprints for the completed object. Designs are further categorized into components and works. Components consist of things like specific gears that are wound, and denote how powerful the completed piece is. Works are akin to the frame that ends up deciding what the finished piece does. More details can be found below in the appropriate sections. However, before getting into those details, a section on how necroclock devices work.

Using Necroclock Devices

Necroclock devices use the Craft (Necroclock) skill, though DM's may opt to use the Craft (trapmaking) instead. The craft (Necroclock) skill provides a synergy bonus to heal checks, while the Heal skill provides a synergy bonus to craft (Necroclock) checks for attaching necroclock grafts or making necroclock devices and components.

Most necroclock devices are in the form of grafts, that are connected to an individual, though there are a other kinds. As such first, aspects common to both will be covered, then those found only in the graft variety, then those found in the non-graft variety.

Necroclocks devices are, as the name suggests, based of clockwork technology (this shouldn't be a surprise, it was one of the first things mentioned). As such, they require winding. A necroclock device may only function so long as it is wound. That said, some devices allow for backup gear components to power them. Winding a necroclock device requires the use of a winding key made for the device (or at least one that fits it). This can be obtained in one of two ways, either it is build into the device, or you have one with you. In either case, a full round action spend winding a gear component provides it with an hours worth of winding time, provided normal use. Unless a gear component is being used as a backup power, it is always slowly unwinding (This does not apply to non-graft necroclock devices, which only unwind when in use.). Even everwound gears are constantly unwinding (though as their name suggests, they never fully unwind as they function by being able to self wind at the loss of responsiveness).

Some gear components however have an ability called rapid unwind. This allows it to use an hours worth of winding in one round, granting it a undecided bonus to power and responsiveness.

Because necroclock devices make use of undead and deathless parts, they interact somewhat differently with positive and negative energy than most things. If something containing a necroclock device is affected by positive or negative energy, some of it is absorbed by the device, reducing its total effect. The amount absorbed is equal to the total number of tendons and nerves in the devices powered by that energy type (up to the total amount of energy). If there isn't enough, the one being affected decides which parts get priority. Any tendon that absorbs a point of the energy gains a +1 bonus to power for the round (note, this can only occur once per round). Any nerve that absorbs a point of energy similarly improves the responsiveness of the connected tendon by +1 for the round. On the flip side however, all tendons and nerves powered by the opposing energy gain an equivalent penalty.

Maintaining necroclock devices is a necessity, given their complex mechanical nature. Fortunately it generally only requires minor training and in most cases need not be done frequently. The average necroclock device (read all of them until I add things that modify it), require maintenance about once a month to ensure they don't become jammed. Baring outside interference, a necroclock device won't jam within 48 hours of being properly maintained. However, each day after that there is a cumulative 1% chance that the device will jam, and on top of that an extra 15% chance if it has not received maintenance within 30 days (this happens every 30 days). Note that if a device is not being used at all, for a period of time and is properly handled, days can be replaced with months and only roll when it is next used.
If a device has more than one set of gears inside it, one set jamming will not affect the other's operation.
If the device lacks a cover, there is a cumulative 25% chance it will jam every hour cloth, hair, or a similarly loose substance is in close proxcimity with it (make the first roll immediately).

Maintaining a necroclock device requires a craft (necroclock) DC 10 and requires an amount of time based on the complexity of the device. It also requries proper tools, though not a craft table or similar workspace.
CircumstanceModifier
No cover+0 minutes
Hinged cover+2 minute
Normal cover+15 minute
Locked hinged cover
and unable to find key
+25 minute
Per gear component+15 minute
Performed maintenance within
the past week
-1 minute per gear component
Performed maintenance within
48 hours (stacks with past week)
-2 minute per gear component
5 minutes to look, and 5 to swear before taking it off like a normal cover.
Unjamming a necroclock device requires a DC 15 check, and 1 minute (+ the cover modifiers noted above), or can be performed without spending any additional time as part of maintaining the device (it still requires a separate check).

It is also possible to optimize necroclock devices to an extent. When maintaining a necroclock device, you may choose to tweak it. Doing so adds an additional 5 to the DC of maintaining the device and 15 minutes to the time is takes to perform maintenance. Optimizing a device increases the power and responsiveness by 1, and lasts for 48 hours. If you regularly optimize a device (it is still optimized when you next perform maintenance and tweak it), you gain a cumulative 1 minute reduction to the added tweaking time for maintenance (cannot reduce the tweaking time below 0). For every day that you go without the device being tweaked, you lose 1 minute of the time reduction.

Controlling necroclock grafts is done much like controlling any other body part. As long as it is properly connected via nerve materials, it functions automatically as long as it is wound.

It is also the case that necroclock grafts have been used to offset the affects of ageing. A necroclock limb does not suffer from ageing penalties to strength and dexterity in tasks it is performing, including things like using a weapon (however, if a normal limb is also being used, such as two handed weapons or possibly grappling, apply half the ageing penalties rounded up). Similarly vitals may be replaced with necroclock devices to offset con penalties to ageing and increase longevity.
There are three main types of vital grafts when dealing with necroclock. They are heart, respiratory, and digestive. If one is used, ignore 1 point of any con penalties caused by age. If two are used, ignore 3 points. If all three are used, ignore all con penalties caused by ageing. Further, for each used, increase ones maximum age by the difference between middle aged and old age for a member of one's race. If all three types of vital grafts are being used, there is no maximum age, and one is functionally immortal so long as the devices are properly maintained and don't give out.
Note: For the purposes of overcoming ageing effects, creatures that don't eat or drink may be treated as having a necroclock digestive device provided they have the other necroclock vitals. Creatures that don't breathe may be treated as having a necroclock respiratory device provided they have the other necroclock vitals. Creatures that are in both categories only need a necroclock heart to gain the full effects.

Controlling a non-graft necroclock device is done in one of three ways.
  • There are standard controls, making it usable by anyone with the proper limbs (generally everyone with the know how).
  • There is a gear based interface. This requires a special type of necroclock graft or a non-graft necroclock device that converts it to standard controls, which hooks into an area of exposed gears allowing control almost as if the device is a part of the person.
  • There is a nerve based interface. This requires a special type of necroclock graft that has an exposed nerve section, allowing it to hook up to the device making the non-graft device like an extension of the necroclock graft used to connect to it.

Scavenging and Modifying Necroclock Devices.
As with much technology, it is not odd to find people who have similar devices that contain better parts than yours. In such cases it is not uncommon to wish yours had parts of that quality. Fortunately, in a dangerous world, there is also a reasonable chance you may need to kill the person, so in that case why not try taking the parts and putting them in yours?

It is possible to modify necroclock devices after they have been made. In such cases, the two key things are components and works. One can, if they are skilled, remove a component from a work without damaging either, and then if similarly skilled, place it into another work. To attempt doing so, first make a maintenance check to open the necroclock device. Then make a craft (necroclock) check with a DC equal to ((DC of component / 2) + (DC of work / 2)) / 2, requiring 30 minutes of time. If the check is passed, the component and work are separated without harm. If the a check is failed, the one you were not attempting to salvage is damaged beyond repair (note that if this is the work, other components in it are not damaged), though you may still attempt again. If you fail by 5 or more, both the work and component are damaged beyond repair (note other components in the work are not damaged). If you choose to not worry about damaging one of the two, then the DC is reduced by 5 (minimum 10), however, doing so always results in the one you aren't trying to preserve being damaged beyond repair.

Once you have a new component and a work that has had a component removed, you may now desire to learn how you might combine the two. Doing so is much like salvaging a component or work, and requires a craft (necroclock) check of DC ((DC of component / 2) + (DC of work if made with the component / 2)) / 2 and 1 hour. If the component was not designed to fit into the work (or vise versa), then the DC is increased by 5. If the check is failed by 5 or more, one of the two is damaged beyond repair at random. If failed by 10 or more, they both are.

Attaching Necroclock Grafts

Attaching necroclock grafts can be a tricky thing. That said, doing so requires two main things. Having a necroclock graft t attach, and having an open location to attach it to on the person. This may require removing body parts already in the way.

If a limb or other body part is in the way, attaching the graft may require some prep work. First, you need to get the offending body part out of the way. This usually requires a sharp implement (such as a dagger or surgical equipment) and a heal check (consult below table for DC) taking half an hour. Removing a body part always deals damage to the patient, however, the patient may make a fortitude save (DC equal to the heal check -5), for half damage.

Body Part
or Modifier
DCDamageTime Modifier
Hand151d60
Arm202d60
Leg202d60
Eye151d4-5 minutes
Ear201d4+5 minutes
Nose201d4+5 minutes
Throat251d6+5 minutes
Head353d6+20 minutes
Torso304d6+30 minutes
Vital303d6†+5 minutes
Spine354d6†+10 minutes
   
Patient Concious+5+20
Self Operation +5+20
† When removing the vitals and spine this damage is dealt every 10 minutes. Further, a either an External Vital must be attached (device not yet made) or healing energy must be channelled into the patient every until the vital is replaced, or they shall die. Healing energy may be channelled into the patient by having an external source cast a healing spell on the patient and make a DC 5 heal check, though each time this must be repeated every 15 minutes and does not allow other actions on the part of the healer. This only applies to creatures that need the vital organ being removed to live. Otherwise they just take the damage as if it were another body part.

Once the location to attach the necroclock graft is free, the area must be prepared. This requires a DC 15 craft (Necroclock) check and takes 30 minutes, though may be done as part of removing a body part, in which case it only takes 5 minutes while still requiring the check. This step may be skipped if you are replacing a previous necroclock graft, or are attaching the graft to another necroclock graft (such as a hand onto a necroclock arm).

At last it is time to attach the necroclock graft. This requires a combine healing and craft (Necroclock) check, for which you add both your heal skill and craft (Necroclock) skills. The DC of attaching any necroclock graft is the
DC of removing the pertinent body part + 2 per nerve that the graft uses (in the case of spines, it is instead +1 per 2 nerves, while torsos are +1 per nerve). However, the necroclock graft is will not become active until it receives a pulse of positive energy, negative energy, or both depending on the types used to make it. This may be provided by any sources that heals or damages using the pertinent energy type, as well as energy activation stones (see below).

Owrtho
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Last edited by Owrtho : 09-21-2011 at 11:42 PM.
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Old 08-06-2011, 02:24 AM   Top  -  End  -  #2
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Materials

Materials are the parts needed to create necroclock devices. These range from metals used to make the gears, to muscles and tendons used to improve the functionality, to nerve connectors to grant the someone control over the device, to ceramics, metals, and leathers used to cover the completed piece both for protection and decoration.

Pedigree bonus: Given usage of reanimated body parts in necroclock devices, some materials have a quality dependant on the quality of what provides the part. By default, such a bonus is based off a listed value of the creature it is gained from plus any modifiers the creature may have had. In the case of abilities, use half the ability modifier rounded down.

Procuring dead parts for a necroclock device requires the corpse be less than a day old. Time spent under the effect of Gentle Repose or a similar effect does not count toward this time limit.

Specifics:
Spoiler


Owrtho
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Last edited by Owrtho : 08-31-2011 at 09:47 PM.
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Old 08-06-2011, 02:25 AM   Top  -  End  -  #3
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Components

Components are the next part of making necroclock devices, being made from materials. These are mainly the pieces that make it function and effect how powerful the end result is. These include things like gear tendon combinations that power the device, as well as protective coverings for the device.

Spoiler


Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Last edited by Owrtho : 09-07-2011 at 05:49 PM.
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Old 08-06-2011, 02:26 AM   Top  -  End  -  #4
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Works

These are the portions that control what everything ends up doing. This affects whether at the end of the day you have a hand, an arm, a heart, or a carriage. With that, it also impacts what things like power end up doing for the device (since you were probably wondering).

As for reading these. The required parts are the minimum number of parts needed for the final device to function. Note, you need one nerve for every tendon the final device will include if it is attached to a person, and if it doesn't connect directly to a person (but another necroclock device), then any nerves in it need to run through the other device as well. Slots, show how many nerves an components there is room for in the work. These include the required ones.

If a work has room for more than one gear component, there are a few ways you can make use of this.
Note that if a work mentions lesser or least gear component, then these may not be done between more than one required gear component in that work. Only with optional gear components and a required one.
Run them offset: This grants twice the responsiveness of the lowest gear component's responsiveness (if three, then triple, etc.). Uses the lowest gear component's power.
Run them as backup: You may switch between which is currently providing power as a swift action, however only if the one you are switching to is not fully unwound. Uses the active gear components power and responsiveness.
Run them in parallel: This grants twice the power of the lowest gear component's responsiveness (if three, then triple, etc.). Uses the lowest gear component's responsiveness.
If you have more than two, you may mix and match these.
Some works have multiple sets of inner workings. In these cases, gear components will be split into sets. In these cases, you can not do the above with gear components in different sets.

Spoiler


Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
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other hombrew

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Old 08-06-2011, 02:27 AM   Top  -  End  -  #5
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Feat

Necroclock Craftsman
You have studied the intricate works of necroclock devices, thus granting you the skill to more readily assemble them.
Prerequisite: Dexterity 15, craft (Necroclock) 5 ranks
Benefit: You gain a +20 bonus on craft (Necroclock) checks when making necroclock gear components, and a +30 bonus on craft (Necroclock) checks when making necroclock devices.

Other Items

Energy Activation Stone
These small black stones come in positive and negative energy varieties. Designed to facilitate the attaching of necroclock grafts for those who cannot cast spells or otherwise make the needed energy type on their own, energy activation stones can create a pulse of the energy type they possess. As a standard action, an energy activation stone can create a pulse with a range of touch dealing 1 negative energy damage, or 1 positive energy damage. Using this ability spends a charge of the stones power. The number of charges stones come with varies greatly.
Weight: 1 pound
Cost: 5 gold +1 gold per charge
Craft: 1 pound of obsidian, 10 gold, 1 or more spell with positive or negative energy descriptor, DC 20 craft (gemcutting), 1 hour. Charges equal to sum of spell levels.

Reserved for possible overflow/class.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
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Old 08-06-2011, 02:28 AM   Top  -  End  -  #6
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Necroclock Knight - A prc for people who want to become better at using necroclock grafts.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Last edited by Owrtho : 08-31-2011 at 09:36 PM.
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Old 08-06-2011, 04:42 AM   Top  -  End  -  #7
dethkruzer
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

I see alot of potential in this, after the ozodrin, we can probably expect great things from this.
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Old 08-06-2011, 07:55 PM   Top  -  End  -  #8
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Quote:
Originally Posted by dethkruzer View Post
I see alot of potential in this, after the ozodrin, we can probably expect great things from this.
Glad to see you like where this is going so far. Hope it lives up to your expectations.

Anyway, a number of minor changes have been made (many of which I've likely forgotten). Tendons now have 1 more trait (elasticity) which is used to determine the amount a gear component may be wound.
Larger changes include rules for making gear components that are more complex due to using more tendons than normally required. Also added a new gear component, and a new material (animated hide) as well as giving a slight bonus for using more costly animated materials in covers (namely, the ability to feel).

Somewhat larger addition is rules for using necroclock devices to remove limits on ones lifespan, though it does require some difficulty in actually adding the needed necroclock grafts. For now assume that the instillation process overcomes the risk of dying due to lacking vital organs temporarily. I may later make an external life support device required. Also made simple versions of the devices needed to live indefinitely.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-07-2011, 12:35 PM   Top  -  End  -  #9
Domriso
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Well, I love the idea. It's just... so interesting. I am watching this closely.
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Old 08-07-2011, 10:38 PM   Top  -  End  -  #10
radmelon
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

This is one of the most complex things I have ever seen. That said, it has a lot of potential.
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Old 08-08-2011, 08:31 PM   Top  -  End  -  #11
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Well, added necroclock torsos and organized the works slightly. Now only 7 6 more types of necroclock grafts before you can make someone who has replaced everything possible with necroclock parts.
Then I can start adding variations. Also, anyone with suggestions for costs, crafting DCs, part types, or any of the various undecided bits, let me know.

Edit: Added legs. Not sure if I should make feet separate like hands are. Any thoughts? I also fixed a typo on torso where I'd forgotten the -4 to the power and responsiveness.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
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other hombrew

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Old 08-09-2011, 01:59 PM   Top  -  End  -  #12
dethkruzer
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Torsos and legs look nice, and the idea for interchangeable hand sounds good. While I would say having several types of feet would allow for more specialized movement, it would probably be better to have them built into seperate leg works.

And a question: Does the necroclock torso simply replacethe bones and skin, and leave the innards there? Another thing, does it affect the spine in any way?
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Old 08-09-2011, 04:02 PM   Top  -  End  -  #13
Owrtho
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Quote:
Originally Posted by dethkruzer View Post
And a question: Does the necroclock torso simply replacethe bones and skin, and leave the innards there? Another thing, does it affect the spine in any way?
Torso replaces bones, skin, and muscle while leaving the innards. It does not replace the spine, though it is attached to it. The spine is another type of work, though likely with little in the way of variation.

Owrtho
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Old 08-12-2011, 02:15 PM   Top  -  End  -  #14
dethkruzer
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Just an idea: If some one has a necroclock torso, and the spine was also replaced, the limbs could be made interchangeable, including the head.
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Old 08-13-2011, 05:48 PM   Top  -  End  -  #15
Owrtho
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Quote:
Originally Posted by dethkruzer View Post
Just an idea: If some one has a necroclock torso, and the spine was also replaced, the limbs could be made interchangeable, including the head.
Well, depending on how you mean that, it is to an extent already possible, or will be once I add rules for attaching and removing necroclock grafts. However, if you mean in an easy swap type fashion, that would likely be limited to specific grafts.

In other news, added spines, throats, and heads. I plan to eventually add a head with replaceable faces and scalp (for the people who like to be able to mix things up, or have more options when getting ready for that big ball coming up).

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-15-2011, 08:18 PM   Top  -  End  -  #16
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Well, I've added some new works (aside from non standard things like wings and tails, I've now got all the work types down I think). Also added rules for if you want to start modifying a necroclock device after it's been made.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-16-2011, 05:13 PM   Top  -  End  -  #17
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

New hand and arm works for those interested.

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-16-2011, 06:53 PM   Top  -  End  -  #18
radmelon
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

The tool hand is awesome.
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Old 08-16-2011, 07:13 PM   Top  -  End  -  #19
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

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Originally Posted by radmelon View Post
The tool hand is awesome.
Glad you like it. As a side note, while it specifies thieves and artisans tools, similarly small types of tools could also be permissible (I just used those found in the PHB), as well as things like keys (both for locks and for winding gears). Thinking on it, I likely should add that to the description.

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Old 08-28-2011, 09:23 PM   Top  -  End  -  #20
InfiniteNothing
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Hmm... Not sure how much of a help this will be, but I think I know a way to determine the Craft DCs.

First, figure out at what level, approximately, you want a character to be able to make a given graft at. Then add 10 to the level. That should at least give you a good place to start in determining the Craft DCs.

Also, awesome work. Kinda reminds me of the Mad Hatter from American McGee's Alice. I'm looking forward to using these for a character.
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Old 08-28-2011, 09:55 PM   Top  -  End  -  #21
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

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Originally Posted by InfiniteNothing View Post
Hmm... Not sure how much of a help this will be, but I think I know a way to determine the Craft DCs.

First, figure out at what level, approximately, you want a character to be able to make a given graft at. Then add 10 to the level. That should at least give you a good place to start in determining the Craft DCs.

Also, awesome work. Kinda reminds me of the Mad Hatter from American McGee's Alice. I'm looking forward to using these for a character.
Well, that is somewhat useful, if not exactly how I'll likely do it. My current idea is to address the issue of variable parts by having fixed DCs for the materials, having the component DCs be have a baseline DC + an amount per material used (at least on the kind that can vary), then having the DCs of the finished devices be based on the design, + something based on the DCs of the components used.

As such the more components you add, and the more complex they are the higher the DC would be. However, when considering the base form (minimum requirements), I can use something like what you suggest for the static value.
That said, I may make it +30 or so rather than + 10, as I intend for it to be rather difficult for most characters to make the parts, though the base class I plan to do that would specialize in making necroclock devices would get reduction by the excess amount, bringing them down to around +10.

I likely should get some more work done on this soon, though recently I have been somewhat busy with stuff in real life, and when I have had free time, have been working on the PRC contests (though to be fair, the last one was related to this).

Owrtho
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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-28-2011, 10:25 PM   Top  -  End  -  #22
TravelLog
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

I just have a question regarding your envisioning of the class. Do you see the user as having a veritable army of necroclock minions or having a few very strong ones? Also, what are you aims for in-combat uses and utilities?
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Old 08-28-2011, 11:22 PM   Top  -  End  -  #23
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

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Originally Posted by TravelLog View Post
I just have a question regarding your envisioning of the class. Do you see the user as having a veritable army of necroclock minions or having a few very strong ones? Also, what are you aims for in-combat uses and utilities?
For minions, neither. Necroclock doesn't really make self functioning beings. It's more like a xenoalchemist, able to improve other party members and/or itself. Mind it also would have the ability to make non-graft devices, but these would be things like, horseless carriages, lights, tools, etc. As for in combat uses and utilities, they would mainly be useful through necroclock devices made for themselves and others ahead of time, but would also have the ability to deal positive and negative energy damage. They also would have the ability to perform improved tuning an maintenance on necroclock devices, allowing benefits to last longer and require less time to complete.

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[creature]Shiny: Monster Competition XXXVI entry.
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Old 08-29-2011, 06:15 PM   Top  -  End  -  #24
InfiniteNothing
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

+30 is really pushing it if you want a character to make these things before epic level. If you want it to be high, go +15 at highest.
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Old 09-07-2011, 05:55 PM   Top  -  End  -  #25
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Well, I put some starting DCs on the materials, components, and one of the works (I'll try to do the rest later tonight). I realize they look high. However, these aren't intended for people without training to make. I'll likely make a feat that reduces the DCs (which would be granted at level 1 of the class form making necroclock devices). The DCs would be reduced by 20 for gear components, and 30 for devices.

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[creature]Shiny: Monster Competition XXXVI entry.
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Old 09-21-2011, 11:52 PM   Top  -  End  -  #26
Owrtho
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

Well, been a bit since I did stuff with this. Added basic graft attaching rules. They may be subject to change. Also added a feat for those who want to make necroclock devices. Then, I added an item for those who want to attach necroclock grafts and can't produce positive or negative energy.

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[creature]Shiny: Monster Competition XXXVI entry.
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Old 09-23-2011, 05:15 AM   Top  -  End  -  #27
drakir_nosslin
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Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

This is a very interesting project, though I can't say that I understand everything
Guess I need to read through it once more while I'm truly awake. Anyway, I hope you keep it up and I look forward to more info on this. Once I understand it I might stat up a necrolock character of some sort, it would be interesting to play one.
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