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Old 09-22-2012, 03:44 PM   Top  -  End  -  #1
sirpercival
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Join Date: Oct 2011
Default Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Still a WIP! Suggestions welcome...


WARCRAFTER

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Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Warcrafters have the following game statistics.
Abilities: Cha>Str=Dex=Con=Int>Wis
Alignment: Any
Hit Die: d10
Starting Age: As artificer
Starting Gold: As artificer

Class Skills
The Warcrafter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana, architecture & engineering, the planes) (Int), Martial Lore (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Warcrafter
LevelBABFortRefWillSpecialCraft ReserveManeuvers KnownManeuvers ReadiedStances Known
1st+0+2+0+2Item creation, scribe scroll20331
2nd+1+3+0+3Brew potion, quick fingers40431
3rd+2+3+1+3Craft wand60531
4th+3+4+1+4Bonus feat80541
5th+3+4+1+4Retain essence100642
6th+4+5+2+5Craft Magic Arms & Armor150642
7th+5+5+2+5Familiar quirks +2200742
8th+6/+1+6+2+6Bonus feat250742
9th+6/+1+6+3+6Personal magic300843
10th+7/+2+7+3+7Wartime casualties400853
11th+8/+3+7+3+7Familiar quirks +4500953
12th+9/+4+8+4+8Bonus feat700953
13th+9/+4+8+4+8Skill mastery9001053
14th+10/+5+9+4+9Field modifications1,2001053
15th+11/+6/+1+9+5+9Familiar quirks +61,5001164
16th+12/+7/+2+10+5+10Bonus feat2,0001164
17th+12/+7/+2+10+5+10Mass production2,5001264
18th+13/+8/+3+11+6+11Improved field modifications3,0001264
19th+14/+9/+4+11+6+11Familiar quirks +84,0001364
20th+15/+10/+5+12+6+12Artifex, bonus feat5,0001374

Class Features
All of the following are class features of the Warcrafter.

Weapon and Armor Proficiencies: Warcrafters are proficient with all simple weapons, as well as light and medium armor and shields.

Maneuvers: A warcrafter begins his career with knowledge of three martial maneuvers, chosen from the Impromptu Virge, Mystic Brew, Perplexing Essence, and Twisted Vellum disciplines. Once he knows a maneuver, a warcrafter must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a warcrafter is considered a supernatural ability unless otherwise noted in its description. A warcrafter's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A warcrafter learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered warcrafter level after that (6th, 8th, 10th, and so on), a warcrafter can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A warcrafter can ready all three of his maneuvers per encounter at level 1, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. A warcrafter readies maneuvers by working closely on his equipment for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A warcrafter begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. At the end of a warcrafter's turn, he may recover up to a single expended maneuver of his choice as a free action if he succeeds at a check using the maneuver's key skill (DC 13 + 3 times the maneuver's level). He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

Stances Known: A warcrafter begins play with knowledge of one 1st-level stance from any discipline open to him. At 5th, 9th, and 15th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a warcrafter cannot learn a new stance at higher levels in place of one he already knows.

Craft Reserve: A warcrafter receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the warcrafter gains a new level, he receives a new craft reserve; leftover points from previous levels do not carry over. If the points are not spent by the time he gains a new level, they are lost. When crafting an item, a warcrafter may pay XP out of his craft reserve and/or his normal XP pool, divided how he chooses (assuming he has the craft reserve and/or XP in his pool to spare).

Item Creation: A warcrafter can create a magic item even if he does not have access to the spells that are prerequisites for the item. The warcrafter must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st level wand of magic missile, a warcrafter would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The warcrafter must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try each day until the item is complete (as per the magic item creation rules). If he comes to the end of the crafting time and he still has not successfully emulated one of the powers, he can make one final check (his last-ditch effort), even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, a warcrafter's effective caster level equals his initiator level. If the item duplicates a spell effect, it uses the warcrafter's initiator level as its caster level. Costs are always determined using the item's minimum caster level or the warcrafter's initiator level (if it is higher).

A warcrafter can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DC for the check. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll, though he uses initiator level in place of caster level.

Bonus feats: A warcrafter gains item creation feats as bonus feats. He gains Scribe Scroll at 1st level, Brew Potion at 2nd level, Craft Wand at 3rd level, and Craft Magic Arms & Armor at 6th level (even if he doesn't meet the prerequisites). In addition, at 4th level, and every 4 levels thereafter, the warcrafter gains an additional metamagic or item creation feat of his choice as a bonus feat; he must meet the prerequisites of any feat he chooses, except that he uses his initiator level in place of caster level.

Quick Fingers (Ex): Beginning at 2nd level, a warcrafter may stow and/or draw a spell trigger item, spell completion item, potion, elixir, or magical oil as a swift action instead of as a move action.

Retain Essence (Su): A warcrafter of 5th level or higher gains the ability to salvage the XP from a magic item and use those points to create another magic item. The warcrafter must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the warcrafter adds the XP it took to create the item to his craft reserve. These points are lost if the warcrafter does not use them before gaining his next level.

Familiar Quirks (Ex): Upon reaching 7th level, a warcrafter knows the little quirks of the items he crafts, and can use them to his advantage. He gains a +2 bonus on Use Magic Device checks and attack rolls with items he personally crafts. This bonus increases by +2 every 4 levels after 7th.

Personal Magic (Su): Beginning at 9th level, a warcrafter learns how to make the most of magic which would increase his personal abilities. Whenever the warcrafter casts a spell of Personal range from a spell trigger or spell completion item, the duration of the spell is doubled. This does not stack with the Extend Spell feat.

Wartime Casualties (Su): At 10th level, whenever a warcrafter successfully breaks a magical item with a sunder attempt, he adds half the XP required to create the item to his craft reserve. XP gained from this ability can be used just like any other XP in the warcrafter's craft reserve, and is lost when he gains a level in this class as normal. When you use this ability to harvest XP from an item, the item is destroyed permanently and cannot be repaired.

Skill Mastery (Ex): A warcrafter of 13th level or higher can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on an Use Magic Device check.

Field Modifications (Su): At 14th level, a warcrafter can split a magical item into smaller, different items. By spending 48 hours working with an enchanted item, the warcrafter can divide it into any number of less powerful magical items of the same type (for example, he may split a wondrous item into other wondrous items, but not potions). The total market price of the items he creates cannot be more than 50% of the original item. He must still meet the prerequisites for creating the new items (or emulate them with a Use Magic Device check) as normal, and must have the appropriate item creation feat.

Mass Production (Su): Starting at 17th level, a warcrafter learns how to make many identical items quickly. Whenever he crafts a magic item, if he makes more than one of the same item, he reduces the time it takes to craft all of the item by 10% for each item past the first (90% for two items, 80% for three items, etc.), to a minimum of 50%.

Improved Field Modifications (Su): Beginning at 18th level, a warcrafter learns how to meld together magical items to make different magical items. By spending 72 hours working with two or more enchanted items of a given type, the warcrafter can fuse them together to create a new item of the same type (for example, he can fuse magic weapons into another magic weapon, but not scrolls into a staff). The maximum market price of an item he can create is 50% of the total market prices of all the fused items, or his initiator level squared times 200gp, whichever is less. For example, an 18th-level warcrafter could create an item with a maximum market price of 64,800gp or 50% of the total market price of the items he fuses together. He must still meet the prerequisites for creating the item (or emulate them with a Use Magic Device check) as normal, and must have the appropriate item creation feat.

Artifex (Su): Upon reaching 20th level, any item a warcrafter creates counts as an artifact for the purposes of interacting with spells such as mage's disjunction when he is in possession of it. Crafting the item still follows the normal item creation rules, but the finished product counts as an artifact. Whenever such an item is in the possession of another creature, it counts as a normal magic item.
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Old 09-22-2012, 03:48 PM   Top  -  End  -  #2
sirpercival
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Join Date: Oct 2011
Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Psionic Warcrafters
WIP, but Looming Thunderbolt

Warcrafters and Artificer PrCs
There aren't a lot of prestige classes that are designed as artificer prestige classes, but there are a few. They need a little bit of adaptation to be useable as a warcrafter.

General Note: Substitute "+1 level of maneuvers" for "+1 level of infusions" where appropriate. These prcs simply advance your warcrafter progression. Similarly, "ability to cast X level infusions" becomes "knowledge of X level maneuvers from Impromptu Virge, Mystic Brew, Perplexing Essence, or Twisted Vellum".

Published PrCs:
  • Alchemist Savant: You can store maneuvers into Universal Potions, essentially making them Martial Scripts in liquid form. Must know a 3rd level Mystic Brew maneuver to enter.
  • Dragon Prophet: Chronepsis uses your initiator level in place of infusion caster level. Garyx allows you to make a sunder attempt as a swift action, which ends your prophetic favor. Hlal grants +1 DC to Perplexing Essence maneuvers. Lendys lets you use a counter that you do not have readied, which ends your prophetic favor.
  • Master Alchemist: Qualify with 4th-level Mystic Brew maneuvers, and the spellcasting instead advances warcrafter initiating.
  • Renegade Mastermaker: Your Battlefist counts as a discipline weapon for all four Warcrafter disciplines.
  • Unbound Scroll: Must know a 3rd level Twisted Vellum maneuver to enter. You cannot combine the Metamagic Scroll ability with any of the Metamagic Completion maneuvers from Twisted Vellum.

Homebrew PrCs:
  • Gadgeteer Genius: Resourceful Thaumaturgy allows you to spend 1 inspiration point at any time to recover a maneuver as a free action instead of its normal effect. Instead of its normal effect, Brilliant Art allows you to expend a maneuver as a swift action to no effect, granting you 1 inspiration point.
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Last edited by sirpercival : 01-25-2013 at 12:43 AM.
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Old 09-22-2012, 04:03 PM   Top  -  End  -  #3
sirpercival
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Join Date: Oct 2011
Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Impromptu Virge

Key Skill: Use Magic Device.
Discipline Weapons: Spell trigger items.

Feats
Spoiler


Maneuver and Stance list
Spoiler


Maneuver Descriptions
Spoiler
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Old 09-22-2012, 04:04 PM   Top  -  End  -  #4
sirpercival
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Join Date: Oct 2011
Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Mystic Brew

Key Skill: Craft (Alchemy)
Discipline Weapons: Alchemical items, poisons, drugs, brews.

Feats
Spoiler


Note: The word "brew" will be used here as a catch-all term for potions, elixirs, oils, and similar magical items which are used in liquid form.

Maneuver and Stance list
Spoiler


Maneuver Descriptions
Spoiler


New Weapon: Alchemic Censer
Spoiler
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Old 09-22-2012, 04:30 PM   Top  -  End  -  #5
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Perplexing Essence

Key Skill: Appraise.
Discipline Weapons: Any.

Feats
Spoiler


Essence: Whenever you initiate a Perplexing Essence maneuver, the intrinsic magic of the maneuver infuses your equipment for a short time. Each maneuver below has an "Essence" section, indicating the special property granted to your weapon or armor by the maneuver. The granted property lasts for 1 round, beginning when you initiate the maneuver; the property granted to a weapon by a strike maneuver applies on the attack with that weapon, if applicable. If your equipment is already enchanted with the granted property, the Essence for that maneuver has no effect.

If the granted property has a limited number of daily uses, that limit applies through the entire day for all of your equipment, no matter how many times you initiate that maneuver or how many pieces of equipment you apply it to.

Maneuver and Stance list
Spoiler


Maneuver Descriptions
Spoiler


Legacy Weapon: Steelshiver
Spoiler
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Old 09-22-2012, 04:32 PM   Top  -  End  -  #6
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Twisted Vellum

Key Skill: Decipher Script
Discipline Weapons: Spell completion items.

Feats
Spoiler


Maneuver and Stance list
Spoiler


Maneuver Descriptions
Spoiler


Legacy Weapon: Twist
Spoiler
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Old 09-22-2012, 04:33 PM   Top  -  End  -  #7
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Okeydokey, feel free to post. I'm going to update the current posts with my ideas, feel free to offer suggestions!
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Old 09-22-2012, 09:36 PM   Top  -  End  -  #8
bindin garoth
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Warblade progress sounds good for a class like this.

Perhaps give them a main weapon that can be customized with different traits?

Actually, even better (or at least to me): What about making this a custom class who can imbue items with unique and custom abilities, but can only maintain so many abilities at once. I started making a system based around this once, if you're on-board with it, I'll help out.
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Old 09-22-2012, 09:42 PM   Top  -  End  -  #9
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Quote:
Originally Posted by bindin garoth View Post
Warblade progress sounds good for a class like this.

Perhaps give them a main weapon that can be customized with different traits?

Actually, even better (or at least to me): What about making this a custom class who can imbue items with unique and custom abilities, but can only maintain so many abilities at once. I started making a system based around this once, if you're on-board with it, I'll help out.
That sounds very cool... but I dunno how well it would synergize with the maneuvers. I'm happy to help build it as a separate project, though.
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Old 09-22-2012, 11:08 PM   Top  -  End  -  #10
bindin garoth
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

The way I would of originally done it would work well with maneuvers. But it might be better if the idea was fleshed out with it's own base class first, before combining it with other systems.

When this is up I'll try to throw a PEACH your way.
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Old 09-23-2012, 08:59 AM   Top  -  End  -  #11
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Quote:
Originally Posted by bindin garoth View Post
The way I would of originally done it would work well with maneuvers. But it might be better if the idea was fleshed out with it's own base class first, before combining it with other systems.

When this is up I'll try to throw a PEACH your way.
It might work well with maneuvers in general, but not with the disciplines I have planned ;)
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Old 09-23-2012, 12:01 PM   Top  -  End  -  #12
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

OK, I lied. I just had an idea for a 4th discipline, key skill Appraise, which would use your idea of having temporary magical properties with items.
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Old 09-23-2012, 12:03 PM   Top  -  End  -  #13
bindin garoth
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Quote:
Originally Posted by sirpercival View Post
OK, I lied. I just had an idea for a 4th discipline, key skill Appraise, which would use your idea of having temporary magical properties with items.
Now that's interesting. I had never thought of using the idea as a discipline. Just PM me with how you want to go about it and I'll start tossing ideas your way!
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Old 09-23-2012, 04:54 PM   Top  -  End  -  #14
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

OK, if anyone would like to weigh in with suggestions for the disciplines (and features for the class), that would be lovely.
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Old 09-23-2012, 06:25 PM   Top  -  End  -  #15
bindin garoth
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Class features:

Small bonuses for using items crafted.

Since this class would benefit from wands/scrolls with buffs, how about a small boost to spells from such items cast one oneself?

Sacrifice charges from wands to boost maneuvers? AKA Arcane Strike for wands.

The ability to use maneuvers with touch (melee or ranged) wands as a full-round action.


Perplexing Essence discipline ideas:
Spoiler


And here you go! I'll stat out more as I have a chance, gotta get back to my character sheets!
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Old 09-23-2012, 06:41 PM   Top  -  End  -  #16
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Quote:
Originally Posted by bindin garoth View Post
Class features:

Small bonuses for using items crafted.

Since this class would benefit from wands/scrolls with buffs, how about a small boost to spells from such items cast one oneself?

Sacrifice charges from wands to boost maneuvers? AKA Arcane Strike for wands.

The ability to use maneuvers with touch (melee or ranged) wands as a full-round action.


Perplexing Essence discipline ideas:
Spoiler


And here you go! I'll stat out more as I have a chance, gotta get back to my character sheets!

Great stuff! I'll incorporate it.
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Old 10-08-2012, 06:17 PM   Top  -  End  -  #17
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

OK, major updates!

Class itself is finished. Almost all of the maneuvers are finished; I'm missing 4 maneuvers from Mystic Brew, 3 from Perplexing Essence, and 2 from Twisted Vellum.

I also need discipline feats of various sorts for nearly everything.

Any suggestions to fill in the holes would be greatly appreciated!
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Old 10-09-2012, 07:30 PM   Top  -  End  -  #18
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Posted a section on PrC adaptations. Anyone have any suggestions for more to adapt?
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Old 10-09-2012, 07:42 PM   Top  -  End  -  #19
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

No suggestions atm, but I wish to provide unsemi-related humor: I am... the war chief. Also, for the horde.
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Old 10-09-2012, 07:44 PM   Top  -  End  -  #20
sirpercival
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Originally Posted by gooddragon1 View Post
No suggestions atm, but I wish to provide unrelated humor: I am... the war chief. Also, for the horde.
Lol. I've actually never played Warcraft or WoW.... the name was just too convenient, you know?
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Old 10-10-2012, 06:44 AM   Top  -  End  -  #21
bindin garoth
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Well, I've not done a complete read-through of the new maneuvers and the class (and indeed, I don't think I'll have a chance to peach this in the detail that I the aetherforge, work's ramping up. On the bright side it looks like I'm moving up! ) but here are some initial thoughts (geared to the maneuvers and their brief descriptions):

Impromptu Virge:
-I like the idea of virtual charges and spending them to increase the effects of the spell. Can the charges be used to actually cast the spell too? If so it might be a bit much, especially combine with partially charged spells (the person would only need wands with 1 charge on them then, and have the ability to cast the spell at will).
-I especially like the fact that you enabled the person to increase either the DC or the Caster level.
-I'll admit, I would f liked to see a boost that helps overcome SR (especially if you aren't in the stance that increases the caster level), but that's just a personal preference.

Mystic Brew:
-Interesting concept. An even more interesting way to use this would be to use potions with the AoE maneuvers to buff multiple allies at once.
-It seems like Quick Draw would be almost necessary for this discipline, however. How about one of the stances grants this for potions and alchemical items only?
-Other ideas for remaining maneuvers: Exchange a potions effects for another of the same level. Can't think of anything else at this time, I'm still waking up

Perplexing Essence
-A lot of turning an opponent's weapon against them. Although I do like the Inauspicious Tactic maneuver.
-Detonate Item - I don't like it. Then again I don't like sundering in general (I want my loot! ). Although combine with the Perplexing Repair maneuver below it, it could be useful (destroy an opponent's item, and then repair it later for yourself! ), but this takes up two valuable maneuver slots.
- The biggest problem I have is that many (8) of the current maneuvers require the opponent to have a weapon for you to affect. But many opponents (depending on the campaign) don't wield weapons, they have natural weapons which would be unaffected by them. Might I suggest as I did before, have maneuvers that grant unique properties to the weapons for x rounds after the maneuver is used? For example, Meteor Strike might grant the weapon the Return property for 5 rounds after it's use?
-I don't like the fact that Awaken Gear is useable 1/day per item. Perhaps instead of an lesser power.............. Hmmmmmm............. How about instead granting it one special +1 property (increasing with your ranks in Appraise)? And of course, you'd want a special clause for the Bane property...

Twisted Vellum
-First, while I'm thinking of it, idea! Level 3 stance allows you to convert a spell completion item to dispel magic (or the greater version if the level if high enough). And perhaps a small bonus to the dispel check based on Decipher Script ranks?
-Defending Arcana: I'd make it so that it can be any spell completion item on your body. After all you'd most likely have a spell-completion item in you hands only to use it up almost immediately. I'd also allow exiting this stance as an immediate action for the save benefits.
-Dancing Vellum: The only problem I have with this is with 9th level spells, but then again that's more of a problem with the system rather than with the actual maneuver. But between max ranks, masterwork tools, feats, and an item familiar, it'd be very easy to cast a spell multiple times with only one scroll.
-Perhaps a stance (maybe replacing the above) that allows for you to have X scrolls floating beside you (don't have to waist an action drawing a scroll). Furthermore, by making a Decipher Script check, can cast spells from two scrolls at once, the levels of the spells are dependent upon the Decipher Script check (say maybe neither of the levels can be above a third of the check)?
-Vellum Bombardment: How does this interact with AoE spells?
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Old 10-10-2012, 12:03 PM   Top  -  End  -  #22
sirpercival
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Quote:
Originally Posted by bindin garoth View Post
Well, I've not done a complete read-through of the new maneuvers and the class (and indeed, I don't think I'll have a chance to peach this in the detail that I the aetherforge, work's ramping up. On the bright side it looks like I'm moving up! ) but here are some initial thoughts (geared to the maneuvers and their brief descriptions):
Thanks for your comments & help! :)

Quote:
Impromptu Virge:
-I like the idea of virtual charges and spending them to increase the effects of the spell. Can the charges be used to actually cast the spell too? If so it might be a bit much, especially combine with partially charged spells (the person would only need wands with 1 charge on them then, and have the ability to cast the spell at will).
Nope, only on any extra charge costs for the maneuvers. You still have to pay the cost of actually activating the item.
Quote:
-I especially like the fact that you enabled the person to increase either the DC or the Caster level.
-I'll admit, I would f liked to see a boost that helps overcome SR (especially if you aren't in the stance that increases the caster level), but that's just a personal preference.
The CL stuff should help with that. Or, use spells that ignore SR

Quote:
Mystic Brew:
-Interesting concept. An even more interesting way to use this would be to use potions with the AoE maneuvers to buff multiple allies at once.
There are ways to do that in at least 3 of the disciplines :D
Quote:
-It seems like Quick Draw would be almost necessary for this discipline, however. How about one of the stances grants this for potions and alchemical items only?
There's the class ability that lets you draw them as a swift action...?
Quote:
-Other ideas for remaining maneuvers: Exchange a potions effects for another of the same level. Can't think of anything else at this time, I'm still waking up
Hm. I'm always wary of things like that, it takes away from the whole idea of the resource management.

Quote:
Perplexing Essence
-A lot of turning an opponent's weapon against them. Although I do like the Inauspicious Tactic maneuver.
-Detonate Item - I don't like it. Then again I don't like sundering in general (I want my loot! ). Although combine with the Perplexing Repair maneuver below it, it could be useful (destroy an opponent's item, and then repair it later for yourself! ), but this takes up two valuable maneuver slots.
You can't use Perplexing Repair and Detonate Item on the same item. However, you DO have a class ability that lets you get 1/2 XP out of a sundered item into your craft reserve, a la Retain Essence.
Quote:
- The biggest problem I have is that many (8) of the current maneuvers require the opponent to have a weapon for you to affect. But many opponents (depending on the campaign) don't wield weapons, they have natural weapons which would be unaffected by them. Might I suggest as I did before, have maneuvers that grant unique properties to the weapons for x rounds after the maneuver is used? For example, Meteor Strike might grant the weapon the Return property for 5 rounds after it's use?
I'll definitely think about doing some of that.
Quote:
-I don't like the fact that Awaken Gear is useable 1/day per item. Perhaps instead of an lesser power.............. Hmmmmmm............. How about instead granting it one special +1 property (increasing with your ranks in Appraise)? And of course, you'd want a special clause for the Bane property...
I can think about changing this, I'll have to see how it works out in practice.

Quote:
Twisted Vellum
-First, while I'm thinking of it, idea! Level 3 stance allows you to convert a spell completion item to dispel magic (or the greater version if the level if high enough). And perhaps a small bonus to the dispel check based on Decipher Script ranks?
Oh hey, that's pretty awesome. I like it. I'll see if I can implement it in an interesting way.
Quote:
-Defending Arcana: I'd make it so that it can be any spell completion item on your body. After all you'd most likely have a spell-completion item in you hands only to use it up almost immediately. I'd also allow exiting this stance as an immediate action for the save benefits.
I'll clarify that you don't need to keep the item in your hand once you've chosen it. Good call.
Quote:
-Dancing Vellum: The only problem I have with this is with 9th level spells, but then again that's more of a problem with the system rather than with the actual maneuver. But between max ranks, masterwork tools, feats, and an item familiar, it'd be very easy to cast a spell multiple times with only one scroll.
With the recharge time, a 9th-level scroll is only 1/encounter; and it will still be difficult. Casting twice requires DC 29, a third time is DC 38, etc.
Quote:
-Perhaps a stance (maybe replacing the above) that allows for you to have X scrolls floating beside you (don't have to waist an action drawing a scroll). Furthermore, by making a Decipher Script check, can cast spells from two scrolls at once, the levels of the spells are dependent upon the Decipher Script check (say maybe neither of the levels can be above a third of the check)?
Hm. I have to think about this.
Quote:
-Vellum Bombardment: How does this interact with AoE spells?
Has to be a spell capable of targeting a creature.
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Old 10-17-2012, 10:51 AM   Top  -  End  -  #23
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Major updates!

~Changed the recovery mech of the class, the original was too abusable.
~Finished all the maneuvers in all 4 disciplines, added feats, and began writing legacy weapons.

Still need a tactical feat for Impromptu Virge, and any feats at all for Twisted Vellum.
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Old 02-04-2013, 01:51 PM   Top  -  End  -  #24
sirpercival
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Impromptu Virge now has a tactical feat!

EDIT: And two feats for Twisted Vellum!
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Old 02-11-2013, 12:39 AM   Top  -  End  -  #25
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Default Re: Warcrafter (3.5 base), a martial artificer [WIP, PEACH]

Steelshiver is finished.
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