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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 07-11-2011, 01:15 PM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge VII - You've Been PUNK'D!

You've Been PUNK'D!

Welcome to base class challenge number seven! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!

1. You will be creating an original base class based around a theme of steampunk; madmen crafting steam-driven golems, spellcasters with a penchant for the mechanical, and defenders clad in ever-moving cog armor are all possibilities. You may not post your entry anywhere else until after the contest is finished. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!
2. Submissions are due by August 11th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.
3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.
4. Plagiarism is strictly forbidden.

The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready, punk?

STEAM!

Last edited by Temotei : 07-11-2011 at 01:19 PM.
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Old 07-11-2011, 01:16 PM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D

Base Class Name

Put an image of your class here!

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
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Spoiler

Last edited by Temotei : 07-12-2011 at 03:05 PM.
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Old 07-13-2011, 09:38 PM   Top  -  End  -  #3
Noctemwolf
Barbarian in the Playground
 
 
Join Date: Jul 2010
Location: 
USA
Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D!

Golem Master
Spoiler

"You see, I understand the nature of these creatures. I know them, because they are extension's of my will, praises to my understanding of the nature of our world. You wish to learn? Then let us begin with the basics..."
-Iaeda, a Gnome Golem Master and Leader of the Hands of Techron

A Golem Master is never just an ordinary inventor. They are the highest and best thinkers of the era, a select few chosen by the high council of the Hands of Techron to learn the secret art of animating a Golem through almost nothing more than pure machinery. All Golem Master are creative, with a penchant for math and the other sciences. Almost all of them have other kinds of fields they are associated with other than Just Steam Machines.

Hands of Techron: This guild sprung up around the books and ideas first invented by Techron WhimbleWhiskers, a small gnome with a big brain and even bigger ideas about harnessing a small amount of the free flowing magic and using it to improve his machines. They control every aspect f the guild, and insure that it's secrets are not learned by anyone other than it's members. The golem's they build are put to a variety of uses, including manuel labor and guard duty; A guild member is the only one able to control these constructs, though, and of course they do not come cheap for their respective patron.

Adventures: Golem master May adventure for a multitude of reasons, almost any that you can imagine. The guild does little in terms of restricting it's members, so many of the more adventuresome types may find their skills useful in plundering riches and learning secrets lost in an ancient age.

Alignment: There is no particular alignment that Golem Master's may or must be; They can be of any alignment.

Religion: Golem Master's are scientists moreso than believers, and many have very strong opinions on their beliefs. Though many Golem Master's have no Deity the specifically serve, some may choose to worship a patron god of science or machines.

Background: A member of this class must be selected by the high council of the Hands of Techron, and they are always observant of those they think are worthy of the knowledge. Though in game terms there is no requirement, You may wish to include in your history how your character was chosen.
Note: Multiclassing Into The Golem Master class does carry a role-play requirement: You must be chosen (Or prove your worthiness) to join the class by the High Council of the Hands of Techron.

Races: Any race can be a Golem Master, though gnomes are highly suited to the class.

Other Classes: A Golem Master Enjoys the company of other intellects, and they are usually close buddies with the groups wizards.
They envy the abilities of the fighter and the rogue, and they usually try to emulate the qualities those classes have through their Golems.
Bards have a more free-spirited feel about them that Certain Golem Master's may or may not like, depending on their own world view.
Barbarians are respected though generally looked down on by Golem Master as somewhat backwards members of the party.

Role: A Golem Master is meant to support the other members of his party through the use of his golems, as well as his own limited spellcasting ability. Later on, a Golem Master can make a surprisingly difficult challenge for magic users, and can help support the group wizard in keeping hostile magic off their other party members.

Adaptation: A DM can very easily place the Hands of Techron into any setting, as they are not setting specific. An Existing Technology based guild can easily replace the Hands of Techron as well. However, if the setting does not utilize gnomes, they should choose a suitable race as a replacement for the Hands of Techron, as well as the general race most suited for the class.

GAME RULE INFORMATION
Golem Master's have the following game statistics.
Abilities: Charisma and Intelligence are very important to a Golem Master. Charisma Affects their ability to cast spells, while Intelligence affect the usefullness of many of their class abilities. Dexterity is often seen as useful for improving the Golem Master Defenses and ability to hit targets at a ranged (Where the Golem Master would prefer to stay).
Alignment: Any.
Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Cleric.

Class Skills
The Golem Master's class skills (and the key ability for each skill) are...
Appraise, Concentration, Craft, Diplomacy, Disable Device, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device, Use Rope.

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

Golem Master
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st
+0
+0
+2
+2
Power Gauntlet, Surge 1d6, Construct Companion----
2nd
+1
+0
+3
+3
Tech Ability----
3rd
+2
+1
+3
+3
Construct Companion II----
4th
+3
+1
+4
+4
Command Constructs, Tech Ability0---
5th
+3
+1
+4
+4
Surge 2d61---
6th
+4
+2
+5
+5
Tech Ability20--
7th
+5
+2
+5
+5
Construct Companion III31--
8th
+6/1
+2
+6
+6
Tech Ability420-
9th
+6/1
+3
+6
+6
 431-
10th
+7/2
+3
+7
+7
Magitech Ability, Steam-Driven, Surge 3d64420
11th
+8/3
+3
+7
+7
Construct Companion IV4431
12th
+9/4
+4
+8
+8
MagiTech Ability4442
13th
+9/4
+4
+8
+8
 4443
14th
+10/5
+4
+9
+9
Magitech Ability4444
15th
+11/6/1
+5
+9
+9
Construct Companion V4444
16th
+12/7/2
+5
+10
+10
Magitech Ability4444
17th
+12/7/2
+5
+10
+10
4444 
18th
+13/8/3
+6
+11
+11
Magitech Ability4444
19th
+14/9/4
+6
+11
+11
Construct Companion VI4444
20th
+15/10/5
+6
+12
+12
Craft Inevitable4444

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Golem Masters are proficient with all simple weapons, one Martial Weapon of their choice, Light Armor, and shields (Though not tower shields).

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Spells: As a Golem Master increases in level, they gain a small ability to access the flows of magic with their Power Gauntlet. Golem Master's can cast arcane spells. To cast a spell, a Golem Master must have a total charisma modifier equal to 10 plus the level of the spell they are attempting to cast. The DC for these spells is equal to 10 plus the spell level plus the Golem Master's Charisma modifier (10+lvl+Cha).
In addition, the somatic components for Spells cast by a Golem Master are very simple, usually involving a simple twist of the wrist or some inane finger movements with the Power Gauntlet. In game terms, a Golem Master can ignore the spell failure chance of up to medium armors.
If a Golem Master Is not Wearing his Power Gauntlet, He is unable to cast his spells. A Golem Master Must Rest for 8 Hours in order to us his spells again (Though these do no have to be consecutive).

Power Gauntlet {Ex}: This strange device Gifted to you by the Guild known as the Hands of Techron gives you access to many abilities, not the least of which is the ability to communicate with your constructed creatures.
All Your Class abilities, including your spells and golem companions, require you to be wearing this glove in order for them to function. If you are not wearing this item, your other class features fail to function when used (Though they are not expended). You automatically start with one Power Gauntlet if you begin as a Golem Master; If you multiclass into this class, or lose your first Power Gauntlet, You are required to replace it at a cost equal to your level times 150 gold. In game terms, this items has the following statistics:
One Handed Weapon, Cost: Varies, Damage:1d6 Bludgeoning, Weight: 2 lbs. Special: You cannot be disarmed of this weapon.
(Used as a focus for the class's other abilities)

Command Constructs {Ex}: Your Power Gauntlet, besides allowing you an ability to communicate with artificial creatures, also allows you to override their original programming, if only temporarily. This works exactly as the clerics rebuke and command ability, except that it works on constructs instead of Undead. This ability is usable a number of times per day equal 3 plus your Intelligence Modifier.

Surge {Su}: Through accessing a small power battery on your back, you can channel an electrical surge through your gauntlet and into a target. This is a ranged touch attack that deals an amount of electricity damage equal to that stated on the class's advancement table. As the Battery recharges by absorbing ambient magical energies, this is considered a supernatural ability: However, it is also treated as an instantaneous conjuration spell. This ability has no limit on how many times it can be used per day.

Tech Ability {Ex}: Over time, a Golem Master leanrs to use their education in new ways. Whenever you gain a Tech Ability, you may choose from one of the choices given below:
Spoiler


Magitech Ability {Su}
(Improves the Golem Master's gauntlet, surge, golem's, and other smalls trinket and devices that all interact with magic in some way. Mostly Supernatural and/or some spell-like abilities)

Craft Inevitable
(Possible Capstone)

Construct Companion {Ex}: At first level, you gain a companion. This construct is a single HD Golem of your choice from Either a Copper, Bronze, or Tin Golem. .
(Like an Animal Companion, but crafted to your specification)

Steam-Driven: You may upgrade one of your Construct companions with the ability to carry you into battle. This companion must be at least one size category larger than you. By spending an amount of gold equal to the tech points invested in the golem x 500 gold, you can upgrade the golem to carry you. This is done as a full-round action. While inside your golem companion, you have the following benefits:
When your golem companion moves, you move along with it without spending your own action to do so. however your move action is used up every round as you control your golem from the inside. (This means you may always take a standard action, however). For the purposes of targeting, you are unable to be targeted specifically, as the golem shields you from these attacks.

Golem Master Spell List:
Spoiler
__________________
"I took the road less traveled- now where the hell am I?"
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." -C.S. Lewis

Voice acting videos:



Last edited by Noctemwolf : 08-03-2011 at 02:38 PM.
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Old 07-13-2011, 09:39 PM   Top  -  End  -  #4
Noctemwolf
Barbarian in the Playground
 
 
Join Date: Jul 2010
Location: 
USA
Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D!

Copper Golem:
Brass Golem:
Whispersteel Golem:

Bronze Golem:
Iron Golem:
Obsidian Golem:

Tin Golem:
Mithreal Golem:
Crystal Golem:

Glass Golem:
Adamantine Golem:
__________________
"I took the road less traveled- now where the hell am I?"
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." -C.S. Lewis

Voice acting videos:



Last edited by Noctemwolf : 07-15-2011 at 08:04 PM.
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Old 07-15-2011, 07:07 PM   Top  -  End  -  #5
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
Default Re: Base Class Challenge VII - You've Been PUNK'D!

Steam Punk

Put an image of your class here!

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
Steam punks have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As sorcerer.

Class Skills
The steam punk's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Dex), Knowledge (all, taken individually; Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

STEAM PUNK
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialInvocations
1st
+0
+2
+2
+0
Invocation (least), steamer, steam points1
2nd
+1
+3
+3
+0
Steamless punk1
3rd
+2
+3
+3
+1
Channeler2
4th
+3
+4
+4
+1
Steam companion (-3)2
5th
+3
+4
+4
+1
--3
6th
+4
+5
+5
+2
Channeler Upgrade I, invocation (least or lesser)4
7th
+5
+5
+5
+2
Steam companion (-2)4
8th
+6
+6
+6
+2
Improved Steamer5
9th
+6
+6
+6
+3
Thick Steamer5
10th
+7
+7
+7
+3
Steam companion (-1)6
11th
+8
+7
+7
+3
Invocation (least, lesser or greater)7
12th
+9
+8
+8
+4
Channeler Upgrade II7
13th
+9
+8
+8
+4
Steam companion (-0)8
14th
+10
+9
+9
+4
Greater Steamer8
15th
+11
+9
+9
+5
--9
16th
+12
+10
+10
+5
Invocation (least, lesser, greater or dark)10
17th
+12
+10
+10
+5
Channeler Upgrade III10
18th
+13
+11
+11
+6
--11
19th
+14
+11
+11
+6
Steamer companion (2nd)11
20th
+15
+12
+12
+6
Steamsharer12

Weapon and Armor Proficiencies: The steam punk is proficient with all simple weapons, the lance, rapier, short sword, trident and all ray guns.

Invocations:

Steamer (Su):

Steam points:

Channeler (Su):

Steam companion (Ex):

Steamsharer (Su):
__________________
Strawberries is thanked for being an awesome avatarist.
Spoiler

I use neither sarcasm nor blue. Ever.
FanFiction.net | DeviantART | My Extended Homebrewer's Signature

Last edited by Morph Bark : 07-17-2011 at 04:59 PM.
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Old 07-15-2011, 07:32 PM   Top  -  End  -  #6
Ursus the Grim
Bugbear in the Playground
 
 
Join Date: Jan 2011
Location: 
East Coast, USA
Gender: Male
Default Clockwork Ubermensch

Clockwork Ubermensch



"I am a visionary, I am a genius, and now I am angry! And after I kill you, I swear I'm going to boil you down for axle grease!"-Dr. Arliss Loveless

What makes a humanoid? Two legs, two arms, a head? What happens when a humanoid loses a leg, or an arm, or perhaps their entire lower torso? This happens quite often, even in the golden age of science and medicine. Gangrene, war, flesh-eating plagues all take a toll on the limbs and bodies of many. Some may be content to hobble about on crutches or propel themselves with squeaky wheels and a cushioned chair. But not all. Those with the intellect, the ability, and the determination to turn their 'disability' into a boon find themselves quite pleased with the adjustments. Some particularly eccentric individuals even undergo this process without any need, seeking a way to become more than human and laugh at all those of soft flesh and brittle bones.

Adventures: The common thread binding all Clockwork Ubermenschen is their intellectual curiosity, a drive to learn more and perfect their knowledge. They are particularly prone to wondering what else exists outside of the life they've known. This curiosity, this drive to find something different is often also the same drive that brings them to try and improve themselves. Clockwork Ubermenschen may also adventure to prove themselves, to show exactly what they can do with a body they've built themselves.

Characteristics: Clockwork Ubermenschen, despite their intellectual tendencies, are not afraid to enter combat. Their modified body and the exercise they've undertaken to adjust to it makes them a resilient melee combatant, and many have certain components that can give them an advantage in a variety of scenarios.

As a Clockwork Ubermensch advances, he makes further adjustments to his body, eventually becoming resistant to a variety of environmental hazards and dangers that target metabolism, all the while improving his resistance to damage and ability to recover from it.

Alignment: As a result of their tendency to cross lines established by medical ethics and ignore certain laws in pursuit of their improvement, most Clockwork Ubermenschen are chaotic in alignment. As adjustments are made, most lose some amount of empathy for their 'raw' associates, meaning more lean towards evil than good. That being said, a Clockwork Ubermensch may be any non-lawful alignment.

Religion: Most Clockwork Ubermenschen do not follow a particular faith, having more belief in their own abilities than in abstract things such as 'gods' and 'magic.' Most Gods of good alignment espouse the value of life, nature, or law, so the occasional Ubermensch clinging to religion is likely to follow Nerull, the Reaper of Flesh.

Background: Any humanoid may walk the path of a Clockwork Ubermensch, in theory. Some are driven to it out of necessity, such as the inventor who loses an arm to a gnoll's axe. Some are driven to it by hatred, such as the young man bullied for his bookish habits. Lost or sacrificed limbs and organs are replaced by prosthetic surrogates. Few, however, stop there, and the initial change sets off the individual's frenzy as they make more and more changes. Indeed, all the walk the path are, to some extent, mad to undertake the dramatic self-experimentation and amputations.

Races: Prior to taking levels in the class, a candidate must have had a fully functioning metabolism, including the ability or need to eat, drink, and rest and gain some benefit from doing so. The candidate must also have a corporeal body. Most Clockwork Ubermenschen are humans, the most revolutionary and dramatic of the common races, though Gnomish ingenuity and tinkering has created some members as well. Few other races possess the physical stamina, mental capacity, and complete disregard for 'humanity' that becoming a Clockwork Ubermensch requires, though there are inevitably some exceptions to that rule.

Other Classes: Clockwork Ubermenschen often clash with parties they adventure with. Their views and attitude distance them from spellcasters from the Cleric to the Wizard, and from the zealous Paladin and Crusader. Though they agree with the hands-on approach of melee warriors such as the Barbarian, Fighter, and Warblade, they consider themselves superior on account of their intelligence. Only the Rogue and Artificer, with their cleverness and mechanical expertise, commonly earn the respect of an Ubermensch.

Role: The Clockwork Ubermensch best serves the party as a front-line warrior, using their unique resistances and toughness to confront enemy combatants. Their intelligence often leads them to be tactically minded, and a Clockwork Ubermensch at a pre-battle strategic meeting can be a valuable addition, no matter how mad his plans sound.

Adaptation: The Clockwork Ubermensch fits best in Steampunk settings or in settings with at least Renaissance Era technology. If used in a high-powered setting, you may want to grant it martial maneuvers and stances as a martial adept. Desert Wind, Diamond Mind, Setting Sun, and Shadow Hand could all be reasonable schools for a Clockwork Ubermensch to study, depending on the individual character.

GAME RULE INFORMATION
Clockwork Ubermenschen have the following game statistics.
Abilities: Intelligence is arguably the most important ability score for a Clockwork Ubermensch, contributing to several of their abilities and to their armor class. As a melee combatant, Clockwork Ubermenschen are also reliant on Strength, Dexterity, and Constitution. Wisdom and Charisma are the least important abilities for a Clockwork Ubermensch, indeed, most are unstable, unattractive, or both.
Alignment: Any nonlawful.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As cleric.

Class Skills
The Clockwork Ubermensch's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), and Use Magic Device (Cha).

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

Clockwork Ubermensch
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialAC Bonus
1st
+1
+2
+2
+0
Beginnings, Light Fortification, Transmogrification +2+0
2nd
+2
+3
+3
+0
Disable Mechanics+0
3rd
+3
+3
+3
+1
Alteration+0
4th
+4
+4
+4
+1
Like Clockwork+0
5th
+5
+4
+4
+1
Failsafe+1
6th
+6/+1
+5
+5
+2
Transmogrification +4+1
7th
+7/+2
+5
+5
+2
Automatic Detection Defense+1
8th
+8/+3
+6
+6
+2
Moderate Fortification, The Tipping Point+1
9th
+9/+4
+6
+6
+3
Alteration+1
10th
+10/+5
+7
+7
+3
Transmogrification +6+2
11th
+11/+6/+1
+7
+7
+3
Damage Reduction 5/Adamantine+2
12th
+12/+7/+2
+8
+8
+4
Alteration+2
13th
+13/+8/+3
+8
+8
+4
Secondary Sensory Defense+2
14th
+14/+9/+4
+9
+9
+4
Heavy Fortification+2
15th
+15/+10/+5
+9
+9
+5
Transmogrification (Immune)+3
16th
+16/+11/+6/+1
+10
+10
+5
Damage Reduction 10/Adamantine+3
17th
+17/+12/+7/+2
+10
+10
+5
Alteration+3
18th
+18/+13/+8/+3
+11
+11
+6
Delay Deconstruction+3
19th
+19/+14/+9/+4
+11
+11
+6
Maddening Innards+3
20th
+20/+15/+10/+5
+12
+12
+6
Damage Reduction 15/Adamantine, Alteration+4

Class Features
All of the following are class features of the Clockwork Ubermensch.

Weapon and Armor Proficiencies: Clockwork Ubermenschen are proficient in the use of all simple and martial weapons, as well as pistol and muskets, but not with any armor or shields.

AC Bonus (Ex): When unarmored, the Clockwork Ubermensch adds his Intelligence bonus (if any) to his AC. In addition, a Clockwork Ubermensch gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five class levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

Beginnings (Ex): Upon taking his first level in the class, a Clockwork Ubermensch begins to lose his organic nature. He now receives only half the normal benefit from Conjuration (Healing) spells, but may be targeted by beneficial effects that normally only target objects and constructs. If healed by such an effect, he gains half of the hit points that would normally benefit him.

Transmogrification (Ex): As a Clockwork Ubermensch gains levels, he makes more drastic adjustments to his form and being, removing 'obsolete' organs and installing new, custom mechanisms. This movement away from the organic gives a bonus of +2 on all saves and checks made to resist the following conditions: Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, effects that cause the Sickened condition, and Energy Drain. This bonus increases to +4 at 5th level, and to +6 at 9th level. At 14th level, the Clockwork Ubermensch becomes immune to those conditions. In addition, he no longer needs to eat, sleep, or breathe. However, he still requires rest in order to prepare or cast spells. However, at each level that he gains the aforementioned bonuses, he takes a similar penalty to Bluff, Diplomacy, and Handle Animal.

Fortification (Ex): What vital organs the Clockwork Ubermensch has left are often well-protected as he attempts to find ways to replace them. At first level, the Clockwork Ubermensch has a 25% chance to negate extra damage dealt by a sneak attack, critical hit, or other effect that is reliant on a discernible anatomical weakness. At 7th level, this chance increases to 50%. At 13th level, this chance increases to 100%, effectively negating all such effects.

Disable Mechanics (Ex): Clockwork Ubermenschen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. A Clockwork Ubermensch who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Alterations (Ex): At 3rd, 8th, 11th, 16th, and 20th levels, a Clockwork Ubermensch may choose one of the following special abilities.

Thrusters: A pair of rudimentary and unsafe-looking yet quite powerful propulsion systems has been added to the Ubermensch's body cavity and emerge when needed for use, usually through a hinged door where one would expect to find the kidneys. The Clockwork Ubermensch gains a fly speed of 60 feet (Poor) for up to one hour each day. This allotment need not be continuous. The thrusters are calibrated for the weight of just the Ubermensch. Carrying more than a light load burns off more fuel and reduces the available flight time to thirty minutes.

Let off the Steam: Many Clockwork Ubermensch rely on the power of steam and its related principles to provide movement in place of biological systems such as ligaments and bones. One who chooses this Alteration gains Fire Resistance 10. In addition, the Clockwork Ubermensch may emit a cloud of burning hot water vapor that deals 2d6 Fire damage to all creatures within 20 feet of the Ubermensch. This cloud lasts for a number of rounds equal to 3+(the Clockwork Ubermensch's Constitution Modifier) and travels with him if he moves. A creature in the radius may halve the damage with a Reflex Save. The DC for this saving throw is equal to 15+(1/2 the Ubermensch's Class Level)+(The Ubermensch's Intelligence Modifier). Moderate or Strong Winds can suppress the vapor for their duration, but if the wind ceases before the duration of the ability is up, the vapor resumes. All creatures in the cloud are treated as having concealment.

Rocket Fist: Once per encounter, a Clockwork Ubermensch wielding a 1-handed or smaller weapon in one hand may use it as a ranged weapon with a range of 60 feet. They add their Intelligence Modifier to their base attack and damage rolls for this attack, and the damage dealt is equal to the damage of the weapon. A Clockwork Ubermensch with this ability gains Improved Unarmed Strike as a bonus feat, and is treated as being one size category larger for purposes of Unarmed Attack damage. The weapon and the hand holding it do not return, and so the Ubermensch must retrieve it after use.

Golden Arches: The Clockwork Ubermensch has found and implemented an improvement on nature's design for locomotion. He gains Fast Movement equal to 10 feet for every four class levels he possesses.

Buzzsaw Cog: One of the nastiest surprises an Ubermensch can bring to a close-quarters fight, razor-sharp blade spun with great speed. When an Ubermensch succeeds on a check to pin an opponent, the blade emerges and he is entitled to a second grapple check. If this second check succeeds, the blade digs into the most vital areas of the helpless opponent, slaying them instantly. This does not work on creatures without a discernable anatomy, or those immune to precision-based damage such as sneak attacks and critical hits.

Rough Joints: Not all artificial limbs are smooth, sleek constructions. Some choose to leave jagged edges in places that don't impact performance, or exposed gears that can trap and injure enemy implements. Whenever an opponent targets the Clockwork Ubermensch with an unarmed strike, natural attack, or grapple attack, the opponent must make a Reflex save (DC 10+(1/2 the Ubermensch's Class Level)+(The Ubermensch's Intelligence Modifier)) or take d8+the Ubermensch's Class Level points of Bludgeoning or Slashing damage. The Ubermensch may then choose to initiate a grapple as a free action. An opponent attacking an Ubermensch with a manufactured weapon that rolls a natural 1 on the attack roll must make the same Reflex Save or lose the weapon as it is caught and destroyed beyond use.

Copper Construction: A new take on 'Bioelectricity', an extensive network of copper has been woven into the Clockwork Ubermensch's body, allowing them to deal an additional d6 points of electricity damage with unarmed attacks and metallic weapons. In addition, the Ubermensch gains Electricity Resistance 10.

Cheap Shot: Once per encounter, as a swift action, a Clockwork Ubermensch reveals a hidden cavity and a potent ballistic weapon within. The attack deals 1d6 bludgeoning damage for every two class levels the Ubermensch has, and the opponent is considered flatfooted against this attack. This is considered a ranged attack with a range of 20 feet, using Intelligence as a bonus to attack but not to damage, and as such opponents that threaten the Ubermensch (other than the target) are entitled to an attack of opportunity.

Like Clockwork (Ex): A Clockwork Ubermensch is a master of timing and smooth operations. At 4th level, he gains a bonus to initiative checks equal to his Intelligence bonus, if any.

Failsafe (Ex): Certain people are paranoid individuals, and many Clockwork Ubermenschen happen to be these certain people. At 5th level, a Clockwork Ubermensch implements a device to help regain control of himself if compromised. Once per day, he may reroll a Will Save he has failed, but using Intelligence instead of Wisdom as the primary ability score.

Automatic Detection Defense (Ex): Clockwork Ubermenschen are able to install certain instruments that can override his consciousness to react to danger, almost like a set of second instincts. At 6th level, a Clockwork Ubermensch retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he has uncanny dodge from a different class, he automatically gains Secondary Sensory Defense instead.

The Tipping Point (Ex): At 8th level, a Clockwork Ubermensch can no longer be healed by Conjuration (Healing) effects, but receives the full benefit of Repair spells as he officially changes type to Living Construct. At this level, he may function normally at 0 hit points, and when dropped to -1 to -9 hit points, he falls inert, but is not at risk of bleeding to death.

Damage Reduction (Ex): Metal plating, both visible and internal, protects nearly every inch of the decreasingly 'human' Ubermensch. At 11th level, the Ubermensch gains Damage Reduction 5/Adamantine. This increases to Damage Reduction 10/Adamantine at 15th level and Damage Reduction 15/Adamantine at 20th level.

Secondary Sensory Defense (Ex): At 13th level and higher, a Clockwork Ubermensch can no longer be flanked, thanks to a variety of mechanical sensors that warn him of danger in areas that would otherwise be imperceptible to him.. This defense denies a rogue the ability to sneak attack the Ubermensch by flanking him, unless the attacker has at least four more rogue levels than the target has Ubermensch levels. If a character already has uncanny dodge from a second class, the character automatically gains Secondary Sensory Defense instead, and the levels from the classes that grant uncanny dodge stack with his Ubermensch levels to determine the minimum level a rogue must be to flank the character.

Delay Deconstruction (Ex): A Clockwork Ubermensch of 18th level brought to -1 or fewer hit points may continue to function for 1d4 rounds before falling inert. In addition, the Clockwork Ubermensch may also be brought back to life by a casting of Total Repair if the caster sacrifices 5000 gp worth of materials.

Maddening Innards (Ex): Very little of the Clockwork Ubermensch's actual body remain by the time he reaches 19th level. He may choose to move into the square of a creature one size category smaller (or smaller) and deal 1d6 points of bludgeoning, piercing, and slashing damage for every class level he possesses. The target is allowed an attack of opportunity or a Reflex Save to avoid damage. The save DC is equal to 20+the Ubermensch's Intelligence Modifier.
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Old 07-16-2011, 07:01 PM   Top  -  End  -  #7
Aergoth
Ogre in the Playground
 
 
Join Date: Jun 2008
Default Re: Base Class Challenge VII - You've Been PUNK'D!

Progressive Blade
Spoiler


I used to have so much mercy. You get one warning. That was it.

War. War never changes. A Progressive Blade knows this better than any. The means of waging warfare may change; stone and fire, bronze, iron, steel and magic and now, clockwork and steam, but they continue to be turned to the same Progressive Blades were never among the Reshar's students of the Sublime Way, for they are few and far between.

Adventures: Progressive Blades are always onto the next advancement in the art of war. Some new tactic, new school, a new metal or armour. They seek out advancements in their craft much like any other craftsman. A good Progressive Blade may set out to destroy a new engine of war, while an evil Progressive Blade may set out to capture it. The laboratories of mad mechanists, long forgotten dwarven citadels, and the great plane of Mechanus itself all hold great attraction to Progressive Blades.

Characteristics: A Progressive Blade is similar to both the Warblade and the Swordsage, possessing the flare of one and the cool, studied approach of the other. Progressive Blades value versatility and momentum over all else, believing that while war never changes, anyone who doesn't keep moving and adapting is bound to find themselves finely crushed by the wheels of progress.

Alignment: Progressive Blades are never at any of the extremes of the alignment spectrum. A Progressive Blade cannot be Lawful Good, Chaotic Evil, Lawful Evil or Chaotic Good. The flexibility of thinking a Progressive Blade requires means that they cannot commit themselves to any one dogma or way of life. A Progressive Blade that becomes any of these alignments loses their ability to gain levels as a Progressive Blade, but retains any class features they've earned so far.

Religion: The gods tend to frown on the sort of self-mutilation that Progressive Blades indulge in. Many progressive blades worship Oghma, Garl Glittergold or Boccob in a casual sort of way, while evil progressive blades might worship Vecna or Shar. By and large though, Progressive Blades are not a religious bunch.

Background:

Races: Humans and Half-elves make the most obvious Progressive Blades. They have an adaptable mindset, and a penchant for tinkering. Dwarves have a methodical sort of thinking that lends itself to lawful Progressive Blades and their skill with metal does them credit. Gnomes may also make surprisingly good Progressive Blades. Elves are much too rigid in their mindset to become Progressive Blades, preferring one of the nine disciplines of the Sublime Way, while halflings are too carefree for Progressive Blade discipline.

Other Classes: Artificers and Progressive Blades tend to get along well, though some may be uncomfortable with the mechanical enhancements that are made. Clerics, Rangers, Druids and Paladins all find the slow process of augmentation unnatural. Rogues occasionally butt heads with Progressive Blades, but may appreciate another pair of skilled hands. Other martial adepts find the way a Progressive Blade slowly gives themselves over to their augmentations unnerving. Crusaders share similar views to other religious classes, while many Swordsages find them to be a perversion of the Sublime Way.

Role: A Progressive Blade fills many roles. Their broad range of knowledge skills makes them a repository of information, while they handle mechanical traps and locks well enough. They have access to a large array of maneuvers that allow them to check enemy movement, and their cogs make them more versatile than other martial adepts.

Adaptation: Progressive Blades fit well in Eberron, where their slow replacement of body parts might be similar to that of the Renegade Mastermakers. A campaign setting using firearms may allow a Progressive Blade to add Black Rain and proficiency of fire arms to their Class Abilities. A high magic campaign may change a Progressive Blade's abilities from extraordinary to supernatural by having them bind elementals or outsiders to parts of their bodies, instead of mechanical augments.

GAME RULE INFORMATION
Progressive Blade's have the following game statistics.
Abilities: Intelligence and Dexterity are the two most important qualities in a Progressive Blade. A Progressive Blade must be able to construct their augmentations, and keep a quick mind and handsabout them.

Alignment: Any Neutral
Hit Die: d10
Starting Age: +1d6
Starting Gold: 5d4 x 10
Class Skills
The Progressive Blade's class skills (and the key ability for each skill) are...
are Appraise (Int), ), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int) Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Progressive Blade
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances Known
1st
+0
+0
+2
+2
Least Cog, Right Hand63(1)1
2nd
+1
+0
+3
+3
Left Hand73(1)2
3rd
+2
+1
+3
+3
Battle Focus, Martial Innovation84(1)2
4th
+3
+1
+4
+4
Lesser Cog84(1)2
5th
+3
+1
+4
+4
Feet94(2)3
6th
+4
+2
+5
+5
Martial Innovation, Battle Mind95(2)3
7th
+5
+2
+5
+5
Uncanny Dodge105(2)3
8th
+6/+1
+2
+6
+6
Great Cog105(3)4
9th
+6/+1
+3
+6
+6
Eyes, Martial Innovation, Battle Agility116(3)4
10th
+7/+2
+3
+7
+7
Perfect Tactic116(3)4
11th
+8/+3
+3
+7
+7
Improved Uncanny Dodge126(3)5
12th
+9/+4
+4
+8
+8
Martial Innovation, Battle Sight127(3)5
13th
+9/+4
+4
+8
+8
Heart of War137(4)5
14th
+10+5
+4
+9
+9
Spark of Brilliance137(4)6
15th
+11/+6/+1
+5
+9
+9
Martial Innovation148(4)6
16th
+12/+7/+2
+5
+10
+10
Greater Cog148(4)6
17th
+12/+7/+2
+5
+10
+10
Soul of War158(4)7
18th
+13/+8/+4
+6
+11
+11
Martial Innovation159(4)7
19th
+14/+9/+5
+6
+11
+11
Spark of Brilliance, Universal Cog169(4)7
20th
+15/+10/+5
+6
+12
+12
Living Engine169(5)8

Class Features
All of the following are class features of the Progressive Blade.

Weapon and Armor Proficiencies: A Progressive Blade is proficient with all simple and martial weapons, as well as medium and light armour and all shields except tower shields. If appropriate, the Progressive Blade is also proficient with firearms.

Maneuvers: A first level Progressive Blade begins knowing six maneuvers. The disciplines available to a Progressive Blade are Diamond Mind and Blade of Progress. If appropriate, the Black Rain discipline is also available to Progressive Blades. At least half of the maneuvers known must belong to the Blade of Progress discipline.

In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.

You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers as a swift action, though you cannot initiate a maneuver or change stances in the same round you refresh your maneuvers.

A Progressive Blade can hold a Blade of Progress maneuver in reserve, and change it out for another Blade of Progress maneuver that has been readied but not yet been expended. The number of maneuvers that can be loaded is marked next to the number of maneuvers readied in paraentheses.

Least Cog (EX): A Progressive Blade is always concerned with advancing the nature of their abilities. They do this by means of techniques called "cogs", physically altering their body in a way that changes the way that the Blade of Progress maneuvers work. A cog can only be applied to one maneuver, and changes one attribute of the maneuver. After applying this cog, you always prepare the maneuver modified. A least cog requires 10 gp to construct and can only be applied to first level maneuvers. You may remove a cog from a maneuver, but must pay to add it to a new maneuver.
Spoiler


Right Hand of War (EX): At the first level, you begin altering your body. Requiring an expenditure of 50 GP and a DC 15 Craft (Engineering) check, you may augment your right hand with construct-like parts.
Spoiler


Left Hand of War (EX): You replace parts of your left hand and arm with mechanical augments.
Spoiler


Battle Focus (EX): At the third level, you begin training your mind to think in more ordered patterns. You may add your intelligence modifier instead of wisdom to your will save, and gain a bonus equal to 1/2 your Progressive Blade levels against mind-affecting spells and abilities.

Martial Innovation: At the third level and every third thereafter, the Progressive Blade may replace a maneuver with or add one maneuver from a discipline he does not typically have access to, to his list of maneuvers known.

Lesser Cog (EX) You may spend 300 GP to apply one of the following cogs to a maneuver of second and third levels, or any of the effects of a least cog.
Spoiler

Battle Sight (EX): At fifth level, you learn to focus your eyes better. Range increments are now 10 ft. longer when you use a ranged weapon. This does not affect thrown weapons or reach weapons.

Feet of War (EX): You begin to augment your feet and legs, replacing parts of them with mechanical augments
Spoiler


Battle Mind (EX) At the sixth level, as you begin to augment your body with more and more mechanisms your find yourself thinking and moving more quickly. You gain an initiative bonus equal to 1/2 your Progressive Blade levels



Uncanny Dodge(EX): Your mechanical augments have begun to increase your reaction time. You retain your dexterity bonus to AC, even if caught flat-footed or struck by an invisible opponent. However, you still lose your dexterity bonus to AC if you are immobilized.

Battle Agility: Your mind's increasing acuity has extended to your reaction time. Add your intelligence modifier to your reflex saves.

Eyes of War: You mechanically augment your eyes or ears.
Spoiler

Great Cog (EX): You may apply the following abilities, as well as those of the lesser and least cogs, to any maneuver from the Blade of Progress discipline of the fourth or fifth level that you know.
Spoiler

Perfect Tactic (EX) Drawing on your keen insight and mechanical enhancement, you design a tactic to fight this opponent, based on observation. To use perfect tactic, you make a knowledge (or martial lore) check. The type of creature determines the knowledge check.
Spoiler

The DC of the check is 20. If the Progressive Blade succeeds, they deal +1d6 damage. If they succeed by 10, they deal +2d6 damage. If they succeed by 20, they deal +3d6 damage.


Heart of War (EX): With great care, you craft mechanical augmentations or replacements for your organs. In additions to the benefits listed below, you gain 25% fortification.
Spoiler


Improved Uncanny Dodge (EX):At 13th level, a Progressive Blade can no longer be flanked. This defense denies a rogue the ability to sneak attack the Progressive Blade by flanking him, unless the attacker has at least four more rogue levels than the target has Progressive Blade levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Cog: You may spend 1000 GP to apply any of the following abilities, or those of any earlier cogs, to one maneuver from the Blade of Progress discipline of 4th to 8th level.
[spoiler]

Soul of WarAs you complete your augmentations, you discover the means to alter the nature of your intelligence into something mechanical.
Spoiler


Living Engine (EX): You reach apotheosis. You become a living construct. You design and build a shell that will house your mechanical enhancements and consciousness, while ridding yourself of the remnants of your flesh.
Spoiler

Spoiler


Sample Encounter



EL 9: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Spring-Heeled Jak

CN/Male/Human(Augmented)/Progressive Blade 9
Init +3, Senses: Listen +13, Spot +13,
Languages Common, Celestial, Draconic, Infernal
------------------------------------------------
AC 22, touch 15, flat-footed 19
(+3 Dex, +5 Armor, +2 Amulet of Natural Armor, +2 Ring of Protection)
hp 67 (9d10+18 HD)
Fort +5, Ref +13, Will +10
------------------------------------------------
Speed 30ft. (6 squares)
Melee
Base Atk +6/+1, Grp +2
Atk Options
Combat Gear
Maneuvers and Stances Known
Stances: Ground Blade, Clockstep, Hearing the Air, Black Pearl of Doubt
1st:Spring Heel*, Static Blow*, Sapphire Nightmare Blade 2nd:Arc Blade*, Repelling Blow^, 3rd: Flash-bang^, Mind over Body, Insightful Strike 4th:Clockwork Flurry*, Smoke and Steam^ 5th: Shocking Footing*
-----------------------------------------------
Abilities Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha 10
SQ
Feats Adaptive Style, Martial Discipline (Blade of Progress) Combat Reflexes, Lunging Strike, Quick Draw (B), Power Attack (B), Cleave (B)
Skills Bluff: 12, Concentration: 12, Craft (Engineering): 12, Disable Device: 12, Intimidate: 5, Knowledge(Arcana): 5, Knowledge(Architecture and Engineering): 5, Listen: 12, Martial Lore: 9, Open Lock: 12, Spot: 12,
Possessions Elven Chain, +1 Blade of Progress Bastard Sword
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Last edited by Aergoth : 07-18-2011 at 02:36 PM.
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Old 07-16-2011, 07:06 PM   Top  -  End  -  #8
Aergoth
Ogre in the Playground
 
 
Join Date: Jun 2008
Default Re: Base Class Challenge VII - You've Been PUNK'D!

When Reshar travelled the world to gather the nine disciplines, some were left out. Either by accident, secrecy, scarcity, Reshar's inability to learn the discipline, or being born after the Temple of the Nine, some disciplines were never taught by Reshar or his Masters.

The Blade of Progress discipline is the result of the last of these. As the means of various races to make war on each other advances, so too does the sword, and so too does the Sublime Way.

When war came to be waged between men wearing plate armour, some believed that the answer was in crafting greater armour. Golems, and other mechanisms of war were unleashed against the men of armour, but these were found wanting. While these mortal machines were inadequate, perhaps looking to another plane would grant insight.

In the clockwork of Mechanus, some found inspiration. They began to alter themselves, in order to emulate the warriors of Mechanus, the inevitables, that watched over the order of the universe, grafting clockwork and metal to themselves. These swordsmen came to develop their own school, to better utilize the enhancements they had made to themselves.

The favoured weapons of the Blade of Progress discipline are the Rapier, Short Sword, Longsword, Bastard Sword and Unarmed Strike, it's associated skill is Martial Lore

1st Level
Alchemical Flare: Counter- Dazzle creatures around you
Sparking Brand: Boost- Deal 1d6 electricity+1
Spring Heel: Boost- +10 foot bonus to speed
Static Blow: Strike- Opponent struck takes 1d4 electricity damage over 1d4 rounds.
Ground Blade: Stance- Gain Electricity Resistance based on initiator level, ends while moving.

2nd Level
Arc Blade- Boost: Gain +5 foot reach, deal electricity damage
Static Discharge: Strike- Line deals 1d10+1 electricity damage
Magnetic Charge: Counter: Force ranged attacks at nearby enemies to be drawn to you, +4 deflection bonus to AC against ranged attacks
Repelling Blow: Strike- Strike opponent, push back 5 ft.

3rd Level
Scalding Cloud- Strike- 20ft. Cone of steam does 6d6 fire damage
Clockstep: Stance- Cannot be flanked
Wind Up: Boost- Charge as though you had moved 10 ft.
Flash-bang: Strike- Creatures are dazed

4th Level
Ember Brand: Strike- +1d6 fire damage; creature struck does not benefit from invisibility or similar effects.
Smoke and Steam: Strike- Deal +4d6 fire damage, opponent has 50% miss chance
Clockwork Flurry: Strike- Attack adjacent enemies, +2 attack bonus
Inexorable March of Progress: Boost- +4 bonus to Bull Rush, +2 Bonus to Overrun

5th Level
Shocking Footing: Strike- Burst deals 6d6 electricity damage
Inhuman Counter: Counter- Attack foe who provokes attack of opportunity twice
Focused Vent: Strike- Cone of steam does 4d6 fire damage, small creatures and smaller are checked, medium creatures lose five feet of movement.
Attuned Footing: Stance- +10 to checks against bull rush, trip and others, blindsense 30 ft.

6th Level
Clockwork Whirlwind: Strike- Attack foes as you move by them
Crystalline Mind: Boost- Gain +10 bonus on initiative during battle, +2 Bonus on Will and Reflex saves
Machine over Matter: Stance- Gain 50% Fortification
Precise Parry: Counter- Parry attack into adjacent opponent
Pinpoint Vulnerability: Boost- Reroll and add maximum damage dice

7th Level
Dynamo: Stance- Melee attacks deal +2d6 electricity damage +1/initiator level
Cancel Momentum: Counter- Moving foe stops, bull rush, charge, etc. fail.

8th Level
Reverse Polarity: Strike- Attack does +4d6 damage, +2d6 electrical damage, opponent is knocked back
Storm Wings: Stance- Hover on wings of lightning

9th Level
Sublime Conductivity: Burst deals 100 points of electrical damage.
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Old 07-17-2011, 10:09 PM   Top  -  End  -  #9
Machinekng
Barbarian in the Playground
 
 
Join Date: Dec 2010
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Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D!

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There’s nothing better than flying. It’s better than money, fame, sex, you name it. Once you feel that free, you just can’t go back.
-Jonah Delan, Aviator

Humans and the other races of the world have yearned to fly from time immemorial. Oh, how they envied the birds and dragons and other flying beasts. Spells have been developed that allows one to fly, or transform into a creature that can do so, but people want more. They dreamt of flying under their own power, not via a magecraft.

87 years ago, this dream was realized. The Half-elf inventor Golenzo di Torli designed a device capable of keeping a humanoid aloft. He and his gnome engineering team worked for years on the device, and at least one gnomish life was lost in this endeavor. Yet, after years of toil, the device was finished. This backpack-like machine could be strapped to a person's back, and deploy wings to keep them aloft. Soon, a market emerged for these devices. Although they had limited military use, and few nobles were foolhardy enough to buy one, a certain type of people became interested in these devices.

Adventurers...

Adventures: Aviators adventure for the thrill of it. Diving into battle, soaring through forgotten canyons, and fighting the most dangerous creatures imaginable, that gets a man's blood pumping. And the gold and glory's nice, too.

Characteristics: Aviators are masters of aerial combat. They attack from above, and in certain situations, below, catching their foes off guard. Aviators are also great scouts, as they can easily fly up to see the big picture.

Alignment: Aviators are thrill-seekers, and sometimes tend towards Chaotic alignments, but in a whole, they lean to no specific alignment.

Religion: Some Aviators worship gods of the wind and sky, for good luck. Most simply worship the patron of their race or home region, like the common folk.

Background: The key defining feature of an aviator is his wingpack. To become an Aviator, one must acquire a wingpack and learn to use it. Generally, the establishments that sell wingpacks offer free lessons, and in certain regions, public safety laws mandate they do. Training courses, on average, are a month long, but the training can be finished in a few days. In all, the training requires 36 hours.

Races: Humans and gnomes both tend to make up the majority of aviators. Both have a desire to explore the frontiers of the world, even the ones that are off the ground. Elves and Halflings are the second most likely to become Aviators. Like the humans and gnomes, they enjoy the concept of flying, but they might not have the patience to go through with the training. Half-orcs rarely see the need to fly, and few can afford the wingpack itself. Dwarves hate the concept, muttering about the crazy airheads, and that if people were made to fly, they would be born with wings.

On another note, those races blessed with natural wings cannot take full advantage of the Aviator's path. These races cannot wear wingpacks, and although Aviators do learn many aerial maneuvers and tactics, it is best for winged races to pick up this training elsewhere.

Other Classes: Aviators are generally carefree, and get along with other classes fine, especially rogues and bards. They may be chafed by an uptight paladin or monk, but they generally pay them no mind.

Role: Aviators are tactical fighters. They are the masters of hit and run tactics, and they can easily circumvent obstacles in order to flank foes, or reach distant ones. Aviators also make superb scouts, as they can fly to get a bird's eye view of their surroundings.

Adaptation: An Aviator's wingpack may be his own invention. Maybe the Aviator is the inventor of personal flight. Or maybe the wingpack was invented by the ancients, and each wingpack is a unique artifact. Or maybe aviators are couriers of flying cities, soaring from floating island to floating island, bringing news in half the time it takes a sky-galleon.

GAME RULE INFORMATION
Aviators have the following game statistics.
Abilities: Dexterity is paramount for an Aviator, as it allows them to dodge attacks and deftly strike foes. Strength allows an Aviator to deal damage, and is important for getting an aviator off the ground. Constitution allows an Aviator to take more hits, and Intelligence improves their skills. Wisdom and Charisma are of equal importance to the Aviator. Wisdom allows them to make good decisions, and resist enchantment, while Charisma reinforces the bravado that Aviators are famous for.
Alignment: Aviators can be of any alignment
Hit Die: d10
Starting Age: As barbarian
Starting Gold: As fighter

Class Skills
The Aviator's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveClass FeaturesManeuvers KnownManeuvers ReadiedStances Known
1st
+1
+0
+2
+0
Advanced Wingpack Training, Wingpack-Aided Movement
-
-
-
2nd
+2
+0
+3
+0
Bonus Feat
-
-
-
3rd
+3
+1
+3
+1
Wingpack Flight
-
-
-
4th
+4
+1
+4
+1
Maneuvers
3
3
1
5th
+5
+1
+4
+1
Improved Wingpack Flight
4
3
1
6th
+6/+1
+2
+5
+2
Evasion
4
3
1
7th
+7/+2
+2
+5
+2
Bonus Feat
5
3
1
8th
+8/+3
+2
+6
+2
Improved Wingpack Capacity
5
4
1
9th
+9/+4
+3
+6
+3
Overland Flight
5
4
2
10th
+10/+5
+3
+7
+3
Bonus Feat
6
4
2
11th
+11/+6/+1
+3
+7
+3
Improved Evasion
6
4
2
12th
+12/+7/+2
+4
+8
+4
Maximum Wingpack Capacity
7
5
2
13th
+13/+8/+3
+4
+8
+4
Slow Fall
7
5
3
14th
+14/+9/+4
+4
+9
+4
Bonus Feat
7
5
3
15th
+15/+10/+5
+5
+9
+5
8
6
3
16th
+16/+11/+6/+1
+5
+10
+5
Improved Overland Flight
8
6
3
17th
+17/+12/+7/+2
+5
+10
+5
 
9
6
4
18th
+18/+13/+8/+3
+6
+11
+6
Bonus Feat
9
7
4
19th
+19/+14/+9/+4
+6
+11
+6
 
10
7
4
20th
+20/+15/+10/+5
+6
+12
+6
Wingpack Mastery
11
7
4

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

Weapon and Armor Proficiencies: Aviators are proficient with all Simple and Martial Weapons, and with Light Armor

Advanced Wingpack Training: An Aviator is proficient with a wingpack, and receives the Wingpack Training feat as a bonus feat. Due to an Aviator's focus on wingpacks, he can deploy his wingpack as a swift action, instead of a move action. Also, an Aviator begins the game with a standard wingpack, in addition to his other equipment. (see Wingpack and Wingpack Training descriptions.)

Wingpack-Aided Movement (Ex):
It takes a while for an Aviator to gain the self-confidence they need to truly soar, but even a novice aviator knows how to use his wingpack to his advantage. An aviator can use his wingpack to gain a +10 bonus to jump checks.

Bonus Feats: At 2nd level, and then at 7th, 10th, 14th, and 18th level, an Aviator may select a bonus feat from the following list. An aviator must meet the feat's prerequisites in order to select the feat.

Bonus Feat List:
Spoiler


Wingpack Flight (Ex):
At level 3, an aviator has gained enough skill to fly for real. The Aviator gains a fly speed of 30ft. (Average) when he has his wingpack deployed, and is treated as having wings and a natural fly speed for the purpose of selecting feats. An Aviator can fly for 2 minutes per Aviator level per day. This time does not have to be consecutive.

Maneuvers:
At 4th level, an Aviator gains knowledge of three martial maneuvers. These maneuvers can be selected from the Iron Heart, North Wind, and Tiger Claw disciplines. Once you know a maneuver, you must ready it before you can use it. An aviator's maneuvers are considered extraordinary abilities unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate them. You learn additional maneuvers at higher levels. Upon reaching level 8, and every even numbered afterwards (10th, 12th, 14th etc...) you can choose a maneuver to replace a maneuver, as a crusader.

Maneuvers Readied: You can ready all three maneuvers you know at 4th level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by practicing with your wingpack for around 5 minutes. You need not sleep or rest to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended. To recover your maneuvers in battle, you must make an aerial dive. This sends blood and adrenaline rushing through your head, allowing you to recuperate.

Stances Known: At 4th level, you gain knowledge of one 1st or 2nd level stance from the Iron Heart, North Wind, or Tiger Claw disciplines. At 9th, 13th, and 17th levels you gain knowledge of a new stance from one of these disciplines.

Improved Wingpack Flight (Ex): At 5th level, an Aviator’s flight capabilities improve. An Aviator’s maneuverability becomes (good), and his fly speed increases to 60ft.

Evasion (Ex): As the monk ability of the same name.

Improved Wingpack Capacity (Ex): At 8th level, though personal tinkering, an Aviator is able to improve the carrying capacity of his Wingpack. He may now use his Wingpack if he has medium encumbrance., although his fly speed drops by 10ft.

Overland Flight (Ex): At 9th level, by making a few modifications to his wingpack, an Aviator can change his wingpack to overland flight mode. It takes a full-round action to convert the wingpack. When using the overland flight mode, and Aviator’s fly speed drops to 40ft. and his maneuverability drops to (Average), but his overland flight mode lasts for up to 1 hour per Aviator level per day. This time does not have to be used consecutively.

Improved Evasion (Ex): As the rogue ability of the same name.

Wingpack Maximum Capacity (Ex): At 12th level, an Aviator is able to push his wingpack to its limit. He may now use his wingpack with heavy encumbrance, although his fly speed drops by 20ft.

Slow Fall (Ex): At 13th level, and Aviator has made a nifty little modification to his suit. When he goes into free fall, his wingpack goes into a rigid position, slowing his fall. When falling, an Aviator only falls half the distance before he has the oppurtunity to recover.

Improved Overland Flight (Ex): At 15th level, an Aviator has been able to further improve his wingpack’s overland flight mode. His fly speed increases to 60ft. in overland flight mode.

Wingpack Mastery (Ex): At 20th level, an Aviator has become the master of his flight pack. He knows his flight pack inside and out, and has modified it to reach maximum performance. The Aviator’s wingpack fly speed increases to 80ft in both standard and overland modes, and his maneuverability becomes (Perfect) in standard mode, and (Good) in overland mode.

Note:
Spoiler


Wingpack
Spoiler


A wing pack is personal flight pack used by daredevils and nobles with more money than sense. A wingpack resembles a large metal beatle when undeployed. When deployed, two large wings spring out of the wing pack. The user controls the wing pack via a system of silk cords attached to his wrists, arms, feet and legs.

To use a wingpack, the user needs the Wingpack Training feat. A user with Wingpack Training can deploy his wingpack as a move action. Deploying a wingpack reduces the users land speed as if encumbered, and provokes an attack of oppurtunity. Trained users can use their wingpack to glide. When gliding, fall damage is negated, and the user can move 20ft. of forward travel per 5ft. of descent.

A user cannot use a wingpack if he is encumbered.

Price: 5,000gp,Weight: 15lbs, Hitpoints: 30hp, Hardness: 10, AC:12
New Feats:
Spoiler

Last edited by Machinekng : 07-18-2011 at 11:07 PM.
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Old 07-18-2011, 07:23 PM   Top  -  End  -  #10
Neo_Leviathan
Bugbear in the Playground
 
 
Join Date: Sep 2006
Default Re: Base Class Challenge VII - You've Been PUNK'D!

Space reserved :)

My first concept has been put on the back-burner at the request of the person drawing the art. I may complete it if I have time, as mechanically it's quite similar to the new idea, which is... (see post below)
Spoiler
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Old 07-18-2011, 10:29 PM   Top  -  End  -  #11
Neo_Leviathan
Bugbear in the Playground
 
 
Join Date: Sep 2006
Default Re: Base Class Challenge VII - You've Been PUNK'D!

The Clankmaster!


Huge kudos to Laura for the drawing :)

They said 'build a better mousetrap' but I figured, why stop at mice?

Many people tinker with the power of steam and clockwork. Some build small devices to make their lives easier, some replace lost limbs, some even voluntarily upgrade or replace parts of themselves with mechanical parts.
Then there's those who build machines.
A Clankmaster is many things, part inventor, part mechanic, part warrior. He sees the power of steam and clockwork as a means to stand equal with the greatest creatures in the world via the creation of a great machine known as a Clank.
Created to the vision and design of its pilot a Clank is a mighty exoskeleton, frequently festooned with weapons and capable of a variety of functions. Only a Clankmaster can pilot one of these machines, and only the designer of a Clank can do so to its full capacity.

A Clankmaster is far from helpless outside his Clank however, with a vast knowledge of mechanical secrets and a custom-built control suit featuring many smaller versions of his Clank's upgrades, anyone thinking a Clankmaster helpless on his own is likely in for a nasty surprise.

Adventures: A Clankmaster typically adventures for three reasons: To test his machine against everything the world can throw at it, to find new technology to upgrade his Clank with, and to find situations which his Clank cannot cope with so that it may be adjusted accordingly.
A Clankmaster may be happy at home, making use of his Clank to assist (or terrorise) the locals, but sooner or later they all yearn for something *more* to test their strength against.

Characteristics: A Clankmaster is primarily a melee or ranged combatant, though they can also make powerful scouts and skirmishers. They also have access to a number of utility functions regardless of their primary purpose.

Alignment: A Clankmaster can be of any alignment, though the combination of focus and careful study combined with the reckless way they throw themselves at the world does mean that most tend towards neutral.

Religion: A Clankmaster is most likely to follow a deity related to crafting or innovation, though several also worship gods of strength and competition.

Background: Any individual with an interest in mechanics and a desire to build machines to match the living world may become a clankmaster, though most are initially inspired either by viewing some powerful piece of technology (such as a boy seeing a mechanical arm and wondering if you could improve your own the same way), or by seeing a problem that could be made easier through technology (such as a girl observing that a lever would make moving a heavy object easier) and following that thought to the extreme.

Races: Gnomes and Dwarves, already being mechanically minded, are the most likely races to be Clankmasters. Humans frequently pick up mechanical tricks second-hand from these races and are nearly as likely to be a Clankmaster. While other races are far less likely to be Clankmasters, there are always mechanically-minded individuals in any race.
Warforged Clankmasters often add an extra philosophical aspect to the class, attempting to discover if their mind is truly contained within their humanoid shell or if it can be extended into their Clank.

Other Classes: Clankmaster can get along with just about everybody: They will happily compare their Clank's loadout versus a fighter's weapons or a wizard's magic, always attempting to improve their technology through experience and comparison.
Whether or not they deal well with Paladins or those with strong religious/philosophical interests will be dependent on the individual.
However, Clankmasters get along famously with Artificers, finding they have a great deal of common ground but also great opportunities for learning from each other.

Role: A Clankmaster can be a primary ranged or melee combatant, scout or skirmisher depending on how they configure their Clank

Adaptation: A Clankmaster could easily be adapted to a Spellcaster or Artificer who creates a magically animated Golem instead. Change the Clankmaster's HD, BaB, Number of skill points & Saves to normal for that class, add in 1/2 casting progression, and tweak class abilities to be magical rather than technological.

GAME RULE INFORMATION
Clankmasters have the following game statistics.
Abilities: Intelligence helps govern your Clank's power and the number of advanced systems you may have active at once. Strength is important to melee combatants and Dexterity is important to ranged. Constitution is obviously helpful to all roles.
Alignment: Clankmasters may be of any alignment, but Lawful Clankmasters are relatively rare
Hit Die: d8
Starting Age: As Artificer
Starting Gold: As Artificer

Class Skills
The Clankmaster's class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLANKMASTER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialLeastLesserGreaterProdigy
1st
+0
+2
+0
+0
Clank
-
-
-
-
2nd
+1
+3
+0
+0
Tinker
-
-
-
-
3rd
+2
+3
+1
+1
Advanced Modules
1
-
-
-
4th
+3
+4
+1
+1
Tinker
2
-
-
-
5th
+3
+4
+1
+1
Charge
3
-
-
-
6th
+4
+5
+2
+2
Tinker. Pilot suit
4
-
-
-
7th
+5
+5
+2
+2
Overclock
4
1
-
-
8th
+6/+1
+6
+2
+2
Tinker
4
2
-
-
9th
+6/+1
+6
+3
+3
Alternate Energy Source 1
4
3
-
-
10th
+7/+2
+7
+3
+3
Tinker
4
4
-
-
11th
+8/+3
+7
+3
+3
Improved Overclock
4
4
1
-
12th
+9/+4
+8
+4
+4
Tinker
4
4
2
-
13th
+9/+4
+8
+4
+4
Alternate Energy Source 2
4
4
3
-
14th
+10/+5
+9
+4
+4
Tinker
4
4
4
-
15th
+11/+6/+1
+9
+5
+5
Overload
4
4
4
1
16th
+12/+7/+2
+10
+5
+5
Tinker
4
4
4
1
17th
+12/+7/+2
+10
+5
+5
 
4
4
4
1
18th
+13/+8/+3
+11
+6
+6
Tinker
4
4
4
1
19th
+14/+9/+4
+11
+6
+6
 
4
4
4
1
20th
+15/+10/+5
+12
+6
+6
Tinker
4
4
4
2

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

Weapon and Armor Proficiencies: A Clankmaster is proficient with all simple weapons and light armor.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Clank (Ex):

Spoiler


Clank Tinkers (Ex)
At lvl 2 and every two levels thereafter, the Clankmaster may choose one of the following improvements:

Spoiler


Pilot Suit
Most Clankmasters have some form of suit that they wear when piloting their Clank. Typically this takes the form of a reinforced metal suit that allows the user to more easily manipulate switches and move the Clank's limbs by connecting them to their own, while at the same time protecting the wearer from chafing and twisting caused by sitting in the middle of a large piece of machinery.

Spoiler


Advanced Modules (Ex)

Starting at level 3 the Clankmaster can add Advanced Modules to his Clank. These advanced modules come in four varieties, Least, Lesser, Greater and Prodigy with each tier opening at a higher level. A Clank may have a number of modules fitted of each grade as listed in the above table, each section may have any number of modules installed, but only one active at a time.
Spoiler


Charge (Ex)
As the Clank starts becoming more advanced, it requires more and more power. To facilitate this the Clankmaster installs a series of small boilers and tubes containing superheated water throughout the Clank, with the main boiler located in the Clank's chest. This boiler provides a resource known as Charge (one point per Clankmaster level) that may be used to power the Clank's systems.
The maximum amount of charge that a system can hold is determined by its type, one point for Least, 1/4 Clankmaster level for Lesser, 1/2 Clankmaster level for Greater, and equal to Clankmaster level for Prodigy. For systems that aren't specific modules (such as the Clank's base land speed) the maximum charge capacity is equal to your Clankmaster level.
You may reassign a number of points of charge equal to your Intelligence bonus as a swift action.

Alternate Energy Source (Ex)
At level 9 you may choose either Fire or Electricity as an alternate energy source for your clank. When struck by a spell or effect with the appropriate energy descriptor you may make a special check as an immediate action (in addition to any save allowed). This check is 1d20+Int Modifier+Clankmaster Level vs a DC of 10+Caster level of the effect (for effects without a caster level, use 10+1per damage dice).
If this check succeeds you gain an extra point of charge per caster level of the effect. This charge lasts for 1d4 rounds and you may distribute the charge as part of the immediate action.
You may not charge yourself using a Clank module.

At level 13 you gain the other energy type as well.

Overclock (Ex)
At level seven you may 'overclock' an advanced module as a move action, increasing its maximum charge capacity by 1d2 for 1d4 rounds. After this time has elapsed, make an Int check with a DC of 10+Rounds overclocked+Increased charge capacity. If you succeed you maintain the integrity of the system, if you fail then the module in question shuts down until you spend one minute repairing the systems.

At level eleven your overclock improves charge capacity by 2d3.

Overload (Ex)
At level fifteen you may overload your Clank's generator to squeeze out some extra power. Overloading the generator (or returning it to normal state) is a swift action that increases your Charge output by 50% (this extra charge may immediately be distributed to systems as you choose).
Overload lasts as long as you maintain it but every round there is a cumulative 5% chance that the generator will explode from the strain. Should the generator explode is has the following effects:
1) 1d6 fire or electricity damage (roll randomly) per Charge generated (including the 50% extra) to all creatures within Chargex5ft radius. Reflex DC15+1/2 Clankmaster level for half. The Clankmaster gets no save
2) 2d4 Clank components (determined randomly) are broken as though Sundered.
3) The Clank becomes inoperable until the components have all been repaired.

Once shut down the generator requires a number of minutes equal to the number of rounds it was overloaded to return to normal. If the Clank is overloaded again during this time, the chance to explode is 10% per round and includes all rounds not yet cooled down.
Eg Bob overloads his Clank for seven rounds (35% chance to explode) before returning to normal. After two minutes he overloads again, he still has five minutes to go before the generator returns to normal, so his Clank immediately has a 50% chance to explode, and this will increase by 10% every round until shut down.
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Old 07-20-2011, 03:42 PM   Top  -  End  -  #12
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Base Class Challenge VII - You've Been PUNK'D

Combinatoric Maven
Spoiler


Of course I built a steam-powered robot power-suit for the cat. It is TRADITION!

Sanity. Genius at engineering. Power. Select two.

Sadly, this trite statement is full of truth for a Combinatoric Maven, for whom the world begs a question: WHY ISN'T THAT KITTY IN A STEAM-POWERED POWER-ARMOR CASING? ARE YOU TRYING TO LET THE COMMONERS WIN?

Adventures: Quite simply, why not? After all, the house is destroyed, the villagers are rioting, their parents have cancelled their allowance...

Characteristics: This class is capable of many things, one of which is combining small constructs into power armor for various things. If you don't believe me, look downwards at the class progression. Yeppers, that's right.

Alignment: What, you want some namby-pamby sort of dividing point? Can't angels and demons both wear power-armor? ARE YOU BEING ALIGNMENTIST?

Religion: SCIENCE. You know, if you didn't get the idea earlier...

Background: You join this profession just like any other; you are either born with some natural predilection towards tinkering, or you ate lead as a child. Or, rarely, you actually sought out this path.

Races: Dwarves and gnomes fill out the ranks of this class, though elves and humans do tend to enjoy the benefits as well...

Other Classes: I dunno, how would you view a guy who wanted to stick your cat into custom-fitted armor?

Role: Hmm... remote-control little people who form giant robots (well, semi-giant, really) that can give people POWERS? I don't know, you tell me.

Adaptation: If you wish to make this less silly... Well, a mad crafting genius certainly could create clockwork creations that armor their friends and assault their foes, so...

GAME RULE INFORMATION
COMBINATORIC MAVEN's have the following game statistics.
Abilities: Intelligence is important. Wisdom isn't. Drop wisdom like a rotting apple down a well.
Alignment: Any
Hit Die: d6
Starting Age: As Bard.
Starting Gold: As Rogue.

Class Skills
The COMBINATORIC MAVEN's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(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

COMBINATORIC MAVEN
Servant Craft
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Craft Servant, Personalized Crafter
2nd
+1
+0
+0
+3
My Specialty (A)
3rd
+2
+1
+1
+3
Repair Device, Cog-mind
4th
+3
+1
+1
+4
Companion Servant
5th
+3
+1
+1
+4
My Specialty (A)
6th
+4
+2
+2
+5
 
7th
+5
+2
+2
+5
 
8th
+6
+2
+2
+6
My Specialty (A or B)
9th
+6
+3
+3
+6
 
10th
+7
+3
+3
+7
 
11th
+8
+3
+3
+7
My Specialty (A or B)
12th
+9
+4
+4
+8
 
13th
+9
+4
+4
+8
 
14th
+10
+4
+4
+9
My Specialty (Any)
15th
+11
+5
+5
+9
 
16th
+12
+5
+5
+10
 
17th
+12
+5
+5
+10
My Specialty (Any)
18th
+13
+6
+6
+11
 
19th
+14
+6
+6
+11
 
20th
+15
+6
+6
+12
My Specialty (Any)
Construct HDPreprogrammed Class LevelsServant LimitHighest Menu Available
1
1
2
A
1
1
3
A
2
1
3
A
2
2
3
A
3
2
4
A
3
2
4
A
4
3
4
B
4
3
5
B
5
3
5
B
5
4
6
B
5
4
6
B
6
4
6
B
6
5
7
C
7
5
7
C
7
5
8
C
8
6
8
C
8
6
8
C
9
6
9
C
9
7
9
C
10
7
10
C

Class Features
All of the following are class features of the COMBINATORIC MAVEN.

Weapon and Armor Proficiencies: You are proficient in all simple weapons and a single martial weapon. You are also proficient in light and medium armor.

Craft Servant (Su): You know, the kinds of stuff you can do with steam these days...

At 1st level, you gain the ability to create servants, little mindless servile power armor pieces. The process of creating a new servant takes 4 hours of concentrated work; however, you don't truly need special materials to craft a servant; the process only works because you BELIEVE that it does.

However, it can't work CONSCIOUSLY; you need to keep up the pretext that what you are doing is scientifically possible. As such, you need a pile of scrap metal and coal weighing at least 12.5 pounds; if you can get this for free, or through theft, guess what... it doesn't matter. It works just as well with a pile of copper pieces as it would with adamantine, and there is no difference in the end product.

The rules for servants are in the next post; in addition to those rules, you may also add a single ability from the standard Astral Construct menu listed on the above table. If you do this, the Servant gains that menu ability, and in turn will grant that menu ability to any creature it uses Join Target, if that would be beneficial; any choices required by abilities are made by you when you create the Servant. For effects that have some interaction with "the caster" of the Servant, the person currently wearing the Servant as Power Armor is treated as the caster.

When a group of Servants "assemble", they decide on which menu abilities to use; this is chosen while the conglomerate is formed, and are limited by the maximum menu chose-able from: if it is A, it can have 1, if it is B, it can have 2, and if it is C, it can have 4. B menu options count as 2 for this purpose, and C menu options count as 4 for this purpose.

You may not have more servants at any one time than the indicated maximum on the table above.

Madcrafting (Ex): Alright, I get it, your happy that you can make awesome little 'droids. However, your powers of delusional creativity aren't limited there!

At 1st level, you gain the ability to make a Madcrafting check. This check consists of 1d20+your Combinatoric Maven level+your Intelligence modifier.

You may use this check in place of any given craft check you choose; you don't need any ranks in that skill to use this class ability in this manner. When you use replace a craft check, you may add 1/2 the miscellaneous modifiers and ranks you have in that skill as an insight bonus to your Madcrafting check. This represents the difference between sloppy use of insane crafting skill, and the channeling of madness through paths that are semi-well known.

Madcrafting allows you to create "masterwork" items for the cost of the base item and the normal Masterwork DC; however, when you do so, only you can benefit from the bonus from it being Masterwork; if anyone else tries to use a Madcrafted item, the bonuses they would get from Masterwork are instead penalties (i.e. -1 Attack, -1 ACP, -2 to a skill check...)

If someone (probably you) gets the idea to apply enhancements to the item, it is always treated as if it were cursed; this supplies no cost reduction for the creator, however (roll on the random table, or invent your own).

This entire process takes only half the normal time, and unless magically enhanced, the item becomes completely unusable after an amount of time equal to twice the normal crafting time of the object has elapsed (unless you repair it by using your Repair Machine class feature, which resets this duration).

My Specialty (Ex): Your genius truly knows no bounds, including sanity or good taste.
At 2nd level, and every 3 levels thereafter, you may add a menu option from any non-standard Astral Construct menu of the indicated level to the menu options that you can add to a Servant through Create Servant.

Repair Device (Ex): You know, your genius DOES come at a cost... you tend to be rather obsessive about machinery being intact...

At 3rd level, you gain the ability to repair any damage to an item simply by matching the craft DC that was required to create it with a relevant Madcrafting check; for example, repairing a Masterwork Longsword would require a DC 35 Madcrafting Check.

This ability may also be used in place of a Heal check; treat Heal as if it was a Craft skill for the purpose of this class feature. When this ability is used, for a period of 24 hours, the creature healed may, as a swift action, designate a single object; the designated object is treated as if it were Masterwork when they use it.

Of course, your methods of healing is a little crazy, as you ARE using the same methods you would use to fix a rusty sword, and so a creature healed in this manner receives a -2 penalty to their Constitution; this penalty worsens by 1 any subsequent times this ability is used on that creature in a 24-hour period. The penalty lessens by 1 for every 8 hours of rest the creature gets.

Cog-Mind (Ex): You are crazily intelligent. I mean, literally, you are Mr. Smarty Pants, if those pants were ON FIRE.

At 3rd level, you gain Keen Intellect as a bonus feat; you don't have to meet the prerequisites for this feat.

Companion Servant (Su): Sometimes, you don't have many friends. That's why you MAKE one.

At 4th level, you may create a Companion Servant; as you have gone all out on this fellow, it is necessarily more costly; to create a Companion Servant, you have to spend 1000 gp on materials and work for 24 hours straight.

However, the gains are well worth the costs; Your Companion Servant is your size category, has a number of Living Construct HD equal to your Combinatoric Maven level, and has a number of class levels gestalted sequentially with the Living Construct HD equal to your Combinatoric Maven level -2. In addition, their ability scores are quite exceptional; every single one of their ability scores is equal to 10+1/2 their Living Construct HD, plus any increases gained from the amount of HD they have.

Your Companion Servant has the Join Target and Personalized Crafting ability as a standard Servant, with the following exceptions:
-Join Target only functions when used on the Combinatoric Maven who made it. I.e., you.
-Personalized Crafter doesn't have the section on the bottom about HD, and you gain a bonus to your check equal to your intelligence modifier.

The same aetheric difficulties present in your standard Servant is still present in a Companion Servant; as such, you still cannot give them a full casting, full manifesting, or crafting-based class.

The Companion Servant is utterly loyal to you, and generally is in a form that pleases you aesthetically, and as such, most Combinatoric Mavens have taken this as a chance to, as the colloquialism goes, "make themselves a girlfriend". Now, you probably will not choose to do so, but the public assumption is that you are, and so, you may never gain the Leadership feat as a General feat; you may only gain it if you enter a class feature that grants it or an equivalent.

Last edited by Amechra : 08-11-2011 at 06:53 PM.
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Old 07-21-2011, 03:42 PM   Top  -  End  -  #13
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Servants/Power Armor.

What are Servants?
Spoiler


I mean, mechanically
Spoiler


OK, and how about this whole "Power Armor" thing?
Spoiler

Last edited by Amechra : 08-10-2011 at 02:48 AM.
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Old 07-31-2011, 09:05 PM   Top  -  End  -  #14
ErrantX
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Join Date: Oct 2007
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Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D!

The Generator

Rex Salazar, a generator

“Hello, Monster Guy, I’m Rex. Now, thrill me.”
-Rex Salazar, moments before dispatching a ravaging gray render.

The sciences of the more goodly races are varied and many, from dwarven smiths, elven artists, halfling tradesman, human craftsman, and gnomish inventors. The sciences of their less than idealistic fellows are just as varied, and from these darker practices did a plague of machines occur. Some caused ordinary inventions and machines to awaken and go berserk, some caused men to become machine-monsters, and some few gained the ability to use this machine plague to grow steam and clockwork machines of war from their very flesh. These folk are called Generators.

Adventures: Generators leave the house for a myriad of reasons. Some are chased out due to either being destructive (accidentally or purposefully) or being feared, others leave willingly to explore what their bodies can do in the world or simply to advance their bio-science. Some are inventors, craftsman, or scientists who seek to master esoteric arts beyond the magical; some say to make the mundane more magical then magic itself. Other generators simply adventure for the profit and excitement that it brings.

Characteristics: The only characteristics beyond similar abilities that generators share is hardiness, resiliency, and the ability to build machines using their machine-plague granted nanites; most generators are capable of taking a vicious beating and smile while dishing it right back. Many are free spirits, but some conform to military organizations for the good of all beings or to conquer those weaker than their mechanical might.

Alignment: Any. Generators can come from any moral or ethical background and frequently do.

Religion: Any. Some worship gods of the forge or crafts, others gods of battle and some of more pedestrian gods.

Background: Anyone can become a generator, rich or poor, humanoid or not. All it takes is to be infected by the machine sickness that keeps cropping up in many different locations across the world and being of a unique circumstance where the body assimilates the machine abilities instead of being changed detrimentally by them.

Races: Humans, dwarves, and half-orcs make the majority of generators in the world, being hale and strong enough to bear the machines and having a nature that is agreeable to the abilities. Elves and halflings rarely become generators, being small and frail in comparison. Gnomes, when they survive, make fantastic generators due to their imaginations and ingenuity. Of the monstrous races, only industrious creatures like hobgoblins and intelligent humanoids or monstrous humanoids become generators. More fantastic beings such as dragons never become generators for some reason.

Other Classes: Generators tend to get on well with fighters, rogues, and bards due to skill in combat and more generic skill. They chafe with wizards and clerics occasionally, often out of a need to compete. Sorcerers are both admirable and vexing, as sorcerers make it look easy where they as generators have to rely on more physical means.

Role: Generators are warriors and craftsman first and foremost, being skilled, strong, and tough. They can be aggressive warriors or they can be defenders. Occasionally they can take on the scouting role, but others are better suited to this. While not having the raw power or versatility of the wizard or cleric, the generator has many tricks that make him an invaluable traveling companion.

GAME RULE INFORMATION:
Abilities: Intelligence is vital to a generator, and it is important due to its factoring into build and blue print saving throw DCs, skill points, and many skills that the generator will use regularly. Strength and Constitution provide additional prowess and survivability in combat.
Starting Age: As rogue.
Starting Gold: As rogue.

Hit Die: d10
Skills: Generators have access to the following skills: Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Knowledge (local) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Intelligence Modifier) x4
Skill Points at Each Level: 2 + Intelligence modifier.

The Generator

LevelBABFort SaveRef SaveWill SaveSpecialBlue PrintsBuilds
1st
+1
+2
+0
+0
Engineer, machine empathy, builds (1, least)02
2nd
+2
+3
+0
+0
Mettle02
3rd
+3
+3
+1
+1
Bonus feat03
4th
+4
+4
+1
+1
Tech enhancement +113
5th
+5
+4
+1
+1
Tech specialty13
6th
+6
+5
+2
+2
Tough builds14
7th
+7
+5
+2
+2
Bio-mechanical immunity I24
8th
+8
+6
+2
+2
Tech enhancement +2, bonus feat24
9th
+9
+6
+3
+3
Builds (2, least, lesser)25
10th
+10
+7
+3
+3
Tech specialty35
11th
+11
+7
+3
+3
Hardened builds35
12th
+12
+8
+4
+4
Tech specialty +336
13th
+13
+8
+4
+4
Bio-mechanical immunity II, bonus feat46
14th
+14
+9
+4
+4
Durable builds46
15th
+15
+9
+5
+5
Tech specialty, builds (3, least, lesser, greater)47
16th
+16
+10
+5
+5
Tech enhancement +457
17th
+17
+10
+5
+5
Tireless build58
18th
+18
+11
+6
+6
Bonus feat68
19th
+19
+11
+6
+6
Unbreakable builds69
20th
+20
+12
+6
+6
Technological evolution, tech specialty +5710


Class Features:
All of the following are class features of the generator.

Weapon and Armor proficiencies: Generators are proficient in the use of all simple and martial weapons, as well as the use of light and medium armor and shields.

Blue Prints and Builds (Su): A generator does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as blue prints and builds that require him to focus the bio-electric energy that suffuses his form to achieve wondrous biomechanical effects. A generator can use any blue print he knows at will, with the following qualifications:

A generator's blue prints are supernatural abilities; using a blue print therefore a standard action that provokes attacks of opportunity. A generator’s builds are supernatural abilities; using a build requires a move action and does not provoke attacks of opportunity. A blue print can be disrupted, just as a spell can be ruined during casting. A generator is entitled to a Concentration check to successfully use a blue print if he is by an attack while invoking, just as a spellcaster would be. A generator can choose to use a blue print defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A generator's blue prints are not subject to spell resistance unless a blue print's description specifically states otherwise. A generator's initiator level with his blue print is equal to his generator level.

A generator can only manifest one build at a time at 1st level, and can initiate a second build at 9th, and a third at 15th level, and a build can be dismissed as a free action and manifested as a move action that does not provoke attacks of opportunity. Blue prints can affect builds as if they were magical weapons, armor, or wondrous items depending on the nature of the build (see builds and blue prints below). Builds are difficult to maintain, and each time the character initiates a build he must make a Fortitude save DC 10 + the number of builds he’s used this encounter + the build’s grade (least +2, lesser +4, greater +6). If this Fortitude save fails, the character becomes fatigued. He can still continue to manifest builds, but he may only maintain a build when fatigued for 1d6 rounds. If he fails this Fortitude save when fatigued, then he becomes exhausted and may not generate builds until he’s rested at least two hours. The character’s Mettle class feature does not aid him in resisting this effect; machine generation is taxing on the body.

The save DC for a blue print (if it allows a save) is 10 + equivalent spell level + the generator's Intelligence modifier. Since supernatural abilities are not actually spells, a generator cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat.

The three grades of blue prints and builds, in order of their relative power, are least, lesser, and greater. A generator begins with knowledge of no blue prints and two builds, which must be of the lowest grade (least). As a generator gains levels, he learns new blue prints and builds, as summarized on the class progression table and described below. A list of available blue prints and builds can be found following the class description, and a complete description of each blue print and build can be found at the end of this document.

Every four levels when a generator learns a new blue print, he can also replace a blue print he already knows with another blue print of the same grade or of a lower grade. At 6th level, a generator can replace a least blue print he knows with a different least blue print (in addition to learning a new blue print, which could be either least or lesser). At 11th level, a generator can replace a least or lesser blue print he knows with another blue print of the same ore a lower grade (in addition to learning a new blue print, which could be least, lesser, or greater). The generator cannot trade out builds; once a build is learned, it is learned forever.

Blue prints and builds and levels in generator do not count as caster levels to qualify for prestige classes or feats. However, generator levels do count as full martial initiator levels should the character multiclass into a martial adept class as builds and blue prints use an initiator level to determine their strength and effectiveness.

Engineer (Ex): Due to his innate knowledge of mechanical devices and his ability to feel the way things work, the generator may add half of his class level to Craft checks and Knowledge (engineering) checks. Additionally, the generator may make magical items (the generator may craft magical arms and armor, wands, staves, wondrous items, rings, and rods only, and cannot make scrolls or potions).through his scientific know-how and his machine plague granted nanites as if he were a caster using his initiator level in place of his caster level. When making a magical item that requires a specific spell, he may make a Knowledge (engineering) check DC 25 + the level of the spell required to make the item. Items made through this ability appear very different from traditional items, having gears, small motors, wires, and clock work built into them. Larger items will typically have small coal power steam engines built into them in some ways. Regardless of their appearance, these items function identically to normal magic items when targeted by spells and effects such as dispel magic or antimagic field. Additionally, as his work relies more on science than magical ability, his items have an increase in gp cost of +50%.

Machine Empathy (Ex): The generator is capable of amazing feats of control when working with mechanical objects and creatures. The character may attempt to cause a piece of machinery or a construct be more amiable to him and function in a way that he chooses, even if the target is unintelligent. By laying his hands upon a machine (which is defined by anything with more than three moving parts or the construct type), he may attempt to influence it as if he were making a Diplomacy check, but instead uses his Knowledge (engineering) instead. The more helpful he makes the machine to him, the more he can manipulate it with his mind, and harmful things tend to jam up or become rendered useless.

Mettle (Ex): The character gains the extraordinary ability to shake off certain effects that target both mind and body through a combination of intense will and strong body. When making a Fortitude or Will save, if the successful result would result in a partial effect or half effectiveness, then the character completely ignores the effect.

Bonus Feat: At 3rd, 8th, 13th, and 18th level the generator gains a bonus fighter feat, Alertness, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Toughness, or an item creation feat of his choosing (except Brew Potion or Scribe Scroll). He must meet all prerequisites for this feat before selecting it, and he may use his initiator level in place of his caster level when making items.

Tech Enhancement (Su): At 4th level, when initiating builds or temporary enhancement blue prints, these abilities gain the listed bonus as an enhancement bonus to their effect. For example, if an 8th level generator builds Smack Hands and uses the Strength Harness blue print, he can add a +2 enhancement bonus to both effects, making the Smash Fists function as if they were a +2 magical weapon and the Strength Harness provides a +6 enhancement bonus, not a +4 enhancement bonus to Strength. This bonus improves to +2 at 8th level, +3 at 12th, +4 at 16th, and +5 at 20th level.

Tech Specialty (Ex): Every generator is going to have a favorite build that is his go to whenever things get tough. At 5th, 10th, and 15th level the character may select one build of his choosing that he possesses. He may initiate this build as a swift action.

Tough Builds (Ex): At 6th level, the generator’s builds become stronger and more enduring to damage. The generator may add his Constitution score as bonus hit points to the hit points of his builds.

Bio-mechanical Immunity (Ex): At 7th level, the generator’s internal systems are flooded with tiny machines that cause his body to work through many hardships by the miraculous changes he has undergone. The generator becomes immune to poison and disease as his body filters these toxins and prevents them from hurting him. At 13th level, this improves to allow him to heal at twice the normal rate when resting, and he may breathe water as his lungs may now filter water for oxygen.

Hardened Builds (Ex): At 11th level the builds the generator initiates become even more resistant to damage, gaining +5 to their hardness.

Durable Builds (Ex): The machines within the generator’s body work to repair and revitalize his damaged builds. At 14th level, the character’s builds restore his Constitution modifier in hit points each round as if they had fast healing. Destroyed or dismissed builds do not regenerate.

Tireless Builds (Ex): At 17th level the generator’s vital forces are so strong that generating builds no longer requires him to make a Fortitude save; he becomes immune to their fatiguing effects and when he has a build active he becomes immune to fatigue and exhaustion effects. Fatigue and exhaustion that character suffers before attempting to initiate a build will still cause him to be only able to initiate a build for a short time or not at all, respectively.

Unbreakable Builds (Ex): At 19th level, the builds that the generator initiates are so powerful that they are considered to be made of adamantine. The generator’s builds also still retain the benefits of his tough builds, hardened builds, and durable builds class features.

Technological Evolution: At 20th level, while outwardly appearing as a normal member of his race, the generator internally changes radically as his form fully accommodates the incredible changes and abilities that have granted to him. His type changes to construct (living construct) and gains all abilities and weaknesses associated with the type. He may now generate four builds at one time, and he may take 10 on any Craft or Knowledge (engineering) check, even when under stressful conditions.

PLAYING A GENERATOR

Generators often fill the role of the party every-man, being equally good at most everything, but not superb at it. While often quite skilled and knowledgeable, generators also do not have the wide breadth of knowledge and skills that wizards, bards, and rogues possess. Additionally, they provide little in the way of support to their comrades beyond their talents in combat and outside of battle in the field of engineering. To this end, it’s best for a generator to find all the things he's particularly good at, and be happy with that, as his versatility is his strength when not summoning builds in combat.

As an unlikely hero or a tortured villain, generators universally carry a chip on their shoulders due to being ostracized and outcaste due to their abilities being beyond the norm. Even sorcerers and warlocks can explain why they can do what they do in a way that layman can understand; generators have to explain complicated science and machinery to common folk and at best they can hope for a smile and nod.

Your blue prints and your builds will help determine what sort of generator you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.
Combat: Common combat modes for the generator often involve copious and gratuitous use of your builds or your assortment of blue prints for augmenting equipment. Many blue prints aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Melee combat is a standard method for the generator of a more martial bend; they can excel at it through the right choices of build and feat selection.
Advancement: The generator benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon initiator level advancement. Additionally, prestige classes specially designed to work in tandem with the generator, such as the Steam Paragon take the abilities of the generator and build in a more specialized direction.
Resources: Depending on your choices in background, the generator may have an organization to draw upon or he may have the resources of an entire order of generators. Alternately, he may have the resources of a normal mundane person, or a single teacher.

GENERATORS IN THE WORLD
“If people want to hate me, I can’t stop them. But it’s not going to stop me from doing my job. You wanna know why? Because I’m awesome!”
- Rex Salazar on people who hate generators and those infected with the machine plague

Generators are often perceived as beings of disease and disaster for those who use their abilities irresponsibly, but those that don’t and use their powers for the benefit of all find that their lives enriched by the odd circumstances of their abilities. Their powers often cause alarming reactions to those who are unfamiliar with them or those like them, and generators are often shunned for it. Perceived in this fashion, some generators become bitter and angry and terrorize their homes and surrounding areas, succumbing to rage and hatred. Other generators are hailed as heroes and saviors in their homes and communities, where they have turned their gifts into life giving miracles by bringing the power of science to the people.

All generators are infected in some fashion with a plague of tiny machines that cause man and beast to become terrible monsters. These tiny machines, called nanites, are capable of extraordinary things with the will of a generator behind them. Most that are infected however become terrible monsters because they have no control over what their nanites do to them.
Daily Life: Most generators have relatively easy lives due to their supernatural abilities with crafting and engineering professions, and are capable of defending their homes and business without difficulty. Those that adventure find that the acceptance they lack in some circles is reversed in full by their amazing abilities in and out of combat.
Notables: The generator known as Rex Salazar has been working with a group of monster hunters calling themselves Providence for several years, and is one of the most high profile generators in the world and many generators use the names of some of the various builds that he has coined. There is a rumor of a terrifying orcish generator who goes by the moniker Gears of War who is capable of generating an entirely machine body for himself to rampage with, but these rumors are unfounded beyond the villages that have been annihilated with no survivors.
Organizations: Generators tend to live solitary lives or with small groups of others like them, but occasionally they join with adventuring parties. An organization known as Providence has made tentative gestures to reach out to generators in the hopes that they will aid them in hunting down the most dangerous machine-beasts in the world and putting an end to them.

----

FEATS

Extra Blue print [General]
You have had a spontaneous burst of inspiration, gaining the knowledge of another blue print.
Prerequisites: Ability to use lesser blue prints, Knowledge (engineering) 5 ranks.
Benefit: You learn another blue print of any level of you capable of using.
Special: This feat may be taken multiple times for additional blue prints.
__________________


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Last edited by ErrantX : 07-31-2011 at 09:55 PM.
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Old 07-31-2011, 09:06 PM   Top  -  End  -  #15
ErrantX
Ogre in the Playground
 
 
Join Date: Oct 2007
Location: 
Midwest City, OK
Gender: Male
Default Re: Base Class Challenge VII - You've Been PUNK'D!

GENERATOR BLUE PRINTS AND BUILDS
Generators choose the blue prints and builds they learn as they gain levels, much like warlocks choose which invocations to learn. However, a generator’s repertoire is even more limited than that of a sorcerer, and his blue prints and builds are supernatural abilities, not spells.

In addition to its grade (least, lesser, or greater), every blue print has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least blue print or build has a level equivalent of a 2nd level spell; a lesser 4th, greater 6th. The level equivalent for each blue print or build is given in its description below. In the case where a blue print may replicate a spell, use the generator’s initiator level in place of a caster level.

A generator can dismiss any currently ongoing blue print or build as a free action. Builds occupy a body location and can be enhanced normally as if they were magical items through use of blue prints. If an item is currently in that location, then that item is rendered inert and the build takes over. Two or more builds cannot occupy the same location. Many builds have a secondary ability; this ability can be engaged or disengaged as a swift action. The following list of builds and blue prints are not all possibilities, but reflect some very common generator gifts.

Least
Builds
Spoiler


Blue Prints
Spoiler


Lesser
Builds
Spoiler


Blue Prints
Spoiler


Greater
Builds
Spoiler


Blue Prints
Spoiler

---

Machine Plague

The machine plague is a great world-altering event that can bring powerful steam-punk elements into your world. The machines created by this event are crafted by highly advanced nano-machines, but create simple steam-based technology or mutations within a creature. It can be used as a dues ex machina for a game world in that it can have effects as far reaching as you’d like, depending on how much steam-punk you’d like to add to your world. Its origins can be mysterious or commonly known, its sources could be from a mad artificer or an incursion from the clockwork planes of Nirvana or Mechanus.

Creatures affected by the machine plague either become aberrations, monstrous humanoids, or living constructs depending on how it affects them. Many humanoids or animals could be turned into any monster of your choosing as well by the plague, or into construct creatures.
__________________


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My Homebrew works:
Libram of Battle: A completely OGL Tome of Battle (20 Disciplines) (WIP, ask if you're interested)
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Last edited by ErrantX : 07-31-2011 at 09:43 PM.
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Old 08-02-2011, 07:50 PM   Top  -  End  -  #16
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default Re: Base Class Challenge VII - You've Been PUNK'D

Mad Organist


Why so silent, good monsieurs? Did you think that I had left you for good?

When the Great Age of steam began and Science began to replace magic, some saw the progress as an opportunity to advance the arts of construction, medicine, or even war. You, however, saw that magic and science need not be foes towards one another if they were mediated by your one great passion – music. They called you mad, to try to blend such alien regimes, and they laughed at you when your experiments failedone after another and your clockwork devices refused to heed the pied piper’s call of your performances. You were shunned in your former social circles and ridiculed in halls where once your name had been spoken with respect. In the end, though, you’ve proved those fools wrong, because one fateful day, when you called through your music to the automaton you had crafted…IT MOVED! It rose up, and played along with you, a mechanical semblance of life accompanying your magical aria.

You were vindicated, but still those who’d shunned you refused to acknowledge your genius. They called your glorious constructs mere trinkets, called you a crank, a lunatic, a fool. You’ll show them who the fool is, some day. YOU’LL SHOW THEM ALL!!!

More about the class:
Spoiler


GAME RULE INFORMATION
Mad organists have the following game statistics.

Abilities: Charisma determines how powerful a spell a mad organist can cast, how many spells he can cast per day, and how hard those spells are to resist. Charisma, Dexterity, and Intelligence are important for many of the mad organist’s class skills.

Alignment: Any non-lawful

Hit Die: d6

TABLE: MAD ORGANIST
Spells per Day
Spells Known
LevelBase AttackFort RefWillSpecialScience!
1st+0+0+0+2Lunatic performance, madcrafter, musical knack, grand pause, melody mechanika +1, rondo of repair
2nd+1+0+0+3 
3rd+2+1+1+3Aria of the automata, Craft Wondrous Item40
4th+3+1+1+4 80
5th+3+1+1+4Craft Magic Arms and Armor100
6th+4+2+2+5Music of Making150
7th+5+2+2+5 200
8th+6/+1+2+2+6Craft Construct, melody mechanika +2250
9th+6/+1+3+3+6Fortissimo chord300
10th+7/+2+3+3+7 400
11th+8/+3+3+3+7Clockwork duet500
12th+9/+4+4+4+8Dreadful dirge700
13th+9/+4+4+4+8 900
14th+10/+5+4+4+9Melody mechanika +31,200
15th+11/+6/+1+5+5+9Accompaniment, allegro1,500
16th+12/+7/+2+5+5+10 2,000
17th+12/+7/+2+5+5+10Clockwork symphony2,500
18th+13/+8/+3+6+6+11Grand cacophony3,000
19th+14/+9/+4+6+6+11 4,000
20th+15/+10/+5+6+6+12Melody mechanika +45,000
-0--1--2--3--4--5--6-
2
30
31
320
331
332
3320
3331
3332
33320
33331
33332
333320
433331
443332
4443320
4444331
4444432
4444443
4444444
-0--1--2--3--4--5--6-
4
52
63
632
643
643
6442
6443
6443
64442
64443
64443
644442
644443
644443
6544442
6554443
6555443
6555544
6555554

CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
A mad organist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
CLASS FEATURES
Weapon and Armor Proficiency: The mad organist gains proficiency with all simple weapons, plus the rapier, short sword, and all repeating crossbows. If guns are available in the campaign setting, the mad organist is additionally proficient with the pistol, automatic pistol, and shotgun. Mad organists are proficient with light armor and shields (except tower shields).
A mad organist can cast mad organist spells while wearing light armor without incurring the normal arcane spell failure chance.
Spells: A mad organist casts arcane spells, which are drawn from the mad organist spell list below. You can cast any spell you know at any time, as a bard does.
To cast a mad organist spell, you must have an Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a mad organist’s spell is 10 + the spell's level + the mad organist’s Cha mod. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. You know a limited number of spells, as shown on Table 2 above. If you attempt to cast spells while wielding a shield or wearing medium or heavy armor, you suffer an arcane spell failure chance.

Upon reaching 4th level, and at every level thereafter, a mad organist can choose to learn a new spell in place of one he already knows, “losing” the old one in exchange for the new. The new spell must be of the same level as the spell being exchanged, and it must be at least one level lower than the highest-level mad organist spell you can cast.

To ready his spells each day, the mad organist must have 8 hours of rest, and must spend 15 minutes concentrating. Spell slots used within the last 8 hours are not refreshed and count against your daily limit.
Science!: A mad organist receives a pool of points he can spend instead of experience points when crafting a magic weapon, armor, wondrous item, or construct. Each time you gain a new level, you receives a new reserve of points; leftover points from the previous level are lost and do not carry over.

Bonus Feat: A mad organist learns to create all manner of mechanomagical devices and clockwork constructs. You gain Craft Wondrous Item as a bonus feat at 3rd level, Craft Magic Arms and Armor at 5th level, and Craft Construct at 8th level.

Lunatic Performance: Once per day per mad organist level, a mad organist can use his instrumental performance to produce magical effects on devices and constructs (including living constructs) around him. While the archetypal instrument of choice is the pipe organ, any instrument will do. Mad organists typically play stringed or keyboard instruments to allow them to speak while playing, but wind instruments can be used as well. Each ability requires both a minimum mad organist level and a minimum number of ranks in an instrumental Perform skill to qualify; if a mad organist does not have the required number of ranks in at least one qualifying Perform skill, he does not gain the lunatic performance ability until he acquires the needed ranks.

Lunatic performance options:
Spoiler


Madcrafter (Ex): The mad organist has a rare genius for both music and the construction of complex items. Whenever you make a Craft check to create a complex item that has musical capabilities, your progress is measured in gp rather than sp (that is, you craft at ten times the usual rate). Whenever you craft a magic wondrous item, weapon, armor, or construct that has both musical capabilities and a complex mechanical construction (such as an operating principle that involves gears, pistons or clockwork, or a power system involving coiled springs, steam or water power) you require only one hour per 1,000 gp of the base price (but never less than one hour). You can create multiple such items in a single day, although you still can only work 8 hours per day on crafting magical items.

Musical Knack (Ex): A mad organist has a talent for stringed and keyboard instruments. He may select a number of stringed and keyboard instruments equal to his Charisma modifier, and advance his proficiency with all of these instruments as a single application of the Perform skill. Common instrumental choices include: calliope, carillon, concertina, harpsichord, hydraulis, guitar, pipe organ, violin, and zither.

Clockwork Duet (Su): A mad organist of 11th level or higher who is within 5 feet of an instrumental golem (see below) that is harmonized with him can combine two types of lunatic performance to provide the benefits of both of them. Choose two types of lunatic performance and activate both of them with a single standard action. If either or both require concentration, you can maintain concentration on both of them with a single standard action each round. If you move more than 5 feet away from the golem, you lose this benefit (and must dismiss one of the effects you’re concentrating on, if applicable).

Accompaniment (Su): A mad organist of 15th level or higher who is within 5 feet of an instrumental golem (see below) that is harmonized with him can activate a lunatic performance effect as a swift action, provided he already has exactly one lunatic performance effect already active. You can use this ability in conjunction with the clockwork duet ability to start a second song and then maintain both as a standard action each round.

Clockwork Symphony (Su): A mad organist of 18th level or higher can direct the music of the objects animated by his aria of the automata, using them to enhance his own music or create powerful music effects. You must be able to hear an automaton to direct it, and it must be able to see you to receive your direction.
As a standard action, you may expend a use of lunatic performance and direct an automaton to initiate any song you know. It activates the ability as if it were you, expending the normal type of action and using your Perform ranks and modifier. The effect originates from the object, and it can concentrate on the effect to maintain it in your stead. However, an automaton that is maintaining a lunatic performance effect becomes inert immediately once it can no longer hear your aria of the automata, since it is no longer performing that music itself.

As a free action, you can encourage an automaton to accompany and harmonize with you (this does not require an action for the automaton), gaining a circumstance bonus on your Perform checks equal to the number of automata that are harmonizing (up to a maximum equal to your Perform ranks).

MAD ORGANIST SPELL LIST

0 Level: daze (PH 217), detect magic (PH 219), ghost sound (PH 235), ghostharp (SC 104), incite (SC 121), inhibit (SC 123), lullaby (PH 249), mending (PH 253), message (PH 253), prestidigitation (PH 264), read magic (PH 269), shock and awe (SC 189), stick (SC 206), summon instrument (PH 285).

1st Level: alarm (PH 197), amplify (SC 10), animate rope (PH 199), backbiter (SC 23), critical strike (SC 56), daze monster (PH 217), detect secret doors (PH 220), disguise self (PH 222), expeditious retreat (PH 228), expeditious retreat, swift (SC 85), feather fall (PH 229), golem strike (SC 107), identify (PH 243), improvisation (SC 121), inspirational boost (SC 124), invisibility, swift (SC 125), ironthunder horn (SC 126), joyful noise (SC 127), magic mouth (PH 251), make whole (PH 252), nystul’s magic aura (PH 257), obscure object (PH 258), repair light damage (SC 173), silent image (PH 279), undetectable alignment (PH 297), undersong (SC 227), unseen servant (PH 297), ventriloquism (PH 298).

2nd Level: alarm, greater (SC 8), alter self (PH 197), bands of steel (SC 24), battle hymn (SC 25), blindness/deafness (PH 206), blur (PH 206), body blades (SC 25), bonefiddle (SC 37), calm emotions (PH 207), cat’s grace (PH 208), chain of eyes (SC 45), crumble (SC 56), curse of impending blades (SC 56), darkness (PH 216), detect thoughts (PH 220), disquietude (SC 68), eagle’s splendor (PH 225), enthrall (PH 227), fox’s cunning (PH 233), glitterdust (PH 236), harmonic chorus (SC 110), heroism (PH 240), invisibility (PH 245), iron silence (SC 125), listening lorecall (SC 133), locate object (PH 249), mindless rage (SC 142), minor image (PH 254), mirror image (PH 254), misdirection (PH 254), pyrotechnics (PH 267), quick potion (SC 164), repair moderate damage (SC 173), shatter (PH 278), silence (PH 279), sonic weapon (SC 195), sonorous hum (SC 196), sound burst (PH 281), tongues (PH 294), wave of grief (SC 236), weapon shift (SC 237), whirling blade (SC 238), whispering wind (PH 301).

3rd Level: arcane eye (PH 200), bestow curse (PH 203), blink (PH 206), clairaudience/clairvoyance (PH 209), creaking cacophony (SC 55), crushing despair (PH 215), curse of impending blades, mass (SC 57), daylight (PH 216), diamondsteel (SC 64), dirge of discord (SC 66), dispel magic (PH 223), displacement (PH 223), dissonant chord (SC 69), dolorous blow (SC 70), gaseous form (PH 234), glibness (PH 235), good hope (PH 237), haste (PH 239), haunting tune (SC 110), invisibility sphere (PH 245), listening coin (SC 133), major image (PH 252), minor creation (PH 253), nondetection (PH 257), phantasmal killer (PH 260), repair serious damage (SC 173), scrying (PH 274), sculpt sound (PH 275), see invisibility (PH 275), shout (PH 279), slow (PH 280), sound lance (SC 196), unluck (SC 227), wounding whispers (SC 242).

4th Level: animate objects (PH 199), break enchantment (PH 207), cacophonic shield (SC 41), detect scrying (PH 219), dimension door (PH 221), fabricate (PH 229), fantastic machine (SC 88), freedom of movement (PH 233), fugue (SC 100), hallucinatory terrain (PH 238), invisibility, greater (PH 245), legend lore (PH 246), locate creature (PH 249), major creation (PH 252), modify memory (PH 255), permanency (PH 259), protégé (SC 163), repair critical damage (SC 173), resonating bolt (SC 174), ruin delver’s fortune (SC 178), rusting grasp (PH 273), sirine’s grace (SC 191), spectral weapon (SC 197), zone of silence (PH 303).

5th Level: blink, greater (SC 32), body harmonic (SC 35), cacophonic burst (SC 41), dispel magic, greater (PH 223), false vision (PH 229), heroism, greater (PH 240), howling chain (SC 116), mirage arcana (PH 254), mislead (PH 255), persistent image (PH 260), seeming (PH 275), shadow walk (PH 277), song of discord (PH 281), sonic rumble (SC 195), wail of doom (SC 233), wall of gears (SC 233).

6th Level: analyze dweomer (PH 197), antimagic field (PH 200), awaken construct (SC 21), blade barrier (PH 205), body of war (SC 35), dirge (SC 65), eyebite (PH 228), fantastic machine, greater (SC 89), find the path (PH 230), hindsight (SC 114), nixie’s grace (SC 148), otto’s irresistible dance (PH 259), permanent image (PH 260), programmed image (PH 265), project image (PH 265), scrying, greater (PH 275), shout, greater (PH 279), sympathetic vibration (PH 291), symphonic nightmare (SC 218), veil (PH 298), weird (PH 301).
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 08-11-2011 at 04:39 AM.
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Old 08-07-2011, 04:19 AM   Top  -  End  -  #17
jiriku
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Default Re: Base Class Challenge VII - You've Been PUNK'D!

INSTRUMENTAL GOLEMS


An instrumental golem is an automaton of tremendous power that incorporates an extremely large musical instrument into its construction. Constructing one involves a combination of magic, alchemy, and mechanical engineering. Unlike normal golems, the bound elemental spirit within an instrumental golem is not always an earth elemental. The type of bound elemental varies depending on the type of instrumental golem to be created.

COMBAT
Instrumental golems fight as other golems do (see MM 134 for details), except as noted below.
Can’t Stop the Music (Su): An instrumental golem constantly suppresses silence spells and similar effects in a 10-foot radius around itself, as the joyful noise spell (SC 127).

Harmonize (Su): When a creature mounted in an instrumental golem’s podium plays the golem in order to produce a bardic music effect, the golem will harmonize with the player, augmenting the duration, power, or range of the bardic music effect. If commanded to do so, the golem can continue to play a bardic music effect that requires concentration, maintaining the effect by expending a swift action each round. The effect functions in all ways as if its creator was still maintaining it.

Immunity: Instrumental golems are immune to sonic damage.

Podium: Each instrumental golem is a playable instrument, and includes a podium atop the golem from which it can be played. A podium has room for as many creatures as can fit in a space once size category smaller than the golem without squeezing. A podium is considered an exotic military saddle (see PH 132), and grants cover to a creature within it (+4 AC, +2 Reflex saves, protected from attacks of opportunity and can attempt to hide with the Hide skill). Creatures in the podium are considered to be riding the golem as a mount. However, they do not need to make Ride checks to fight from the golem’s back or control it in combat, because the podium is very stable and the golem obeys its creator automatically. Climbing into a golem’s podium when the golem does not wish it is very difficult, and usually requires the creature to succeed on a grapple check while in a grapple with the golem.

Skills: An instrumental golem is not designed to move quietly, and has a racial penalty on Move Silently checks equal to its Size penalty to Hide checks. All instrumental golems are considered masterwork musical instruments, and grant a +2 circumstance bonus on Perform checks made with them.

CALLIOPE GOLEM
A calliope golem is a construct fashioned from a calliope, a musical instrument that produces sound by sending steam through a series of differently sized locomotive whistles. When played, a calliope is thunderously loud, and can be heard for miles in every direction.

Spoiler



CARILLON GOLEM
A carillon golem is a construct fashioned from a carillon, a massive set of differently tuned foundry bells. A carillon golem is the largest and most massive sort of instrumental golem, the pinnacle of the art of instrumental golem-building.

Spoiler



HARPSICHORD GOLEM
A harpsichord golem is a construct fashioned from a harpsichord, fortepiano, or spinet, and a series of articulated wooden armatures, typically operated by delicate clockwork and coiled-spring assemblies, the whole protected by a sturdy darkwood casing. Since their exteriors are easier to work, harpsichord golems are often carved and inlaid with delicate tracery, heraldic symbols, or other artistic works.

Spoiler



PIPE ORGAN GOLEM
A pipe organ golem is a construct fashioned from a full-size pipe organ or water organ, animated through massive adamantine gears and pulleys. A pipe organ golem is the perhaps the most iconic and easily recognized sort of instrumental golem.

Spoiler



AUTOMATA AND MECHANIKA
Mad organists are constantly inventing and designing new automata and mechanikal devices, and frequently incorporate musical instruments into such devices. Here are a few examples of devices a mad organist might craft.


CLOCKWORK AUTOMATA
Frequently constructed from scrap metal or the weapons and armor of defeated foes (which the mad organist can easily recycle through the fabricate spell), a clockwork automaton is an inanimate creation of metal, leather, wood, and whatever other materials are available. The automaton’s construction incorporates a musical instrument, typically a pipe, French horn, trumpet, euphonium, or other sturdy brass instrument. While not animate magical constructs, these creations are perfect subjects for spells and abilities such as animate objects or aria of the automata. They are always designed to fold up compactly when not in use, for easy storage in an adventurer’s pack or a [/i]bag of holding. Clockwork automata have fully articulated limbs and bodies, and often sport extra legs, wings, or other appendages designed to increase their mobility when animated.

Tiny automata are intended for scouting into dangerous areas, and often include an eye preserved through taxidermy or a copper piece mounted on their frame, so that the mad organist can observe their progress through spells like chain of eyes or listening coin. Small and larger automata are usually intended to act as servants, musical accompaniment, or disposable combatants, and usually features a beak, fanged mouth, or elaborate set of horns, allowing them to make a bite or gore attack.

Clockwork automata have a Craft DC of 15, +3 for every improvement they offer over a baseline animated object. Because some improvements can be made easily with available materials while others might require expensive components, the player and DM should work together to determine how much it costs to purchase or build a given automaton.
Combat automaton: This Medium automaton incorporates a set of trumpets or a French horn into its construction, and makes a serviceable combatant with its bite or tail slap attack. Winged models can fly. Because of its thin limbs and flexible, multi-jointed construction, it weighs fairly little for a Medium object, and can easily be folded up and stored in a sack or a bag of holding when not in use. When animated, a combat automaton has a move speed of 40, a fly speed of 20, hardness 10, and attacks with a bite or tail slap for 1d8+1 damage. It costs 120 gp and weighs 40 pounds.



Dreadnought automaton: This Large adamantine-plated automaton resembles both a giant and a concertina in construction, and its impressive size and deadly drill make it capable in combat. With its size and strength, it is also effective as a mount or beast of burden that does not require food or panic in the presence of unusual monsters. However, it is too heavily to be portable, and so its use is largely left to mad organists who can cast both animate objects and permanency. When animated, a dreadnought automaton has a move speed of 40, hardness 20, and attacks with its gore for 2d6+4 damage. It costs 5,480 gp and weighs 400 pounds.




Scout automaton: This Tiny automaton constructed from a music box has an extremely flexible multi-legged construction, but is not intended for combat. A preserved eye and a copper piece built into its framework allow it to serve as the target of a chain of eyes or listening coin spell. When animated, a scout automaton has a move speed of 60, a climb speed of 30, hardness 5, and attacks with its slam for 1d3-1 damage. It costs 55 gp and weighs 1 pound.



Servant automaton: A general-purpose Small automaton build around a horn, this multi-limbed clockwork device is often used to fetch, carry, and perform light dungeoneering duties such as clearing rubble or clearing traps by blundering into them. Its appendages are very finely wrought, allowing it to manipulate objects as well as a human could do once animated, although since it is mindless it can follow only very simple instructions. When animated, a servant automaton has a move speed of 50, hardness 10, and attack with its slam for 1d6+1 damage. It costs 80 gp and weighs 5 pounds.


MUSICAL INSTRUMENTS
It is only natural that mad organists would seek to use their knack for crafting devices to design new musical instruments. The instruments below are examples of what their craft might produce.
Autopipe: A wind instrument powered by a small hand-held bellows, the autopipe is by holding the bellows in the palm of the hand and gripping the intstrument with the fingertips, with the aid of a wrist-sheath that ensures the musician will not drop the instrument. The autopipe is played by tapping on the instrument’s keys while squeezing the hand open and shut to operate the bellows. The unique method of operation allows the musician to hold and play the autopipe with one hand, and since it is powered by the bellows rather than the musician’s breath, the player is free to speak, cast spells, or sing along with his instrument. An autopipe has a Craft DC of 18, costs 35 gp and weighs 1 pound.



Handheld fortepiano: A complex instrument that produces sound by plucking tightly-wound wires immersed in an alchemical substance that amplifies sound, the handheld fortepiano can be played using any Perform skill that calls for a keyboard instrument. A leather strap slung over the shoulder and back allows it to be played while standing, but it still requires two hands to play. A handheld fortepiano has a craft DC of 18, costs 135 gp, and weighs 12 pounds.



EXOTIC WEAPONS
Mad organist adventurers quickly find that their adventuring companions are more interested in music when it helps them survive, and learn to incorporate musical instruments into weapons. These weapons are helpful when someone needs to sneak a weapon past guards, and their complex construction allows the mad organist to bolster their use with his melody mechanika song.
Clarinet-derringer: This normal-seeming clarinet can be converted into a derringer pistol as a full-round action. When in clarinet form, it grants a +4 bonus on Sleight of Hand checks made to conceal it as a normal instrument (and can be played as a fully working clarinet). In derringer form, it can be employed as a single-shot pistol with the Pistol proficiency, using the statistics on page 145 of the DMG. A clarinet-derringer can be enchanted with the harmonizing, quick-loading, or resounding enchantments even though such enchantments normally cannot be placed on a firearm. A clarinet-derringer has a Craft DC of 25, costs 350 gp and weighs 3 pounds.

__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 08-11-2011 at 05:03 AM.
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Old 08-12-2011, 01:44 AM   Top  -  End  -  #18
Temotei
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Default Re: Base Class Challenge VII - You've Been PUNK'D!

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