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Old 08-13-2011, 11:23 AM   Top  -  End  -  #1
ErrantX
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Default [3.5] The Generator, a steam-punk machine warrior [Base Class]

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)12
2nd
+2
+3
+0
+0
Mettle12
3rd
+3
+3
+1
+1
Bonus feat23
4th
+4
+4
+1
+1
Tech enhancement +123
5th
+5
+4
+1
+1
Tech specialty33
6th
+6
+5
+2
+2
Tough builds34
7th
+7
+5
+2
+2
Bio-mechanical immunity I44
8th
+8
+6
+2
+2
Tech enhancement +2, bonus feat44
9th
+9
+6
+3
+3
Builds (2, least, lesser)55
10th
+10
+7
+3
+3
Tech specialty55
11th
+11
+7
+3
+3
Hardened builds65
12th
+12
+8
+4
+4
Tech specialty +366
13th
+13
+8
+4
+4
Bio-mechanical immunity II, bonus feat76
14th
+14
+9
+4
+4
Durable builds76
15th
+15
+9
+5
+5
Tech specialty, builds (3, least, lesser, greater)87
16th
+16
+10
+5
+5
Tech enhancement +487
17th
+17
+10
+5
+5
Tireless build98
18th
+18
+11
+6
+6
Bonus feat98
19th
+19
+11
+6
+6
Unbreakable builds109
20th
+20
+12
+6
+6
Technological evolution, tech specialty +51010


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.

Material Mixer [General]
You have learned how to mimic special materials when making your builds, provided you have the materials on hand.
Prerequisites: Must be capable of initiating lesser builds
Benefits: You may add a special material type to your builds when you initiate them by having a small portion of this material on hand (such as a bar of metal). Silver may be mixed for 20gp worth of silver, mithral for 100gp worth of the material, and adamantine for 300gp worth of the material. This material is consumed when used this way.
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Last edited by ErrantX : 08-15-2011 at 10:03 PM.
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Old 08-13-2011, 11:24 AM   Top  -  End  -  #2
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

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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Last edited by ErrantX : 08-30-2011 at 11:57 PM.
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Old 08-13-2011, 03:45 PM   Top  -  End  -  #3
eftexar
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

I haven't looked at all of the blueprints and builds yet, but the class looks pretty solid. My biggest question is, is why are Blue Prints and Builds supernatural? You can still force concentration checks and stuff if its an extraordinary ability. Its just it seems odd to me that antimagic would make technology cease functioning.
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Old 08-13-2011, 04:19 PM   Top  -  End  -  #4
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by eftexar View Post
I haven't looked at all of the blueprints and builds yet, but the class looks pretty solid. My biggest question is, is why are Blue Prints and Builds supernatural? You can still force concentration checks and stuff if its an extraordinary ability. Its just it seems odd to me that antimagic would make technology cease functioning.
Mostly for balance and it just seemed to not be extraordinary. I was thinking that the generator is full of tiny machines that build other larger machines or mimic spell-like effects, and that just seemed to be more supernatural than not. I didn't want it subject to spell resistance though, so it seemed like a fit.

Thanks!
-X
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Old 08-13-2011, 04:39 PM   Top  -  End  -  #5
eftexar
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Well it does balance it out. If it were me I would come up with another way of balancing it though. Maybe some sort of backfire mechanism when a target makes a save? Anyways it's really all just a matter of what you think works best and fits the flavor.
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Old 08-13-2011, 05:37 PM   Top  -  End  -  #6
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Neat. I'll ( Probably ) post up a more detailed review later, but right now I have to know; Why did you have there only be three different levels of Builds and Blueprints?
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Old 08-13-2011, 05:43 PM   Top  -  End  -  #7
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by Shadow Lord View Post
Neat. I'll ( Probably ) post up a more detailed review later, but right now I have to know; Why did you have there only be three different levels of Builds and Blueprints?
Umm, I dunno? I liked three tiers? Just felt right, I guess. Why? Looking forward to seeing more of a review!

-X
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Old 08-13-2011, 06:21 PM   Top  -  End  -  #8
Dead_Jester
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Another great class, and from what I can see, a pretty balanced one too (I'd guess warblade level).

The builds look good, but I think the weapon ones should have a way to be built with special material (maybe require a certain volume/weight of the material in question, with the higher tiers requiring more and E.V.O.lution costing extra).

The only problem I see is with the increasing difficulty of the will save to remove the confusion from E.V.O.lution (you only need to fail it a few times before you need a 20 to resist it). I think the save should probably be 30 -1 per round, so that you get 50% chance of success after 5 rounds, with maybe a minimal amount of rounds spent confused (maybe 1d4+1). You might also want to clarify if the generator stays in E.V.O. form after he becomes confused.

The blueprints also look balanced in regards to each other. They look good, but I can't really evaluate their true worth without some further number-crunching or playtest. From what I can see, the lack of blueprints in the early levels might make the generator too weak early on, so you might want to consider giving blueprints the same progression as builds.

And is that a reference to Shadowrun I spot with the Move by Wire...
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Old 08-13-2011, 06:32 PM   Top  -  End  -  #9
Shadow Lord
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by ErrantX View Post
Umm, I dunno? I liked three tiers? Just felt right, I guess. Why? Looking forward to seeing more of a review!

-X
I was curious. It's definitely not because Trouble Comes In Threes. That can't possibly be it. Anyway, expect the Review tomorrow.
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Old 08-15-2011, 09:41 PM   Top  -  End  -  #10
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by Dead_Jester View Post
Another great class, and from what I can see, a pretty balanced one too (I'd guess warblade level).

The builds look good, but I think the weapon ones should have a way to be built with special material (maybe require a certain volume/weight of the material in question, with the higher tiers requiring more and E.V.O.lution costing extra).
That is a fantastic idea, actually. I never thought of that. I will have to implement this.

Quote:
The only problem I see is with the increasing difficulty of the will save to remove the confusion from E.V.O.lution (you only need to fail it a few times before you need a 20 to resist it). I think the save should probably be 30 -1 per round, so that you get 50% chance of success after 5 rounds, with maybe a minimal amount of rounds spent confused (maybe 1d4+1). You might also want to clarify if the generator stays in E.V.O. form after he becomes confused.
Yeah, I had troubles getting that one to look right and I wasn't necessarily entirely happy with it.

Quote:
The blueprints also look balanced in regards to each other. They look good, but I can't really evaluate their true worth without some further number-crunching or playtest. From what I can see, the lack of blueprints in the early levels might make the generator too weak early on, so you might want to consider giving blueprints the same progression as builds.

And is that a reference to Shadowrun I spot with the Move by Wire...
I was afraid of giving too many blue prints, but I may give them to them earlier. I figured that builds would be a good way to open.

And yes, guilty.

-X
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Old 08-15-2011, 10:35 PM   Top  -  End  -  #11
I, Dashing Cube
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

First, it seems like a nicely built class and it looks quite balanced. None of the abilities seem overpowered at a quick glance, and might actually be a bit weak, since many builds seem to mostly give more damage, which is nice but not really game changing. The special abilities they give are what makes them unique and worth taking, but some, like the Battle Axes, seem lacking. Also, is it intended that some abilities scale with the size of the Generator (the size increase from E.V.O.lution), but most don't? Finally, there doesn't seem to be any attack type specified for the Slam Cannon (ranged attack or touch), nor a range.

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Old 08-23-2011, 11:25 PM   Top  -  End  -  #12
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by I, Dashing Cube View Post
First, it seems like a nicely built class and it looks quite balanced. None of the abilities seem overpowered at a quick glance, and might actually be a bit weak, since many builds seem to mostly give more damage, which is nice but not really game changing. The special abilities they give are what makes them unique and worth taking, but some, like the Battle Axes, seem lacking. Also, is it intended that some abilities scale with the size of the Generator (the size increase from E.V.O.lution), but most don't? Finally, there doesn't seem to be any attack type specified for the Slam Cannon (ranged attack or touch), nor a range.
Made some changes based off of what you suggested. Battle Axes bypass DR of any type now, E.V.O.lution sets your size to Huge, and Slam Cannon is a ranged attack with increments like a heavy crossbow.

Glad you liked it!

-X
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Old 08-30-2011, 03:42 AM   Top  -  End  -  #13
bindin garoth
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Great class! I definitely like the feel of this class, and it seems balanced.

One thing I am noticing however, is a lack of non-hand slot builds. Perhaps a few more are in order? If you would like a few ideas I have several that come to mind.

Also note that I am currently applying to 2 games with this class, expect feedback if I get accepted!
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Old 08-30-2011, 06:22 AM   Top  -  End  -  #14
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by bindin garoth View Post
Great class! I definitely like the feel of this class, and it seems balanced.

One thing I am noticing however, is a lack of non-hand slot builds. Perhaps a few more are in order? If you would like a few ideas I have several that come to mind.

Also note that I am currently applying to 2 games with this class, expect feedback if I get accepted!
Awesome and thank you!

I will totally take blue print and build suggestions for the class. I wanted to make enough to make it playable and have options, but tbh I ran out of steam so to speak on some ideas for it.

Please and thank you for playtest data if you do play it.

-X
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Old 08-30-2011, 06:39 AM   Top  -  End  -  #15
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

And I just had Revolution playing in my head when I opened the forums today. Looking pretty good.
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Old 08-30-2011, 06:55 AM   Top  -  End  -  #16
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Interesting class (even if I kinda didn't like the show itself), feels like what the warlock aspired to be in some aspects.
Going to try and introduce and NPC villain of this in my next table(aka: Next saturday probably), this class just screams Eberron and Mad Artificers for me.
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Old 08-30-2011, 07:14 AM   Top  -  End  -  #17
bindin garoth
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

No problem man.

Let's see, off the top of my head:
Spoiler


I'll post more as they come to mind. I have some more basic ideas, but not stated out yet. Both of these were aiming for lesser builds.
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Old 08-30-2011, 10:23 PM   Top  -  End  -  #18
ErrantX
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Quote:
Originally Posted by Roderick_BR View Post
And I just had Revolution playing in my head when I opened the forums today. Looking pretty good.
Hehe, good timing then in seeing it! Thanks!

Quote:
Originally Posted by Airanath View Post
Interesting class (even if I kinda didn't like the show itself), feels like what the warlock aspired to be in some aspects.
Going to try and introduce and NPC villain of this in my next table(aka: Next saturday probably), this class just screams Eberron and Mad Artificers for me.
It does pull influence from a warlock-chassis (for some reason I have a thing for invokers apparently). Definitely let me know how it goes, I actually wrote this up for an Eberron game as well as the Base Class contest.

Quote:
Originally Posted by bindin garoth View Post
No problem man.

Let's see, off the top of my head:
Spoiler


I'll post more as they come to mind. I have some more basic ideas, but not stated out yet. Both of these were aiming for lesser builds.
Awesome dude, thank you. Yeah, I'd see them as Lesser builds as well. I will get those added tonight! Thank you for the contribution!

-X

EDIT: Added.
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Old 09-01-2011, 11:11 AM   Top  -  End  -  #19
bindin garoth
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Default Re: [3.5] The Generator, a steam-punk machine warrior [Base Class]

Alright got some more ideas for builds here:

Shishkebab
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Cryrochains
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Explosive Launcher
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Finger guns
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