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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 06-12-2012, 07:05 PM   Top  -  End  -  #1
Gandariel
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Default [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

So, a friend of mine and I have been creating these guys in our spare time at the university.
He would draw something, i would think of a class for him, and we would both work to make it a charachter.
We've done a few of them now, and we would like to show them to the Playground, for critique and to share if anyone wants to add them to their campaign.

Anyway, the result of the work we've done are the members of a mercenary camp.
It has a few different low level troops, higher level lieutenants and a leader.

Most of the stuff here is official 3.5, we only created a few, vaguely steampunk-y weapons and items.
This is not something we created from scratch, but i think it would be a nice addition to any campaign.

So, without further ado, we bring you the

Camp Archimedes

In spoiler the stat blocks of all of the units:


First off, the basic melee unit: the Scorching Soldier



Spoiler

Second on the line is the Cannoneer, a weak unit with a big gun in their hands, for useful ranged support and battlefield control

Spoiler

Then, next on the list, here comes the Squad Leader, a melee fighter with lightning weapons.

Spoiler

Now, on to some more powerful guys.
These are the lieutenants, elite melee troops

Spoiler


Pythagoras, Archimede's most trusted helper:

Spoiler


One of Archimede's greatest creation, his personal Bodyguard is a particular kind of Golem.
While most golems are made alive through the use of a spirit from the elemental plane of Earth, Archimedes managed to build one using a spirit from the plane of Air, and this was the result:

Spoiler



Archimedes, the Leader:
Spoiler


ITEMS used by the Camp:
Spoiler


Main Tactics:
The camp is made of mercenaries, for a fee a troop will be sent to solve all of your problems.
Small troops consist of one Squad leader, 3-4 Cannoneers and 5-6 Scorching Soldiers.
They're trained to work together, their usual modus operandi is to burn down any opposition and often the entire village they're attacking.

For higher fees, the Camp can offer bigger numbers of troops, also including Lightning Lieutenants (plus 30-40 Scorching Soldiers, 20 Cannoneers and 5 Squad Leaders)
This battalion is meant to suppress revolts or pillage small cities. Very little can withstand their assault.

Small teams of Lightning Lieutenants (usually 4-6) can be hired too, for more stealthy missions. They are an efficient task force, capable of dealing with most enemies and come back alive for the cash.

Most of the Camp's equipment is made by Archimedes, a mage who dabbles in metalworking, energy manipulation and weaponsmithing, which has led him to invent the weapons he equips his soldiers with.
He started his career when he accidentally created the Scorching Gloves.(In his original plan, the glove's only ability was to summon a small candle-like flame when the use flicked his fingers)
After realizing the potential of his invention, he began ortganizing a few of the gangs of brutes who occasionally pillaged the towns around the area. He gave them equipment, training and power. Their trust towards him has always been absolute, since the first time the mage showed them the use of the gloves.
As more and more people joined his mercenary camp, Archimedes began experimenting, and came up with more and more weapons for his units. Some were failures (The explosive gauntlets had the habit of exploding a bit too soon), but eventually the items he built made his band of brutes a strong force to be reckoned with.

The Camp

Spoiler for the plant and descrpition:
Spoiler
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Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

Last edited by Gandariel : 06-26-2012 at 03:37 PM.
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Old 06-13-2012, 05:24 AM   Top  -  End  -  #2
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Cm on, any comment?
I know there is not that much to comment, 'cause they're basically normal NPCs with a few weapons, but i think the whole idea has some value.
The units (should) work well together and would be a cool encounter.
The rest is coming, they're the high level ones. (I think ECL 13 for the strongest one is a good stopping point, a party can meet some of the weak guys on the first 3-4 levels, then begin seeing Lieutenants, and finally at later level attack the Camp itself (mechanical information about the Camp is coming too, heh)
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Old 06-13-2012, 12:33 PM   Top  -  End  -  #3
DracoDei
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

1.) Don't be in such a hurry. Give a thread a few days before bumping.

2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.
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Old 06-13-2012, 04:46 PM   Top  -  End  -  #4
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
Originally Posted by DracoDei View Post
1.) Don't be in such a hurry. Give a thread a few days before bumping.

2.) These guys look like they DO depend on their technology and not just in terms of what they are actually equipped with, but in terms of their feats.

3.) Very nice set-up. Next step might be a map for their headquarters, and/or some encounter groups and thoughts on formations or terrain they would select for their ambushes as differentiated from groups with a different mix of offense.
1) Sorry =)

2) Yeah, they do.
Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?

3) Yes, that's on the list.
We need to post Archimedes, his Golem-like bodyguard, and his personal assassin.

Then we'll work on the HQ map for sure =)
(also, if we get inspiration, other units i guess)
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Old 06-13-2012, 07:57 PM   Top  -  End  -  #5
DracoDei
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
Originally Posted by Gandariel View Post
2) Yeah, they do.
Uhm, i guess i gave them all an EWP just to avoid potential players abusing it. Should i remove it?
What I would do is make them not require anything TOO special in terms of weapon proficiencies (have them require whichever weapon they most resemble). This isn't too hard since I hear that at least SOME people hold that Spiked Chains are the ONLY exotic weapons worth spending a feat on.

Do your balancing based on how hard the ammo is to re-create, both in terms of craft DCs and in terms of cost of materials. Low DCs on the Burning Hands and other emulated spells might also help keep it weak enough to not be worth a feat.
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Old 06-15-2012, 05:31 AM   Top  -  End  -  #6
Debihuman
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

The drawings are excellent and weapons are cool but the stat blocks are lackluster.

Debby
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Old 06-15-2012, 09:18 AM   Top  -  End  -  #7
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
Originally Posted by Debihuman View Post
Your sample NPCs should really use elite array for stats since they have player class levels. The elite array is: 15, 14, 13, 12, 10, 8. However, I see that you scaled these to be hierarchical in their units so it's a bit understandable why the scorching soldier has low stats. Using the elite array as the standard makes it easier to judge how the unit fits together a bit more cohesively.

While you gave the steam cannon a range increment of 30 feet, does it have the standard 10 range increments as a projectile weapon? How quickly can it be loaded? How many rounds does it have? The gas mask is cool too.

I like what you've done but you played it too cautiously and as a result, these are just not all that impressive;

The drawings are excellent and weapons are cool but the stat blocks are lackluster.

Debby
Thank you for your feedback =)
I gave the Nonelite array to the lowest-level guys and the Elite array for the strongest ones.
I guess i'll reset them all. (Also i thought i knew how the Elite array was, and accidentally used 15-13-12-11-10-8 )
Fixing that now.

As for the Steam Cannon:
Proper stats coming up, sorry. It was a massive overlook on my part. =)
I'm going to fix them all now, and possibly add two more drawings (The Camp,s overview and plant)

EDIT: Stats corrected, maps will follow in a few minutes
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Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

Last edited by Gandariel : 06-15-2012 at 09:26 AM.
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Old 06-15-2012, 11:42 AM   Top  -  End  -  #8
Debihuman
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

You need to revise your stat block to reflect the changes in stats. For example, your scorching soldier has a new AC. AC should be 15, touch 11, flat-footed 14. Also, I think you forgot the additional ability score bonus you get every 4 levels (the lightning lieutenant should have +1 to one of his abilities). You'll have to recheck saves and skills to reflect the changes you made.

You should note which feat comes from the Human racial bonus feat and which feats are bonus class feats. Scorching soldier is missing a feat.

Rangers have special abilities that are missing from the stat block ( track & favored enemies)

Debby
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P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

I've got a red pen and I'm not afraid to use it.

my creations

Last edited by Debihuman : 06-15-2012 at 12:03 PM.
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Old 06-15-2012, 01:53 PM   Top  -  End  -  #9
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Thank you very much, i edited them mindlessly and made a few mistakes.
Features added, and Scorching Soldier and Cannoneers are now Warriors (an NPC class is more suited to the basic units)

Again, thanks for the critique. My friend is drawing the plant and some of the buildings now.
Anticipation: The whole camp, as you see in the picture on the first post, has a big furnace in the center, and some smaller ones around it. They smaller ones are shaped more or less like this:
Spoiler
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Old 06-15-2012, 07:10 PM   Top  -  End  -  #10
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Status Update:
Fixed most mistakes, and most importantly added the Steam Golem and Pythagoras, Archimede's right hand man!

What do you guys think of them?
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Old 06-15-2012, 10:53 PM   Top  -  End  -  #11
madock345
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.
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Last edited by madock345 : 06-15-2012 at 11:10 PM.
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Old 06-16-2012, 12:43 AM   Top  -  End  -  #12
DracoDei
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?
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Old 06-16-2012, 04:10 AM   Top  -  End  -  #13
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Thank you for your comments!

Quote:
Originally Posted by madock345 View Post
The steam golem should explode when you kill it, when all the pent up steam comes out, something like a fireball effect, but with steam instead of fire.

Alternatly, it could release toxic gases that normally stay in the machine, something like a CloudKill spell.

The Complete mage has some invocations you might want to look at for Pythagoras. Especialy Otherworldy Whispers (+6 to Knowledge Arcana, Religion, and the Planes)

Scorching Soldiers could have 1d6 melee attacks, it would make sense, since they probably train in hand to hand (or glove to glove, whatever)

Is there a reason why they all have chain shirts? most of them don't have a high enough Dexterity score to take a penalty from Medium armor. Most of them look like they are wearing full chainmail in the pictures, or even a breastplate for the lightning lieutinent.
Yes, i've been thinking about after-death effects for the golem. a Cloudkill centered on him sounds good. Will do ^^

I'm not particularly versed on Warlocks, i got some help doing it. I'll look back to the Invocations. What should i swap it with?

Eh, the Scorching soldiers are level 1. They get a 2d4 attack every d4 rounds, they're not supposed to be that strong.
Also, remember that they add +1 Fire damage, and 1d4+1 is equal to 1d6 (actually slightly better)

I gave every member of the camp Light armor because i think they need the mobility and their base speed. Looking back, i'm going to give Medium armor to the Cannoneers, since they don't really need to move actually.

Quote:
Originally Posted by DracoDei
I think Eldritch Blast provokes AoO's, in which case Pythagoras needs a melee weapon. Masterwork would do it.

The cloud around the steam golem dissipating and re-forming seems like odd wording. Can you clarify?
I did gave him a Dagger, actually forgot to make it MWK.

Point is, i wanted him to hold his Rod of magical precision with both hands (because it looked cool, that's why).

Would it be ok if i said the Rod also works as a masterwork Quarterstaff?
I'd solve the problem and keep him cool.

As for the smoke cloud.. I copypasta'd the Smoking weapon ability, more or less.
Basically, when the golem moves away, the cloud dissipates in the spot where he was and appears in the spot where he now is.
You can say the cloud "travels" with him.
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Old 06-16-2012, 12:13 PM   Top  -  End  -  #14
DracoDei
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).
__________________
Best homebrew:
Grace-Gift - Taking "Defender" to a whole other level.
Falling Anvil Discipline - Loony Slapstick as a Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread, including two new organs!
Filk: 4000 Years(to live) . . . . For everything else see: Full list of Homebrew.
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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Old 06-16-2012, 12:31 PM   Top  -  End  -  #15
Wyntonian
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Oh neat!

We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

I heartily request MOAR!
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Old 06-17-2012, 03:16 PM   Top  -  End  -  #16
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
He is very very rarely going to need a melee weapon. It is more of a "just in case" thing. Daggers actually are useful to have in case you get swallowed whole. Reworking the rod isn't a problem especially since you don't have to worry TOO much about the market price increase and he is working for a master engineer.

I think you may have mis-read the weapon ability. I haven't seen it, but the idea would PROBABLY be that it doesn't form a streak 15' feet wide that moves with you, it dissipates when you START to move, and reforms when you STOP. Or maybe they just meant that moving doesn't run you into the cloud so you are safe from it? Or maybe it has separate language for that and it effects even your own square(s).
Yes, the cloud dissipates when you start to move and reforms when you stop.
That's what i meant from the start..

Quote:
Originally Posted by Wyntonian View Post
Oh neat!

We don't see a lot of location-based adventures, and the tech level of these guys is too high for the world I generally DM in, but I really like this!

It's creative, both in the troops themselves and that you're doing a cohesive unit of guys rather than ANOTHER monk "fix".

I heartily request MOAR!
Thank you very much for your support! =) Even though i had this awesome idea for a New monk! Like, with a Ki pool of points he can spend to do all crazy abilities! XD

MOAR will be given though =)
For now, there's only a drawing for Pythagoras. (we're under exams now, sorry)
But updates will be given =) Stay tuned!
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Old 06-18-2012, 02:33 AM   Top  -  End  -  #17
Eldan
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

I'll just go over it and write down whta comes to mind as I go along, if that's alright.

Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.

A bit more fluff on the whole would be quite nice.

Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

-Bonus against gas attacks
-Acid resistance
-Ability to breathe underwater for a short while
-Bonus and/or penalty against hot/cold climate
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Old 06-20-2012, 12:35 PM   Top  -  End  -  #18
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Answers in bold

Quote:
Originally Posted by Eldan View Post
I'll just go over it and write down whta comes to mind as I go along, if that's alright.

Scorching Soldier: Can you still hold something in a hand that has the glove? Additionally, does one fire damage to every melee attack mean that it also adds the fire based damage to a weapon you hold? How about a weapon you hold in the other hand? Strictly by text, it would. You might wish to change it to "An unarmed melee attack made with the glove". Is the scorch still a magical attack? Would spell resistance help?

I'll fix that, and i'll change the line to "An unarmed melee attack made with the glove" as you suggested.
And no, it's all mundane, so no SR.


Gas masks: stat them up separately, maybe, to make clear that everyone has them? Also, I think it would be cool if these added a bonus on saves against all gas based attacks and inhaled poisons.
Yes, i will. There **Should** be already something in an actual 3.5 book, but if i remember correctly it sucks. I'll stat it up.

A bit more fluff on the whole would be quite nice.
Yes, that's on our schedule. Exams these days, can't really devote a lot of time on this

Also, if I might make a suggestion: these look like they would have unique armour, not just the standard kind. If they are whole body suits, how about any of the following:

-Bonus against gas attacks
-Acid resistance
-Ability to breathe underwater for a short while
-Bonus and/or penalty against hot/cold climate

Thank you, we'll totally consider it
Thanks for the comment. Updates will come with a slow pace for a couple more weeks, because of exams and other stuff, but they'll come!


EDIT: Corrections, and a new sploier contains the description of the Items used in the Camp.
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Last edited by Gandariel : 06-20-2012 at 12:55 PM.
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Old 06-20-2012, 04:33 PM   Top  -  End  -  #19
Debihuman
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Lightning Lieutenant has a really weird attack.

You have it as:
Quote:
Attack: Lightning Rods +9/+9/+4/+4 melee (1d6+3+1d6(Electricity) )
It looks like it should be this:

Attack: 1 lightning rod +9 melee (1d6+3 plus d6 electricity)
Full Attack: 2 lightning rods +9/+4 melee (1d6 +2 plus 1d6 electricity), OR 1 lightning rod +7/+2 melee (1d6+3 plus 1d6 electricity) and 1 lightning rod +7/+2 melee (1d6+1 plus 1d6 electricity)

The attack for the squad leader is wrong too since it only has BAB +3 it only gets one attack.

You have it as:
Quote:
Attack: Lightning Club +5/+5 melee (1d6+2+2(Electricity) )
It should be:

Attack: Lightning club +5 melee (1d6+2 plus 1d6 electricity)

Debby
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Last edited by Debihuman : 06-20-2012 at 04:48 PM.
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Old 06-21-2012, 04:15 AM   Top  -  End  -  #20
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Thank you very much, Debby.
I've corrected the things you pointed out (I actually copy-pasted a few things, if you don't mind).
Again, thank you for pointing out my mistakes, this is my first attempt at doing ANYTHING and i kinda get lost in the details.

ANYWAY:

We are in the process of creating Archimedes.
Basically, he would be an Artificer 15 (Possibly Warforged)
We were in the middle of building him and choosing items when we thought: why should we make it a normal Artificer?
After all, he has GOTTA be someone special, otherwise it'd be just another random Artificer..
So we came to a conclusion.
We WILL post the Artificer (As per the Eberron class)
but we would also like to create an Artificer using one of the homebrew Artificer-like classes from the Playground, with the permission (and possibly the help) of its creator.

So, can anyone link me a particularly good/balanced Artificer class?

Also i think we can extend this:
If anyone who has created a class, PrC, item, or whatever that would fit in the Camp, i'd be very welcome to include them. Just comment here or shoot me a PM!
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Old 06-22-2012, 11:10 AM   Top  -  End  -  #21
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Well, I feel like 15 is a little high.... maybe 12?

This class seems like about what you want. I'd recommend the mechanical path.

EDIT: Never mind, his buddy the warlock is 12.

I'm not terribly experienced designing encounters, is it normal to have such a massive spread in CR's? 1-15 seems pretty broad.
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Old 06-22-2012, 01:07 PM   Top  -  End  -  #22
Debihuman
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

I honestly don't know which homebrewed class would be best for you. There are just too many for me to go through. Why not tack on a prestige class for a few levels? That would be more specific at least.

Debby
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Old 06-22-2012, 02:48 PM   Top  -  End  -  #23
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

I guess i can tone the warlock down a bit (i wanted him to be lvl12 for the crafting ability).. i'll check out your link =)
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Old 06-22-2012, 05:46 PM   Top  -  End  -  #24
DracoDei
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Class for steam-punk?
Try THIS on for size. Just call all the special gear a bonus, or invent (an) appropriate Vocation(s) for them (the problem being that most of the stuff the Engineer does is NOT supposed to be very usable by anyone else if I remember correctly.).
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Old 06-24-2012, 09:57 AM   Top  -  End  -  #25
Gandariel
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

I read both classes, and while finding both interesting, i think the one Wintonian proposed fits more our theme. (although our Archimedes is a little crazier and less elegant than that, heh)
I'm PMing the author to ask/inform him of this, and maybe ask him some tips.
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Old 06-25-2012, 02:06 AM   Top  -  End  -  #26
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Scorching Soldier: AC should be 15 unless I'm missing something.

Everything else: All I can say is that the amount of thought and effort put into this really paid off; this is an excellent addition to any world wishing for a 'punk vibe. The structure is sound, the backstory is solid, the immersion is instant, and the characters colourful. I envy the groups that gets their go at it, no matter what approach they take!
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Old 06-25-2012, 02:43 AM   Top  -  End  -  #27
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

Debby
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Old 06-25-2012, 04:46 AM   Top  -  End  -  #28
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
Originally Posted by Debihuman View Post
Squad leaders' attacks are still off (my error earlier too since I wasn't paying attention to the feats included):

Attack: Lightning Club +5 melee (1d6+3plus 2 electricity )
Full Attack: 2 lightning clubs +1 melee (1d6+3 plus 2 electricity)

The lightning club is not a light weapon, it is an exotic one, so the penalty for wielding 2 is -4. for both hands instead of the normal -6 for primary hand and -10 for off hand. because of the TWP feat. The bonus damage includes the point from weapon focus now too.

Debby
Thank you again for your support, debby.
Isn't a club a light weapon? Lightning club explicitely counts as a mwk club.
If it Isn't, i'll change it to light maces, it's the same.
the weapon is exotic, but i donxt think it's much of a stretch to only give the -2/-2 penalty for TwFing.
Also, weapon focus only gives +1 on attack rolls, not damage rolls.


And, to chrisrawr, thank you very much for your kind words, it's our first attempt at this and it means a lot. thanks. (also yeah, mistake on the armor thing. corrected now)
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Old 06-25-2012, 12:53 PM   Top  -  End  -  #29
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Wish I had more to say about it; There's just not much to nitpick at because Debby got here first, and she's always been phenomenal at mechanical consistency across the board.
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Old 06-25-2012, 02:10 PM   Top  -  End  -  #30
Debihuman
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Default Re: [3.5] Slightly-Homebrewed, Steampunk-y mercenary camp! (ECL 1 to 13)[WIP, PEACH]

Quote:
Originally Posted by Gandariel View Post
Thank you again for your support, debby.
Isn't a club a light weapon? Lightning club explicitly counts as a mwk club.
Sorry for the earlier mistakes. I'll try sorting out the Lighting Lieutenant's attacks now.
The lightning club is an exotic weapon not a light weapon.

TWF drops the penalty from -6/-10 to -4/-4. Improved TWF gives the off-hand a second attack at a -5 penalty.

I never realized the weapons were supposed to be masterwork.

I'll try this again and see if I get the numbers right. (Been channeling the Barbie TM "Math is hard" apparently. Back to the drawing-board it is.

Also, the modifier for Str 16 is +3 not +2. So I was correct, but for the wrong reason! Aiy!

One thing that would help is if the pictures were in the spoilers and the text was not. It's a royal pain to have to open the spoilers to read the text. Attack: BAB (6) + Str (3) + mwk (1) + weapon focus (1) = 11.

11-4=7 so the attacks for using 2 mwk lightning clubs are +7/+2.

Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +7/+2 melee (1d6+3 plus 1d6 electricity)

Debby (whose brain has brain damage now)

P.S. does the squad leader have an inferior version of the lightning rod? The listed the damage there as 2 electricity instead of 1d6. Is that a masterwork weapon as well or just a standard one because it isn't noted.

P.P.S. Just noticed your info on the scorching gloves indicates that they "count as masterwork." Umm, shouldn't they just be masterwork weapons? There is nothing in the rules that allows for a weapon to count as masterwork without actually being masterwork. Also you should remove all references to burning hands since they are a mundane weapon. The scorching gloves cause 2d4 points of fire damage to every creature in a 60-foot cone once every four rounds. Do these ever run out of energy? If not, perhaps these should be magic items. If they do run out of energy how many times can these be used before they need to be charged? Then, how are they charged? Solar powered? You should also consider how much these cost. Since this is an extraordinary ability is there a save to avoid the damage? Should there be a Reflex save for no damage or half damage?
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Last edited by Debihuman : 06-25-2012 at 05:47 PM.
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