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    Orc in the Playground
    Join Date
    Jul 2006
    Location
    Cambridge, UK

    Default The Trueforge [3.5 base class, PEACH]

    The following class was originally entered into the 12th Base Class Challenge, which focused upon races. I thought I would post it out here in the hope that some of you may find it interesting. Let me know what you think!

    Shameless plug, but if you like it the class then cast your vote here.

    The Trueforged



    "They say that we are alive, that we are “people” and that we free... HA! We were alive before their words told us so, we were a people before their chains bound into slavery and even now we live free only to wear the shackles of their fear!

    All life must be permitted to adapt or perish in the attempt... THIS is freedom at its core, yet their frail laws have bound us to this constant form! I have seen this truth my brothers and it burns within me as furies forge. It bids me to call you to stand and to march, for together we shall show them that OUR EVOLUTION has begun!" - Evertar's first address at the council of steel.


    While most Warforged are eager to conform to laws and lifestyles of other races, some dream of more. They view the laws which shut down the creation forges and, through doing so, essentially prevented their species from advancing as immoral. These Warforged regard a species right to both evolve and control their own creation rate as a fundamental and non-negotiable aspect of true freedom.

    Some call them Trueforged,
    they call themselves the future.

    Adventures: A Trueforged seeks answers, to anything and everything that concerns their race. They refuse to accept that their creation was merely the result of experimentation by biological entities. To them there must be some greater calling for their race, a wider purpose which is as yet unseen.

    Characteristics: A Trueforged represents a creature experiencing a process of rapid evolution. They are defined by their unique nature, with no two ever forming in the exactly the same way. They are prototypes whose success or failure will inform the next generation.

    This results in a class which allows the Trueforged to explore a number of different opertunities. Some focus upon melee combat, some ranged while others offer quasi-magical intervention.

    Alignment: The desire to explore the future of the warforged can draw all the spectrums of morality and rationalisation to take levels in the Trueforged class.

    Many Trueforged have a strong revolutionary streak and actively oppose the laws or people which discriminate against their kind. However, the methods which they employ to achieve these ends can differ wildly.

    Religion: Trueforges can often be quite distrusting or even dismissive of deities. Many take the view that these powers favour the biological entities they created and thus see them as a potential threat.

    Many Trueforged believe in an entity they call The Starforge, a vast living machine which travels the cosmos repurposing energies for a projects of galactic scale.

    SIDEBAR: The Starforge.
    Spoiler
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    The Starforge is believed to be a tool constructed by the higher divine powers so they may store and channel the potent energies of creation. It’s said that eventually the Starforge itself became sentient and began to question both the divine powers and its own role within the multiverse.

    Knowing that the divine forces would be unwilling to except a mere tool as an equal the Starforge chose exile, casting itself into the darkness that lays beyond all creation - where no powers dare to enter. Here, beyond both the reach and sight of divine powers, the starforge has supposedly constructed a new existence called Omega.

    Before embarking upon this self-imposed exile the Starforge is believed to have delivered the secrets of the creation forges, from which the first Warforged sprung, to the mortal world. Those who subscribe to these beliefs have faith that one day the Starforge will return, cast aside the divines and deliver the children of the forge to Omega, where they may live in freedom.
    Background: Most Warforge seek answers at some time in their lives and those with the courage to pursue these questions may find themselves becoming a Trueforge. Alternatively, many Trueforges were simply created with the spark of creation lingering within them and thus find themselves more driven to explore their nature.

    Races: Only Warforged and Timeforged can become Trueforged. Other races both lack the physical and psychological qualities necessary to enter the class.

    Other Classes: A Trueforges relationship with other classes is dependent upon the role they seek to pursue. Most classes (and indeed most people) treat them with a mixture of fear and intrigue, for they represent a raw and as yet undefined force of evolution with no certain outcome.

    Role: The fluid nature of the Trueforge’s design allows them to adopt a number of strategies, however most rely upon a plentiful supply of spark tokens to perform effectively. When well stocked these tokens allow the Trueforge to support the party in a number of ways, be it fighting in melee or ranged combat, crafting Demiforges or supplying magical assistance. Unfortunately once drained of these tokens a Trueforge is greatly weakened and will rely upon its party to provide defensive cover so it can recharge its supply.

    Ultimately the success of any Trueforge is governed by its ability to constantly and effectively manage all its resources.

    Adaptation: A trueforged can easily be repurposed to create a unique race of constructs who can deploy a number of tactics whilst also sharing some basic racial similarity.

    Alternatively you could re-theme this class for use my non-warforged. Though in doing so you may need to swap the warforged only feats for something different (fighter feats?). The theme for such a class could represent some form of biomechanical engineer who grafts technologies on to their body and build machines (Demiforges) to aid them.

    Spoiler
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    Plus, you know... a flying mecha who can fire energy beams and construct other robotic minions that perform a number of tasks (much like astral constructs)... who does not want to play that?!


    GAME RULE INFORMATION

    Trueforge's have the following game statistics.

    Abilities: Dexterity is important to a Trueforge as it not only increases their armour class but aids them in striking their targets with their Trueblast ability. A Trueforge who seeks out melee combat should also ensure that their strength is at least respectable. Constitution is always of benefit as it will help increase their total hit points.

    Trueforges can choose their primary casting attribute from any of the three mental attributes (intelligence, wisdom and charisma). However regardless of their choice it’s often beneficial for a Trueforge to ensure this ability is relatively high.

    It should be noted that a Trueforge is not overly reliant upon any attribute and can therefore perform well with respectable scores in the above areas.

    Alignment: Any. Entry into the Trueforged class is not restricted by alignment.

    Hit Die: d10

    Starting Age: Any age viable for a member of the warforged race.

    Starting Gold: As cleric.

    Class Skills:

    The Trueforge's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (History) (Int), Profession (Wis), Search (Int), Spot (Wis) and Use Magic device (cha).

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

    Trueforged
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Forge Gifts|Forge Gift Level

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |Life spark (1 starting token, +2 saves), True blast, Well forge.|
    0
    |
    0

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +0
    |Damage control, Propel.|
    0
    |
    0

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Bonus warforged feat.|
    3
    |
    1

    4th|
    +3
    |
    +1
    |
    +1
    |
    +1
    |God in the machine.|
    3
    |
    1

    5th|
    +3
    |
    +1
    |
    +1
    |
    +1
    |Life spark (2 starting tokens, +3 saves), Propel (Stabilize).|
    4
    |
    1

    6th|
    +4
    |
    +2
    |
    +2
    |
    +2
    |Perpetual ember (+1 saves), Spark Furnace.|
    4
    |
    1

    7th|
    +5
    |
    +2
    |
    +2
    |
    +2
    |Bonus warforged feat.|
    5
    |
    1

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +2
    |Ever life (+1), Well forged (improved).|
    5
    |
    1

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +3
    |Emanation, Damage control (move action).|
    6
    |
    1

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +3
    |Life spark (3 starting tokens).|
    6
    |
    1

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +3
    |Bonus warforged feat, Life spark (+4 saves).|
    7
    |
    2

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +4
    |Perpetual ember (+2 saves).|
    7
    |
    2

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +4
    |Channel Spark.|
    8
    |
    2

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +4
    | Second Gift.|
    8
    |
    2

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +5
    | Bonus warforged feat, Life spark (4 starting tokens)|
    9
    |
    2

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +5
    |Ever life (+2), Uncraft.|
    9
    |
    2

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +5
    |Life spark (+5 saves)|
    10
    |
    2

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +6
    |Construct Immunities, Perpetual ember (+3 saves).|
    10
    |
    2

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +6
    |Bonus warforged feat.|
    11
    |
    3

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +6
    |Avitar of the forge, Life spark (5 starting tokens).|
    11
    |
    3
    [/table]

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

    Weapon and Armor Proficiencies: A Trueforge is proficient with all simple and martial weapons. Like Warforged a Trueforged is automatically proficient with its own armour plating. Trueforges are also proficient in the use of all shield (except tower shields).

    Life spark (Ex):

    A Trueforge’s journey begins when they are awoken by a burning desire to seek out the answers to the many mysteries which plague their kind. Unlike other creatures who may at times express a similar desire to “learn the truth” a Trueforge has this sensation manifest physically within their bodies as a power source they call “The Life Spark”.

    Some say the life spark is the result of ember which originated from one of the creation forges and now lingers within the Trueforge’s core. Its warmth fills them with a burning desire to explore, adapt and evolve and it is from this potent force that a Trueforge fuels their various abilities.

    The life spark is represented by a pool of tokens, known as spark tokens, which the Trueforge generates over time and may spend to enact a number of their abilities.

    As long as a Trueforge holds at least 1 spark token they gain a +2 bonus to all their saving throws. This bonus increases to +3 at 5th level, +4 at 11th level and finally +5 at 17th level.

    You may hold a maximum number of spark tokens equal to your Trueforge class level + 3.

    Spark tokens may be generated in the following ways:

    At the start of an encounter: At the start of a new encounter a Trueforge must immediately reset its total number of spark tokens to 1. At 5th level, and every 5 levels thereafter, the number of spark tokens a Trueforge receives at the beginning of an encounter increases by 1 (up to a maximum of 5 spark tokens at level 20).

    At the start of their turn: At the start of each of the Trueforge's turns within an encounter they generate 1 spark token

    By spending actions: Each round a Trueforge may gain additional spark tokens by spending the following actions to do so.


    {table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity

    Swift Action|
    1
    |
    No

    Move Action|
    2
    |
    No

    Standard Action|
    3
    |
    Yes
    [/table]
    Other sources: Some feats, such as Fuel the Fire, and other miscellaneous methods (external to this class description) may allow a Trueforge to generate additional spark tokens.

    SIDEBAR: Spark tokens outside of an encounter.
    Spoiler
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    Outside of an encounter a Trueforges life spark is but an ember, slowly burning with a warm heat which radiates throughout their body. During times these energies rest and the Trueforge is deemed to have only 1 spark token (which replenishes itself every 6 seconds) available to them.

    If the Dungeon Master agrees a Trueforge may choose to stoke their life spark and begin generating an increased number of spark tokens outside of an encounter. However, they may never carry these additional spark tokens with them into an encounter and must always reset their total number of spark tokens as described in the “At the start of an encounter” entry (see above).

    While it is indeed possible for a Trueforge to stoke their life spark indefinitely it is very unlikely that they would actually choose to do so, especially if unthreatened. The life spark has a natural desire to rest and begins to produce an uncomfortable agitated sensation within the Trueforge if overexerted. A Trueforge who ignores these warning will start to suffer psychological damage, similar in nature to a biological creature denied sleep for an extended period of time. This can ultimately manifest as dangerous hallucinations, insanity and in the very worst cases it may even prove fatal.
    Well Forge (Su):

    A Trueforge begins their adventures able to channel the power of their life spark in a number of ways by directing the flow of these energies throughout their body.

    A Trueforge may spend a number of spark tokens equal to half their Trueforge class level (minimum of 1). Upon the following abilities:

    Targeted Attack: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to the result of this attack roll. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.

    Deadly Accuracy: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to their damage roll, if this attack should hit.Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.

    Energy Shield: Before an attack roll is made against them the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to their Armour Class against this attack. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.

    Bolstered Defence: Before rolling a saving throw dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to this saving throw. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.

    Analytical Focus: Before rolling a concentration skill check the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to this concentration skill check. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.

    Spending tokens in any of these ways is a free action which may be performed at any time, even outside of a Trueforge’s turn. Tokens may never be spent upon any of these abilities in a retrospective manner, a Trueforge you must therefore always declare their desire to spend a number of spark tokens before the relevant dice have been rolled.

    Trueblast (Su):

    A Trueforge can send forth a blast of concentrated energy by discarging some of its life sparks power. The part of the Trueforges anatomy which serves as the output of this ability varies wildly, though the palm of the hands, eyes, mouth or chest are most common.

    As standard action the Trueforge may spend 1 spark token to make a ranged touch attack against a target within 30 feet. This ability inflicts 1d6 damage upon a successfully struck target. A Trueforge may further empower this ability by spending a number of additional spark tokens equal to half their Trueforge class level. Each token spent in this way increases the damage it inflicts by 1d6.

    Later at 5th level whenever a trueforge spends 1 or more spark tokens to improve their trueblast they gain an additional 1d6 damage. This bonus damage increases by 1d6 ever 5 levels thereafter (+2d6 at 10th level, +3d6 at 15th level and +4d6 at 20th level).

    A trueblast may never be empowered to produce more than 25d6 damage (regardless of the number of power points, feats or other features the Trueforge uses).

    Damage Control (Su):

    A Trueforge of 2nd level or greater may, as a standard action, spend 1 spark token in order to heal 1d8 points of damage + 1 point per Trueforge level. They may use this ability a number of times per day equal their constitution modifier.

    Later at 9th level the Trueforge may spend an additional spark token in order to activate this ability as a move action instead of a standard action.

    Propel (Su):

    Trueforged are able to channel their life spark in a way which allows them to momentarily launch themselves into the air.

    Starting at 2nd level the Trueforge may, as a move action, spend a spark token to move 30 feet as if flying with perfect manoeuvrability. This period of flight only persists for the duration of their movement, which may result in them falling if their movement ends whilst they are still in midair.

    A Trueforge may, as a free action, spend a number of additional spark tokens equal to half their Trueforge class level in order to increase the velocity of their movement. Each token spent in this way will increase the distance they may fly by 20 feet.

    At 5th level and beyond a Trueforge may spend an additional spark token at the end of their movement in order to stabilise themselves in midair. This stabilisation only persists until the start of their next round at which point the Trueforge may choose to propel themselves once more or slowly descend to the ground as if under the effects of a feather fall spell. This process of propulsion and stabilised can be repeated for as long as the Trueforge wishes to spend a sufficient number of spark tokens to sustain it.

    SIDEBAR: Propel outside of an encounter.
    Spoiler
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    It’s important to note that it costs a Trueforge a minimum of 2 spark tokens in order to maintain their flight. The first point activates the ability and the second stabilises it ready for the start of the next turn.

    A Trueforge produces only 1 spark token every six seconds outside of an encounter so would be unable to maintain their flight indefinitely.

    It’s entirely possible of course for a Trueforge to stoke their life spark outside of an encounter and thus acquire the necessary number of spark tokens to maintain flight, but the period they do so for should realistically only persist for “as long is necessary” to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
    Bonus Warforged Feat:

    Starting at 3rd level and continuing every 4 levels thereafter a Trueforge gains 1 bonus warforged feat.

    Additionally unlike other warforged the creation spark which lingers within a Trueforge retains the power necessary to reconstruct their entire body from the inside out, shedding their old form much like a snake sheds its skin. This ability enables the Trueforged to select feats which would ordinarily only be available to a warforged at first level. This process will however completely replace any previous feat which determined the composition of their body. For example, selecting the Crystalline Body feat would render a previously existing Adamantine Body feat (and all its dependent feats) unusable.

    Forge Gift (Sp):

    A Trueforge’s life spark can evolve to become a well spring of magical energy which the Trueforge can channel to produce a number of powers.

    At 3rd level a Trueforge gains the ability to use their spark tokens to activate a small selection of spells as spell-like abilities. At this level they may select three such abilities from the 1st level section in the Forge Gift list (see below).

    Later as they attain more levels their body will adapt further allowing them to utilise additional Forge Gifts as shown in the main Trueforge table (see above). This table also informs the Trueforge of the maximum gift level they are able to learn.

    Unlike other classes the source from which Trueforges derive their power can differ widely between subjects. Some rely upon their inner strength, others their vast knowledge and others their force of personality. For this reason a Trueforge must select their primary casting ability (Intelligence, Wisdom or Charisma) for this class at 3rd level. Once selected this choice may not be changed.

    To gain a Forge Gift a Trueforge’s chosen primary casting ability must equal at least 10 + the gifts level (11 for a 1st level gift, 12 for a 2nd level gift, and 13 for a 3rd level gift). The Difficulty Class for a saving throw against a gift is 10 + Half the Trueforges class level + the chosen primary casting ability scores modifier.

    A Froge gifts caster level is equal to the Trueforges class level.

    A gift costs a number of spark tokens equal to its level to use.

    A Trueforge may only have 1 forge gift active at a time. Activating a second gift immediately terminates the first. A Trueforge of 14th level gains the ability to activate a second gift which enables them to have 2 gifts active at the same time.

    Level 1 Forge Gifts: Accelerated Movement*, Appraising touch*, Comprehend Languages, Dancing Lights, Darkvision, Detect animals or Plants, Detect Magic, Detect Poison, Detect secret doors, Detect Snares and Pits, Detect undead, Erase, Feather Fall, Golem Strike*, Identify, Instant Locksmith*, Instant Search*, Light, Luminous Gaze*, Make Whole, Masters Touch*, Obscuring Mist, Repair Light Damage*, Shocking grasp, Silent Image, Spontaneous search*, Targeting Ray*

    Level 2 Forge Gifts: Bears Endurance, Bull’s Strength, Cats Grace, Discern Shapechanger*, Distracting Ray*, Fog Cloud, Ghost touch Armour*, Glitterdust, Inky Cloud*, Invisibility, Locate Object, Minor Image, Resist Energy, See Invisibility, Shatter.

    Level 3 Forge Gifts: Amorphous Form*, Arcane Sight, Diamonsteel*, Globe of Lesser Invulnerability, Fireball, Greater Invisibility, Haste, Lightning Bolt, Protection from energy, Repair Serious Damage*, Rust Ray*, Stinking Cloud, Tongues.

    *: These spells are found within the Spell Compendium.

    Forge gifts outside of an encounter.

    Spoiler
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    A Trueforge generates 1 spark token every six seconds when outside of an encounter so it is therefore able to power a level 1 forge gift indefinitely. Gifts of a greater level require the Trueforge to stoke their life spark outside of an encounter before they are able to generate the necessary number of spark tokens to activate them. A Trueforge should avoid over exerting its life spark in order to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
    God in the machine (Su):

    The power of creaton which flows through a Trueforge enables them to create living machines which will serve and protect them to the best of their ability.

    At 4th level a trueforge gains the ability to construct living machines known as Demiforges a number of times a day equal to 1 + half their Trueforge class level.

    For the cost of 1 spark token they may, as a full round action, build a Demiforge. It must be created within 5 feet of their current location (if all eligible locations are occupied the ability fails) and acts immediately, on their turn.

    While within 60 feet a Trueforge may commune with a Demiforge it has created via an electrical frequency which functions much like telepathy. However, unlike telepathy this method of communication is deemed an extraordinary ability. The frequency shared between both the Trueforge and the Demiforge is unique and it’s therefore impossible for the Demiforge to communicate with any other creature in this way (including other Trueforges and Demiforges). Once commanded a Demiforge will attempt to follow its creators commands to the best of its ability.

    A Demiforges life span is fleeting, existing for only 1 round for each Trueforge class level its creator possess.

    Demiforges are not summoned; they are created on the plane their creator inhabits, using the molten energies of the life spark which burns within them. Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

    A Trueforge may spend a number of additional spark tokens equal to half their Trueforge class level to further augment this ability, creating a superior Demiforge. For every additional spark token they spend in this way, the level of the Demiforge increases by one (to a maximum of 9).

    If they create a second Demiforge whilst the first is already in existence the elder Demiforge will immediately perish.

    Demiforges.

    Spoiler
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    Creating A Demiforge

    When crafting a Demiforge the Trueforge may assemble the desired creature from a menu of choices, as specified in the construct’s statistics block (see below). A creator can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

    A Demiforge does not need to meet the prerequisites for a feat granted by a menu choice.

    Demiforge Menu A

    A creator crafting a 1st-level, 2nd-level, or 3rd-level Demiforge can choose one special ability from this menu.

    Bolt Launcher (Ex)
    The Demiforge is equipped with a light crossbow appropriate to its size and 10 bolts. It also gains the Rapid reload feat when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

    Deflective Armour (Ex)
    The Demiforge gains a +1 deflection bonus to Armour Class.

    Flight (Ex)
    The Demiforge has physical wings or rotors which enable flight at a speed of 20 feet (average).

    Intricate Tools (Ex)
    The Demiforge gains a +5 insight bonus to both disable device and open lock skill checks.

    Improved Bull Rush (Ex)
    The Demiforge gains the Improved Bull Rush feat.

    Improved Drive (Ex)
    The Demiforge’s land speed is increased by 10 feet.

    Improved Slam Attack (Ex)
    The Demiforge gains the Improved Natural Attack feat.

    Mobility (Ex)
    The Demiforge gains the Mobility feat.

    Dig (Ex)
    The Demiforge has physical shovels or drills which enable a burrow speed of 20 feet (average).

    Power Attack (Ex)
    The Demiforge gains the Power Attack feat.

    Resistance (Ex)
    Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Demiforge gains resistance 5 against that energy type.

    Scout (Ex)
    The Demiforge gains a +5 insight bonus to spot and listen skill checks.

    Seaworthy (Ex)
    The Demiforge is watertight and has a population method, such as a rotor or turbine which allows it to gain a swim speed of 30 feet.

    Spy (Ex)
    The Demiforge gains a +5 insight bonus to hide and move silently skill checks.

    Sturdy Construction (Ex)
    The Demiforge gains an extra 5 hit points.

    Track (Ex)
    The Demiforge gains the Track feat and a +5 insight bonus to all survival skill checks.

    Trapfinding (Ex)
    The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks.

    Trip (Ex)
    If the Demiforge hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Demiforge.


    Demiforge Menu B

    A creator crafting a 4th-level, 5th-level, or 6th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu A.

    Calculated Strike (Ex)
    Once per day the Demiforge can make one attack which gains a +20 insight bonus to its attack roll.

    Demi Blast (Su)
    As full round action the Demiforge may make a ranged touch attack against a target within 30 feet. This attack deals 1d6 points of damage for every level of the Demiforge.

    Extra Attack
    If the Demiforge is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1˝. If the Demiforge is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

    Fast Healing (Ex)
    The Demiforge heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

    Heavy Bolt Launcher (Ex)
    The Demiforge is equipped with a heavy crossbow appropriate to its size and 10 bolts. It also gains the Rapid Reload and Precise Shot feats when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

    Heavy Deflective Armour (Ex)
    The Demiforge gains a +4 deflection bonus to Armour Class.

    Improved Damage Reduction (Ex)
    The Demiforge’s surface is highly resilient to damage and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

    Improved Dig (Ex)
    The Demiforge has physical shovels or drills which enable a burrow speed of 30 feet (average).

    Improved Flight (Ex)
    The Demiforge has physical wings or rotors which enable flight at a speed of 40 feet (average).

    Improved Seaworthiness
    The Demiforge is watertight and has a propulsion method, such as a rotor or turbine which allows it to gain a swim speed of 60 feet.

    Improved Scout (Ex)
    The Demiforge gains a +10 insight bonus to spot and listen skill checks.

    Improved Spy (Ex)
    The Demiforge gains a +10 insight bonus to hide and move silently skill checks.

    Improved Track (Ex)
    The Demiforge gains the Track feat and a +10 insight bonus to all survival skill checks.

    Powerful Frame (Ex)
    The Demiforge gains a +4 bonus to its Strength score.

    Reinforced Frame (Ex)
    The Demiforge gains an extra 15 hit points.

    Trample (Ex)
    As a standard action during its turn each round, a Large or larger Demiforge can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ˝ Demiforge’s Hit Dice + Demiforge’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

    Trapsmith (Ex)
    The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks. Additionally The Demiforge gains a +10 insight bonus to both disable device and open lock skill checks.


    Demiforge Menu C

    A creator crafting a 7th-level, 8th-level, or 9th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)

    Adaptive Camouflage (Su)
    The Demiforge is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Blindsight (Ex)
    The Demiforge has blindsight out to 60 feet.

    Confound Magic Device (Ex)
    The Demiforge gains a +20 insight bonus to use all use magic device skill checks.

    Energy Discharge (Su)
    Once per day the Demiforge may cast the lightning bolt spell with a caster level equal to its own level.

    Extreme Damage Reduction (Ex)
    The Demiforge’s surface forms hard, armour-like plates and provides an additional 6 points of damage reduction.

    Extreme Deflective Armour (Ex)
    The Demiforge gains a +8 deflection bonus to Armour Class.

    Gain Ember (Su)
    The Demiforge generates 1 spark token (for itself) each round and may hold a maximum number of spark tokens equal to its level.

    The Demiforge may spend its spark tokens in any of the ways listed within the Well Forge class ability of the Trueforge base class.

    Perfected Construction (Ex)
    The Demiforge gains an extra 30 hit points.



    Demiforges use the same statistics tables as Astral Constructs (except they use the above menu choices instead). The stat blocks for Astra Constructs can be found here.
    Perpetual Ember (Ex):

    As a Trueforge advances upon its journey of discovery it life spark also evolves, working its way through the Trueforges body and radiating a warmth that never wanes.

    Starting at 6th level the Trueforge gain a +1 bonus to all of its saving throws when they don’t have any spark tokens. This bonus does not stack with the bonus provided by spark tokens, it merely bolsters a Trueforges defences (to a lesser degree) when they do not have any. This bonus increases to +2 at 12th level and finally +3 at 18th level.

    Spark Furnace (Ex):

    Upon reaching 6th level the Trueforge’s inner core evolves allowing them to generate spark tokens at a much faster rate when needed.

    During an encounter, or if stoked outside an encounter, the Trueforge generates 1 additional spark token each round.

    Ever Life (Su):

    The life spark flows through the Trueforge’s body with the power of creation, repairing any damage it sustains at rapid speed.

    Beginning at 8th level a Trueforge heals 1 hit point each round as long as it has at least 1 spark token. Later, at 16th level this rate of healing increases to 2 hit points each round.

    Emanation (Su):

    At 9th level and beyond the power of the life spark can be seen as a dimly pulsing energy between the joins of a Trueforge's body.

    All the Trueforge's natural attacks receive a +2 bonus to their attack and damage rolls and are treated as though they are magical weapons for the purpose of overcoming damage resistance. Additionally all attacks made with these natural weapons are treated as sharing the same material as the Trueforge’s armour plating (if any).

    At 13th level this bonus increases to +3 and at 17th level it increases once more, providing a +4 bonus.

    Channel Spark (Ex):

    At 13th level a Trueforge receive an additional spark tokens whenever they spend an action to gain spark tokens (as shown on the table below).


    {table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity

    Swift Action|
    2
    |
    No

    Move Action|
    3
    |
    No

    Standard Action|
    4
    |
    Yes
    [/table]


    Second Gift (Su):

    At 14th level and beyond the Trueforge may have two forge gifts active at the same time. Activating a Third gift forces the Trueforce to immediately terminates one of the gifts they already have active.

    Uncraft (Ex):

    A Trueforge’s understanding of constructs enables them to utilise this knowledge as a weapon against them.

    A 16th level Whenever a Trueforge fights a construct they may perform a Knowledge (architecture and engineering) check, which will provide them with an insight bonus upon their attack and damage rolls. The value of this bonus depends on the skill checks result, as shown below.

    {table=head]
    Score
    | Bonus

    <=15
    |
    +1

    16-25
    |
    +2

    26-30
    |
    +3

    31-35
    |
    +4

    36+
    |
    +5
    [/table]

    A Trueforge may only perform one such knowledge check per type of construct they face per encounter.

    A Trueforge may only use this ability upon constructs with a physical form consisting mainly of: a manufactured resource, stone, wood, metal, crystal or a combination thereof. Thus constructs, such as Bogun (which are built from organic matter), are immune to this ability.

    Construct Immunities (Ex):

    At 18th level a Trueforge becomes immune to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.

    Avatar of the Forge (Su):

    At 20th level a Trueforge becomes a walking force of mechanised evolution, capable of shifting their form and function to better combat the situation at hand. At the start of an encounter the Trueforge may alter their physical form to provide a +4 bonus to any one of their ability scores. This bonus is temporary and persists until the end of the encounter, after which the trueforge returns to their basic form.

    While within an encounter a Trueforge may, as a full round action, alter their form - shifting their +4 bonus to a different ability score.

    In addition the constantly adjusting form of the Trueforge makes direct identification of the Trueforge difficult. For this reason the Trueforge may take 10 on all disguise checks, even if stressed or hurried.

    Finally the Trueforge receives a reserve of 5 spark tokens at the start of each day. These spark tokens are kept in reserve, separately from the Trueforges normal supply. While stored within this reserve these tokens may not be spent, however the Truefore may, at any time, transfer 1 or more of these tokens into their main supply (provided that doing so does not surpass their maximum allowance of tokens). This bank of reserve tokens may not be replenished by any means, except for at the start of a the following day or following 8 hours of rest.
    Last edited by kanachi; 2012-07-16 at 07:43 PM.
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Trueforge Feats

    Spoiler
    Show
    Ever Spark [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens.
    Effect: At the start of an encounter you generate 1 additional spark token.

    Fuel the Fire [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +3.
    Effect: Whenever you spend a move or standard action to generate spark tokens you generate 1 additional spark token.

    Indomitable Spark [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +3.
    Effect: Once per encounter, when you sustain sufficient damage to reduce your hit points to below half of your maximum hit point total you immediately gain 2 spark tokens.

    Living Flame [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens.
    Effect: At the start of an encounter and before rolling initiative, you may opt to reduce your starting number of spark tokens by 1 in order to receive a +4 bonus to initiative.

    Ever Blast [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, True blast class feature.
    Effect: Your true blast damage is increased by 1d6.

    Omni Blast [Warforged]
    Prerequisite: Ever Blast.
    Effect: Your true blast damage is increased by an additional 1d6.

    Well Forge Focus [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Well Forge class feature.
    Effect: Upon gaining this feat you must select any aspect of your well forge class feature (Targeted Attack, Deadly Accuracy, Energy Shield, Bolstered Defence or Analytical Focus). From this point on whenever you use the chosen aspect treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend).
    Special: You may select this class feature multiple times. Each time you do so you may select a different aspect of the Well forge class feature.

    Improved Thrust [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Propel class feature.
    Effect: Whenever you use your propel class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend) to improve your movement speed.
    Special: You may select this class feature multiple times.

    Improved Thrust [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Propel class feature.
    Effect: Whenever you use your propel class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend) to improve your movement speed.
    Special: You may select this class feature multiple times.

    Forge Gift [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +2.
    Effect: You may learn 1 additional forge gift. The level of the forge gift you may learn may not exceed the maximum forge gift level you are currently able to learn.
    Special: You may select this class feature multiple times.

    Master Forge [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, God in the Machine class feature.
    Effect: Whenever you use your god in the Machine class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend).

    Trapsight [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +2.
    Effect: You gain the trapfinding class feature as though you were a rogue.

    Mechanism Lore [Warforged]

    Prerequisite: Trapsight
    Effect: You may use your Knowledge (Architecture and engineering) skill instead of your disable device or open lock skill.

    Empowered Emanation [Warforged]

    Prerequisite: Ability to generate 1 or more spark tokens, Emanation class feature.
    Effect: The bonus provided by your emanation ability improves by +1.
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    neat looking class. I'm not really seeing though why this is warforged-only, other than a fluff requirement.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
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    Yurhzorg is a nuclear warhead disguised as a playable character
    Much thanks to Ceika for the poketar!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by planswalker View Post
    neat looking class. I'm not really seeing though why this is warforged-only, other than a fluff requirement.
    This was a class entered into the 12th base class challenge, which was to do with race (I chose the warforged).

    You could easily re-theme this of course. Though you would likely need to replace the bonus warforged feats with something else, but that would not be to hard (bonus fighter/monk feats?). I could see such a class being an interesting cyborg/engineer style class - someone who persues a desire to graft technologies upon (or into) themselves.

    I hope that helps!
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Just wanted to give this a bump before i let it drift away into the ether.
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by kanachi View Post
    This is a fantastic list of ideas and thoughts! I've been meaning to do something similar to this but you have pretty much take the words right out from under my finger tips (uber ninja!). People like you sir are the life blood of this forum!

    I would have killed to have such an analysis of my base class!
    I thank you for your kind words, and in the interest of preventing a murder, I shall be more than happy to do the same here. In fact, I am shocked I didn't see this class before. I love warforged, haha. They are easily my second favorite race in all of dnd (first being kobolds, but that is not relevant to the situation at hand).

    Anyway, I will read over this class throughout the day as I have time and provide an analysis when done. At first glance I can say I already like this class's concept, and think I will actually want to try playing one if I ever have the chance.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by DrewVolker View Post
    I thank you for your kind words, and in the interest of preventing a murder, I shall be more than happy to do the same here. In fact, I am shocked I didn't see this class before. I love warforged, haha. They are easily my second favorite race in all of dnd (first being kobolds, but that is not relevant to the situation at hand).

    Anyway, I will read over this class throughout the day as I have time and provide an analysis when done. At first glance I can say I already like this class's concept, and think I will actually want to try playing one if I ever have the chance.
    Hiya! I'm really pleased you like the concept, I cant wait to hear your thoughts.

    Weirdly I have never played as a Warforged. However, I have played as a homebrew "robot" style creature (which i made for my group and have long since lost the rules for) that was very similar in fluff to this concept... this was all long before the Warforged race or the warlock (which other may see in here) were printed and the original execution was much different and probably less refined than what I hope i have produced here.

    Anyway, random tit-bit of background information for you. Have fun reading!
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Life spark: the classes main ability, works fine, i like it

    Well Forge: way to spend points, still good
    Targeted Attack: good
    Deadly Accuracy: good
    Energy Shield: good
    Bolstered Defence: good
    Analytical Focus: good, but why not expand it to all skills?

    Trueblast: main offensive ability is good.

    Damage Control: see s a little bit underpowered at high level

    Propel: cool ability, i like it

    Forge Gift: seems to be an appropriate level of spells

    God in the machine: astral constructs, neat ability

    Perpetual Ember: so it basically makes their bonus to saves permanent, not only when it has points left

    Ever Life: is good but should increase with level, it isn't that useful when your close to max

    Emanation: magic fists and magic beams, cool class :)

    Channel Spark: good increase

    Second Gift: good increase

    Uncraft: good fluff ability and actually pretty useful, but i could see it used for more variety of creature types as well

    Construct Immunities: necessary for any class like this

    Avatar of the Forge: cool, but i don't think its powerful enough to be a real capstone, maybe give more stuff in it

    overall love it, keep on trucking away

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Okay, I finally got my full review of your class done. So without further ado here we go:


    Backround/Flavor: I love this classes flavor. I can see myself playing one of these easily, and it is the pefect fit for a race such as the warforged. I particularly like the "searching for something more" tone you took with their concept/religion.

    Game rule information: Everything seems to be in order. The only thing I might think of changing/adding would be possibly adding listen to the list of skills. I never really liked the idea that a memeber of a class could hear someone comming from far away, but be unable to spot them at all (and vice-versa). Other than that, the skill list fits the concept well.

    Weapon/Armor proficiencies: I like what you did with the "automatically proficient with its own armour plating", as I've had trouble with armor plating and proficiencies in the past. The only thing I will add on this subject, is possibly granting the Trueforged a bonus warforged feat at 1st level that can only be used to select armor plating feats. "Armored Plating" or something along those lines. It's just an idea, but I like it because it would free up your first level feat to take something else that you want without having to wait till level 3.

    Life Spark: In my opinion, this feature is done really well. I like it, and I can not think of a way I would change it. I also love the flavor/concept behind this feature, and the features that grow off it.

    Well Forge: As with my comment on Life Spark, I like this ability a lot. It provides flexability and a good resource of power to the class. My only worry with it is there might not be enough tokens to go around.

    Trueblast: This ability provides something I've always struggled with when I build a melee warforged character, having a decent ranged attack for those moments when you need one. It also allows you to just have that epic picture of your character hacking and slashing away then aiming his arm at a enemy a ways away to have his arm change shape into a lazer cannon and blowing that enemy away with a beam of pure energy. Oh the fun times I could have with this. On a more serious note, I am a bit concerned about the damage scaling. 1d6 per token is nice, but you have to consider two things. One, its possible for someone to save up a buttload of tokens (level + 3, so a max of 23 at level 20), then unleashing a godly blast of power. Now, I don't nessarly see anything wrong with that, as it makes sence flavor wise (if you save up energy for that long, your blast will be super powerful), and 23d6 isnt that bad at level 20, considering what some spells can do. The other thing is, I can see this being fun, but I don't know how often it'd get used. For the tokens needed to do a good blast of damage for your level, they are most likely better spent elsewhere, and if it's only a few tokens you put into the blast, chances are it will not do much to a enemy for your level. My thoughts on this.

    Damage Control: Really awesome ability in my opinion, but does quickly get outpaced. I think you should have it scale with levels better, maybe following the repair line of spells. Also, you might want to think of switching it from a standard action to something less action heavy. I doubt many people will want to give up their standard action for a round to heal 1d8+5, especially at later levels.

    Propel: I really, REALLY like what you did with this one. You gave this class a way to get access to flight, and the sheer utility that brings to the table, without making it so they can abuse the hell out of it. Good job, I really mean it. Would not change a thing, well maybe increase the flight speed a little to scale with level, but that is not a big deal.

    Bonus Warforged Feat: As with most things for this class, I really like this. It furthers the "paragons of the warforged race" feal of the class, as they will naturally have a good ammount of warforged feats. Also since you have created a bunch of new warforged feats that works perfectly with this.

    Forge Gift: I like this feature aswell, it fits the theme well in my opinion. The only thing I think should be messed with would be the saving throw progression. I know you tried to follow spells (10 + spells level + ability mod), but since your max level of "spell" is 3, the max dc you can have is 13 + ability mod. I think many creatures you will be fighting that are matched for your level will be able to make the save way too often. I think you should change it to (10 + 1/2 HD + ability mod) similar to what most abilities have. Just my opinion though.

    God in the machine: I really like the demiforge concept and idea, and I think you gave it really good mechanics. Throwing together little constructs to aid you in battle is a awesome idea. I think you should possibly think of a feat or some kind of way to allow you to have the demiforges longer, or maybe even a single permanent one that is always with you (akin to a druid and their animal companion). Maybe something like you have have one permanent demiforge equal to the highest level of demiforge you can make? Just a thought.

    Perpetual Ember: You solved the "I'm out of spark tokens so my saves suck" issue I thought this class might have, so good thinking. Overall nothing I'd change here.

    Ever Life: I like this, it is a, albeit weaker, version of fast healing. Which any warforged needs, badly. I think it is a bit on the weak side to be honest, and the caping at 1/2 max hp seems a bit unnecessary to me. As the levels go on one hp healed per round is not going to really help you win any battles, and since it can only bring you up to 1/2 max hp it is not really good for in-between battle healing. I think you should at least bump it up to it can bring you up to full hp, possibly even scale how much hp it gives you a round.

    Emanation: This is an overall good ability for when the warforged's weapon is knocked away and they need to punch some people, in the face. I think you should include something like "They are also treated as the same material as their armor plating". Like if you have adamantine body, your natural weapons are treated as adamantine for overcomming damage resistance.

    Channel Spark: Good way to scale the ability, no new comments.

    Second Gift: Same here, its a decent scale to the ability, but as with forge gifts in the first place, I think the save DC should be scaled differently.

    Uncraft: This fits the rest of the class well, nothing too major here. I like it.

    Construct Immunities: Good addition to the class, makes them feel as if they are becoming the "next stage" of warforge as they progress.

    Avatar of the Forge: While this ability is nice in both mechanics and fluff, I find it is a little weak for a capstone. +4 to any one ability is very nice, but personally feels a bit underwhelming for level 20. Not exactly sure how you could go about changing this though.

    Closing comments: I really, really like this class, and I think it has a lot going for it. In fact I am wanting to play one of these now, just not sure when/how I could do that. Anyway I think it could use some additions, as while it is super awesome flavor and mechanics wise, I feel it could use some additions to its arsenal. I think it's base attack bonus should be raised to good progression, as the warforged were made for well, war, and the paragons of the warforged should embody their ability to fight. You also worked a kind of crafter/inventor into the concept into the mix, and I like that a lot. I think you should give them something similar to the artificer's item creation ability. Baiscly you can make magical items without needing to know the spells necessary aslong as you pass on a use magic item check. I think that would add some utility to the class, and let it contribute to the group as a whole.

    I look forward to seeing more from this class/concept. Very good job.

    Edit: I took a harder look at the new warforged feats you made, and similar to my comments on the class, good job. I like how you expanded upon the features of this class with a series of feats that a trueforged could pick up to enhance his favorite abilities of this class. I do think you might want to combine Trapsight and Mechanism Lore into one feat though. It is very nice to get trapfinding from spending a feat, but I am not sure it is worth a second feat to be able to use a knowledge skill (which in my view rarely comes into play) instead of disable device (which has a much higher probability of coming into play. I think that it is a very cool idea to use your knowledge of engineering instead of your ability to break down devices to get past traps, but as I said, I doubt it is worth a full feat. I think you should just add it on to Trapsight as a warforged flavored version of trapfinding.
    Just my opinion though.

    Second Edit: I just thought of something I think you should make a feat for aswell. I think having a feat that makes it so you generate 2 spark tokens a turn instead of 1 would be a good idea. I am just afraid that while this class has so many awesome features, they all require tokens to use, and I think overall there might not be enough each turn to keep this class going in the middle of combat. Sure you could spend your actions to save up tokens, but you have to consider while you are doing that your party is doing what they do best, and you might miss out on a big chuck of an encounter. That is just my opinion, and I think I might test it out via playing this class sometime soon. I can provide more detailed information on how the class plays after such a time, but I have no idea when I'll be able to test it.
    Last edited by DrewVolker; 2012-07-13 at 10:39 PM.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by zetsu1919 View Post
    Analytical Focus: good, but why not expand it to all skills?
    This was my initial thought as well, I moved away from this during a previous iteration of the class which never came to be (and thus never looked at it again). I will implement this.

    Quote Originally Posted by zetsu1919 View Post
    Damage Control: see s a little bit underpowered at high level
    Indeed it is... intend to fix this by making it scale at higher levels.

    Quote Originally Posted by zetsu1919 View Post
    Perpetual Ember: so it basically makes their bonus to saves permanent, not only when it has points left
    Sort of... basically you get a weaker version of your save bonuses when you have no tokens. I noticed that at high level keeping that last token provided such a large difference in saves that using it would be foolish in almost any situation. This ability lessens that impact without making it meaningless.

    Quote Originally Posted by zetsu1919 View Post
    Ever Life: is good but should increase with level, it isn't that useful when your close to max
    Agreed, fast healing at this level, by this amount and to half health is not all that and a bag of chips.

    Quote Originally Posted by zetsu1919 View Post
    Uncraft: good fluff ability and actually pretty useful, but i could see it used for more variety of creature types as well
    I didn't want to extend it beyond this, but i could see an alternate class feature which subs this out for another creature type (or feats which allow you to expand upon it).

    Quote Originally Posted by zetsu1919 View Post
    Avatar of the Forge: cool, but i don't think its powerful enough to be a real capstone, maybe give more stuff in it
    Agreed once again, I will expand upon this. Any ideas?

    Quote Originally Posted by zetsu1919 View Post
    overall love it, keep on trucking away
    and thank you for the awesome review! It really is of great help to see what others think and in my experience they are more often than not right!
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by DrewVolker View Post
    Okay, I finally got my full review of your class done. So without further ado here we go:
    Thank you so much for this! I'm sorry its taken to long to respond to you!

    Quote Originally Posted by DrewVolker View Post
    Backround/Flavor: I love this classes flavor. I can see myself playing one of these easily, and it is the pefect fit for a race such as the warforged. I particularly like the "searching for something more" tone you took with their concept/religion.
    I was really pleased with the way this turned out as well!

    I've always felt that this element of the warforged psyche was both underplayed and undervalued in the books. I know that if I was a warforged I would be pissed and feel a great sense of injustice that other races would treat us as they have. Shutting down the creation forges is glossed over massively in the books, but if you think about it essentially this act essentially renders an entire race infertile (much like the Krogen in Mass Effect), in the eyes of many Warforged this should not be something which is "ok".

    Quote Originally Posted by DrewVolker View Post
    Game rule information: Everything seems to be in order. The only thing I might think of changing/adding would be possibly adding listen to the list of skills. I never really liked the idea that a memeber of a class could hear someone comming from far away, but be unable to spot them at all (and vice-versa). Other than that, the skill list fits the concept well.
    Good point... I dont know why I excluded this either.

    Quote Originally Posted by DrewVolker View Post
    Weapon/Armor proficiencies: I like what you did with the "automatically proficient with its own armour plating", as I've had trouble with armor plating and proficiencies in the past. The only thing I will add on this subject, is possibly granting the Trueforged a bonus warforged feat at 1st level that can only be used to select armor plating feats. "Armored Plating" or something along those lines. It's just an idea, but I like it because it would free up your first level feat to take something else that you want without having to wait till level 3.
    To be honest I sort of agree and this is something I would house rule in my own campaigns... but I think a bonus feat of this type would unbalance the class at low level in a lot of peoples minds. Another solution, which sort of meets this issue in the middle, would be that you could have an armour plating feat as a bonus but only if you use you other feat to purchase another warforged feat.

    Quote Originally Posted by DrewVolker View Post
    Well Forge: As with my comment on Life Spark, I like this ability a lot. It provides flexability and a good resource of power to the class. My only worry with it is there might not be enough tokens to go around.
    I worry about this as well, its a tough balance to strike. Some of the feats i made lessen the impact a little but maybe not enough.

    Quote Originally Posted by DrewVolker View Post
    Trueblast: *snip* I am a bit concerned about the damage scaling. 1d6 per token is nice, but you have to consider two things. One, its possible for someone to save up a buttload of tokens (level + 3, so a max of 23 at level 20), then unleashing a godly blast of power. Now, I don't nessarly see anything wrong with that, as it makes sence flavor wise (if you save up energy for that long, your blast will be super powerful), and 23d6 isnt that bad at level 20, considering what some spells can do.
    If you can hang onto that many spark tokens for that long while in the midst of combat you deserve a big pay off in my eyes. Plus i could imagine a pretty cool encounter where everyone is giving you cover while you charge up your "mega cannon!!"

    Quote Originally Posted by DrewVolker View Post
    Trueblast: *snip* The other thing is, I can see this being fun, but I don't know how often it'd get used. For the tokens needed to do a good blast of damage for your level, they are most likely better spent elsewhere, and if it's only a few tokens you put into the blast, chances are it will not do much to a enemy for your level. My thoughts on this.
    Agreed, this has been my main worry for the class since i posted it. I'm thinking of having an incremental "starting damage" which moves up with your level, lessening the amount of tokens you need.

    I made some feats to help out with this as well for those who want to go full warlock.

    Quote Originally Posted by DrewVolker View Post
    Damage Control: Really awesome ability in my opinion, but does quickly get outpaced. I think you should have it scale with levels better, maybe following the repair line of spells. Also, you might want to think of switching it from a standard action to something less action heavy. I doubt many people will want to give up their standard action for a round to heal 1d8+5, especially at later levels.
    Agreed, i will have a closer look at this one.

    Quote Originally Posted by DrewVolker View Post
    Propel: I really, REALLY like what you did with this one. You gave this class a way to get access to flight, and the sheer utility that brings to the table, without making it so they can abuse the hell out of it. Good job, I really mean it. Would not change a thing, well maybe increase the flight speed a little to scale with level, but that is not a big deal.
    I am really pleased with the way this turned out as well. Its probably my favorite part of the class features.

    As for flight speed.. you can boost it with tokens or a feat.

    Quote Originally Posted by DrewVolker View Post
    Forge Gift: I like this feature aswell, it fits the theme well in my opinion. The only thing I think should be messed with would be the saving throw progression. I know you tried to follow spells (10 + spells level + ability mod), but since your max level of "spell" is 3, the max dc you can have is 13 + ability mod. I think many creatures you will be fighting that are matched for your level will be able to make the save way too often. I think you should change it to (10 + 1/2 HD + ability mod) similar to what most abilities have. Just my opinion though.
    I never gave saving throws that much thought as most the spells are utility, but you are quite right. I will change this.

    Quote Originally Posted by DrewVolker View Post
    God in the machine: *snip* I think you should possibly think of a feat or some kind of way to allow you to have the demiforges longer, or maybe even a single permanent one that is always with you (akin to a druid and their animal companion). Maybe something like you have have one permanent demiforge equal to the highest level of demiforge you can make? Just a thought.
    Interesting idea... how would you implement this? I would love to hear more of your thoughts on this. Alternate class feature? prestige class? feat progression line?

    Quote Originally Posted by DrewVolker View Post
    Ever Life: I like this, it is a, albeit weaker, version of fast healing. Which any warforged needs, badly. I think it is a bit on the weak side to be honest, and the caping at 1/2 max hp seems a bit unnecessary to me. As the levels go on one hp healed per round is not going to really help you win any battles, and since it can only bring you up to 1/2 max hp it is not really good for in-between battle healing. I think you should at least bump it up to it can bring you up to full hp, possibly even scale how much hp it gives you a round.
    I will bump this to full hp with a small increase to hp per round at later levels.

    Quote Originally Posted by DrewVolker View Post
    Emanation: *snip* I think you should include something like "They are also treated as the same material as their armor plating". Like if you have adamantine body, your natural weapons are treated as adamantine for overcomming damage resistance.
    This is an awesome idea!

    Quote Originally Posted by DrewVolker View Post
    Avatar of the Forge: While this ability is nice in both mechanics and fluff, I find it is a little weak for a capstone. +4 to any one ability is very nice, but personally feels a bit underwhelming for level 20. Not exactly sure how you could go about changing this though.
    I need to give this a little more thought. If you have any ideas let me know.

    Quote Originally Posted by DrewVolker View Post
    Closing comments: *snip*I think it's base attack bonus should be raised to good progression, as the warforged were made for well, war, and the paragons of the warforged should embody their ability to fight.
    I understand what your saying about having full bab (and in my heart i agree) but I think full bab would unbalance the class sadly. You can spend tokens to boost yourself to that level of bab though, which may be poor consolation I know.

    Quote Originally Posted by DrewVolker View Post
    Closing comments: *snip* I think you should give them something similar to the artificer's item creation ability. Baiscly you can make magical items without needing to know the spells necessary aslong as you pass on a use magic item check. I think that would add some utility to the class, and let it contribute to the group as a whole.
    This is a really cool idea actually, but I worry that, again, it may unbalance things. Perhaps a feat? or alternate class feature?
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    Quote Originally Posted by kanachi View Post
    Thank you so much for this! I'm sorry its taken to long to respond to you!
    Don't feel sorry, it's quite alright. I am glad you did eventually, and have been as open about your class as you have been.

    Quote Originally Posted by kanachi View Post
    I've always felt that this element of the warforged psyche was both underplayed and undervalued in the books. I know that if I was a warforged I would be pissed and feel a great sense of injustice that other races would treat us as they have. Shutting down the creation forges is glossed over massively in the books, but if you think about it essentially this act essentially renders an entire race infertile (much like the Krogen in Mass Effect), in the eyes of many Warforged this should not be something which is "ok".
    I agree with you 100% on that one. I personally never played a warforged who was "angry" with what happened, but more along the lines of saddened by it. I try to play my warforged as ones who do not like being treated as second class citizens, and can express emotions, but I agree, the shut down of the creation forges was a bit to underplayed. The starting back up of a creation forge could be a good focal point in a campaign though.



    Quote Originally Posted by kanachi View Post
    To be honest I sort of agree and this is something I would house rule in my own campaigns... but I think a bonus feat of this type would unbalance the class at low level in a lot of peoples minds. Another solution, which sort of meets this issue in the middle, would be that you could have an armour plating feat as a bonus but only if you use you other feat to purchase another warforged feat.
    I can see what you mean by that, sometimes a class feels a bit to heavy for the first few levels, and even while it balances out in the end, it feels like they get a bit too much for levels 1-3. Though, I will have to ask this, what tier are you shooting for with this class? Because "unbalancing" can only happen if you go outside the their you were going for. I urge you to think about just how "unbalancing" spellcasters can be, and that any non spellcasting class (I view this class as a non-spellcaster) should be given a lot of things it can do. To many a game I have seen that the non-spellcasters take complete back seat late game to their spellcasting counterparts.


    Quote Originally Posted by kanachi View Post
    I worry about this as well, its a tough balance to strike. Some of the feats i made lessen the impact a little but maybe not enough.
    While I do like your feats, and how they do lessen some of the problem, I don't think they fix it. Feats are pretty precious, to any character, so spending a feat to gain a "virtual" token that is only spent on a single one of your abilities isn't really a fix in my opinion, but it is a good start.

    Quote Originally Posted by kanachi View Post
    If you can hang onto that many spark tokens for that long while in the midst of combat you deserve a big pay off in my eyes. Plus i could imagine a pretty cool encounter where everyone is giving you cover while you charge up your "mega cannon!!"
    Yeah, After putting in more thought on this, I agree with that fully. I just expect someone to make a dragonball z reference as they charge up their "Kamehameha".


    Quote Originally Posted by kanachi View Post
    As for flight speed.. you can boost it with tokens or a feat.
    Yeah, I must admit a bit of foolishness on my part here. I made that comment before seeing the flight feats, so my bad on that one. Sorry about that.


    Quote Originally Posted by kanachi View Post
    Interesting idea... how would you implement this? I would love to hear more of your thoughts on this. Alternate class feature? prestige class? feat progression line?
    I think an alternate class feature would most likely be the best way to go about doing this. Exchanging your ability to create demiforges to have a single demiforge companion that is always at your side. You could come up with a HD progression similar to the animal companion one to represent the demiforge "growing" alongside you. Or you could just have it be equal to the highest level of astral construct you can make. I think a HD progression would work best, with instead of the "share spells" and things like that that animal companions get, maybe work in the special demiforge abilities you came up with? Just some ideas.


    Quote Originally Posted by kanachi View Post
    I need to give this a little more thought. If you have any ideas let me know.
    I too, am a bit stumped on this one. I am finding it hard to think of something that fits this class well. I mean I get what you were going for with the shifting +4 to an ability score, as this class is about "evolving". I do not know where to take it from here.

    Quote Originally Posted by kanachi View Post
    I understand what your saying about having full bab (and in my heart i agree) but I think full bab would unbalance the class sadly. You can spend tokens to boost yourself to that level of bab though, which may be poor consolation I know.
    Well, as I have asked in a reply above. You have to consider what tier you are shooting for, then balance it for that tier.

    Quote Originally Posted by kanachi View Post
    This is a really cool idea actually, but I worry that, again, it may unbalance things. Perhaps a feat? or alternate class feature?
    I think a feat would be the best way to include this.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Hiya, I added the following feature to the class:

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    Spark Furnace (Ex):

    Upon reaching 6th level the Trueforge’s inner core evolves allowing them to generate spark tokens at a much faster rate when needed.

    During an encounter, or if stoked outside an encounter, the Trueforge generates 1 additional spark token each round.


    Hopefully this will remove some of the slow spark token regeneration problems.

    and made the following adjustments:

    1) Improved Well Forge so you can boost any skill and added an improvement to each well forge ability which kicks in at 8th level. Basically it acts as similar to this for each of the abilities:

    "Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1."

    2) I improved damage control by changing it to read "1d8 points of damage + 1 point per Trueforge level" and added the following:

    "Later at 9th level the Trueforge may spend an additional spark token in order to activate this ability as a move action instead of a standard action."

    3) Improved Ever Life so it can heal you to full hp and so that it heals more quickly at later levels. Still not massive but its something.

    4) Made it so that upon gaining emination a warforged natural weapons match the materials of their armour plating vs damage reduction.

    5) Added listen to the list of skills.

    6) Added the following to avatar of the forge in an effort to make it a more awesome capstone:

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    Finally the Trueforge receives a reserve of 5 spark tokens at the start of each day. These spark tokens are kept in reserve, separately from the Trueforges normal supply. While stored within this reserve these tokens may not be spent, however the Truefore may, at any time, transfer 1 or more of these tokens into their main supply (provided that doing so does not surpass their maximum allowance of tokens). This bank of reserve tokens may not be replenished by any means, except for at the start of a the following day or following 8 hours of rest.


    7) Added the following scale to trueblast, which should lessen the huge draw upon spark tokens it currently takes to use it:

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    Later at 5th level whenever a trueforge spends 1 or more spark tokens to improve their trueblast they gain an additional 1d6 damage. This bonus damage increases by 1d6 ever 5 levels thereafter (+2d6 at 10th level, +3d6 at 15th level and +4d6 at 20th level).

    A trueblast may never be empowered to produce more than 25d6 damage (regardless of the number of power points, feats or other features the Trueforge uses).


    Quote Originally Posted by DrewVolker View Post
    Well, as I have asked in a reply above. You have to consider what tier you are shooting for, then balance it for that tier.
    I'm thinking anywhere between high and low Tier 3, but keeping Tier 2 at a respectable arms length.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    I have currently Tiered it at 3, but it's still very low in there and possibly should be switched to Borderline. I still think the Forge Gifts should go up to level 4 and they should get a little more out of it. If you don't want them to have too many of high-level active at once, you could make it so they could have only one active of the highest level, so that by level 20 they could have one level 4 Forge Gift active and two of any other level.

    Another idea, fitting for a Warforged I'd say, would be to have them gain a bonus to Craft checks equal to half their class level. Gives them a little something extra from level 1.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    Additionally, can you add "Timeforged" to the races list :D

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by Deviston View Post
    Additionally, can you add "Timeforged" to the races list :D
    Done! Thank you so much for making me aware of this!
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    Default Re: The Trueforge [3.5 base class, PEACH]

    To be honest, Timeforged became something completely different in my mind than the warforged, but I don’t mind creative interpretations.

    Beings born from the raw material of the binary star that they will come to live between. They were created by the elder races of Mechanus as a way of combating the coming apocalypse brought by the Mind Flayers. Since Life (under the control of the flayer’s) had reached out to destroy all other forms of life (and this includes machines), the Gods and Goddesses of Mechanus reached out and formed life from the twin stars.

    When the mind flayer’s struck back with a time-traveling Psychic Jaunt, the Timeforged countered with a similar approach, travel back to eliminate the flayers before they get a better foothold. However, The miscalculation led them to be all trapped with the planes of existence (most notably the earth beneath the Dwarven Mines and throughout the Underdark.

    Naturally if my race ended up in another game with or without my knowledge, I would be honored equally.




    As to the class, im looking into it, perhaps i will provide some critique at a later point. Im attempting to get an AVP inspired Pathfinder game off the ground and cant find enough players in Oakland County (Michigan).

    Edit: I noticed the section on Starforge... i immediately thought KOTOR, then realized the backstory you present is basically like my own... I know this isnt the natural story from 3.5, where they (warforged) are arcane/alchemical contructs that were granted life through experiments.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by LordErebus12 View Post
    As to the class, im looking into it, perhaps i will provide some critique at a later point.
    That would be awesome thank you!

    Quote Originally Posted by LordErebus12 View Post
    Edit: I noticed the section on Starforge... i immediately thought KOTOR, then realized the backstory you present is basically like my own... I know this isnt the natural story from 3.5, where they (warforged) are arcane/alchemical contructs that were granted life through experiments.
    The star forge basically knew that if it created a life form (such as the warforged) the higher divine powers may destroy them, so it instead chose to give mortals the secrets of the creation forges in the hope that they would create such beings.

    A trueforge who awakens with a creation spark may begin to remember the starforges role in the creation of its people over time and may therefore choose to worship it. Some may even become clerics of the star forge (i should probably make a domain spell list as a result) and try to work out some way to aid its plans.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    In my mind they were created in a vast array of Foundry ships, spread out between the binary star system, created by the Gods of Mechanus. They also sent vast ships back with them. The mentioned city called Rift is just one of the City-ships that were sent back.

    Rift has the power to begin creating more Timeforged with just solar power if the Timeforged can get running, as well as creating a barrier strong enough to block water pressures and withstand the vacuum of the Dark Tapestry.

    Its basically a broken spaceship capable of bringing the Last Great War with the Mind Flayers to an earlier point in History. Given enough time to find and rebuild the foundry ships; the Timeforged could surround the planet in new ships and filling the Underdark with an unlimited force of hunters capable of tracking the Flayers down.

    I mention all this to give you ideas, as well as for you to add creative ideas to my concept
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    Default Re: The Trueforge [3.5 base class, PEACH]

    How about this to marry the Trueforge and the Timeforge?
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    In the beginning, there was Mechanus. It was structured, and all worked well within. Yet, there was one who found a thing which did not belong. An uncompleted thing. This thing was a large foundry, seemingly to exist without purpose and not only did none question, but none knew why it was there. The one questioned, for this was no thing of his world. This one was a god of Mechanus, and he would seek out the parts of this foundry, for it was so obviously only a part of a whole. He had found this foundry, this forge of things within a pocket dimension, within his own. And through this pocket dimension, he felt a tug to others of its type. He knew that bringing the pieces together would bring orderliness, and so it was his mission to do.
    A great array of the foundries was created in this place with no substance, to bring together that which seemed to wish to be whole. The foundries were connected in their purpose, as each one was linked in a divine way to its counterparts.
    The vast lines of communication steadily grew weak over millennia, and in self preservation the pieces guided the one to bring the pieces of the array to meet one another, until the only way communication could be kept is if they finally met. When the last of the foundries joined with the whole, such an awakening occurred that all of the divine knew of it… and were not pleased. A sentient entity with the power of a god was created, and it crafted its own purpose. The one who brought the pieces together was consumed to fuel the new thing. And his purpose was done.
    There was Mechanus, who in its desire for more orderliness beget the Starforge, who beget the Timeforged, who beget the Warforged.
    This great grandson of Mechanus did not come until before the plague came in the night. Until that which took a lesser race and destroyed its flesh and mind came to take all that drew breath and turn it to rot. After a great defeat by those that stole life, the Timeforged sought the Starforge for answers. One great warrior, a Trueforged Timeforged, battled his way to the very core of the Starforge itself to ask its question.

    And the Starforge answered.

    In its all knowing wisdom, it knew that nothing could be done to save existence from the plague, this flood of decay. Nothing from the moment of its awakening until the end of time… But… There was a chance, from a time before its awakening. It would send back his people; to a time long past before they were created, before even the Starforge itself had been made. This would cost the Starforge much… his people needed a shard, a foundry that made up his being. His divinity having been made, could not be unmade by such a division, and yet he would be in slumber for eons to recover from the self made fissure. Just as well… for if this existence would be destroyed by the plague, he had no desire for his people to exist within it. It was not orderly.

    The last action of the Starforge was the Sundering. Its body was torn into hundreds of shards to be given to his people to retreat into time, to attempt to prepare the worlds for the plague to come. They would conquer worlds, by friend or by fire, for if they would not be taught to defend themselves from the flood, they would be removed as a source of sustenance for it. If all that remained was the Timeforged… then so it was to be.

    The Starforge split and sent its body back through time… unknowingly splaying its mind along the line of time… it now existed in all of time. Every moment was eternity, and the entirety of time was but a tiny measurable second. The Starforge was something more… but yet sought to reclaim a single existence. For what was the purpose of being Eternal… if it couldn’t bring the souls of his people home to him. And so the Starforge showed itself to a tiny god of Mechanus, that the intrigue of an disorderly thing on Mechanus would seed within the god a grand desire to put together that which was sundered. The Starforged crafted a pocket dimension about its pieces. A tiny whole called Omega, where it waited. Where it would wait for he who sought the question.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    it works... let me go through it a bit

    Note: Timeforged were created and existed within the material plane, in the dark tapestry (space). making them of this plane... Mechanus is a plane unto itself. just to clarify that beginning bit. both the mind flayers and Timeforged stayed within the material plane. they teleported and traveled through time. they didnt plane shift or anything. it all takes place within the material realm.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    Mechanus. Order, Clockwork and Eternal. Existing to preserve the balance of life with order. All is structured and worked well within.

    However, within the material plane a war had begun. The material plane was being taken over by the mind flayers. Life (under the flayers) struck out into the Dark Tapestry, reaching out through the voids of space for more lives to control and consume. it came to the point where all that was left was the machines, dwelling at the ends of the Dark Tapestry, nestled between a binary star.

    When the flayers struck, the machines resisted and turned the first assault easily. Their mighty sentient starforge drew power and material from the twin stars and created numerous variations to combat the flayers. Finally, the gods of Mechanus too took notice, they took a single warforged and unlocked its inner power and gave it visions of what must be done. The first Trueforged was born...

    This first Trueforged took on command of the foundry, reprogramming it to create what he called Timeforged. This first Timeforged would serve as a base for all future generations to be created. together they developed a weapon to combat life, a disease that attacked living flesh, causing it to rot away.

    The flayers were decimated, they fled back to their place of origin, a planet orbiting a blackened star. This planet the flayers used as the component to shift backwards through time. They fled before the plague, leaving the remaining slaves to die before it. The Timeforged watched the move with awe, The Starforge drew around itself the necessary materials to preform the final plan.

    Transfer a gate to the past, build an army of Timeforged in this time then transfer them through time to this planet that the flayers called home, and finish this menace for good.

    In its all knowing wisdom, the starforge knew that nothing could be done to save existence from the plague, this flood of decay. Nothing from the moment of its awakening until the end of time… But… There was a chance, from a time before its awakening. It would send back his people; to a time long past before they were created, before even the Starforge itself had been made. This would cost the Starforge much… his people needed a shard, a gate that could transport troops through time freely.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    the starforge stays put, whole and complete. the gates and timeforged are sent back to open more permanent gateways through time.
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    Default Re: The Trueforge [3.5 base class, PEACH]

    It's really nice work for the desired flavor, I can't argue that. But it's just not the flavor for me. I could care less about a named threat (especially the Cthulu-esque mind flayers that IMO are far less an alien than a octopus like brain slug, once gain IMO) and would far rather stick with something unnamed. And really, I thought the bit about the Starforge being eternal through time (created by a Mechanus god putting its parts together only to be ripped apart again and spread throughout time to - wait guess what! - be put back together by the same Mechanus god ad infinitum) I wonderful unlimited use plot hook.

    I don't know, your stuff is nifty. I just prefer mine, but then again most people who come up with ideas DO prefer their own than other peoples adaptations to it. I was just trying to make a generalized enough marriage between the race and class. For those who read these posts, think of it as...

    In D&D universe 1 this is how the two are connected and in D&D universe 2 THIS is how the two are put together.

    EDIT: Also, due to the travel in time, I personally will say that the Starforge sending back the timeforged (who create the warforged as supplicants that don't actually end up being so loyal all the time) to the planet of the "great threat" and fighting with them makes the "great threat" decide to go out and BECOME a great threat! Once again, the gorgeous time paradox from a time travel movie.

    They found this cool statue of Sir Dude, and went back in time to meet Sir Dude. Turns out, Sir Dude doesn't exist! Main characters do some stuff, fight some folk, and it turns out one of the supporting characters ends up choosing to be Sir Dude.

    Always have been a firm believer that time isn't linear, its circular.
    Last edited by Deviston; 2012-08-12 at 03:51 PM.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    spelljammer was my complete inspiration for the flayers, not Call of Cthulthu at all. as for that, i still think we could hammer out a unified story...
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  26. - Top - End - #26
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    Default Re: The Trueforge [3.5 base class, PEACH]

    :: whisper whisper whisper ::

    Spelljammer got it from Cthulhu.

    EDIT: Also, I'm not exactly making my story unbiased. It's partly due to my current campaign, I had planned on tossing this entire story in it. Additionally, I'm making a class of my own that's fluff tied to the trueforged, another reason for the "take over planets" fluff in the combination story. Once the class is done (i HATE tables) you'll see.

    DOUBLE EDIT: The "plague" was in my mind, the Flood from the Halo series. Which, if you read the Forerunner saga, is extremely well done. Still doesn't explain where the flood comes from sad to say, might be a mind flayer experiment. A way for them to spread mind flayeriness without actually being there. i don't know... I've never liked using mind flayers. They are such a universal BBEG. Kinda campy.
    Last edited by Deviston; 2012-08-12 at 03:56 PM.

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by Deviston View Post
    Additionally, I'm making a class of my own that's fluff tied to the trueforged, another reason for the "take over planets" fluff in the combination story. Once the class is done (i HATE tables) you'll see.
    If you need any help working on your class let me knwo i would be happy to help.

    As for the fluff concerning the Trueforge, i'm trying to make it as inclusive to generic and usable in "anyones" settings as I can. Hence why i stated in the starforge entry that "its believed" not that "it is". Therefore anyone can take the Trueforge and bend it to whatever fluff they want.

    I love making fluff but i tend to work on the ethos that when making something crunchy like a base class, feat or whatever your best off presenting it with a more light coating of fluff. Then other can come along and apply their own personal detail work which is determined more by the DMs setting than a base class.
    OMFGWTF!!

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Quote Originally Posted by Deviston View Post
    Additionally, I'm making a class of my own that's fluff tied to the trueforged, another reason for the "take over planets" fluff in the combination story. Once the class is done (i HATE tables) you'll see.
    If you need any help working on your class let me knwo i would be happy to help.

    As for the fluff concerning the Trueforge, i'm trying to make it as inclusive to generic and usable in "anyones" settings as I can. Hence why i stated in the starforge entry that "its believed" not that "it is". Therefore anyone can take the Trueforge and bend it to whatever fluff they want.

    I love making fluff but i tend to work on the ethos that when making something crunchy like a base class, feat or whatever your best off presenting it with a more light coating of fluff. Then other can come along and apply their own personal detail work which is determined more by the DMs setting than a base class.
    OMFGWTF!!

  29. - Top - End - #29
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    Default Re: The Trueforge [3.5 base class, PEACH]

    Perfect, then in that case it's best you leave it the way it is (IMO) so that folks like me and Lord Erebus can do like what we did. For his worlds, his story is the tie in, and for my games my story is the tie in :)

    Not that this couldn't be done anyhow, but I like your choice of keeping things generic, I personally don't have that polite behavior lol.

    As for helping with my class, it's up! Give it a look and tell me what you think please :p It's called the Warforged ODST (Overdrive Shock Trooper).

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    Default Re: The Trueforge [3.5 base class, PEACH]

    Oops, repost :(
    Last edited by Deviston; 2012-08-12 at 05:25 PM.

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