2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 08-31-2012, 10:03 PM   Top  -  End  -  #1
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Magipunk Campaign Setting


A note from sirpercival:
Spoiler


Introduction

In one sentence, Magipunk is a postmodern Tippyverse, a cyberpunk campaign setting with all the technology replaced by magic. I've attempted to include as many traditional cyberpunk themes and elements as possible, while still creating a cohesive and rich world.

The base mechanics are D&D 3.5; however, the classes and prestige classes below are intended as a replacement for the published classes and prestige classes, and the skill system has been slightly streamlined. Everything else (feats, spells, equipment, etc.) is a supplement to published material. As a warning, the classes are designed to a higher-power baseline than those in standard D&D 3.5; I would say that few if any of the classes are below tier 3, for example.

One important change is that there is no divine magic. Gods are simply powerful outsiders which exist on the Outer Planes, creatures of the Metaverse.

As a side note, I'll be including the list of houserules that I play with, but which aren't integral to the setting and could be done without. Any houserules which are integral to the setting (i.e., almost everything) will be included in their appropriate sections.

Index

Races:
Spoiler


Base Classes:

Skills Part I Part II [WIP]

Feats: Part I Part II

Prestige Classes:

Equipment:

Racial Substitution Levels:

Houserules:

Campaign World:
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 02-03-2013 at 09:29 AM.
sirpercival is offline   Reply With Quote
Old 09-01-2012, 11:56 AM   Top  -  End  -  #2
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

MAGIPUNK RACES

All of the usual races are present in Magipunk (including Eberron races such as warforged).

In addition:
  • Mongrelfolk are as per Bulwer's homebrew
  • Planetouched races are their lesser versions (as per the rules in PGtF)
  • Four new races described below exist

Cellochoroid (with Garryl)
Spoiler


Chloromorph
Spoiler


Gremlin
Spoiler


Lifetorn
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 05-02-2013 at 07:45 PM.
sirpercival is offline   Reply With Quote
Old 09-01-2012, 07:14 PM   Top  -  End  -  #3
Inglenook
Barbarian in the Playground
 
 
Join Date: Nov 2011
Location: 
the crisper drawer
Default Re: Magipunk Campaign Setting

Very cool. I especially like the Cellochoroid.
__________________

THE DYING OF THE LIGHT
A GURPS Zombie Apocalypse Campaign
always accepting players
Inglenook is offline   Reply With Quote
Old 09-01-2012, 07:26 PM   Top  -  End  -  #4
Midwoka
Dwarf in the Playground
 
DruidGirl
 
Join Date: May 2012
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by sirpercival View Post
Lifetorn

Immunity to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Unlike other undead, lifetorn are subject to critical hits, nonlethal damage, stunning, ability drain, death effects, and necromancy effects.
You missed a spot =)


Quote:
Originally Posted by sirpercival View Post
Medium: As medium undead, lifetorn have no special bonuses or penalties due to size. Lifetorn that were Small or Large in life regress to the norm during the process of becoming Lifetorn.
My, what big gnomes you have...

Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be.
__________________

Midwoka is offline   Reply With Quote
Old 09-01-2012, 08:09 PM   Top  -  End  -  #5
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by historiasdeosos View Post
Very cool. I especially like the Cellochoroid.
Thanks! There's a ton more (not races, those are done) to come...

Quote:
Originally Posted by Midwoka View Post
You missed a spot =)
Oh, thank you! I missed that. It's been corrected.


Quote:
My, what big gnomes you have...

Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be.
Well, it's not divine... but there's a feat that can give you Slight Build if you were small before.

The reason I didn't do the "keep the size of your previous race" thing is that there's no reason you can't say "I was a fire giant before, now I'm a Huge LA +0 race" or whatever. If I was going to do that, I'd make it a template like Dragonborn, which I considered, but decided not to do. It's just a Medium race, and you can take feats to get Slight or Powerful Build if you were bigger or smaller originally.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 09-05-2012, 09:06 PM   Top  -  End  -  #6
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

MORPHLING

"There is a beast in all of us... I have simply learned to unleash mine."
-Skurth, morphling gladiator of unknown origin

A morphling is a creature whose DNA has become mutable (through magic, genetic engineering, or fate). This strange ability allows a morphling to alter portions of its anatomy, even to the point of completely transforming into another type of creature. Effecting such changes in their structure is difficult, however, and can quickly lead to fatigue.

MAKING A MORPHLING
A morphling is primarily a melee combatant, though at times one can serve other roles (such as scouting, or infiltrating enemy encampments) by using their Transformation ability.
Abilities: As a melee combatant, Strength and Dexterity are both important. In addition, Constitution determines the duration of the Morph ability, the Morphling's hit points, and the Morphling's defense.
Races: Morphlings can come from any race.
Alignment: Any.
Starting Gold: As barbarian.
Starting Age: As barbarian.

Class Skills
The Morphling's class skills (and the key ability for each skill) are Animal Affinity (Cha), Athletics (Str), Natural Lore (Wis), Perception (Wis), Persuasion (Cha), and Profession (Wis).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Die: d12

LevelBABFortRefWillMorphSpecial
1 +1 +2 +2 +0 2 Morph, Skill Focus (Perception), morphic body (skin)
2 +2 +3 +3 +0 3 Morphic senses
3 +3 +3 +3 +1 3 Blend in, morphic body (healing)
4 +4 +4 +4 +1 4 Morphic body (fortification 50%)
5 +5 +4 +4 +1 5 Transformation I
6 +6/+1 +5 +5 +2 5 Morphic weapons
7 +7/+2 +5 +5 +2 6 Morphic reserves
8 +8/+3 +6 +6 +2 7 Morphic body (brawn)
9 +9/+4 +6 +6 +3 7 Transformation II
10 +10/+5 +7 +7 +3 8 Morphic body (fortification 75%)
11 +11/+6/+1 +7 +7 +3 9 Improved morphic weapons
12 +12/+7/+2 +8 +8 +4 9 Morphic body (reach)
13 +13/+8/+3 +8 +8 +4 10 Transformation III
14 +14/+9/+4 +9 +9 +4 11 Improved morphic reserves
15 +15/+10/+5 +9 +9 +5 12 Greater morphic weapons
16 +16/+11/+6/+1 +10 +10 +5 13 Morphic body (fortification 100%)
17 +17/+12/+7/+2 +10 +10 +5 14 Transformation IV
18 +18/+13/+8/+3 +11 +11 +6 16 Morphic flurry
19 +19/+14/+9/+4 +11 +11 +6 18 Supreme morphic weapons
20 +20/+15/+10/+5 +12 +12 +6 20 Morphic apotheosis, transformation V

Weapon and Armor Proficiencies: Morphlings are proficient with simple weapons and light armor, but not with shields. They are proficient with their natural weapons.

Morph (Ex): A morphling's mutable DNA allows him to alter his anatomy in fantastic ways. To represent this strange ability, a morphling gains morph points that he can spend to activate this ability (and the Transformation ability). At the beginning of each encounter, he gains a number of morph points determined by his level (see the table above). He can spend morph points to gain a number of abilities, determined by his level, as described below; the benefits and abilities last for a number of rounds equal to 3 + his Constitution modifier. Once the duration of a morph ends, the morphling becomes exhausted for the duration of the encounter.

Morph Abilities:
Spoiler


Skill Focus (Perception): A morphling gains Skill Focus (Perception) as a bonus feat.

Morphic body (Ex): A morphling also learns how to alter their body in less obvious ways. Whenever a morphling is actively morphing or transformed, he gains the following abilities based on his class level:
  • At 1st level, he gains a natural armor bonus equal to his Constitution modifier.
  • At 3rd level, he gains fast healing 1. This increases by 1 for every 3 additional morphling levels (i.e., 2 at 6th, 3 at 9th, etc.).
  • At 4th level, he becomes immune to stunning; in addition, he has a 50% chance to negate critical hits and precision damage.
  • At 8th level, he gains a +4 bonus to Strength.
  • At 10th level, he has a 75% chance to negate critical hits and precision damage.
  • At 12th level, his natural reach increases by 5 feet.
  • At 16th level, he is immune to critical hits and precision damage.

Morphic Senses: At 2nd level, a morphling gains low-light vision, as well as darkvision at a range of 60 feet.

Blend in (Ex): Beginning at 3rd level, a morphling learns how to subtly alter their structure and coloration, giving them a +10 circumstance bonus to Persuasion checks to impersonate someone, a +5 circumstance bonus on all other Persuasion checks, and a +5 circumstance bonus to Stealth checks.

Transformation I (Ex): At 5th level, a morphling learns to completely transform himself into another creature. Doing so is a special use of the Morph ability that costs 5 morph points. This ability functions like the alternate form special ability, except as noted here; activating this ability is a standard action that does not provoke attacks of opportunity. He can take the shape of any animal, humanoid, or monstrous humanoid of Medium or Small size that he is familiar with; the new form's hit dice cannot exceed his morphling level. He retains the ability to speak in any form. The duration of this ability is determined by the morphling's original Constitution modifier, not the Constitution modifier of the new form.

Morphic weapons (Ex): Beginning at 6th level, whenever a morphling gains a natural attack from his morph ability, he may spend an additional morph point to increase the size of the damage die by one step.

Morphic reserves (Ex): When he reaches 7th level, a morphling learns how to conserve his energy more efficiently. Whenever he uses his morph ability, he may voluntarily reduce the duration by 3 rounds. If he does so, then when the duration expires he becomes fatigued instead of exhausted.

Transformation II: At 9th level, a morphling can spend 7 morph points to use his transformation ability to assume the form of creatures of the giant or fey types. He can also take on forms that are Large or Tiny size; taking the form of a Large or Tiny humanoid, animal, or monstrous humanoid costs 7 morph points (instead of 5).

Improved morphic weapons: Beginning at 11th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by two steps.

Transformation III: At 13th level, a morphling can spend 9 morph points to use his transformation ability to assume the form of creatures of the vermin or aberration types. He can also take on forms that are Huge size; taking the form of a Huge humanoid, animal, monstrous humanoid, giant, or fey costs 9 morph points (instead of 5 or 7).

Improved morphic reserves (Ex): When he reaches 14th level, a morphling has built up a resistance to the physical weariness of morphing. When a morph ends, he is fatigued instead of exhausted. In addition, whenever he uses his morphic reserves ability on a morph, when that morph ends he takes no penalty.

Greater morphic weapons: Beginning at 15th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by three steps.

Transformation IV: At 17th level, a morphling can spend 11 morph points to use his transformation ability to assume the form of creatures of the plant or ooze types. He can also take on forms that are Diminutive size; taking the form of a Diminutive humanoid, animal, monstrous humanoid, giant, fey, vermin, or aberration costs 11 morph points (instead of 5, 7, or 9).

Morphic flurry (Ex): Beginning at 18th level, whenever a morphling gains a natural attack mode from his morph or transformation abilities, he gains one additional attack of that type. For example, a 19th-level morphling who spends 1 morph point to gain 2 claw attacks would instead gain 3 claw attacks.

Supreme morphic weapons: When he reaches 19th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by four steps.

Morphic apotheosis (Ex): Beginning at 20th level, a morphling has built up a significant tolerance to morphing and transformation. The first 5 morph points he spends in an encounter cause him no penalty when the morph or transformation ends. If and when he spends more points, he suffers fatigue as normal (his improved morphic reserves ability still applies).

Transformation V: At 20th level, a morphling can spend 13 morph points to use his transformation ability to assume the form of creatures of the elemental or dragon types. He can also take on forms that are Gargantuan size; taking the form of a Gargantuan humanoid, animal, monstrous humanoid, giant, fey, vermin, aberration, plant, or ooze costs 13 morph points (instead of 5, 7, 9, or 11).

PLAYING A MORPHLING
Morphlings are ferocious combatants, exploding into a whirlwind of claws, teeth, and tentacles whenever threatened.
Combat: Morphlings use their natural weapons to great effect. Many spend MP on the Pounce ability once it becomes available, charging up to enemies and tearing them apart with claws, teeth, and tentacles.
Advancement: Feats and items that improve natural attacks can augment a morphling's combat prowess. In particular, Multiattack and Improved Multiattack are good for those who want several natural attack modes.

MORPHLINGS IN THE WORLD
"Whenever someone walks by who isn't wearing a shirt, I keep my hand on my sword."
-Dareth Mullud, Sylvatium District Police

Morphlings are dangerous folk, and everyone knows it. They seem completely innocuous until they explode into claws, teeth, wings, and death.
Daily Life: Most of the Morphlings in the world live and work at the Bowl, the Evernight Gladitorial Arena. They eat well, have excellent medical care, and attempt to tear each other to shreds on a daily basis.
Notables: The current Champion is Skurth a.k.a. Deathwise, a morphling with more than 200 kills on his record. He favors the form of a black dragon, but with extra tentacles and teeth.
Organizations: The Evernight Gladatorial Arena trains morphlings to fight each other and Wilds-caught monsters, for the entertainment of tourists.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 10-07-2012 at 09:39 PM.
sirpercival is offline   Reply With Quote
Old 09-06-2012, 09:45 AM   Top  -  End  -  #7
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

GRUNT

"Hnrf..."
-Whorp, grunt for G.E.T.

A Grunt hits things until they fall down.

MAKING A GRUNT
A grunt is good at bashing things until they don't care to be bashed anymore (because they are dead).
Abilities: Str >> else.
Races: Any, but usually races with a Strength bonus and an Int penalty.
Alignment: Any. Grunts do what they're told, usually.
Starting Gold: As fighter.
Starting Age: As fighter.

Class Skills
The Grunt's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Martial Lore (Int), Perception (Wis), and Persuasion (Cha).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d12

LevelBABFortRefWillSpecialManeuvers KnownManeuvers ReadiedStances Known
1 +1 +2 +0 +0 Iron recovery 1d4, musclebound 3 2 1
2 +2 +3 +0 +0 Clobber, hearty whack 4 2 1
3 +3 +3 +1 +1 Follow-through 5 3 1
4 +4 +4 +1 +1 Crunch 5 3 2
5 +5 +4 +1 +1 Swat 6 3 2
6 +6/+1 +5 +2 +2 Improved clobber 6 3 2
7 +7/+2 +5 +2 +2 Iron recovery 1d3 7 4 2
8 +8/+3 +6 +2 +2 Skilled whack 1 7 4 2
9 +9/+4 +6 +3 +3 Improved swat, thick skull 8 4 2
10 +10/+5 +7 +3 +3 Improved follow-through 8 4 3
11 +11/+6/+1 +7 +3 +3 Improved crunch 9 4 3
12 +12/+7/+2 +8 +4 +4 Punish 9 5 3
13 +13/+8/+3 +8 +4 +4 Iron recovery 1d2 10 5 3
14 +14/+9/+4 +9 +4 +4 Skilled whack 2 10 5 3
15 +15/+10/+5 +9 +5 +5 Pound 11 5 3
16 +16/+11/+6/+1 +10 +5 +5 Improved punish 11 5 4
17 +17/+12/+7/+2 +10 +5 +5 Greater follow-through 12 6 4
18 +18/+13/+8/+3 +11 +6 +6 Greater crunch, thicker skull 12 6 4
19 +19/+14/+9/+4 +11 +6 +6 Iron recovery 1 13 6 4
20 +20/+15/+10/+5 +12 +6 +6 Greater punish, skilled whack 3 13 6 4

Weapon and Armor Proficiencies: A grunt is proficient with simple weapons and martial weapons, all non-exotic armor, and with shields (including tower shields).

Maneuvers: A grunt begins his career with knowledge of three martial maneuvers. The disciplines available to him are Iron Heart, Iron Tortoise, and Stone Dragon. Once he knows a maneuver, a grunt must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by grunts is considered an extraordinary ability unless otherwise noted in its description. A grunt's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

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

Maneuvers readied: A grunt can ready two of his three maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A grunt readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones. A grunt begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them (see Iron Recovery, below).

Stances Known: A grunt begins play with knowledge of one 1st-level stance from any discipline available to him. At 4th, 10th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a grunt cannot learn a new stance at higher levels in place of one he already knows.

Iron Recovery (Ex): Whenever a grunt initiates a Grunt maneuver, he automatically recovers it 1d4 rounds later if he hasn't already recovered it. Starting at 7th level, he instead recovers it 1d3 rounds later. At 13th level, he recovers it 1d2 rounds later. At 19th level, he recovers it only 1 round later (i.e., the next round after he expends it). For example, a 5th-level grunt initiates Iron Heart Surge to throw off the effects of a hold person spell. He rolls 1d4 and gets a 3; this means he automatically recovers IHS 3 rounds later at the beginning of his turn.

Musclebound (Ex): At his option, a grunt may use his Strength modifier instead of his Constitution modifier for determining his bonus hit points at each level of Grunt. He may make the choice again for each level of Grunt.

Clobber (Ex): A grunt is well-versed in using a shield for leverage in combat. While wielding a one-handed or light weapon in one hand and a shield in the other, a grunt of 2nd level or higher adds his shield bonus to the main hand's weapon damage rolls when initiating a strike maneuver.

Hearty whack (Ex): Beginning at 2nd level, a grunt's combat training allows him to consistently perform at a higher level in battle than others. When making an attack roll, a grunt may choose to roll 4d6 instead of 1d20. Rolls of 4 and 5 are considered critical failures, while a roll of 20 or above is still an automatic hit (and a critical threat for all weapons). A roll of 24 automatically confirms the critical threat.

Follow-through (Ex): At 3rd level, a grunt learns to follow a strike by his weapon with a strike by his shield. Whenever the grunt successfully attacks an opponent with a one-handed or light weapon in his main hand, if he is wielding a shield in the other hand, he gains an additional shield bash attack against the same opponent at the same attack bonus. A grunt may use this ability a maximum of once per round.

Crunch (Ex): A grunt of 4th level or higher gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal; however, the grunt's momentum crushes it against the wall, dealing an amount of bludgeoning damage equal to 4d6 points + twice the grunt's Strength bonus (if any).

Swat (Ex): Upon reaching 5th level, a grunt learns to knock enemies away from him with a little effort. By making a single attack as a full-round action, the grunt deals double damage and immediately initiates a bull rush as per the Knockback feat (gaining the normal benefit from using Power Attack, if applicable). This ability may only be used against creatures who are no more than one size category larger than the grunt; for example, a Large grunt could use this ability against creatures of size Huge or smaller.

Improved clobber (Ex): Beginning at 6th level, a grunt who gains the benefit of his Clobber ability also adds half his shield bonus to the main hand's attack rolls.

Skilled whack (Ex): Whenever a grunt of 8th level or higher uses his Hearty Whack ability, he may expend a grunt maneuver he has readied to force one of the dice to be an automatic 6 (essentially rolling 3d6+6 instead of 4d6). A maneuver expended this way takes twice the normal time to recover via Iron Recovery. He may use this ability a number of times per day equal to his initiator level, but only once per attack roll. At 14th level, when using this ability, the grunt may instead expend two readied maneuvers to forced two dice to be 6 (rolling 2d6+12); at 20th level, he may instead expend three readied maneuvers to force three dice to be 6 (rolling 1d6+18).

Improved swat (Ex): Starting at 9th level, a grunt can use his Swat ability against creatures of any size. In addition, the attack deals triple damage instead of double damage.

Thick skull (Ex): At 9th level, a grunt learns to let his muscles think for him. He may use his Strength modifier in place of his Wisdom modifier on Will saves.

Improved follow-through (Ex): Upon reaching 10th level, a grunt may use his Follow-through ability when making attacks of opportunity without counting against the once-per-round limit.

Improved crunch (Ex): Beginning at 11th level, whenever a grunt uses his Crunch ability, he instead deals 8d6 + three times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or be dazed for 1 round.

Punish (Ex): A grunt of 12th level or higher teaches his enemies to regret messing with him. Whenever the grunt targets the same opponent with more than one strike maneuver in the same encounter, he doubles his Strength bonus to damage on the attack.

Pound (Ex): At 15th level, whenever a grunt damages an opponent with a shield bash attack, the opponent must make a Fortitude save (DC equal to the damage dealt) or be stunned for 1 round.

Improved punish (Ex): Beginning at 16th level, whenever a grunt gains the benefit of his Punish ability, he instead triples his Strength bonus to damage on the attack.

Greater follow-through (Ex): At 17th level, a grunt may use his Follow-through ability any number of times per round up to the maximum number of attacks he gains with his main-hand weapon; however, all attacks and Follow-through attacks must be made against the same opponent.

Greater crunch (Ex): Whenever an 18th-level grunt uses his Crunch ability, he instead deals 12d6 + four times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or become paralyzed for 1 round as his body goes into shock.

Thicker skull (Ex): A grunt of 18th level or higher learns to shrug off punishment that would cripple a lesser man. He may substitute a Fortitude save for a Reflex save once per round.

Greater punish (Ex): Upon reaching 20th level, whenever a grunt gains the benefit of his Punish ability, he instead quintuples his Strength bonus to damage on the attack

PLAYING A GRUNT
A grunt is a melee combatant, designed to wade into combat and send foes flying.
Combat: The grunt has two possible tracks for combat -- sword & board and two-handed fighting. He can be amazingly effective in either milieu.
Advancement: A grunt's most likely prestige class is Repo Dog, but many grunts remain single-classed.
Resources: A grunt's friends are usually other grunts or melee classes.

GRUNT IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 10-07-2012 at 09:39 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 04:02 PM   Top  -  End  -  #8
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

(gotta repost some of these because of MMX being down...)

MENTALIST

"To first approximation, all beings are alike; the trick is in enforcing reality to conform to the first approximation."
-Sarvik Solmon, Professor Emeritus at Elder University, during his lecture series "Mentalism and Conflict".

A mentalist is one who has learned to use their minds in incredible ways, altering the world around them by looking for universal similarities.

MAKING A MENTALIST
A mentalist specializes in playing with other peoples' minds. It's kind of uncanny.
Abilities: Intelligence, Intelligence, Intelligence.
Races: Any.
Alignment: Any.
Starting Gold: As psion.
Starting Age: As psion.

Class Skills
The Mentalist's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Psi (Int), and Scholarship (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d4

LevelBABFortRefWillSpecialPP/dayPowKnoMaxPowLvl
1 +0 +0 +0 +2 Hyperawareness (skills), similarization +1 2 2 1st
2 +1 +0 +0 +3 Mindspike 6 3 1st
3 +1 +1 +1 +3 Resonance 1 11 4 2nd
4 +2 +1 +1 +4 Mindwhirl 17 6 2nd
5 +2 +1 +1 +4 Similarization +2 25 8 3rd
6 +3 +2 +2 +5 Memorize (move) 35 10 3rd
7 +3 +2 +2 +5 Extra focus 46 12 4th
8 +4 +2 +2 +6 Hyperawareness (Reflex saves) 58 14 4th
9 +4 +3 +3 +6 Similarization +3 72 16 5th
10 +5 +3 +3 +7 Brainspike 88 18 5th
11 +5 +3 +3 +7 Resonance 2 106 20 6th
12 +6/+1 +4 +4 +8 Memorize (swift) 126 21 6th
13 +6/+1 +4 +4 +8 Similarization +4 147 22 7th
14 +7/+2 +4 +4 +9 Extra focus 170 23 7th
15 +7/+2 +5 +5 +9 Hyperawareness (initiative) 195 24 8th
16 +8/+3 +5 +5 +10 Brainwhirl 221 25 8th
17 +8/+3 +5 +5 +10 Similarization +5 250 26 9th
18 +9/+4 +6 +6 +11 Memorize (immediate) 280 27 9th
19 +9/+4 +6 +6 +11 Resonance 3 311 28 9th
20 +10/+5 +6 +6 +12 Assumption 343 29 9th

Weapon and Armor Proficiencies: Mentalists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A mentalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A mentalist begins play knowing two mentalist powers of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers, chosen from the mentalist power list. A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a mentalist can manifest powers in a day is limited only by his daily power points. A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against mentalist powers is 10 + the power’s level + the mentalist's Intelligence modifier.

Maximum Power Level Known: A mentalist begins play with the ability to learn 1st-level powers. As he attains higher levels, a mentalist may gain the ability to master more complex powers. To learn or manifest a power, a mentalist must have an Intelligence score of at least 10 + the power’s level.

Hyperawareness (Ex): A mentalist can enter a state of focus in which he is in tune with his surroundings to almost mythic proportions. Whenever a mentalist is psionically focused, he gains an insight bonus equal to Intelligence modifier on Perception checks. At 8th level, his awareness improves, granting him an insight bonus equal to Intelligence modifier on Reflex saves while psionically focused. Finally, at 15th level, he gains an insight bonus equal to his Intelligence modifier on initiative checks whenever he is psionically focused.

Similarization (Ex): In his state of extreme concentration, a mentalist can see the underlying similarities between all things, allowing him to exploit these similarities to his advantage. Whenever he manifests a power, a mentalist may expend psionic focus to gain a +1 bonus to his manifester level for that power; this bonus increases by an additional +1 for every 4 levels after 1st. Alternatively, he can expend his psionic focus while manifesting a mind-affecting power to allow him to use that power on a creature which is normally immune to mind-affecting effects, though the creature receives a +4 bonus on its save.

Mindspike (Su): Beginning at 2nd level, a mentalist can use the immediacy of contact to cause damage to his opponent's psyche. The mentalist may expend his psionic focus and make a melee touch attack as a standard action to deal 1d4 Intelligence damage to his target.

Resonance (Ex): At 3rd level, a mentalist learns how to capitalize on the resonance between his mind and the essence of his targets. Whenever a creature fails a save against one of his powers, that creature gains a Resonance point for 24 hours. A creature receives a -1 penalty on all saves against the mentalist's powers for each Resonance point it has. At 11th level, each failed save grants the target 2 Resonance points, and at 18th level it increases again to 3 Resonance points per failed save.

Mindwhirl (Su): Once a mentalist of 4th level or higher has established Resonance with a creature, it becomes easier to affect them with his powers. As a standard action, a mentalist can expend his psionic focus to damage the mind of a creature currently affected by his Resonance ability. The target takes a number Intelligence damage equal to the number of Resonance points the creature currently has, with no save. This removes all Resonance points from the target.

Memorize (Su): Beginning at 6th level, a mentalist learns to memorize his surroundings in great detail, and by enforcing similarity between himself and a particular location he has memorized, he causes the greater to bridge the gap to the lesser. Whenever the mentalist gains psionic focus, he may choose to memorize the square he is in at the time. If he does so, at any later date, he may expend psionic focus as a move action to instantly teleport himself to the memorized square, provided the square is within 10 feet per class level of his current location. The memorization lasts indefinitely, until the mentalist chooses to memorize a new square. At 12th level, the mentalist may teleport as a swift action instead of a move action. At 18th level, he becomes able to teleport as an immediate action instead of a swift action, allowing him to avoid an attack of which he is aware if he so chooses (and has a focus to expend).

Extra focus (Ex): At 7th level, and again at 14th level, the number of simultaneous psionic foci that a mentalist can gain is increased by one.

Brainspike (Su): Beginning at 10th level, whenever a mentalist uses his Mindspike ability, he deals 1d4 each Charisma and Wisdom damage in addition to the Intelligence damage with a successful melee touch attack.

Brainwhirl (Su): Whenever a mentalist of 16th level or higher uses his Mindwhirl ability, he additionally deals an amount of Charisma and Wisdom damage equal to the amount of Resonance points the target has. This removes all Resonance points as normal.

Assumption (Su): Upon reaching 20th level, a mentalist has such an awareness and understanding of other creatures' psyches that he learns how to draw upon their mental energies for himself. As a full-round action, the mentalist may expend three psionic foci to force an opponent with which he has Resonance to make a Will save (DC 10 + 1/2 mentalist level + Intelligence modifier), subject to the penalty from Resonance. If the opponent fails the save, all the creature's Resonance points are removed, the opponent's Intelligence is reduced to 1 for 1d4 minutes, and the mentalist gains a bonus to Intelligence equal to the number of Resonance points the creature had, for the same length of time. Any existing Intelligence damage the creature suffered before being subject to his ability is suppressed for the duration of the effect, though any new Intelligence damage applies normally. A mentalist cannot benefit from more than one Intelligence bonus due to this ability at any given time; if two or more uses of this ability overlap, the mentalist benefits from the largest bonus only.

PLAYING A MENTALIST
A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

MENTALIST IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MENTALIST POWER LIST
1st level
Spoiler

2nd level
Spoiler

3rd level
Spoiler

4th level
Spoiler

5th level
Spoiler

6th level
Spoiler

7th level
Spoiler

8th level
Spoiler

9th level
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-25-2013 at 04:08 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 04:40 PM   Top  -  End  -  #9
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

many thanks to Jackinthegreen for writing the opening flavor text!

SYNTHEVOLVER

"Don't be silly -- if we were meant to evolve naturally, why would God have given us subdermal implants?"
-Stellan Mechus, mechanosynth

There are those beings that are not satisfied with the bodies they have been given, and seek to improve them; thus is born a Synthevolver, who attempts to achieve the next stage of evolution artificially.

Adventures: Synthevolvers most often adventure to prove themselves and test their newfound abilities. While they might have heroic streaks, most mainly want to push themselves and achieve what they didn’t think they could do in their normal bodies.

Characteristics: Much like actual evolution, synthevolvers have many possible options but will tend to specialize to occupy a niche role. One synth might become a veritable tank, impervious to attack while simultaneously destroying all in its path. Another might master the art of stealth and blend into the shadows, only to strike at the most opportune time. Still others focus on incapacitating their foes through the Mutagenic Strike ability and its associated evolutions.

Alignment: Synthevolvers may be of any alignment. Good synths tend to adventure to fight evil, and even have the option to ascend to a higher state of being in that pursuit. Lawful synths are protectors of their lands and people. Chaotic synths might simply wander, looking for the next chance to prove themselves. Evil synths use their powers to oppress and victimize others for their own gains, and can take on fiendish characteristics (if they are that malicious).

Religion: Synthevolvers revere and despise higher powers in equal measure. Some believe that their enhancements are gifts, while others might be spiteful of greater beings that didn’t provide them with an adequate body in the first place.

Background: The want or need to drastically change oneself to achieve a goal often results in a synthevolver, but such a drive can arise from widely disparate paths. Some synths come from disadvantaged backgrounds, obtaining black-market evolves from shady xenoalchemists and joining gangs of synth bullies preying on the devolved. Others might have rich parents paying for enhancements, toys for the wealthy who have little else of meaning but their own bodies.

Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image. Dwarves might become synthevolvers out of practicality. Some other races, especially elves, rarely take up the mantle of synthevolvers because they dislike artificially improving their bodies, and would rather improve upon them naturally. Beyond those who are merely uncomfortable with replacing body parts in favor of new structures, some creatures might attack a synth on sight due to believing a body part was actually harvested from another creature. Such encounters are rare because the practice has been banned for decades in favor of creating the parts on their own, but there are always a few who do actually use pieces from a once-functioning creature, particularly when purchasing black-market evolves.

Other Classes: Most classes respect the power and versatility a synthevolver can bring. Exceptions to this are classes who focus on improving the self through discipline or training and classes that revere nature and see most synths as abominations, depending on how one got the evolutions. Despite these hardships, synths are accepting of diversity and can sometimes even change their own bodies to suit the needs of a stalwart group.

Role: The versatility inherent in synthevolvers allows them the potential to fill multiple roles, though not many at once usually. Combat specialists, scouts, negotiators, and stealth operatives are all roles that a synth can fulfill.

Adaptation: Synthevolvers can be adapted to fantasy settings like D&D by turning the Mechanosynth evolves into something more fitting for the setting and renaming them, such as magically-enhanced limbs made from treated wood or metal similar to Warforged parts.

The biosynth path usually needs very little adaptation to work in various settings. The character can be thought of as actually forcing its own “evolution” through various means including purely willing its own body to change. Alternately, a biosynth might be an exceptional individual or even a mutant who discovers and grows into his body’s abilities.

MAKING A SYNTHEVOLVER
A synthevolver can specialize to fill nearly any party role. Evolution can take wildly divergent paths, and each synth realizes their dream differently.
Abilities: The most important ability scores depend on the synth's chosen role, but Constitution is useful for everyone (and sets the save DC of the Mutagenic Strike).
Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image.
Alignment: Any.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Synthevolver's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Engineering (Int), Gather Information (Cha), Heal (Wis), Negotiation (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Thievery (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d8

LevelBABFortRefWillSpecialEvolvesEvolStage
1 +0 +2 +2 +0 Artificial selection, evolution 0, mutagenic strike (fatigue) -- --
2 +1 +3 +3 +0 Next stage, resilience (1/hour) 1 1
3 +2 +3 +3 +1 Mutagenic strike (sicken) 2 1
4 +3 +4 +4 +1 Evolution 0 (+1 size) 3 1
5 +3 +4 +4 +1 Resilience (1/30 minutes) 4 1
6 +4 +5 +5 +2 Mutagenic strike (weaken) 5 1
7 +5 +5 +5 +2 Evolution 0 (+2 size, +1 attack) 6 1
8 +6/+1 +6 +6 +2 Next stage, resilience (1/10 minutes) 7 2
9 +6/+1 +6 +6 +3 Mutagenic strike (exhaust) 8 2
10 +7/+2 +7 +7 +3 Evolution 0 (+3 size), improved mutagen 9 2
11 +8/+3 +7 +7 +3 Resilience (1/minute) 10 2
12 +9/+4 +8 +8 +4 Mutagenic strike (nauseate) 11 2
13 +9/+3 +8 +8 +4 Evolution 0 (+4 size, +2 attacks) 12 2
14 +10/+5 +9 +9 +4 Next stage, resilience (1/5 rounds) 13 3
15 +11/+6/+1 +9 +9 +5 Mutagenic strike (paralyze) 14 3
16 +12/+7/+2 +10 +10 +5 Evolution 0 (+5 size) 15 3
17 +12/+7/+2 +10 +10 +5 Resilience (1/round) 16 3
18 +13/+8/+3 +11 +11 +6 Mutagenic strike (debilitate) 17 3
19 +14/+9/+4 +11 +11 +6 Evolution 0 (+6 size, +3 attacks) 18 3
20 +15/+10/+5 +12 +12 +6 Final ascension, unstable mutagen 18 3

Weapon and Armor Proficiencies: A synthevolver is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

Artificial selection: Upon entering the class, a synthevolver chooses which of two paths to follow to achieve the next stage of evolution. He may choose to be a biosynth, who replaces portions of his own anatomy with pieces of creatures or other organic materials, or he may become a mechanosynth, implanting machinery and other metallic constructions into his flesh. Once made, this choice cannot be altered. A synthevolver also gains the Augmented subtype, as well as a +2 bonus to Fortitude saves.

Evolution 0 (Ex): The first change a synthevolver carries out is to give himself a means of defending himself, by way of a natural attack mode. A biosynth chooses between 2 claw attacks that deal 1d4 damage, or a bite attack that deals 1d8 damage; a mechanosynth chooses between a slam attack that deals 1d6 damage, or an armblade.

An armblade is a light or one-handed melee weapon of the mechanosynth's choice, attached at the end of the arm. The mechanosynth is proficient with the weapon unless it is an exotic weapon (in which case he must have the Exotic Weapon Proficiency feat). While the armblade is attached, a mechanosynth cannot be disarmed of the armblade, but he also cannot use that hand for other tasks without removing the armblade, which takes a standard action (attaching it is a move action and counts as drawing a weapon). In addition, the mechanosynth gain a +2 bonus on opposed attack rolls made to disarm an opponent.

Every three levels after first, the base damage of the evolution 0 attack increases by one size category. In addition, at 7th, 13th, and 19th level, the synthevolver gains an additional attack with his evolution 0 attack mode.

Mutagenic strike (Ex): A synthevolver can temporarily alter an opponent's DNA with a successful attack. Whenever a synthevolver successfully strikes an opponent with his evolution 0 attack, he may force the opponent to make a Fortitude save (DC 10 + 1/2 synthevolver level + Con modifier) or become fatigued for 1 round per synthevolver level. Multiple uses of this ability to apply the same condition to the same creature do not stack (this is an exception to the usual rule that anything that would normally cause fatigue to a fatigued creature causes the target to become exhausted).

At higher levels, the synthevolver may attempt to apply different conditions instead. At 3rd level, he may attempt to sicken a target; at 6th level, he may attempt to weaken a target (applying a -4 penalty to any one physical ability score); at 9th level, he may attempt to exhaust a target; at 12th level, he may attempt to nauseate a target; at 15th level, he may attempt to paralyze a target; and at 18th level, he may attempt to debilitate a target (applying a -8 penalty to all physical ability scores). The synthevolver may apply different conditions to the same target with different uses of this ability.

Evolution: At 2nd level, a synthevolver begins to replace portions of their anatomy with superior versions, either organic (biosynth) or metallic (mechanosynth). The synthevolver may add a new evolve from the indicated and appropriate list at every level except 1st and 20th; he may choose an evolve from a lower-level list if he desires.

Resilience (Ex): Beginning at 2nd level, a synthevolver begins to heal ability damage more quickly than normal. He heals 1 point of ability damage every hour. At 5th level, this increases to 1 point of ability damage every 30 minutes; at 8th, it becomes 1 point every 10 minutes; at 11th, 1 point every minute; at 14th, 1 point every 5 rounds; and at 17th, a synthevolver heals 1 point of ability damage every round.

Next stage: At 2nd level level, a synthevolver begins to differentiate himself from his original species. A biosynth gains darkvision out to 60 feet if he does not have it already, and a mechanosynth gains immunity to sleep effects. At 8th level, the distinction becomes much more pronounced; a biosynth's type changes to aberration, while a mechanosynth's type changes to construct, with the living construct subtype (gaining the appropriate immunities). At 14th level, the separation is complete -- both biosynths and mechanosynths have alien, inscrutable mentalities, and become immune to mind-affecting effects.

Improved mutagen (Ex): The mutagenic strike of a synthevolver of 10th level or higher becomes harder for an opponent to shake off. Whenever the synthevolver successfully applies a mutagenic condition to an opponent, that condition cannot be removed in any way (including through magic such as the restoration spell) until the duration wears off. In addition, the synthevolver's mutagenic conditions can affect creatures that are normally immune to those conditions (such as a warforged who is normally immune to fatigue), but such creatures receive a +4 bonus on their Fortitude save to resist.

Final ascension: At 20th level, a synthevolver has achieved his goal of assisted personal evolution. He gains a final evolve from the appropriate list.

Unstable mutagen (Ex): Whenever a 20th-level synthevolver successfully uses his mutagenic strike on an opponent, that opponent gains one negative level (or two negative levels on a critical hit) as their essence is destabilized.


SYNTHEVOLVER ACF: MUTAGENIC AURA
Some synthevolvers prefer not to get their fists dirty wading into battle, and turn their mutagenic abilities in a different direction than offense. These synthevolvers instead develop a mutagenic aura which bolsters their allies.

Level: 1st.
Special Requirement: Cha 13+.
Replaces: The synthevolver no longer receives the benefit of the mutagenic strike, improved mutagen, and unstable mutagen class features.
[b]Benefit:[b] The synthevolver learns to project a mutagenic aura that strengthens and removes irregularities in her allies' DNA, granting benefits to all allies within 60 feet (including the synthevolver). The synthevolver learns 1 aura from the list below at 1st level; she gains access to different effects over the course of her career, learning an additional aura every 3 synthevolver levels (at 3rd, 6th, 9th, etc).

Each aura allows the synthevolver and her allies to apply her Charisma bonus to certain rolls. The bonuses granted are circumstance bonuses, which do not stack with each other.

Projecting a mutagenic aura is a swift action, and the synthevolver can have an aura active continuously, even if she is unconscious or otherwise unable to act (but not if she is dead). The synthevolver can project a single aura at a time at 1st level, and gains the ability to project two auras simultaneously at 10th level, and three auras simultaneously at 20th.

Mutagenic Auras
Spoiler


At 20th level, as a swift action the synthevolver can forgo the effect of one or more of her normal active mutagenic auras to apply a single evolve she has to all allies within the range of her mutagenic aura. The allies must meet the prerequisite of that evolve to gain the benefit. The synthevolver forgoes the effect of a number of auras equal to the stage of the granted evolve (she may choose which aura effects to forgo). Resuming the normal aura effects requires an additional swift action.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 05-18-2013 at 03:26 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 05:10 PM   Top  -  End  -  #10
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Biosynth Evolves

Stage I
Spoiler


Stage II
Spoiler


Stage III
Spoiler


Final Evolve
Spoiler



Mechanosynth Evolves

Stage I
Spoiler


Stage II
Spoiler


Stage III
Spoiler


Final Evolve
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-25-2013 at 05:11 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 06:52 PM   Top  -  End  -  #11
Baniff
Pixie in the Playground
 
Join Date: Jan 2012
Default Re: Magipunk Campaign Setting

Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures...

Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love
Baniff is offline   Reply With Quote
Old 01-25-2013, 06:59 PM   Top  -  End  -  #12
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Many thanks to Jackinthegreen for writing the opening flavor text!

DIVHEAD

"Informational warfare? I'll let you in on a little secret: you just hired a general."
-Lawrence "The Stirge" Decarus, well-known Oracle Hacker.

The Oracle (informally known as DivNet) is a decentralized network of divinations that collects information throughout the world. Every street corner in every city has a permanent Arcane Eye recording information for the Oracle. Anyone can access the information database, either through public scrying-pool kiosks or via their own personal magic mirror; however, not all information is available without security clearance.

A DivHead (or Oracle Hacker) is a character who has implanted a permanent uplink to the DivNet in their brain, so that he can access it anytime, anywhere. A DivHead travels through his own virtual construct of the world, using the Oracle's network of eyes (along with his own sensors) to know where everything is at all times; he can download information about his opponents merely by concentrating, and overlay it in his vision. He can thwart his enemies' attempts to learn anything about him via the Oracle, participating in informational warfare.

Rumor has it that some DivHeads can connect their friends into the virtual construct, sharing information and coordinating actions in realtime. Because of this, the DivHead is the first target in any group.

Adventures: A DivHead generally operates on the principle that one can never have too much information... and that the most interesting information is the stuff that people are trying to keep secret. DivHeads tend to adventure to learn new things, and use that gained knowledge to better achieve their own ends, whether it be spreading information or hoarding it for their own use.

Characteristics: A DivHead’s key features are his ability to know everything about a target and use that information to bring it down. Knowledge is power, and DivHeads have the power to turn the tide of wars and battles with just a thought. This can sometimes make DivHeads egotistical and narcissistic, but just as often DivHeads are more interested in the information itself rather than what you do with it.

Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist. Neutral Good DivHeads are often more concerned with the general well-being of people while Neutral Evil DivHeads use acquired information to misinform and terrorize the populace. True Neutral DivHeads are primarily concerned simply with obtaining knowledge and knowing what’s going on.

Religion: DivHeads tend to worship DivNet itself as a higher power, though they try to pretend it's ironic. Some believe DivNet has actually acquired a consciousness of its own, and might either seek to become more in tune with it if they believe it’s in line with their ideology, or seek to subvert and direct it if they believe it is flawed.

Background: A permanent uplink can be had by anyone with the right number of creds and a willingness to have their brain go under the knife, so DivHeads come from all walks of life; however, one characteristic that almost all of them share is that those who become DivHeads know the value of information, and devote their lives to finding secrets (or, sometimes, keeping them).

Races: Any race can become a DivHead, although few from the savage races do because they don’t have the intelligence necessary to really succeed. Illumians have taken exceptionally well to the discovery and exchange of information, and the more humorous ones use their race’s name as a joke by saying they like to “Illuminate” new ideas. Oddly enough, Dreamsight Shifters have a strong presence among DivHeads as well. They make excellent use of their unique way of seeing things by taking the Intuitive Hacker feat.

Other Classes: DivHeads are universally recognized as key players in a party, and are almost always welcomed, so long as the DivHead’s goals are roughly in line with the party’s. DivHeads have been known to readily infiltrate organizations and overthrow them from within, leading to cautious optimism with regards to their motivations.

Role: DivHeads are the tacticians of any group. As such they occupy a support role and advise the party on the best way to overcome challenges. They are also effective as a secondary party face and social expert. It is not advisable for a DivHead to engage in combat directly due to low hit points and lack of proficiencies with more effective weapons and armor. Because of this, DivHeads often invest in ways to make themselves less visible so they can direct their comrades with impunity.

Adaptation: The DivHead’s spellcasting ability needs little adaptation to work in almost any world setting. Likewise, the Hack abilities need only be renamed to be in line with the new setting. The Permanent Uplink and various sensor abilities can be adapted to function like divine inspiration or as an arcane connection to the world around the DivHead.

MAKING A DIVHEAD
A DivHead knows, like, everything (given time).
Abilities: Intelligence is the most important ability of ever. Constitution, Dexterity, and Charisma are nice too…
Races: Any.
Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist.
Starting Gold: As wizard.
Starting Age: As wizard.

Class Skills
The DivHead's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Natural Lore (Wis), Perception (Wis), Profession (Wis), Scholarship (Int), Streetwise (Int/Cha), and Wordsmithing.
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d6

Spells per day
LevelBABFortRefWillSpecial
1 +0 +0 +2 +2 Hack (tactics), permanent uplink
2 +1 +0 +3 +3 Personal sensor (1), virtual overlay
3 +1 +1 +3 +3 Share overlay
4 +2 +1 +4 +4 Baffle sensor, HackSpider
5 +2 +1 +4 +4 Hack (puissance), informational warfare (influence)
6 +3 +2 +5 +5 Personal sensor (2)
7 +3 +2 +5 +5 Fast overlay
8 +4 +2 +6 +6 Hack (foe)
9 +4 +3 +6 +6 Informational warfare (trace), seize sensor
10 +5 +3 +7 +7 Personal sensor (3)
11 +5 +3 +7 +7 Hack (secrets)
12 +6/+1 +4 +8 +8 Hacksight
13 +6/+1 +4 +8 +8 Informational warfare (confuse)
14 +7/+2 +4 +9 +9 Hack (foreknowledge), personal sensor (4)
15 +7/+2 +5 +9 +9 Greater baffle sensor
16 +8/+3 +5 +10 +10 Time-scry
17 +8/+3 +5 +10 +10 Informational warfare (destroy)
18 +9/+4 +6 +11 +11 Personal sensor (5)
19 +9/+4 +6 +11 +11 Trace lifeline
20 +10/+5 +6 +12 +12 Living oracle
01st2nd3rd4th5th6th
2
30
31
320
331
332
3320
3331
3332
33320
33331
33332
333320
433331
443332
4443320
4444331
4444432
4444443
4444444


Weapon and Armor Proficiencies: A DivHead is proficient with simple weapons, light armor, and light shields. A DivHead can cast DivHead spells while wearing light armor or using a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a DivHead wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass DivHead still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A DivHead casts arcane spells, which are drawn from the DivHead's spell list below. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a DivHead gains access to a new level of spells, he automatically knows all the spells for that level given on the DivHead's spell list.

To cast a spell, a DivHead must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a DivHead's spell is 10 + the spell’s level + his Intelligence modifier. Like other spellcasters, a DivHead can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells for a high Intelligence score.

Permanent uplink: A character becomes a DivHead by implanting a permanent connection to the Oracle in their brain, allowing the DivHead to draw on the Oracle's knowledge, awareness, and predictive magics by casting divination spells from the DivHead list. The DivHead gains the Permanent Uplink feat as a bonus feat.

Hack: A DivHead can draw upon the Oracle's repository of knowledge about anyone and anything, granting his allies benefits against the creatures they face. Using this ability requires as a move action, and the DivHead can do so a number of times per day equal to his class level plus his Intelligence modifier. A DivHead can perform a hack against any creature; however, information about types of creatures which have rights as Citizens (such as humans, elves, dwarves, etc.) is classified, so the hack check is more difficult.

A DivHead unlocks new hack abilities as his level increases. Using this ability requires a hack check, which is a d20 + the hacker's class level + his Intelligence modifier; the DC of the check is 15, or 20 for creatures of the Humanoid type. Most of the DivHead's hack abilities increase in effectiveness if he succeeds on his hack check by 10 or more. Hack can only be successfully used once against any given creature within 24 hours (a failed Hack check does not count as a successful use).

The DivHead's hack affects a single creature; a target creature must be within 60 feet, and the DivHead must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of hack last for 1 minute, unless stated otherwise.

Hack Effects:
Spoiler


Virtual overlay (Su): At 2nd level, a DivHead gains the ability to create a virtual overlay in their vision, filled with information from the Oracle (as well as their personal sensor; see below). This allows the DivHead to augment his natural senses, expanding their range and capabilities. See below for details. Activating the virtual overlay is a standard action which does not provoke attacks of opportunity, and dismissing it is a swift-action; a DivHead can have his virtual overlay active for a total of 1 minute per class level per day.

Spoiler


Personal sensor: A DivHead of 2nd level or higher gains a personal sensor that is tied into his virtual overlay. The personal sensor is similar in function to that produced by a scrying spell, except for differences noted here. The sensor has no intrinsic special visual acuity or detection abilities; however, the DivHead can cast spells into the virtual overlay to grant his personal sensors increased sensitivity (see the Virtual Overlay section for details). The DivHead gains an additional sensor every four levels after 2nd.

The sensor can observe an area within a radius of 10 feet per two DivHead levels, and can move with a speed of 50 feet per round to a distance of up to 50 feet per DivHead level away from the DivHead; it requires a swift action on any round that the DivHead wants to control his sensor. If the DivHead moves in such a way as to increase the distance between himself and the sensor past the maximum distance, he loses contact with the sensor and cannot control or access it until he retrieves it (which he must do while adjacent to the sensor). Anything the personal sensor observes is immediately integrated into the DivHead's virtual overlay. The DC for seizing control of a DivHead's personal sensor is increased by 5 (see seize sensor, below).

Share overlay (Su): Beginning at 3rd level, a DivHead can grant a single ally the benefit of his virtual overlay ability. The chosen ally must be within 30 feet of the DivHead when he activates the overlay; once the overlay has been activated, the DivHead cannot change who shares it until he dismisses and reactivates it. In addition, all creatures that share an overlay are connected telepathically, as with the mindlink psionic power. A DivHead can add one additional ally to the overlay for every three additional class levels.

Baffle sensor (Su): At 4th level, a DivHead can use his permanent connection to the Oracle to confuse those attempting to find him using divination. Any creature that attempts to locate the DivHead or anyone sharing his virtual overlay must make a caster level check opposed by the DivHead's Hack check to succeed. If the caster level check fails, then the caster of the divination gains no information, just as if the subject of the divination was protected by the nondetection spell.

HackSpider: A DivHead of 4th level or higher gains a virtual familiar known as a HackSpider, a semi-sentient version of the more common Oracle spiders. Obtaining the HackSpider requires 24 hours and the expenditure of magical materials worth 100 gp. A DivHead's HackSpider grants you benefits based on your DivHead level, as described below.

Spoiler


Informational warfare: Beginning at 5th level, a DivHead learns how to use his permanent uplink to the Oracle to influence the public consciousness. He can spend 10 minutes communicating with the Oracle about a particular topic (person, place, thing, etc.) and make a Hack check; for the next 24 hours anyone who uses the Streetwise skill using the Oracle (see the Streetwise skill for details) must beat a DC equal to the result of his Hack check, or else they discover only the information he planted with the Oracle.

At 9th level, a DivHead's command of the Oracle improves. By spending 1 minute concentrating and making a Hack check, he may trace the location of any one creature in contact with the Oracle (including those using public scry terminal, personal mirrors, or another DivHead via the permanent uplink) as if using the discern location spell. The DC to trace is shown in the table below; failure by 5 or more means that the target realizes they are being traced. If the creature the DivHead is trying to locate is not currently accessing the Oracle, the DivHead can trace the location of their last access, with modifiers to the Hack check DC as shown in the table.

Access point[b]Trace DC[/v]
Item (e.g., personal magic mirror)15
Public scry terminal10
Spellcaster casting a divination spell20 + spell level
DivHead's permanent uplinkOpposed Hack check
Access occurred 1 minute ago+2
Access occurred 10 minutes ago+5
Access occurred 1 hour ago+8
Access occurred 1 day ago+10, +10 for each additional day

At 13th level, a DivHead learns to defend himself from divinations via the Oracle. Any creature that attempts a divination via the Oracle about the DivHead must make a Will save opposed by the DivHead's Hack check. Failure means that the creature is confused, as the spell, for 1 minute. If the creature fails the Will save by 5 or more, the DivHead is aware that the divination is carried out; otherwise, the Hack check is a passive defense and should be rolled by the DM.

A DivHead of 17th level or higher has unparalleled mastery of the Oracle. He may make a Hack check to suppress or destroy a particular access point for the Oracle once per day. The DC of the check is determined by the type of access point, as shown in the table below. If the DivHead attempts to destroy an access point and fails, but his Hack check result beats the DC to suppress the access point, it is suppressed instead. Suppression lasts for 1 round per DivHead level.

A DivHead whose permanent uplink is suppressed loses access to any class features which require accessing the Oracle for the duration. A DivHead whose permanent uplink is destroyed permanently loses 2 points of Intelligence and access to all class features that require accessing the Oracle; the Intelligence damage and access can be restored only by a greater restoration, miracle, or wish spell. In addition, the DivHead must make a Fortitude save (DC equal to the Hack check) or fall unconscious for 2d6 minutes.

Access pointSuppression DCDestruction DC
Item (e.g., personal magic mirror)11 + item CL21 + item CL
Public scry terminal2030
DivHead's permanent uplinkOpposed Hack checkOpposed Hack check +10

Fast overlay: At 7th level, a DivHead can activate his virtual overlay as a swift action.

Seize sensor (Su): A DivHead of 9th level or higher can attempt to commandeer divination sensors from the Oracle or other casters. Any sensors thus seized are immediately integrated into the DivHead's virtual overlay. If the DivHead seizes control of one or more Oracle sensors, he may make use of them without being connected to DivNet (and thus directly traceable; see informational warfare for more details). Attempting to seize a sensor is a full-round action that does not provoke attacks of opportunity. A DivHead can seize any sensor he can see; it remains under his control for 1 minute per DivHead level, or until successfully seized by another DivHead, whichever is sooner.

Seizing control of a sensor requires a hacking check; the DC varies based on who or what is controlling the sensor. An Oracle sensor has a DC of 15; a sensor controlled by a spellcaster who is not a DivHead has a DC of 20 + spell level; and a sensor controlled by another DivHead requires an opposed hacking check. A DivHead gains a +5 bonus to the opposed hacking check to prevent another DivHead from seizing on of his personal sensors.

Hacksight (Su): Beginning at 12th level, a DivHead becomes so attuned to magical sensors that he can sense them without trying. He is continuously under the effect of the detect scrying spell, and he uses a hacking check in place of a caster level check to determine the location of the scryer. A DivHead can determine if a sensor is controlled by the Oracle with a DC 15 hacking check.

Greater baffle sensor (Su): At 15th level, a DivHead's ability to confuse divinations improves. Whenever he or anyone sharing his virtual overlay is actively targeted by a divination spell, the divination sees instead whatever image the DivHead desires, as per the false vision spell.

Time-scry (Su): Beginning at 16th level, a DivHead can cast Hindsight based on any location he is currently scrying; he need not be physically at the location.

Trace lifeline (Su): At 19th level, a DivHead can use the Hindsight spell to observe the activities of a particular creature instead of a location. To do so, he must successfully use his informational warfare (trace) ability to determine the location of the creature at a known time.

Living oracle: Upon reaching 20th level, a DivHead is so attuned to the Oracle that his body and mind become infused with its essence. Once per day per point of Intelligence modifier, whenever he casts a spell, the DivHead may attempt a caster level check (DC 25 + spell level) to cast the spell without using up a spell slot.


PLAYING A DIVHEAD
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DIVHEAD IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

DIVHEAD SPELL LIST
0th level
Spoiler

1st level
Spoiler

2nd level
Spoiler

3rd level
Spoiler

4th level
Spoiler

5th level
Spoiler

6th level
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 03-22-2013 at 09:50 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 07:03 PM   Top  -  End  -  #13
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by Baniff View Post
Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures...
No, I don't think so. It's like having grafts and then wildshaping...

However, I will say that there is a Biosynth/Morphling PrC...

Quote:
Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love
They would go into Biosynth. At the moment there are more Mechanosynth evolves than Biosynth, so if you have some plant-based evolve ideas, I'm happy to hear them.

There might be Chloromorph Biosynth sub levels, too...
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-25-2013, 07:27 PM   Top  -  End  -  #14
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

DODGER

"What gravity?"
-Zax, legendary dodger

Haven't you ever wanted a little more in your life than the same old rations every day? Why pay taxes and walk in the middle of the street like everyone else? If you can dodge the system, you can do anything you want. Laws are made to be broken... even the laws of physics.

MAKING A DODGER
A dodger is a skillful, quick, and unpredictable opponent. She never strikes where or when you expect her to, and she flouts the laws of man and physics alike.
Abilities: The most important ability score for a Dodger is Dexterity, though she can benefit from a high Charisma, Intelligence, and Constitution as well.
Races: Dodgers can come from any race, but those races who disapprove of laws are the most likely to turn to the path of the Dodger.
Alignment: Any non-lawful. Dodgers disdain things like rules, guidelines, and laws.
Starting Gold: As rogue.
Starting Age: As rogue.

Class Skills
The Dodger's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), Thievery (Dex), Wordsmithing (Int).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d6

LevelBABFortRefWillSpecial
1 +0 +0 +2 +0 Sneak attack +1d6, trapfinding, versatility
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Personal gravity, 3D combat
4 +3 +1 +4 +1 Sneak attack +2d6, uncanny dodge
5 +3 +1 +4 +1 Time-slip 1/day
6 +4 +2 +5 +2 Moment's notice
7 +5 +2 +5 +2 Sneak attack +3d6, wall-slip
8 +6/+1 +2 +6 +2 Baffling opponent, improved uncanny dodge
9 +6/+1 +3 +6 +3 Elusive dodge
10 +7/+2 +3 +7 +3 Sneak attack +4d6, time-slip 2/day
11 +8/+3 +3 +7 +3 Greater moment's notice, improved evasion
12 +9/+4 +4 +8 +4 Greater personal gravity
13 +9/+4 +4 +8 +4 Sneak attack +5d6, force-slip
14 +10/+5 +4 +9 +4 Greater elusive dodge
15 +11/+6/+1 +5 +9 +5 Greater 3D combat, slippery mind, time-slip 3/day
16 +12/+7/+2 +5 +10 +5 Sneak attack +6d6
17 +12/+7/+2 +5 +10 +5 Space-slip
18 +13/+8/+3 +6 +11 +6 Time strike
19 +14/+9/+4 +6 +11 +6 Sneak attack +7d6
20 +15/+10/+5 +6 +12 +6 Supreme elusive dodge, time-slip 4/day


Weapon and Armor Proficiencies: A dodger is proficient with all simple and martial weapons, and with light armor.

Sneak attack: If a dodger can catch an opponent when it cannot defend herself effectively from her attack, she can strike a vital spot for extra damage. The dodger's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the dodger flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three dodger levels thereafter. Sneak attack damage is not multiplied on a critical hit. A dodger's ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a dodger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon to execute a sneak attack.

A dodger can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dodger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dodger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Dodgers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of the spell or power used to create it. Dodgers can use the Engineering skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them. A dodger who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Versatility (Ex): Surviving as a dodger requires a certain amount of adaptability that many others never master. A dodger gains an insight bonus equal to her class level which she can apply to her skill checks. She may divide the bonus between her skills however she likes, but cannot apply a bonus to any one skill larger than the number of ranks she has in that skill. A dodger can reassign her bonuses after spending 1 hour practicing.

Evasion (Ex): At 2nd level and higher, a dodger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the dodger is wearing light armor or no armor. A helpless dodger does not gain the benefit of evasion.

Personal Gravity (Su): When a dodger reaches 3rd level, she learns how to alter her own personal gravity to move in ways that other creatures find bizarre and impossible. Whenever she moves at least 5 feet, she can take part of the move to traverse a wall, ceiling, or other relatively smooth vertical or overhanging surface as long as she begins and ends her turn on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. At the end of her turn, if she is not resting on a surface that could otherwise support her, she falls prone as normal, taking falling damage as appropriate for her distance above the ground. Treat the wall or ceiling as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; she can change surfaces freely. Opponents on the ground can make attacks of opportunity as she moves up the wall.

She can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows her to make an attack from the wall against a foe standing on the ground who is within the area she threatens; however, if she is somehow prevented from completing her move, she falls if not on a horizontal surface at the end of her turn. Likewise, she could tumble along the wall to avoid attacks of opportunity.

3D combat (Ex): At 3rd level, a dodger learns to maximize her combat abilities by using her personal gravity to confuse her opponents. Whenever a dodger attacks an opponent from a wall, ceiling, or other unusual direction she can treat that opponent as flat-footed as long as they do not also have the 3D combat ability.

Uncanny Dodge (Ex): Starting at 4th level, a dodger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a dodger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Time-slip (Su): At 5th level, a dodger learns to jump backward in time by a miniscule amount, ensuring that she can get the jump on her opponent. Using this ability is a free action which grants a dodger a +30 bonus to her initiative for that encounter. A dodger can use this ability once per day at 5th level, and an additional time per day for every five levels after.

Moment's notice (Su): Once per encounter, a dodger of 6th level or higher can take an extra move action as an immediate action.

Wall-slip (Su): Beginning at 7th level, a dodger learns how to fold herself through extra spatial dimensions, allowing her to move through seemingly solid objects. As a full-round action, she can make an Acrobatics check to move through solid physical objects; the DC of the check is 10 + 10 per 5 feet of the object's thickness. She cannot move further through an object than her speed; if she attempts to do so, she is shunted to the nearest open space and takes 1d6 points of damage for every 10 feet shunted. This ability cannot be used to move through objects made of force.

Baffling opponent (Ex): At 8th level, a dodger can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The dodger can even choose a square that is impassable or occupied.

Improved uncanny dodge (Ex): A dodger of 8th level or higher can no longer be flanked. This defense denies another dodger the ability to sneak attack the character by flanking her, unless the attacker has at least four more dodger levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

Elusive dodge (Su): Beginning at 9th level, a dodger learns to evade physical attacks with uncanny skill. Once per round, whenever a dodger is successfully hit with a melee or ranged attack that does damage, she may make a Reflex save (DC equal to the damage dealt) to take half damage. This ability does not work against attacks that do not deal damage (such as many ray spells), or attacks that already allow a save for a reduced effect. Evasion and elusive dodge cannot be used on the same attack.

Greater moment's notice: At 11th level, whenever a dodger uses her moment's notice ability she may take an extra full-round action instead of a move action.

Improved Evasion (Ex): This ability, gained at 11th level, works like evasion, except that while the dodger still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless dodger does not gain the benefit of improved evasion.

Greater personal gravity: At 12th level, a dodger's mastery of her own personal gravity is complete. She can move on floors, ceilings, overhangs, and other such surfaces without penalty or restriction, even if the surface she moves on could not normally support her weight. She must still make Acrobatics checks as normal to move on surfaces that are not stationary (such as the surface of a lake, a tree branch swaying in the wind, etc.).

Force-slip: Beginning at 13th level, a dodger learns to fold herself even through force effects. She can use her wall-slip ability to move through a wall of force or similar effect with a DC 50 Acrobatics check.

Greater elusive dodge: At 14th level, whenever a dodger uses her elusive dodge ability and succeeds on the Reflex save, she takes no damage from the attack.

Greater 3D combat (Ex): Beginning at 15th level, whenever a dodger uses her 3D combat ability against an opponent who is normally immune to precision damage, she can make an Acrobatics check (opposed by the opponent's Reflex save) to deal sneak attack damage anyway.

Slippery mind (Ex): A dodger of 15th level or higher can wriggle free from magical effects that would otherwise control or compel her. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Space-slip (Su): Beginning at 17th level, a dodger's mastery of extra spatial dimensions is complete. She can make a DC 60 Acrobatics check that takes 1 minute to fold herself completely into a non-dimensional space. Once inside, she cannot be affected by anything but effects that explicitly function transdimensionally (such as spells cast with the Transdimensional Spell metamagic feat). The non-dimensional space is undetectable, but the dodger can see out without hindrance, as if she was occupying the square where she entered the space. She can breathe normally inside the non-dimensional space.

A dodger can spend a maximum of 1 minute per class level inside a non-dimensional space per day; if she is inside when the duration runs out, she is forcibly ejected from the non-dimensional space and appears in the same space she was in when activating the ability. If the square is occupied, she is shunted to the nearest empty square and takes 1d6 points of damage for every 10 feet moved.

Time strike (Su): At 18th level, a dodger learns to freeze an opponent in time with a single strike. As a full-round action, she can make a melee touch attack against an opponent who is flat-footed or otherwise denied their Dexterity bonus to AC. If the attack succeeds, she deals no damage but instead forces the subject to make a Fortitude save, DC 10 + her Dexterity modifier + 1/2 her class level. If the subject fails the save, it is placed into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the effect is removed (such as by a the freedom spell; Time Strike cannot be ended by a dispel magic or similar, as it is a supernatural ability). This ability is the equivalent of a 9th-level spell, with a caster level equal to the dodger's class level.

Supreme elusive dodge: When a dodger reaches 20th level, she can avoid damage almost without a thought. Whenever she uses her greater elusive dodge ability, she takes half damage even if she fails her Reflex save.


PLAYING A DODGER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DODGER IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-25-2013, 08:01 PM   Top  -  End  -  #15
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

POWERBARD

"Welcome back, my friends, to the show that never ends!"
-Doug Mathis, powerbard.

A powerbard can rock your face off with a power chord, raise the roof with an arpeggio, or melt your heart with a ballad.

MAKING A POWERBARD
Powerbards work with sound like holomancers work with light, kind of.
Abilities: Charisma is king.
Races: Any.
Alignment: Any.
Starting Gold: As bard.
Starting Age: As bard.

Class Skills
The Powerbard's class skills (and the key ability for each skill) are Acrobatics (Dex), Arcana (Int), Athletics (Str), Concentration (Wis), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int), Stealth (Dex), and Wordcraft (Int).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d6

Uses per Power Chord per day
LevelBABFortRefWillSpecial
1 +0 +0 +2 +2 Minor arpeggios, power chords (rhythm)
2 +1 +0 +3 +3 Control sound, musician's ear
3 +2 +1 +3 +3 Countersong, resounding note
4 +3 +1 +4 +4 Bonus arpeggio
5 +3 +1 +4 +4 Bonus feat (see text)
6 +4 +2 +5 +5 Silver record
7 +5 +2 +5 +5 Power chords (harmony)
8 +6/+1 +2 +6 +6 Bonus arpeggio
9 +6/+1 +3 +6 +6 Improved countersong
10 +7/+2 +3 +7 +7 Improved musician's ear
11 +8/+3 +3 +7 +7 Form the band +1, gold record
12 +9/+4 +4 +8 +8 Bonus arpeggio, encore
13 +9/+4 +4 +8 +8 Power chords (melody)
14 +10/+5 +4 +9 +9 Form the band +2
15 +11/+6/+1 +5 +9 +9 Greater countersong
16 +12/+7/+2 +5 +10 +10 Bonus arpeggio, platinum record
17 +12/+7/+2 +5 +10 +10 Form the band +3
18 +13/+8/+3 +6 +11 +11 Greater musician's ear
19 +14/+9/+4 +6 +11 +11 Double encore
20 +15/+10/+5 +6 +12 +12 12-string, bonus arpeggio, form the band +4
1st2nd3rd4th5th6th7th8th9th
1
1
11
11
111
111
2221
2221
22211
22211
222111
222111
3332221
3332221
33322211
33322211
333222111
333222111
333222111
333222111

Weapon and Armor Proficiencies: A powerbard is proficient with simple weapons, light armor, and shields, as well as all guitars.

Minor arpeggios (Su): A powerbard must master certain basic musical techniques before proceeding to the more complex works of music. These techniques, known as arpeggios, function as supernatural abilities usable at will as a standard action. A powerbard begins play with three arpeggios and gain an additional arpeggio at 4th level and every four additional levels beyond 4th. A powerbard can, when gaining a new level, choose a new arpeggio in place of another power chord (see below). The save DC of any arpeggio is equal to 10 + the powerbard's Cha modifier; all arpeggios allow a Will save to negate, though most are harmless. When choosing an arpeggio, a powerbard can “relearn” an already known arpeggio, which increases the save DC and the caster level for that arpeggio by 1.

Power chords and genres: A powerbard does not cast spells as other classes do, but instead invokes musical techniques called power chords (see below for descriptions). A powerbard knows one chord at 1st level and gain one additional chord every class level. Up to 6th level, a powerbard can learn only rhythm chords; at 7th level, she gains access to harmony chords, and at 13th level she becomes able to use melody chords. A powerbard can choose her new chord at each level from any category she has access to (including minor arpeggios). For instance, at 8th level, a powerbard could select either an arpeggio, a rhythm chord, or a harmony chord.

Within a category of power chords (rhythm, harmony, or melody), a powerbard can only learn chords of a new level if she has learned at least two chords of the previous level, but she need not know all previous chords within a genre to select a chord from that genre. A powerbard can always select the first chord in a genre of a category she has access to, even if she didn’t complete the lower category genres. At 4th level, and every even level after (6th, 8th, etc.), a powerbard can learn a new chord in place of a chord she already knows of the same level.

Power chords represent musical patterns and techniques so complex that other spells seem simple in comparison. As a powerbard progresses, however, her intuitive understanding of power music grows stronger, and her chords become more ingrained in her essence. When a powerbard is capable of playing only rhythm chords, she casts them as though they were arcane spells. They all have verbal components and are subject to interruption, though they do not require material components, foci, or somatic components. This means that chords which are cast as spells cannot be played while under the effect of a silence spell (however, see the Resounding Note, below), and suffer a 20% failure chance whenever the powerbard is deafened.

At 7th level, when a powerbard becomes capable of playing harmony chords (whether or not she chooses to learn any), her rhythm chords become so much a part of her that they now function as spell-like abilities, and they no longer require verbal components. The powerbard's new harmony chords (when she learns them) function as arcane spells and follow the rules described above.

When the powerbard reaches 13th level and becomes capable of playing melody chords, another change occurs. Her melody chords now function as arcane spells, and her harmony chords function as spell-like abilities. The powerbard's rhythm chords become supernatural abilities, and no longer provoke attacks of opportunity. They are not subject to dispelling, counterspelling, or spell resistance, though they still do not function in an antimagic field.

A powerbard can learn a chord more than once; each time she relearns a chord, she gains another set of uses of that chord per day, and the save DC and caster level of that chord each increase by 1. A powerbard can play each chord she knows a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (twice), or a supernatural ability (thrice). The allotments per level are given on the table above, but only apply if she is able to play chords of the level indicated.

A powerbard gains bonus uses of her power chords for a high Charisma score just like a spellcaster; however, each bonus daily use a powerbard is granted applies to all of her power chords of the appropriate level. For example, a powerbard with an 18 Charisma would gain an additional daily use of each of her 1st, 2nd, 3rd, and 4th-level power chords.

Although a powerbard does not prepare spells, she must rest for 8 hours and meditate for 15 minutes each day to regain her use of power chords just as a DivHead must rest and meditate to regain use of spell slots. In order to play a chord, a powerbard must have a Charisma score of at least 10 + the chord's level. The save DC for a powerbard's chords which are played as spells or spell-like abilities equals 10 + chord level + her Cha modifier, while the save DC for chords played as supernatural abilities is equal to 10 + 1/2 powerbard level + Cha modifier. Even though a powerbard does not “cast spells” in the traditional sense, her levels in this class count for the purpose of determining her overall caster level.

Control sound (Su): Beginning at 2nd level, a powerbard learns to control the sound around her. This works exactly like the control sound psionic power, with a manifester level equal to her powerbard level; she can use this ability at will.

Musician's ear (Ex): At 2nd level, a powerbard's hearing becomes much more acute than a normal person's. She gains a bonus equal to her powerbard level on Perception checks when listening, as well as saves vs being deafened and to defeat illusions with an auditory component.

Countersong (Su): Upon reaching 3rd level, a powerbard can attempt to use her knowledge of physics to cancel the sounds that a caster makes when casting a spell with verbal components. The powerbard can attempt to counterspell a spell that she has successfully identified using the Arcana skill, requires a verbal component, and is being cast within 30 feet. She must ready an action to counterspell, as normal. She makes a dispel check to counter the cast spell as if with dispel magic, except that she uses her ranks in Perform in place of her caster level as a bonus to the check (with no limit on the maximum bonus). Countersong can be used to counter a power chord with a verbal component played by another powerbard. A powerbard can use this ability a number of times per day equal to her Charisma modifier.

Resounding note (Su): At 3rd level, a powerbard can attempt to overcome a silence effect with her power chords. Whenever she attempts to play a chord which would be negated by silence, she can make a Perform check (DC 15 + the caster level of the silence) to play the chord anyway.

Bonus feat: A powerbard of 5th level or higher gains a bonus [Chord] feat of her choice for every genre she completes. If the powerbard changes one of her known chords (at an even level) and in doing so "un-completes" a path, she loses access to the bonus feat granted by that path, unless she chooses that feat as a normal feat or a bonus feat from completing a different path.

Silver record (Ex): By 6th level, a powerbard has become well-known among the fans of her music, and this celebrity grants her a measure of leeway in social situations. She gains a +4 bonus on Charisma checks and Charisma-based skill checks (except Perform checks while using other powerbard abilities), as well as the ability to call in one favor per week (as per the Favored in House feat from the Eberron Campaign Setting).

Improved countersong (Su): Beginning at 9th level, a powerbard can use her countersong ability once per round as an immediate action; she need not ready an action to do so. However, she cannot use countersong while concentrating on another powerbard ability (such as Control Sound or a power chord that requires concentration).

Improved musician's ear (Ex): At 10th level, a powerbard's hearing has become so acute that she can hear things she can't see. The powerbard gains blindsense out to a range of 10 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

Form the band (Ex): A powerbard of 11th level or higher can combine her musical prowess with other powerbards to create effects of unparalleled strength. If two or more powerbards (one of whom is at least 11th level) play the same power chord at the same time, the save DC and caster level of the chord are both increased by +1 for each powerbard after the first (+1 for two players, +2 for three players, etc.). Use the highest save DC and caster level among the players as the base effect. At every 3 levels after 11th, the bonus for each additional powerbard increases by +1. If more than one contributing powerbard has this class feature, the bonuses do not stack; instead, use the highest bonus among all contributing powerbards.

Gold record (Ex): Upon reaching 11th level, the powerbard's fame and fortune have increased substantially, and people keep trying to give her stuff. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +8, and she can call in up to 3 favors per week (though no more than once per day). In addition, she can purchase equipment and magic items for 75% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

Encore (Su): Beginning at 12th level, a powerbard can follow up a power chord with an additional, less-powerful chord. Whenever the powerbard plays a harmony or melody chord in a round, she can follow with a rhythm chord in the same round as a move action as long as she has a move action to spare. Using this ability does not count against the daily uses of the chosen rhythm chord. The powerbard can use this ability a number of times per day equal to her Charisma modifier.

Greater countersong (Su): At 15th level, a powerbard is a master of manipulating soundwaves. She can use her countersong ability any number of times per day as a free action, to a maximum number of times per round equal to her Intelligence modifier, though no more than once on a given casting.

Platinum record (Ex): A powerbard of 16th level or higher is unbelievably famous, and people will often stop her on the street for her autograph. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +16, and she can call in two favors per day, up to a maximum number of favors a week equal to her Charisma modifier. In addition, she can purchase equipment and magic items for 50% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

Greater musician's ear (Ex): Upon reaching 18th level, a powerbard's ears are finely-tuned instruments of detection. She gains blindsight out to a range of 5 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

Double encore (Su): Starting at 19th level, a powerbard can follow up her most potent power chords with additional chords of lesser strength. Whenever the powerbard plays a melody chord in a round, she can spend a use of her Encore ability to immediately follow with a harmony chord as a move action and/or a rhythm chord as a swift action, as long as she has such actions to spare. Using this ability does not count against the daily uses of either the rhythm chord or the harmony chord.

12-string (Su): At 20th level, a powerbard is an unparalleled master of the power chord. She can play two power chords simultaneously in the same action. The powerbard cannot use both this ability and Encore or Double Encore in the same round. She can use this ability a number of times per day equal to her Charisma modifier.


PLAYING A POWERBARD
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

POWERBARD IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

POWERBARD CHORDS

Minor Arpeggios
Spoiler


Rhythm Chords
Spoiler


Harmony Chords
Spoiler


Melody Chords
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-25-2013 at 08:38 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 08:32 PM   Top  -  End  -  #16
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Power Chord Descriptions

Rhythm Chords
Spoiler


Harmony Chords
Spoiler


Melody Chords
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-25-2013 at 08:39 PM.
sirpercival is offline   Reply With Quote
Old 01-25-2013, 11:30 PM   Top  -  End  -  #17
Garryl
Barbarian in the Playground
 
Join Date: Nov 2010
Default Re: Magipunk Campaign Setting

Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it?

And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name.
__________________
A Guide to Free D&D - A resource of free, official D&D resources on the web.
Handbooks Index
My Homebrew Compendium
1001 Ideas to Homebrew Sometime
Garryl is offline   Reply With Quote
Old 01-26-2013, 07:52 AM   Top  -  End  -  #18
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by Garryl View Post
Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it?
Yes, it was quite successful, thank you! I had started on this a while back, and then it fell off the wagon. Now that Ethos is ported, I figured I'd take some time and put up a bunch of Magipunk stuff. The only problem is that there's still Crystal Mage to be reworked, and Planeswalker is only half done...

Quote:
And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name.
Lol. Actually, I think the Powerbard evolved from the Evernight writeup that SneakySable threw down.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-26-2013, 09:02 AM   Top  -  End  -  #19
the_david
Dwarf in the Playground
 
DwarfBarbarianGuy
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

I love the idea behind the lifetorn. I'm sure I can use them in some sort of campaign. Probably in one that I'm running right now.
the_david is offline   Reply With Quote
Old 01-26-2013, 10:16 AM   Top  -  End  -  #20
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

DOMESKIPPER

"Let me tell you how this is gonna go. You're gonna buy the equipment I tell you to buy. Then I'm gonna teach you how to use it. You'll sleep with it, eat with it, bring it to your mother's birthday party. Then, when I decide you're ready, I'll take you out into the Wilds, and we'll find us a dragon... and you'll shoot it in the goddamn face. Now is that something you'd be interested in?"
-Marcus Darby, domeskipper and big game hunter

A domeskipper can be a glamorous celebrity, leading safaris of nervous rich folk into the Wilds to hunt dangerous creatures. Or, he could be an outcast, exiled from the cities and forced to adapt to life in the wilderness.

MAKING A DOMESKIPPER
A domeskipper is a pretty bad dude. Seriously. Plus, he has his own pet rhinoceros. Who's gonna mess with that?
Abilities: Strength, Dexterity, Constitution, and Wisdom are all important, with a minor in Charisma.
Races: Any.
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.

Class Skills
The Domeskipper's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Profession (Wis), and Stealth (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d8

LevelBABFortRefWillSpecialManKnoManReaStances
1 +1 +2 +2 +0 Animal companion, Track, wild empathy 3 3 (2) 1
2 +2 +3 +3 +0 1st favored enemy 4 3 (2) 1
3 +3 +3 +3 +1 Endurance 5 3 (2) 1
4 +4 +4 +4 +1 Woodland stride 5 4 (2) 2
5 +5 +4 +4 +1 2nd favored enemy 6 4 (2) 2
6 +6/+1 +5 +5 +2 Surefooted, trained for war 6 4 (2) 2
7 +7/+2 +5 +5 +2 Swift tracker 7 4 (2) 2
8 +8/+3 +6 +6 +2 3rd favored enemy 7 4 (2) 2
9 +9/+4 +6 +6 +3 Evasion 8 4 (2) 2
10 +10/+5 +7 +7 +3 Trackless step 8 5 (3) 3
11 +11/+6/+1 +7 +7 +3 4th favored enemy 9 5 (3) 3
12 +12/+7/+2 +8 +8 +4 Good breeding 9 5 (3) 3
13 +13/+8/+3 +8 +8 +4 Camouflage 10 5 (3) 3
14 +14/+9/+4 +9 +9 +4 5th favored enemy 10 5 (3) 3
15 +15/+10/+5 +9 +9 +5 Improved evasion 11 6 (3) 3
16 +16/+11/+6/+1 +10 +10 +5 Hide in plain sight 11 6 (3) 4
17 +17/+12/+7/+2 +10 +10 +5 6th favored enemy 12 6 (3) 4
18 +18/+13/+8/+3 +11 +11 +6 Primal awakening 12 6 (3) 4
19 +19/+14/+9/+4 +11 +11 +6 Consummate hunter 13 6 (3) 4
20 +20/+15/+10/+5 +12 +12 +6 7th favored enemy, stance mastery 13 7 (4) 4

Weapon and Armor Proficiencies: A domeskipper is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers. The disciplines available to him are Falling Star, Essence of Gaia, Tiger Claw, and White Raven. (Disciplines may be exchanged for other homebrew disciplines at the DM's discretion.) At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion.

Whenever the domeskipper expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a recovered, readied maneuver to his animal companion. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the domeskipper.

Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended. Both the domeskipper and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Animal companion (Ex): A domeskipper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the domeskipper on his adventures as appropriate for its kind.

A 1st-level domeskipper's companion is completely typical for its kind except as noted below. As a domeskipper advances in level, the animal’s power increases as shown on the table. A domeskipper's effective level for the purposes of his animal companion is either his domeskipper level (including effects that modify his effective domeskipper level) or his initiator level (including effects that modify his effective initiator level), whichever is greater. If a domeskipper releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours.

A domeskipper of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s domeskipper level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s domeskipper level and compare the result with the domeskipper level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the domeskipper's effective level to 0 or lower, she can’t have that animal as a companion.)

Spoiler


Track: A domeskipper gains Track as a bonus feat.

Wild empathy (Ex): A domeskipper can improve the attitude of an animal. This ability functions just like a Negotiation check made towards a person. The domeskipper rolls 1d20 and adds his domeskipper level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".

To use wild empathy, the domeskipper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A domeskipper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Favored Enemy (Ex): At 2nd level, a domeskipper may select a type of creature from among those given on this table. The domeskipper gains a +2 bonus on Natural Lore, Negotiation, Persuasion, and Perception checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the domeskipper may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the domeskipper chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the domeskipper's bonuses do not stack; he simply uses whichever bonus is higher.

Endurance: A domeskipper gains Endurance as a bonus feat at 3rd level.

Woodland Stride (Ex): Starting at 4th level, a domeskipper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Trained for war: At 6th level, a domeskipper's animal companion gains the Warbeast template.

Surefooted (Ex): Beginning at 6th level, a domeskipper is well acquainted with the dangers of unstable ground. He no longer takes any penalty to Acrobatics or Stealth checks from broken terrain or stairs. He also does not need to make a DC 10 Acrobatics check when running or charging down a steep slope.

Swift tracker (Ex): At 7th level, a domeskipper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Beginning at 9th level, a domeskipper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the domeskipper is not wearing heavy armor. A helpless domeskipper does not gain the benefit of evasion.

Trackless step (Ex): Starting at 10th level, a domeskipper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Good breeding: At 12th level, a domeskipper's animal companion gains the magebred animal template.

Camouflage (Ex): A domeskipper of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved evasion (Ex): At 15th level, while a domeskipper still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless domeskipper does not gain the benefit of improved evasion.

Hide in plain sight (Ex): While in any sort of natural terrain, a domeskipper of 16th level or higher can use the Hide skill even while being observed.

Primal awakening: At 18th level, a domeskipper's animal companion gains the Feral template (Savage Species pg 115).

Consummate hunter (Ex): Beginning at 19th level, whenever a domeskipper initiates a maneuver against one of his favored enemies, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion. The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the domeskipper when the companion initiates a maneuver against one of the domeskipper's favored enemies.

Stance mastery (Ex): At 20th level, a domeskipper can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

PLAYING A DOMESKIPPER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DOMESKIPPER IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

DOMESKIPPER ACFS

Atlantean Domeskipper
Spoiler


Evernight Domeskipper
Spoiler


Jarrashi Domeskipper
Spoiler


North Domeskipper
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-26-2013 at 10:52 AM.
sirpercival is offline   Reply With Quote
Old 01-26-2013, 10:52 AM   Top  -  End  -  #21
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

This discipline is for any character that has an Animal Companion or Wild Cohort [henceforth referred to as "partner"]. Other things (like Special Mount, Psicrystal, or Familiar) work just fine, but the nature flavor of the rest of the abilities works best with druids & rangers.

It also uses Rushes.

Martial Discipline: Essence of Gaia

Associated weapons: All axes, all spears, scythe, sickle, quarterstaff, and natural weapons.
Key skill: Animal Affinity [a.k.a. Handle Animal].

Whenever mention is made of "your partner", this refers to any companion you've gained through class features and feats other than Leadership, the Thrallherd class, and their derivatives. Common examples include:
  • Animal companion
  • Familiar
  • Companion gained via the Wild Cohort feat
  • Psicrystal
  • Special Mount

Feat:
Spoiler


Maneuver and Stance List

1st level
  • Call of Vines -- Strike. Enemy is entangled by plant growth for 1 round.
  • Distraction -- Boost. Target provokes AoO from your partner.
  • Grasp of the Bear -- Strike. Make a successful melee attack with improved grab.
  • Stalker in the Wilds -- Stance. Gain sneak attack +1d6 while in natural settings.

2nd level
  • Defensive Partnership -- Counter. Your partner attacks an opponent who just struck you.
  • Dual Movement -- Rush. Swap places with partner.
  • Lend Strength -- Boost. Increase partner's size by 1 category for 1 round.
  • Venomstrike -- Strike. Make a melee attack which poisons your target.

3rd level
  • Gaia Infusion -- Stance. Gain +2 to Str, Dex, and Con.
  • Gecko Run -- Rush. Move as if via spider climb.
  • Lessening Strike -- Strike. Reduce opponent's size by 1 category for 1 round.
  • Listen to the Earth -- Stance. Gain tremorsense.

4th level
  • Constricting Vines -- Strike. Opponent is grappled by plant life for 1 round.
  • Wild Reposition -- Boost. Your partner moves up to its speed.
  • Wolfpack Harry -- Strike. Both partners make single attack.

5th level
  • Arboreal Charge -- Strike. Charge in one tree and out another.
  • As the Wilds -- Stance. Gain plant immunities, lose speed and Dex.
  • Defensive Partnership, Greater -- Counter. Your partner attacks an opponent who is about to strike you, may interrupt attack.
  • Lend Might -- Boost. Increase your partner's size by 2 categories for 1 round

6th level
  • Diminishing Strike -- Strike. Reduce opponent's size by 2 categories for 1 round.
  • Venomstrike, Greater -- Strike. Make a melee attack which poisons your target with a more virulent poison.
  • Wild Assault -- Boost. Partner makes single move + attack.

7th level
  • Inflict Transformation -- Strike. Opponent is affected by baleful polymorph.
  • Vinefury Strike -- Strike. Opponent is grappled and pinned by plant life indefinitely.
  • Wild Cavalry -- Boost. Partner makes a charge attack.

8th level
  • Arboreal Evasion -- Counter. Immediate-action transport via plants.
  • Gaian Intellectus -- Stance. While in natural terrain, know the position of every living thing w/in 60 feet; find the path to places in natural terrain.
  • Stoneform Strike -- Strike. Make an attack which inflicts petrification.
  • Wolfpack Unison -- Strike. You and your partner each make a full attack.

9th level
  • Sublime Unison -- Strike. You and your partner each initiate a strike you know (which total to 9 levels).


Maneuver and Stance Descriptions
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 01-26-2013 at 12:34 PM.
sirpercival is offline   Reply With Quote
Old 01-26-2013, 12:31 PM   Top  -  End  -  #22
Garryl
Barbarian in the Playground
 
Join Date: Nov 2010
Default Re: Magipunk Campaign Setting

New link for Rushes: http://www.ruleofcool.com/smf/index....pic,856.0.html

You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947
__________________
A Guide to Free D&D - A resource of free, official D&D resources on the web.
Handbooks Index
My Homebrew Compendium
1001 Ideas to Homebrew Sometime
Garryl is offline   Reply With Quote
Old 01-26-2013, 12:34 PM   Top  -  End  -  #23
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by Garryl View Post
New link for Rushes: http://www.ruleofcool.com/smf/index....pic,856.0.html

You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947
Thanks! I updated the link.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-26-2013, 02:43 PM   Top  -  End  -  #24
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

ZEN FUNDAMENTALIST

"I have heard the whispered knowledge of the world: it is death, come in the night."
-Allas Wraith, Zen pioneer

A Zen Fundamentalist uses all of the tools of his body and mind against his opponents.

MAKING A ZEN FUNDAMENTALIST
A zen fundamentalist applies the correct amount of force in the correct location to neutralize threats.
Abilities: All abilities are important for a Zen Fundamentalist. Luckily, all abilities are increased with levels of Zen Fundamentalist.
Races: Any.
Alignment: Any.
Starting Gold: 5d4x10gp (125)
Starting Age: As monk.

Class Skills
The Zen Fundamentalist's class skills class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Heal (Wis), Martial Lore (Int), Perception (Wis), Scholarship (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d8

LevelBABFortRefWillSpecialManKnoManReaStances
1 +1 +2 +2 +2 Ability boost (+2), fundamentals 1/day 6 4 1
2 +2 +3 +3 +3 Bonus feat 7 4 2
3 +3 +3 +3 +3 Evasion 8 5 2
4 +4 +4 +4 +4 Ability boost (+2), zen touch 9 5 2
5 +5 +4 +4 +4 Bonus feat, fundamentals 2/day 10 6 3
6 +6/+1 +5 +5 +5 Uncanny dodge 11 6 3
7 +7/+2 +5 +5 +5 Ability boost (+2) 12 6 3
8 +8/+3 +6 +6 +6 Bonus feat 13 7 3
9 +9/+4 +6 +6 +6 Improved uncanny dodge 14 7 4
10 +10/+5 +7 +7 +7 Ability boost (+4), fundamentals 3/day 15 8 4
11 +11/+6/+1 +7 +7 +7 Bonus feat, improved zen touch 16 8 4
12 +12/+7/+2 +8 +8 +8 Improved evasion 17 8 4
13 +13/+8/+3 +8 +8 +8 Ability boost (+4) 18 9 4
14 +14/+9/+4 +9 +9 +9 Bonus feat 19 9 5
15 +15/+10/+5 +9 +9 +9 Fundamentals 4/day 20 10 5
16 +16/+11/+6/+1 +10 +10 +10 Ability boost (+4) 21 10 5
17 +17/+12/+7/+2 +10 +10 +10 Bonus feat 22 10 5
18 +18/+13/+8/+3 +11 +11 +11 Greater zen touch 23 11 5
19 +19/+14/+9/+4 +11 +11 +11 Ability boost (+6) 24 11 5
20 +20/+15/+10/+5 +12 +12 +12 Bonus feat, fundamentals 5/day 25 12 6


Weapon and Armor Proficiencies: A zen fundamentalist is proficient with simple weapons, as well as the bastard sword (exotic), falchion, flail, kukri, longsword, nunchaku, rapier, sai, scimitar, shortsword, siangham, spiked chain, trident, and two-bladed sword. He is also proficient with light and medium armor (but not shields).

Maneuvers: A zen fundamentalist begins his career with knowledge of six martial maneuvers. The disciplines available to him are Coin's Edge, Diamond Mind, Riven Hourglass, Setting Sun, Shadow Hand, and Sublime Tapestry. Once he knows a maneuver, a zen fundamentalist must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zen fundamentalists is considered an extraordinary ability unless otherwise noted in its description. A zen fundamentalist's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

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

Unlike other martial adepts, a zen fundamentalist's disciplines do not have associated skills. Instead they require ability checks, which also gain a bonus equal to his Initiator Level + 3. The ability associated with each discipline is as shown in the table below. A zen fundamentalist who gains access to other disciplines (such as through the Martial Study feat or by taking levels in a maneuver-granting prestige class) uses the key ability score for those disciplines' associated skills.

DisciplineAbility Score
Coin's EdgeCharisma
Diamond MindConstitution
Riven HourglassStrength
Setting SunWisdom
Shadow HandDexterity
Sublime TapestryIntelligence

Maneuvers readied: A zen fundamentalist can ready four of his six maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A zen fundamentalist readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A zen fundamentalist begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. A zen fundamentalist can spend a move action at any time to recover maneuvers; if he does so, he rolls 1d6 and recovers a number of expended maneuvers of his choice up to the associated ability score modifier, minimum 1, as given in the table below. He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

d6 ResultAbility Score
1Strength
2Dexterity
3Constitution
4Intelligence
5Wisdom
6Charisma

Stances Known: A zen fundamentalist begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a zen fundamentalist cannot learn a new stance at higher levels in place of one he already knows.

Ability boost (Ex): At 1st level, and every 3 levels after, a zen fundamentalist increases his lowest ability score by the indicated amount. If two or more ability scores are tied for the lowest, he chooses one of them to which to apply this ability.

Fundamentals (Ex): A zen fundamentalist learns how to apply his physical and mental attributes in unusual ways, to his own benefit. He may apply an insight bonus equal to the ability score modifier of his choice to any one damage or d20 roll; he may do so once per day for each ability score modifier. At 5th level, and every 5 levels after, he gains an additional daily use of this ability per ability score modifier.

Bonus feat: At 2nd level, and every 3 levels after, a zen fundamentalist gains a bonus feat. He may choose any zen fundamentalist, combat form, luck, or other fighter bonus feat for which he meets the prerequisites.

Evasion (Ex): At 3rd level, a zen fundamentalist learns to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless zen fundamentalist does not gain the benefit of evasion.

Zen touch (Ex): Upon reaching 4th level, a zen fundamentalist gains the ability to imbue his allies with the same calm and focus that he himself makes use of. By spending a swift action to touch a willing ally other than himself, he can grant that ally an insight bonus to attack rolls, damage rolls, saves, or skill checks (his choice) equal to one of the zen fundamentalist's ability score modifiers. This bonus lasts for 1 round per zen fundamentalist level, and he can grant each ability score modifier as a bonus once per day, to the same or a different ally.

Uncanny dodge (Ex): Starting at 6th level, a zen fundamentalist can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a zen fundamentalist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved uncanny dodge (Ex): A zen fundamentalist of 9th level or higher can no longer be flanked. This defense denies a dodger the ability to sneak attack the character by flanking him, unless the attacker has at least four more dodger levels than the target does zen fundamentalist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

Improved zen touch (Ex): Beginning at 11th level, a zen fundamentalist may use his zen touch to affect any willing ally within 30 feet. In addition, the bonus applies to any two of attack rolls, damage rolls, saves, or skill checks (his choice).

[b]Improved evasion (Ex):[/v] At 12th level, a zen fundamentalist only takes half damage on a failed Reflex save (he still takes no damage on a successful save) whenever evasion would apply. A helpless zen fundamentalist does not gain the benefit of improved evasion.

Greater zen touch (Ex): Upon reaching 18th level, a zen fundamentalist may use his zen touch to affect any willing ally that he can see. In addition, the bonus applies to all of the target's attack rolls, damage rolls, saves, and skill checks for the duration of the effect.

PLAYING A ZEN FUNDAMENTALIST
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

ZEN FUNDAMENTALIST IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-27-2013, 09:40 AM   Top  -  End  -  #25
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

HOLOMANCER

"They'll see exactly what I want them to see -- no more, no less."
-Thomas Winter, head holomancer of Shining Light Advertising Agency

What do you want the world to look like? Do you want it brighter, darker, prettier, uglier? Hire a holomancer, and your world will look exactly like you want it to.

MAKING A HOLOMANCER
A holomancer controls what you see, and can use light itself as a weapon.
Abilities: Charisma and Dexterity are the most important; Intelligence and Constitution are similarly useful.
Races: Any.
Alignment: Any.
Starting Gold: As warlock.
Starting Age: As warlock.

Class Skills
The Holomancer's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d6

LevelBABFortRefWillSpecialInvKnoS&E
1 +0 +0 +0 +2 Coherent light 1d6, invocations (least) 1 0
2 +1 +0 +0 +3 Spectral vision 2 0
3 +2 +1 +1 +3 Coherent light 2d6 2 1
4 +3 +1 +1 +4 Bend light 3 1
5 +3 +1 +1 +4 Coherent light 3d6 3 2
6 +4 +2 +2 +5 Invocations (lesser) 4 2
7 +5 +2 +2 +5 Coherent light 4d6 5 2
8 +6/+1 +2 +2 +6 Improved spectral vision 5 3
9 +6/+1 +3 +3 +6 Coherent light 5d6 6 3
10 +7/+2 +3 +3 +7 Improved bend light 6 4
11 +8/+3 +3 +3 +7 Coherent light 6d6, invocations (greater) 7 4
12 +9/+4 +4 +4 +8 Illusion resistance 8 4
13 +9/+4 +4 +4 +8 Coherent light 7d6 8 5
14 +10/+5 +4 +4 +9 Greater spectral vision 9 5
15 +11/+6/+1 +5 +5 +9 Coherent light 8d6 9 6
16 +12/+7/+2 +5 +5 +10Invocations (bright) 10 6
17 +12/+7/+2 +5 +5 +10Coherent light 9d6 11 6
18 +13/+8/+3 +6 +6 +11Lightwalk 11 7
19 +14/+9/+4 +6 +6 +11Coherent light 10d6 12 7
20 +15/+10/+5 +6 +6 +12Supreme spectral vision 12 8

Weapon and Armor Proficiencies: Holomancers are proficient with simple weapons and light armor, but not with shields. They can use their invocations and coherent light while wearing light armor without penalty; however, medium or heavy armor or using a shield incurs arcane spell failure as normal.

Invocations: A holomancer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to bend, shape, and alter light. A holomancer can use any invocation he knows at will, with the following qualifications.

A holomancer's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A holomancer is entitled to Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A holomancer can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A holomancer's invocations are subject to spell resistance unless an invocation specifically states otherwise. A holomancer's caster level with his invocations are equal to his holomancer level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the holomancer's Charisma modifier. Since spell-like abilities are not actually spells, a holomancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and bright. A holomancer begins with knowledge of one invocation, which must be of the lowest grade (least). As a holomancer gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a holomancer gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.

Prismatic essences and light sculpting: A holomancer learns some invocations that can modify his coherent light, changing the shape, color, or luminosity. Those that change the color or luminosity are prismatic essences, and those that alter shape are light sculpts. A holomancer can apply up to one prismatic essence he knows and one light sculpt he knows to each use of coherent light; doing so is part of the same action as the coherent light. Prismatic essences and light sculpting are discussed in more detail below. The holomancer learns prismatic essences and light sculpting invocations at the indicated levels in the table above; these invocations cannot be changed at higher levels like other invocations.

Coherent light (Su): The first ability a holomancer learns is coherent light. A holomancer attacks his foes with bursts of bright, high-energy photons. Coherent light is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after. Coherent light is the equivalent of a spell whose level is equal to one-half the holomancer's class level rounded down, with a minimum of 1st and a maximum of 9th.

As a supernatural ability, coherent light is not subject to spell resistance. Coherent light deals half damage to objects. Metamagic feats cannot improve a holomancer's coherent light (because it is a supernatural ability and not a spell). However, the feat Ability Focus (coherent light) increases the DC for all saving throws (if any) associated with a holomancer's coherent light by 2. If a holomancer's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with coherent light; however, some light sculpting invocations or prismatic essences can only be used as standard actions. See the prismatic essence and light sculpting sections for details.

Spectral vision (Ex): At 2nd level, a holomancer's eyes become accustomed to seeing in different parts of the spectrum. He gains low-light vision and darkvision out to a range of 60 feet.

Bend light (Sp): By manipulating the ambient light level, a holomancer of 4th level or higher can decrease or increase the illumination of an area at will. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately). This ability does not function in areas of total natural darkness, as there is no light to work with; however, a holomancer can use this ability to counter magical light or darkness effects of 1st level or lower. This ability affects a 5 foot per level radius area emanating from the holomancer.

The holomancer can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If he decreases the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If he decreases the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

The holomancer can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If he increases the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

Improved spectral vision (Su): At 8th level, a holomancer's vision becomes even more enhanced. He becomes immune to blindness, and the range of his darkvision increases to 120 feet. In addition, he continuously functions under the effect of arcane sight. Glowing blue eyes are a trademark of experienced holomancers.

Improved bend light (Su): A holomancer of 10th level or higher gains an increased facility with pure light. He can use daylight and deeper darkness at will as supernatural abilities; these effects cannot be countered except by a holomancer of equal or higher level.

Illusion resistance (Ex): Beginning at 12th level, a holomancer has worked so extensively with illusions that he can recognize them on sight. He gains a save automatically when viewing or otherwise sensing an illusion, as if he had interacted with it; he also gains a +4 insight bonus on all saves against illusion spells and effects.

Greater spectral vision (Su): At 14th level, a holomancer's eyes become even more extraordinary, granting him x-ray vision. He gains the ability to see into and through solid matter. The range of the vision is 30 feet, with the holomancer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks this ability.

Lightwalk (Su): Beginning at 18th level, a holomancer can transform himself into a beam of light and move along geodesics with incredible ease. He can use greater teleport as a supernatural ability at will, but only to locations with which he has line-of-sight.

Supreme spectral vision (Su): At 20th level, a holomancer can see magic as easily as he can see light. He is continuously under the effects of both true seeing and greater arcane sight.


PLAYING A HOLOMANCER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

HOLOMANCER IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.


Holomancer Invocations
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-27-2013, 03:33 PM   Top  -  End  -  #26
raspberrybadger
Bugbear in the Playground
 
Join Date: Jun 2005
Location: 
Default Re: Magipunk Campaign Setting

Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
My first thought with this system is to run it like Shadowrun.

My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have.

On synthesists: Can mutagenic strike work on the non-living? Outsiders?
Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff.

Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign.
raspberrybadger is offline   Reply With Quote
Old 01-27-2013, 04:15 PM   Top  -  End  -  #27
Garryl
Barbarian in the Playground
 
Join Date: Nov 2010
Default Re: Magipunk Campaign Setting

Mutagenic Strike requires a Fort save and does not work on objects, so Undead and Constructs are immune (in addition to being immune to all of the effects other than the ability score penalties). Outsiders are fully affected, though.
__________________
A Guide to Free D&D - A resource of free, official D&D resources on the web.
Handbooks Index
My Homebrew Compendium
1001 Ideas to Homebrew Sometime
Garryl is offline   Reply With Quote
Old 01-27-2013, 07:46 PM   Top  -  End  -  #28
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

Quote:
Originally Posted by raspberrybadger View Post
Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
My first thought with this system is to run it like Shadowrun.
Yes, there's definitely some good shadowrunnery in this setting. :)

Quote:
My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have.
So, in terms of power, in the Magipunk games I'm running I started at level 4. No one really had so much of an advantage in combat at that level, though I didn't have all the classes covered, and the game itself was a lot of roleplay. Not a ton of combat, really.

Quote:
On synthesists: Can mutagenic strike work on the non-living? Outsiders?
Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff.
It really depends on what you're going for in terms of power. The Mechanosynth is definitely more of a combat brute, while the biosynth is more of a utility character.

Quote:
Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign.
Yay! I'm glad you like it.

Honestly, though, this is barely scratching the surface of all the stuff I have for the setting. There are 5 more base classes to post, for example (1 of which is unfinished, and 1 needs a rework)... then there's 20 prestige classes (with a few more in the planning stages), the skill system, a crapton of feats, a huge number of racial substitution levels, a bunch of new items, and setting information.

Lol.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-27-2013, 08:57 PM   Top  -  End  -  #29
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

MAGITECHNICIAN

"Oh yeah, I can build one of those for you. Did you want it right now, or after that remorhaz eats your face?"
-Brogdin, dwarven Magitechnician

A magitechnician is one of those blessed individuals that makes the world run, by providing all sorts of magical gizmos to society.

MAKING A MAGITECHNICIAN
A magitechnician makes the world go round… usually by having his Laboratory Assistant run on a hamster wheel.
Abilities: Charisma and Intelligence are the most important, followed by Constitution.
Races: Any. Gnomes, dwarves, and warforged in particular are drawn to this class.
Alignment: Any.
Starting Gold: As artificer.
Starting Age: As artificer.

Class Skills
The Magitechnician's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Perception (Wis), Profession (Wis), Scholarship (Int), and Thievery (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d6

LevelBABFortRefWillReserveWSLvlSpecial
1 +0 +0 +0 +2 20 0th Magitech training, item creation, weird science, Scribe Scroll
2 +1 +0 +0 +3 40 1st Disable trap, Brew Potion
3 +2 +1 +1 +3 60 1st Craft Wondrous Item
4 +3 +1 +1 +4 80 2nd Laboratory assistant, bonus feat
5 +3 +1 +1 +4 100 2nd Craft Magic Arms & Armor, retain essence
6 +4 +2 +2 +5 150 2nd Craft Wand
7 +5 +2 +2 +5 200 3rd Metamagic spell trigger
8 +6/+1 +2 +2 +6 250 3rd Bonus feat
9 +6/+1 +3 +3 +6 300 3rd Craft Rod
10 +7/+2 +3 +3 +7 400 4th Jury-rig
11 +8/+3 +3 +3 +7 500 4th Metamagic spell completion
12 +9/+4 +4 +4 +8 700 4th Craft Staff, bonus feat
13 +9/+4 +4 +4 +8 900 5th Skill mastery
14 +10/+5 +4 +4 +9 1,200 5th Forge Ring
15 +11/+6/+1 +5 +5 +9 1,500 5th Mechanallurgy
16 +12/+7/+2 +5 +5 +102,000 6th Bonus feat
17 +12/+7/+2 +5 +5 +102,500 6th Advanced mechanallurgy
18 +13/+8/+3 +6 +6 +113,000 6th Manic crafting
19 +14/+9/+4 +6 +6 +114,000 7th Low-tech
20 +15/+10/+5 +6 +6 +125,000 7th Artifex, bonus feat

Weapon and Armor Proficiencies: Magitechnicians are proficient with all simple weapons and a martial weapon of their choice. They are also proficient with light and medium armor, and with shields (but not tower shields).

Craft Reserve: A magitechnician receives a pool of points he can spend instead of experience points when crafting a magic item, as indicated on the table above. Each time the magitechnician gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A magitechnician can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Magitech training: A magitechnician is trained in several special techniques for dealing with magical items, including detecting magical auras, as well as advanced studies in working with particular types of magic items.

A magitechnician can make a special knowledge check with a bonus equal to his magitechnician level + his Int modifier to detect whether a specific item has a magical aura. The magitechnician must hold and examine the object for 1 minute. A successful check against a DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
The magitechnician cannot take 10 or 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the magitechnician can learn no more about that object.

A magitechnician also gains a bonus on Use Magic Device checks equal to 3 + 1/2 his magitechnician level (rounded down).

Item Creation (Ex): A magitechnician can create a magic item even if he does not have access to the spells that are prerequisites for the item. The magitechnician must make a successful Use Magic Device check (DC 15 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st level wand of magic missile, a magitechnician would need a Use Magic Device check result of 16 or higher. To create a bottle of air (caster level 7th), he would need a check result of 22 or higher to emulate the water breating prerequisite.

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

For purposes of meeting item prerequisites, a magitechnician's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the magitechnician's actual level as its caster level. Costs are always determined using the item's minimum caster level or the magitechnician's (if it is higher); thus, a 3rd-level magitechnician can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 x 3 x 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

A magitechnician can make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DC for the check (see Magitech Training above). He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

Weird science (Su): A magitechnician possesses the ability to imbue items with magical power. This allows the magitechnician to create Devices that combine the effects of one or more spells, either arcane or divine. A weird science Device can be operated by any creature with roughly similar ability to physically manipulate objects as the magitechnician who built the Device.

A Device may be constructed using a single spell, in which case that spell functions normally, or it may use several spells. Creating a weird science Device requires 1 hour of work per spell level included in its creation. For example, a Device containing a 2nd level spell and a 1st level spell would take 3 hours to construct. The total number of spell levels in a Device cannot exceed the maximum shown in the table above, under "Maximum Weird Science Level". A 0th-level spell counts as 1/2 level for these purposes, and a 1st-level magitechnician can only put a single 0th-level spell in any given Device.

A magitechnician can have a number of activatable Devices equal to half his class level rounded down, minimum 1; he can permanently deactivate and render unuseable a Device he created by spending a full-round action holding the Device and concentrating on it, thereby freeing up space for new Devices.

Once a Device has been created, it can be activated once without difficulty; activating the Device any further times requires a Use Magic Device check (DC 15 + three times the total level of the Device + twice the number of spells in the Device), with the DC increasing by 3 for each successful activation. A magitechnician gains a +5 bonus to activate weird science Devices that he creates. Each time the operator fails an activation check, there is a cumulative 10% chance (max 50%) that the Device is destroyed in the process.

If multiple spells are used in the same Device, the results of the spells are resolved one at a time in an order chosen by the magitechnician at the time the Device was created, and any choices that must be made when the spell is cast (e.g., protection from energy) are determined by the operator when the Device is activated. Saving throws have a DC of 10 + spell level + Intelligence modifier of the magitechnician who created the Device. The caster level for all power/spell effects included in a Device is equal to the class level of the magitechnician that created the Device. Weird science Devices have no vocal, somatic, or material components. Spells with expensive material components or XP components must have those components supplied by the operator each time the Device is activated.

Activating a weird science Device is the same action as casting the component spell with the longest casting time in the Device. Thus a Device combining a spell with a swift action casting time and a standard action casting time would require a standard action to activate, and a Device combining a swift action spell with an immediate action spell would take a swift action to activate.

A magitechnician may not use a spell cast from a weird science Device to satisfy any requirements for item creation.

Bonus feats: A magitechnician gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, a magitechnician gains a bonus feat for which he meets the prerequisites at 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the magitechnician must choose a metamagic feat, one of the magitechnician feats listed below, or a feat from the following list: Attune Magic Weapon, Craft Construct, Etch Schema, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, or Wand Mastery.

Disable trap (Su): Beginning at 2nd level, a magitechnician can use the Engineering skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher, if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. A magitechnician can also use the Engineering skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. A magitechnician who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Laboratory assistant (Ex): At 4th level, a magitechnician may construct a loyal mechanical warrior, laboratory assistant, bodyguard, and friend. This assistant costs the magitechnician nothing, as it is assumed that in the time to achieve 4th level he has been researching and working on the parts for the assistant in his spare time. The assistant gains in power as the magitechnician increases in level; see the Laboratory Assistant section below for details. Should a laboratory assistant be destroyed, the magitechnician may construct another. Constructing a replacement assistant costs 500gp per Hit Die and takes 1 day for every 1,000gp spent.

A magitechnician can program his assistant to perform certain tasks, called "routines". This works exactly like teaching an animal tricks with the Animal Affinity skill, but the magitechnician automatically succeeds on the check. As a creature with an Intelligence score of 2, the assistant can be programmed with a total of 5 routines (one routine slot is automatically taken up by Item Creation; see below), and it gains bonus routines based on the magitechnician's level.

Once the assistant has been programmed, as a move action the magitechnician can instruct it to perform a routine that it knows; this does not require a check. The magitechnician can attempt to instruct the assistant to perform a routine that it has not been programmed for; this requires a full-round action and a check against a DC of 25. The magitechnician gains a bonus equal to his magitechnician level on the check.

Laboratory Assistant
Spoiler


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

Metamagic spell trigger (Su): At 7th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, a magitechnician can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. A magitechnician cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads. The magitechnician can apply a total number of metamagic levels per day equal to 7 + twice his Intelligence modifier using this ability.

Jury-rig (Su): Beginning at 10th level, a magitechnician gains more facility with his weird science ability. Creating a weird science device only takes him 30 minutes per spell level included in the device.

Metamagic spell completion (Su): At 11th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 15 + (4 x the modified spell level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 15 + (4 x 7) or 43. A magitechnician can use this ability a number of times per day equal to 3 + his Int modifier.

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

Mechanallurgy (Su): At 15th level, a magitechnician can split a magical item into smaller, different items. By spending 48 hours working with an enchanted item, the magitechnician can divide it into any number of less powerful magical items of the same type (for example, he may split a wondrous item into other wondrous items, but not potions). The total market price of the items he creates cannot be more than 75% of the original item. He must still meet the prerequisites for creating the new items (or emulate them with a Use Magic Device check) as normal.

Advanced mechanallurgy (Su): Beginning at 17th level, a magitechnician learns how to meld together magical items to make different magical items. By spending 72 hours working with two or more enchanted items of a given type, the magitechnician can fuse them together to create a new item of the same type (for example, he can fuse magic weapons into another magic weapon, but not scrolls into a staff). The maximum market price of an item he can create is 75% of the total market prices of all the fused items, or his magitechnician level squared times 200gp, whichever is less. For example, an 18th-level magitechnician could create an item with a maximum market price of 64,800gp or 75% of the total market price of the items he fuses together. He must still meet the prerequisites for creating the item (or emulate them with a Use Magic Device check) as normal.

Manic crafting (Su): At 18th level, a magitechnician is so practiced with making weird science devices that he can do so in 10 minutes per spell level.

Low-tech (Su): A magitechnician of 19th level or higher can use his low-level Devices more reliably. The DC to reactivate a Device whose total level is 4th or less is halved.

Artifex (Ex): Upon reaching 20th level, any item a magitechnician creates counts as an artifact for the purposes of interacting with spells such as Mage's Disjunction. Crafting the item still follows the normal item creation rules, but the finished product counts as an artifact.


PLAYING A MAGITECHNICIAN
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

MAGITECHNICIAN IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 01-28-2013, 12:23 AM   Top  -  End  -  #30
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Magipunk Campaign Setting

PSYKIN

"The power I wield would destroy a lesser being. In fact, it already has -- many times."
-Janowyn Steele, Psykin Master.

While a Mentalist is subtle and manipulative, a Psykin uses the power of her mind more directly, as a weapon (quite literally).

MAKING A PSYKIN
A psykin is a melee brute and psykinetic genius.
Abilities: Wis > Str = Con > Dex > Int = Cha.
Races: Any.
Alignment: Any.
Starting Gold: As psychic warrior.
Starting Age: As psychic warrior.

Class Skills
The Psykin's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Perception (Wis), Profession (Wis), Psi (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d10

LevelBABFortRefWillSpecialPP/dayPowKnoMaxPowLvl
1 +1 +2 +0 +2 Force armor, force blade 1 1 1st
2 +2 +3 +0 +3 Psychic augment 3 1 1st
3 +3 +3 +1 +3 Disruptive field 7 2 1st
4 +4 +4 +1 +4 Focused attack 11 2 1st
5 +5 +4 +1 +4 Channel 16 3 2nd
6 +6/+1 +5 +2 +5 Disruptive armor 23 3 2nd
7 +7/+2 +5 +2 +5 Improved disruptive field 31 4 2nd
8 +8/+3 +6 +2 +6 Focused defense 38 4 2nd
9 +9/+4 +6 +3 +6 Improved channel 48 5 3rd
10 +10/+5 +7 +3 +7 Psychic body 58 5 3rd
11 +11/+6/+1 +7 +3 +7 Disruptive strike 70 6 3rd
12 +12/+7/+2 +8 +4 +8 Improved focused attack 84 6 3rd
13 +13/+8/+3 +8 +4 +8 Psychic ward 99 7 4th
14 +14/+9/+4 +9 +4 +9 Improved focused defense 114 7 4th
15 +15/+10/+5 +9 +5 +9 Improved psychic body 131 8 4th
16 +16/+11/+6/+1 +10 +5 +10 Greater disruptive strike 150 8 4th
17 +17/+12/+7/+2 +10 +5 +10 Burst strike 170 9 5th
18 +18/+13/+8/+3 +11 +6 +11 Improved psychic ward 191 9 5th
19 +19/+14/+9/+4 +11 +6 +11 Absorptive strike 213 10 5th
20 +20/+15/+10/+5 +12 +6 +12 Psychic reflection 235 10 5th

Weapon and Armor Proficiencies: Psykin are proficient with all simple weapons, light armor and shields, and with their own force blades and force armor.

Power Points/Day: A psykin's ability to manifest powers and use many of her class features is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items. A psykin cannot spend more power points at any one time on a power or class feature than her psykin level.

Powers Known: A psykin begins play knowing one psykin power of her choice, and she unlocks the knowledge of new powers at every odd level, chosen from the psykin power list below. A psykin can manifest any power that has a power point cost equal to or lower than her manifester level. The number of times a psykin can manifest powers in a day is limited only by her daily power points. A psykin simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against psykin's powers is 10 + the power’s level + the psykin's Wisdom modifier.

Force armor (Su): A psykin's mind generates a tangible field of force that provides a +5 armor bonus to Armor Class. The psykin can raise or lower the force armor by spending a swift action at any time. Unlike mundane armor, force armor entails no armor check penalty or speed reduction. Because force armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. A psykin's force armor can be invisible or can appear as a colored glow, at her option. A psykin can wear physical armor as well, but the two armor bonuses to AC don't stack (use the larger value); in this way the psykin could gain two sets of armor properties with her Psychic Augment class feature (see below).

Force blade (Su): As a swift action, a psykin can create a semisolid blade composed of psychic force. The blade can take the form of any simple or martial weapon; the psykin can use it two-handed if she chooses, and the reach of the weapon and any additional effects are governed by the form chosen. The force blade deals 1d8 damage per two psykin levels rounded down, minimum 1d8 (crit 19-20/x2), and is counted as masterwork (the benefit of masterwork does not stack with the Psychic Augment ability below). The psykin gains the usual benefits to her attack and damage rolls from a high Strength bonus.

The force blade can be broken (it has hardness 10 and 10 hit points); however, a psykin can simply create another with her next swift action. The moment she relinquishes her grip on the force blade, it dissipates. A force blade is considered a magic weapon for the purpose of overcoming damage reduction.

A psykin can use feats such as Power Attack or Combat Expertise in conjunction with the force blade just as if it were a normal weapon. She can also choose force blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade, and several psykin class features can improve a force blade (see below).

Even in places where psionic effects do not normally function (such as within a null psionics field), a psykin can attempt to sustain her force blade by making a DC 20 Will save. On a successful save, the psykin maintains her force blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the force blade vanishes. As a swift action on her turn, the psykin can attempt a new Will save to rematerialize her force blade while she remains within the psionics-negating effect.

Psychic augment (Su): Beginning at 2nd level, a psykin can spend a standard action to augment her force blade or force armor. She can apply weapon or armor properties, up to a total bonus of +10 (gaining an equal enhancement bonus, as normal), which lasts for 10 minutes per class level; the force blade and armor cannot be enhanced with properties which carry a flat gold cost instead of a bonus equivalent. To use this ability, a psykin must spend power points equal to twice the total bonus - 1. For example, a 5th-level psykin could apply up to a total bonus of +3 to her force blade or force armor, since she cannot spend more than 5 power points on her class features.

Disruptive field (Su): A psykin of 3rd level or higher may spend 1 power point as an immediate action to generate a psychic field which disrupts spellcasting and psionics around her. The field is an emanation which extends to a radius of 10 feet, and lasts for 1 round per psykin level; any opponent within the area of the field must make a caster or manifester level check (DC equal to 5 + the psykin's manifester level) to cast spells or manifest powers. For each power point the psykin spends, increase the radius of the emanation by 5 feet.

Focused attack (Ex): At 4th level, a psykin can expend her psionic focus to improve her combat skill. She gains an insight bonus to one attack roll equal to her Wisdom modifier, and 1d6 bonus damage for that attack per point of Wisdom modifier.

Channel (Su): Upon reaching 5th level, a psykin learns to channel her powers through her force blade. The psykin can use a standard action to manifest a power she knows and deliver the power through her force blade with a melee attack. Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less, and be a targeted power. The power does not take effect unless the attack is successful. If the power deals damage and the attack is a confirmed critical hit, apply the critical multiplier to the damage dealt by the power as well.

Disruptive armor (Su): Beginning at 6th level, a psykin's force armor provides her some protection against magical and psionic attacks. Whenever a psykin is protected by her force armor, she gains power and spell resistance equal to 10 + the armor bonus of the force armor. She may voluntarily raise and lower this resistance as a swift action.

Improved disruptive field: Whenever a psykin of 7th level or higher uses her Disruptive Field ability, the DC of the caster or manifester level check is 10 + the psykin's manifester level.

Focused defense (Ex): Beginning at 8th level, whenever a psykin is psionically focused, she gains an insight bonus to AC equal to her Wisdom modifier.

Improved channel (Su): At 9th level, a psykin can channel a power she knows as part of a full attack action, and the power affects each target she hits in melee combat that round. Doing so discharges the power at the end of the round, in the case of a touch-range power that would otherwise last longer than 1 round. This ability works in all other ways like the Channel class feature.

Psychic body (Ex): Upon reaching 10th level, a psykin learns how to supplement their psionic ability by drawing on their own physical essence. The psykin can sacrifice hit points instead of spending power points, on a one-for-one basis; these surrogate power points cannot be used on powers or abilities which would heal hit points or grant power points, nor to create items or grant abilities which would do so.

Disruptive strike (Su): At 11th level, a psykin learns to disrupt magic and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may spend 5 power points as part of the same action to affect her opponent with a targeted dispel that affects both magic and psionics. Her bonus on the dispel check is equal to her psykin level, with no maximum.

Improved focused attack: Beginning at 12th level, whenever a psykin uses her focused attack ability, the bonus to attack and damage last until the beginning of her next turn.

Psychic ward (Su): At 13th level, whenever a psykin is subject to an effect that allows a saving throw, she may spend 1 power point as an immediate action to gain an insight bonus on the save equal to her Wisdom modifier.

Improved focused defense (Ex): Whenever a psykin of 14th level or higher is psionically focused, she adds twice her Wisdom modifier as an insight bonus to AC. This ability replaces the effect of the focused defense ability.

Improved psychic body: Beginning at 15th level, whenever a psykin uses her psychic body ability, she gains 2 power points for each hit point she spends, instead of one.

Greater disruptive strike (Su): At 16th level, a psykin learns to completely shut down magical and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may pay 11 power points as part of the same action. If she does, the struck opponent must make a Will save (DC 16 + the psykin's Wisdom modifier) or be affected as if by an antimagic field and null psionics field for 1 round. The effect has no radius, and only affects the struck opponent and their equipment.

Burst strike (Su): A psykin of 17th level or higher can spend power points to have her melee attacks affect multiple opponents at the same time. Whenever the psykin makes an attack with her force blade, for every 2 power points she spends, her attack affects an additional opponent who is adjacent to the initial target. She uses the same attack and damage rolls for all targets, and any target which is successfully struck takes damage and additional affects (such as Disruptive Strike or Channel) as if they were the only target.

Improved psychic ward: At 18th level, whenever a psykin uses her psychic ward ability, the bonus to saving throws applies to all allies within 60 feet.

Absorptive strike (Su): Whenever a psykin of 19th level or higher successfully dispels an effect with her disruptive strike ability, she may spend 3 power points to steal the effect for herself, as per the reaving dispel spell.

Psychic reflection: Upon reaching at 20th level, a psykin can turn spells and powers back on their creators. Whenever the psykin is targeted by a spell or power (but not subject to an area of effect), as a free action she may turn the spell or power back on the caster or manifester, as per spell turning or reddopsi, respectively.

PLAYING A PSYKIN
A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

PSYKIN IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

PSYKIN POWER LIST
1st level
Spoiler

2nd level
Spoiler

3rd level
Spoiler

4th level
Spoiler

5th level
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 06:32 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.