Shiny, Bearer of the Pokystick
2006-10-08, 09:34 PM
As outlined in the Evaluation Methodology thread, this thread is for discussing, editing and evaluation of the Panlid Champion base class for Project C.U.T.E.; the Champion is designed to perform a meelee role, with a degree of independence from the typical model of a fighter's need for expensive (and permanent) equipment.
So, without further ado:
Panlid Champion
Many kids, confronted with the challenges and trials of a hazardous world, seek to emulate their heroes or rely on their existing traits to see them through.
Some, however, see the world as a vast trove of potentialities, any one of which can be turned into a weapon, a shield, or almost anything else one requires.
The world is a Panlid Champion's toolbox; everything in it is effectively their tool.
Adventures:
Panlid champions adventure, more often than not, to expand their repertoire of items. Many also choose to support their friends or allies in anything they undertake, reasoning that gathering friends is as important as gathering anything else.
Characteristics:
Panlid Champions are combat characters whose primary strength lies in their ability to attack even without their normal equipment, creating new and adaptable weaponry on-the-spot. Panlid champions sometimes also strike somewhat faster than normal warriors, and have a degree of expertise in scouting.
Alignment:
Panlid Champions may be of any alignment. Evil panlid champions are destructive, cruel, and acquisitive, while good panlid champions are mighty forces for creation and virtue.
Religion:
Panlid Champions are a diverse bunch, and their religious preferences reflect that. Almost any divine power one cares to name can count a Champion or two among his or her or its followers.
Background:
Most Panlid Champions began life inventing, creating, and taking apart, putting back together in pleasing shapes, and they continue this practice throughout their careers.
Few Panlid champions are taught their particular abilities; most simply discover their aptitude on their own.
Races:
A member of any race that produces reasonably intelligent specimens can be a Panlid Champion. No single race or type of creature is more or less likely to be one.
Other classes:
Panlid Champions work well in unusual situations, and are thus often valued by characters of other classes for their quick thinking and adaptability. Similarly, Champions frequently find that the guile, potency, and skills of other classes are vital to their success.
Role:
The Panlid Champion serves as a support combatant for more hardy members of the party, able to be of great utility in unusual situations where other classes might be helpless.
Game Rule Information
Abilities:
Strength affects the Champion's combat prowess, while dexterity is vital to their scouting and sneaking skills. Intelligence is perhaps more vital to the class than dexterity, however, as a goodly number of the classe's features depend on it.
Alignment: Any.
Hit Die: d8.
Class Skills:
The Panlid Champion's class skills (and the key ability for each skill) are: Balance (dex), Climb (str), Concentration (con), Construct (int),Disable Device (int), Hide (dex), Hold It (con), Imagine (wis), Jump (str), Listen (wis), Move Silently (dex), Search (Int), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex), and Use Magic Device (Cha).
Skill points at first level: (4+int modifier)x4.
Skill points at each additional level: 4+ int modifier.
Class Features
All of the following are class features of the Panlid Champion:
Weapon and Armor Proficiency:
Panlid champions have no proficiency with any premanufactured weapon or armor, or with shields.
AC bonus:
Beggining at first level, While wearing only armor or clothing they have Put Together themselves, a Panlid Champion gains a bonus to armor class equal to their intelligence bonus. In addition, they gain a +1 insight bonus to armor class at 5th level. This bonus increases every five levels of Champion thereafter, to a maximum of +4 at twentieth level.
Take Apart:
The Panlid Champion can, through the application of their particular brand of entropic ingenuity, break, disassemble, or otherwise break down any inanimate object. This includes standards forms of items, such as clothing or ordinary weaponry; it also includes furniture or even small portions of a building. Particularly intrepid Panlid Champions, or those from cultures that have hunting traditions, may even take apart the bodies of their fallen foes (having heard that old saw about using every part of the buffalo and taken it to heart). Animate objects or still-animate creatures of any kind are not subject to this ability.
An object that has been taken apart is useless for its original purpose, though it may thereafter be put back together by the Panlid Champion who disassembled it, or by any other Champion; such an item can also be repaired by any creature with the requisite skill and expertise.
Take Apart may be used to disable traps; the Champion adds their ranks in both Disable Device and Construct to such a check, and it automatically is counted as super-duper-complicated (+15 DC).
In order to Take Apart an object, the Champion makes a special Construct check against a DC of 10+Durability+Complexity+Size.
{table]
Durability
Example Materials
Modifier
Diaphonous
Cheesecloth, tissue Paper, exceptionally fine china.
-10
Flimsy
Ordinary paper, light fabrics, procelain, poorly fired clay.
-5
Unflimsy
Thick cardboard, good ceramics, thick fabrics, light woods, most glass, ordinary skin.
+0
Tough
Particle Board, very thick or tightly woven fabrics, light scales or hide.
+5
Super-tough
Thick wood, normal tile, thin or bendy metals, very thick hide or heavy scales.
+10
Super-duper-tough
Very thick wood, normal metallic objects, exceptional materials, carapace or extremely tough scales.
+15
[/table]
{table]
Complexity
Example Items
Modifier
Super-simple
Single-component items; board, sheet, rod, or rope.
-10
Simple
Items with few or easily seperable components; beaded necklace, book, scissors.
-5
Unsimple
Moderate number of components or components are well-fused; furniture, jacket, creatures with very simple anatomies.
+0
Complicated
Many components and/or components are well-fused; lamp, aerosol can, can opener, normal creature.
+5
Super-complicated
Very complex mixture of components; television, simple clock, outdated computer, blender, elaborate wedding dress, highly evolved creature.
+10
Super-duper-complicated
Almost ridiculously complex items; cuckoo clock, most other clockwork items, intricate jewelry, abberations and outsiders.
+15
[/table]
A Panlid Champion can disassemble an object one or two sizes smaller than him or herself without penalty; however, in the case of an object of the champion's size or larger, or objects smaller than two categories smaller than the champion, a penalty of -5 is assessed for every size category of deviation from this 'ideal' range. A champion cannot Take Apart objects over one size category larger than their size, or objects smaller than fine.
Taking Apart an object usually requires ten minutes per five points of DC over ten, and can only be undertaken outside of combat.
A Panlid Champion can attempt to Take Apart an object in combat, but if he does, he takes a -10 penalty to the DC and must make a concentration check if damaged in process with a DC of 10+ damage dealt to continue the breaking-up process; the process requires a number of rounds equal to the number of ten-minute increments it would ordinarily require.
If the DC for Taking Apart an object in combat would be over 30, the object cannot be Taken Apart in combat.
Put Together:
A Panlid Champion isn't merely a destroyer of objects; they also rely on their skills to help create entirely new and unusual combinations of strange components to aid them in their travels.
A Panlid Champion can make a special construct check to Put Together any item he has previously used his Take Apart ability on, against a DC of 10+Complexity+Difference+Size; in so doing, he or she reassembles, repurposes, or otherwise modifies the component or components to suit his or her needs.
The hardness and HP of a Put Together item are equal to those of the item they were taken from, even if they are constituted of only a part of that item.
Putting Together an item takes the same amount of time, and is subject to the same conditions, as Taking Apart the item the new object was made from, both in and out of combat.
In the case of weapons, armor, or shields (or any other item where proficiency is required for full use) the Panlid Champion is proficient with any item he has Put Together.
For feats that require a specific item, such as weapon focus feats, or class features that require a signature item, such as the abilities of a Kensai, the Panlid Champion can choose to utilize a nonspecific Put Together item of the appropriate type.
Any Put Together item must be of the same or smaller size category as the Taken Apart item it was derived from; that is, Putting Together always subtracts mass, never increases it.
The difficulty of putting together an item is dependent on three factors; the size of the intended item, its complexity, and the relative difference between the final product and the item it was taken from.
A Panlid Champion can Put Together an item two size categories smaller than himself at no penalty; for every size category either larger or smaller than this ideal, assess a +5 penalty to the DC to Put Together the item.
{table]
Difference
Example Conversions
Modifier
The same
Big flat board to shield, blanket to cape.
-10
Sort of the same
Bucket to helm, muffin pan to shield, sweatshirt to belt.
-5
Almost the same
2x4 to sword, book covers and twine to breastplate.
+0
Different
Keychains to spiked chain, unrelated wood and ceramic bits to armor, several flattish items to shield.
+5
Super-different
Soft or yeilding items to armor or shield, fragile items to weaponry, plain to ornate.
+10
Super-duper-different
Complex multi-part item to single-part item, sticks to full plate..
+15
[/table]
{table]
Complexity
Example Items
Modifier
Super-simple
Shields, simple cloak w/out clasp, quarterstaff or club.
-10
Simple
Spear, crude axe, buckethelm, simple belt.
-5
Unsimple
Swordlike object, crude breastplate, simple necklace, crude circlet.
+0
Complicated
Reach-weapon type object, simple armor, most clothing.
+5
Super-complicated
Unusual or exotic weapon, moderately complex armor, some clothing, boots.
+10
Super-duper-complicated
Elaborate jewelry, ornate helm, very complex armor such as full plate, very unusual weaponry or other items..
+15
[/table]
Put Together-Thingy:
A first-level Panlid Champion can utilize their Put Together ability to create light weapons and armor and small shields.
In order to create a light weapon, he must first take an item or piece of an item from his Take Apart skill that can be comfortably held in one hand; he must then use his Put Together skill to convert it into a weapon.
Any such weapon has the following statistics:
1d4 damage, usually bludgeoning, sometimes piercing or slashing if appropriate.
x2 critical modifier.
In order to create light armor, he must first take components from any item that can, when taken together, cover at least most of his body, and are not too heavy; cardboard or thick cloth is appropriate, while metal or ceramics is not. Such armor always has the following statistics:
+3 armor bonus
Maximum dexterity bonus +5
Armor check penalty -1
Arcane spell failure chance 10%
In order to create a small shield, the champion must take a component or item that can be held at one side comfortably and cover a significant but not enormous area. Such a sheild always has these statistics:
+1 shield bonus
Armor check penalty -1
Arcane spell failure chance 5%
Put Together- Thingamajig:
A sixth-level Panlid Champion can use his Put Together skill on objects he has disassembled with Take Apart, and so create One-handed weapons, medium armor, large shields, and throwing weapons.
In order to create a One-handed weapon, he must first take a component or item of weaponlike shape and size that can comfortably be held in one hand. Such a weapon always has the following statistics:
1d8 damage, usually bludgeoning, may be piercing or slashing if appropriate.
Critical range of 19-20/x2 critical modifier.
In order to create armor, the Champion must find an item or parts of an item that are rigid and tough and covers at least most of his body when taken together, and can be carried by him; such armor always has the following statistics:
+5 armor bonus.
Maximum dexterity bonus +3.
Armor check penalty -4.
Arcane spell failure chance 25%.
In order to create a large shield, an item or items must be procured that can be used to cover a large portion of the Champion's flank and can, with some construction, be carried strapped to one arm. Such shields have the following characteristics:
+2 shield bonus.
Armor check penalty -2.
Arcane spell failure chance 15%.
In order to create a thrown weapon, the Champion must find a small, light item he can fling with accuracy and distance. Such a weapon has the following statistics:
1d3 damage, usually piercing, sometimes bludgeoning or slashing as appropriate.
Critical range 19-20/x2 critical modifier.
Range increment twenty feet.
Put Together- Thingummy:
A Panlid Champion of twelfth level or higher can use his Put Together skill on an item he has previously Taken Apart to create two-handed weapons, heavy armor, and tower sheilds.
In order to create a two-handed weapon, the Champion must find a large, intimidatingly weaponish object, such as a broom handle, that he can hold in two hands; he may then Put Together this item into a two-handed weapon with the following statistics:
2d6 damage, usually bludgeoning but may be piercing or slashing.
Critical range 19-20/x3 critical modifier.
In order to create heavy armor, exceptionally durable items or components in large quantity must be procured; upon doing so, the Champion may create armor with the following statistics:
+8 armor bonus.
Maximum dexterity bonus +2.
Armor check penalty -4.
Arcane spell failure chance 40%.
In order to create a tower shield, the Champion must find a very large, flat, sturdy object. This object can then be remade into a shield with the following statistics:
+4 shield bonus.
Maximum dexterity bonus +2.
Armor check penalty -8.
Arcane spell failure chance 40%.
Put Together- Whatchamacalit:
At sixth level, and thereafter, a Panlid Champion can choose to purpose any item that suits him, and can reasonably be converted into such, into an item of the following types; headband, helmet, hat, phylactery, eye lenses, goggles, cloak, cape, or mantle, amulet/brooch/medallion, robe, shirt, vest, bracer, gloves or gauntlets, belt, or boots. The Panlid Champion can purpose only one item to any given body-slot at a time, and is subject to all rules regarding multiple items-per-slot as usual.
They Always Fit:
A Panlid Champion gains the ability, once every even-numbered level, to enhance any one type of equipment he carries by investing a part of his spirit in a part of his body to create a permanent magical emanation.
He essentially gains one imbuing 'point' at each even-numbered level, and must spend it that level. Any item thereafter worn in that slot gains the benefits of the imbued ability; if no item is worn there, the benefit is inactive.
A Panlid Champion can imbue the same slot no more than five times, and cannot imbue the same slot multiple times consecutively.
The effect depends on what kind of slot he chooses to imbue:
The helmet slot can be imbued to provide a bonus to any one mental ability score (maximum +5), or provide the character with darkvision out to 90ft (or 120ft if they already possess darkvision). Each use of the ability to imbue the slot can raise the ability score bonus by one, or add an additional ability; for instance, imbuing the slot four times could result in a +3 bonus to intelligence and darkvision.
Imbuing the goggle slot can grant the champion a +5 bonus on checks to disbelieve illusions (maximum +15), or the ability to see invisible or ethereal creatures; either of the latter two abilities is usable 3/day, and lasts for three rounds.
Imbuing the amulet slot can grant a +1 bonus to AC per use (maximum +8 ), or allow the champion to heal 1d6hp 1/day, increasing by 1d6 per use of the imbue ability (this ability can only be used on the champion himself).
Imbuing the armor slot or robe slot can grant a bonus to AC as the amulet slot can, or a +2 bonus on any one saving throw per use of the ability, or elemental resistance 5 per use of the ability.
Imbuing the glove and bracer metaslot can have varied effects; either 1d6 bonus damage of any one elemental type (maximum +3d6), a bonus to attacks roll of +2 per use (maximum +6), or the ability to make one extra attack per round at a -2 penalty per 10 points of BAB in addition to all normally granted attacks (this special ability costs two consecutive uses of the imbue ability).
Imbuing the belt slot can grant a bonus to any one physical ability score of +1 per use of imbue (maximum +5).
Imbuing the boot slot can grant an enhancement of +10ft to movement (maximum +30ft).
A champion can also wear magic items enchanted in the usual way in his imbued slots; if he does, the normal effect of the item and any applicable imbued slot effect are both active and any bonuses to the same ability, skill, or effect stack; if the abilities of the item and the slot would cancel each other out, the Champion chooses which is active. The slot effect is unique to the champion, being in essence a magical emanation produced by his body, and thus the item loses the benefits of the imbued ability if the Champion him or herself is not wearing it.
I Made it Special:
For purposes of overcoming damage reduction, a first-level Champion's Put Together weapon items are considered to have an enhancement bonus of +1.
In addition, if a Put Together weapon has even a small quantity of a special metal, such as silver or cold iron, it is considered to be composed of that metal for purposes of overcoming damage reduction.
{table]
Level
BaB
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Take Apart, Put Together-Thingy, AC Bonus, I Made it Special.
2nd
+2
+3
+3
+0
Always Fit (1st slot).
3rd
+3
+3
+3
+1
-
4th
+4
+4
+4
+1
Always Fit (2nd slot).
5th
+5
+4
+4
+1
AC Bonus +1.
6th
+6/+1
+5
+5
+2
Put Together-Thingamajig, Put Together- Whatchamacalit, Always Fit (3rd slot)
7th
+7/+2
+5
+5
+2
-
8th
+8/+3
+6
+6
+2
Always Fit (4th slot).
9th
+9/+4
+6
+6
+3
-
10th
+10/+5
+7
+7
+3
AC Bonus +2, Always Fit (5th slot).
11th
+11/+6/+1
+7
+7
+3
-
12th
+12/+7/+2
+8
+8
+4
Put Together-Thingamummy, Always Fit (6th slot).
13th
+13/+8/+3
+8
+8
+4
-
14th
+14/+9/+4
+9
+9
+4
Always Fit (7th slot).
15th
+15/+10/+5
+9
+9
+5
AC Bonus +3.
16th
+16/+11/+6/+1
+10
+10
+5
Always Fit (8th slot).l
17th
+17/+12/+7/+2
+10
+10
+5
-
18th
+18/+13/+8/+3
+11
+11
+6
Always Fit (9th slot)
19th
+19/+14/+9/+4
+11
+11
+6
-
20th
+20/+15/+10/+5
+12
+12
+6
AC Bonus +4, Always Fit (10th slot).
[/table]
No longer a Work In Progress. COMMENTS PLZ.
So, without further ado:
Panlid Champion
Many kids, confronted with the challenges and trials of a hazardous world, seek to emulate their heroes or rely on their existing traits to see them through.
Some, however, see the world as a vast trove of potentialities, any one of which can be turned into a weapon, a shield, or almost anything else one requires.
The world is a Panlid Champion's toolbox; everything in it is effectively their tool.
Adventures:
Panlid champions adventure, more often than not, to expand their repertoire of items. Many also choose to support their friends or allies in anything they undertake, reasoning that gathering friends is as important as gathering anything else.
Characteristics:
Panlid Champions are combat characters whose primary strength lies in their ability to attack even without their normal equipment, creating new and adaptable weaponry on-the-spot. Panlid champions sometimes also strike somewhat faster than normal warriors, and have a degree of expertise in scouting.
Alignment:
Panlid Champions may be of any alignment. Evil panlid champions are destructive, cruel, and acquisitive, while good panlid champions are mighty forces for creation and virtue.
Religion:
Panlid Champions are a diverse bunch, and their religious preferences reflect that. Almost any divine power one cares to name can count a Champion or two among his or her or its followers.
Background:
Most Panlid Champions began life inventing, creating, and taking apart, putting back together in pleasing shapes, and they continue this practice throughout their careers.
Few Panlid champions are taught their particular abilities; most simply discover their aptitude on their own.
Races:
A member of any race that produces reasonably intelligent specimens can be a Panlid Champion. No single race or type of creature is more or less likely to be one.
Other classes:
Panlid Champions work well in unusual situations, and are thus often valued by characters of other classes for their quick thinking and adaptability. Similarly, Champions frequently find that the guile, potency, and skills of other classes are vital to their success.
Role:
The Panlid Champion serves as a support combatant for more hardy members of the party, able to be of great utility in unusual situations where other classes might be helpless.
Game Rule Information
Abilities:
Strength affects the Champion's combat prowess, while dexterity is vital to their scouting and sneaking skills. Intelligence is perhaps more vital to the class than dexterity, however, as a goodly number of the classe's features depend on it.
Alignment: Any.
Hit Die: d8.
Class Skills:
The Panlid Champion's class skills (and the key ability for each skill) are: Balance (dex), Climb (str), Concentration (con), Construct (int),Disable Device (int), Hide (dex), Hold It (con), Imagine (wis), Jump (str), Listen (wis), Move Silently (dex), Search (Int), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex), and Use Magic Device (Cha).
Skill points at first level: (4+int modifier)x4.
Skill points at each additional level: 4+ int modifier.
Class Features
All of the following are class features of the Panlid Champion:
Weapon and Armor Proficiency:
Panlid champions have no proficiency with any premanufactured weapon or armor, or with shields.
AC bonus:
Beggining at first level, While wearing only armor or clothing they have Put Together themselves, a Panlid Champion gains a bonus to armor class equal to their intelligence bonus. In addition, they gain a +1 insight bonus to armor class at 5th level. This bonus increases every five levels of Champion thereafter, to a maximum of +4 at twentieth level.
Take Apart:
The Panlid Champion can, through the application of their particular brand of entropic ingenuity, break, disassemble, or otherwise break down any inanimate object. This includes standards forms of items, such as clothing or ordinary weaponry; it also includes furniture or even small portions of a building. Particularly intrepid Panlid Champions, or those from cultures that have hunting traditions, may even take apart the bodies of their fallen foes (having heard that old saw about using every part of the buffalo and taken it to heart). Animate objects or still-animate creatures of any kind are not subject to this ability.
An object that has been taken apart is useless for its original purpose, though it may thereafter be put back together by the Panlid Champion who disassembled it, or by any other Champion; such an item can also be repaired by any creature with the requisite skill and expertise.
Take Apart may be used to disable traps; the Champion adds their ranks in both Disable Device and Construct to such a check, and it automatically is counted as super-duper-complicated (+15 DC).
In order to Take Apart an object, the Champion makes a special Construct check against a DC of 10+Durability+Complexity+Size.
{table]
Durability
Example Materials
Modifier
Diaphonous
Cheesecloth, tissue Paper, exceptionally fine china.
-10
Flimsy
Ordinary paper, light fabrics, procelain, poorly fired clay.
-5
Unflimsy
Thick cardboard, good ceramics, thick fabrics, light woods, most glass, ordinary skin.
+0
Tough
Particle Board, very thick or tightly woven fabrics, light scales or hide.
+5
Super-tough
Thick wood, normal tile, thin or bendy metals, very thick hide or heavy scales.
+10
Super-duper-tough
Very thick wood, normal metallic objects, exceptional materials, carapace or extremely tough scales.
+15
[/table]
{table]
Complexity
Example Items
Modifier
Super-simple
Single-component items; board, sheet, rod, or rope.
-10
Simple
Items with few or easily seperable components; beaded necklace, book, scissors.
-5
Unsimple
Moderate number of components or components are well-fused; furniture, jacket, creatures with very simple anatomies.
+0
Complicated
Many components and/or components are well-fused; lamp, aerosol can, can opener, normal creature.
+5
Super-complicated
Very complex mixture of components; television, simple clock, outdated computer, blender, elaborate wedding dress, highly evolved creature.
+10
Super-duper-complicated
Almost ridiculously complex items; cuckoo clock, most other clockwork items, intricate jewelry, abberations and outsiders.
+15
[/table]
A Panlid Champion can disassemble an object one or two sizes smaller than him or herself without penalty; however, in the case of an object of the champion's size or larger, or objects smaller than two categories smaller than the champion, a penalty of -5 is assessed for every size category of deviation from this 'ideal' range. A champion cannot Take Apart objects over one size category larger than their size, or objects smaller than fine.
Taking Apart an object usually requires ten minutes per five points of DC over ten, and can only be undertaken outside of combat.
A Panlid Champion can attempt to Take Apart an object in combat, but if he does, he takes a -10 penalty to the DC and must make a concentration check if damaged in process with a DC of 10+ damage dealt to continue the breaking-up process; the process requires a number of rounds equal to the number of ten-minute increments it would ordinarily require.
If the DC for Taking Apart an object in combat would be over 30, the object cannot be Taken Apart in combat.
Put Together:
A Panlid Champion isn't merely a destroyer of objects; they also rely on their skills to help create entirely new and unusual combinations of strange components to aid them in their travels.
A Panlid Champion can make a special construct check to Put Together any item he has previously used his Take Apart ability on, against a DC of 10+Complexity+Difference+Size; in so doing, he or she reassembles, repurposes, or otherwise modifies the component or components to suit his or her needs.
The hardness and HP of a Put Together item are equal to those of the item they were taken from, even if they are constituted of only a part of that item.
Putting Together an item takes the same amount of time, and is subject to the same conditions, as Taking Apart the item the new object was made from, both in and out of combat.
In the case of weapons, armor, or shields (or any other item where proficiency is required for full use) the Panlid Champion is proficient with any item he has Put Together.
For feats that require a specific item, such as weapon focus feats, or class features that require a signature item, such as the abilities of a Kensai, the Panlid Champion can choose to utilize a nonspecific Put Together item of the appropriate type.
Any Put Together item must be of the same or smaller size category as the Taken Apart item it was derived from; that is, Putting Together always subtracts mass, never increases it.
The difficulty of putting together an item is dependent on three factors; the size of the intended item, its complexity, and the relative difference between the final product and the item it was taken from.
A Panlid Champion can Put Together an item two size categories smaller than himself at no penalty; for every size category either larger or smaller than this ideal, assess a +5 penalty to the DC to Put Together the item.
{table]
Difference
Example Conversions
Modifier
The same
Big flat board to shield, blanket to cape.
-10
Sort of the same
Bucket to helm, muffin pan to shield, sweatshirt to belt.
-5
Almost the same
2x4 to sword, book covers and twine to breastplate.
+0
Different
Keychains to spiked chain, unrelated wood and ceramic bits to armor, several flattish items to shield.
+5
Super-different
Soft or yeilding items to armor or shield, fragile items to weaponry, plain to ornate.
+10
Super-duper-different
Complex multi-part item to single-part item, sticks to full plate..
+15
[/table]
{table]
Complexity
Example Items
Modifier
Super-simple
Shields, simple cloak w/out clasp, quarterstaff or club.
-10
Simple
Spear, crude axe, buckethelm, simple belt.
-5
Unsimple
Swordlike object, crude breastplate, simple necklace, crude circlet.
+0
Complicated
Reach-weapon type object, simple armor, most clothing.
+5
Super-complicated
Unusual or exotic weapon, moderately complex armor, some clothing, boots.
+10
Super-duper-complicated
Elaborate jewelry, ornate helm, very complex armor such as full plate, very unusual weaponry or other items..
+15
[/table]
Put Together-Thingy:
A first-level Panlid Champion can utilize their Put Together ability to create light weapons and armor and small shields.
In order to create a light weapon, he must first take an item or piece of an item from his Take Apart skill that can be comfortably held in one hand; he must then use his Put Together skill to convert it into a weapon.
Any such weapon has the following statistics:
1d4 damage, usually bludgeoning, sometimes piercing or slashing if appropriate.
x2 critical modifier.
In order to create light armor, he must first take components from any item that can, when taken together, cover at least most of his body, and are not too heavy; cardboard or thick cloth is appropriate, while metal or ceramics is not. Such armor always has the following statistics:
+3 armor bonus
Maximum dexterity bonus +5
Armor check penalty -1
Arcane spell failure chance 10%
In order to create a small shield, the champion must take a component or item that can be held at one side comfortably and cover a significant but not enormous area. Such a sheild always has these statistics:
+1 shield bonus
Armor check penalty -1
Arcane spell failure chance 5%
Put Together- Thingamajig:
A sixth-level Panlid Champion can use his Put Together skill on objects he has disassembled with Take Apart, and so create One-handed weapons, medium armor, large shields, and throwing weapons.
In order to create a One-handed weapon, he must first take a component or item of weaponlike shape and size that can comfortably be held in one hand. Such a weapon always has the following statistics:
1d8 damage, usually bludgeoning, may be piercing or slashing if appropriate.
Critical range of 19-20/x2 critical modifier.
In order to create armor, the Champion must find an item or parts of an item that are rigid and tough and covers at least most of his body when taken together, and can be carried by him; such armor always has the following statistics:
+5 armor bonus.
Maximum dexterity bonus +3.
Armor check penalty -4.
Arcane spell failure chance 25%.
In order to create a large shield, an item or items must be procured that can be used to cover a large portion of the Champion's flank and can, with some construction, be carried strapped to one arm. Such shields have the following characteristics:
+2 shield bonus.
Armor check penalty -2.
Arcane spell failure chance 15%.
In order to create a thrown weapon, the Champion must find a small, light item he can fling with accuracy and distance. Such a weapon has the following statistics:
1d3 damage, usually piercing, sometimes bludgeoning or slashing as appropriate.
Critical range 19-20/x2 critical modifier.
Range increment twenty feet.
Put Together- Thingummy:
A Panlid Champion of twelfth level or higher can use his Put Together skill on an item he has previously Taken Apart to create two-handed weapons, heavy armor, and tower sheilds.
In order to create a two-handed weapon, the Champion must find a large, intimidatingly weaponish object, such as a broom handle, that he can hold in two hands; he may then Put Together this item into a two-handed weapon with the following statistics:
2d6 damage, usually bludgeoning but may be piercing or slashing.
Critical range 19-20/x3 critical modifier.
In order to create heavy armor, exceptionally durable items or components in large quantity must be procured; upon doing so, the Champion may create armor with the following statistics:
+8 armor bonus.
Maximum dexterity bonus +2.
Armor check penalty -4.
Arcane spell failure chance 40%.
In order to create a tower shield, the Champion must find a very large, flat, sturdy object. This object can then be remade into a shield with the following statistics:
+4 shield bonus.
Maximum dexterity bonus +2.
Armor check penalty -8.
Arcane spell failure chance 40%.
Put Together- Whatchamacalit:
At sixth level, and thereafter, a Panlid Champion can choose to purpose any item that suits him, and can reasonably be converted into such, into an item of the following types; headband, helmet, hat, phylactery, eye lenses, goggles, cloak, cape, or mantle, amulet/brooch/medallion, robe, shirt, vest, bracer, gloves or gauntlets, belt, or boots. The Panlid Champion can purpose only one item to any given body-slot at a time, and is subject to all rules regarding multiple items-per-slot as usual.
They Always Fit:
A Panlid Champion gains the ability, once every even-numbered level, to enhance any one type of equipment he carries by investing a part of his spirit in a part of his body to create a permanent magical emanation.
He essentially gains one imbuing 'point' at each even-numbered level, and must spend it that level. Any item thereafter worn in that slot gains the benefits of the imbued ability; if no item is worn there, the benefit is inactive.
A Panlid Champion can imbue the same slot no more than five times, and cannot imbue the same slot multiple times consecutively.
The effect depends on what kind of slot he chooses to imbue:
The helmet slot can be imbued to provide a bonus to any one mental ability score (maximum +5), or provide the character with darkvision out to 90ft (or 120ft if they already possess darkvision). Each use of the ability to imbue the slot can raise the ability score bonus by one, or add an additional ability; for instance, imbuing the slot four times could result in a +3 bonus to intelligence and darkvision.
Imbuing the goggle slot can grant the champion a +5 bonus on checks to disbelieve illusions (maximum +15), or the ability to see invisible or ethereal creatures; either of the latter two abilities is usable 3/day, and lasts for three rounds.
Imbuing the amulet slot can grant a +1 bonus to AC per use (maximum +8 ), or allow the champion to heal 1d6hp 1/day, increasing by 1d6 per use of the imbue ability (this ability can only be used on the champion himself).
Imbuing the armor slot or robe slot can grant a bonus to AC as the amulet slot can, or a +2 bonus on any one saving throw per use of the ability, or elemental resistance 5 per use of the ability.
Imbuing the glove and bracer metaslot can have varied effects; either 1d6 bonus damage of any one elemental type (maximum +3d6), a bonus to attacks roll of +2 per use (maximum +6), or the ability to make one extra attack per round at a -2 penalty per 10 points of BAB in addition to all normally granted attacks (this special ability costs two consecutive uses of the imbue ability).
Imbuing the belt slot can grant a bonus to any one physical ability score of +1 per use of imbue (maximum +5).
Imbuing the boot slot can grant an enhancement of +10ft to movement (maximum +30ft).
A champion can also wear magic items enchanted in the usual way in his imbued slots; if he does, the normal effect of the item and any applicable imbued slot effect are both active and any bonuses to the same ability, skill, or effect stack; if the abilities of the item and the slot would cancel each other out, the Champion chooses which is active. The slot effect is unique to the champion, being in essence a magical emanation produced by his body, and thus the item loses the benefits of the imbued ability if the Champion him or herself is not wearing it.
I Made it Special:
For purposes of overcoming damage reduction, a first-level Champion's Put Together weapon items are considered to have an enhancement bonus of +1.
In addition, if a Put Together weapon has even a small quantity of a special metal, such as silver or cold iron, it is considered to be composed of that metal for purposes of overcoming damage reduction.
{table]
Level
BaB
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Take Apart, Put Together-Thingy, AC Bonus, I Made it Special.
2nd
+2
+3
+3
+0
Always Fit (1st slot).
3rd
+3
+3
+3
+1
-
4th
+4
+4
+4
+1
Always Fit (2nd slot).
5th
+5
+4
+4
+1
AC Bonus +1.
6th
+6/+1
+5
+5
+2
Put Together-Thingamajig, Put Together- Whatchamacalit, Always Fit (3rd slot)
7th
+7/+2
+5
+5
+2
-
8th
+8/+3
+6
+6
+2
Always Fit (4th slot).
9th
+9/+4
+6
+6
+3
-
10th
+10/+5
+7
+7
+3
AC Bonus +2, Always Fit (5th slot).
11th
+11/+6/+1
+7
+7
+3
-
12th
+12/+7/+2
+8
+8
+4
Put Together-Thingamummy, Always Fit (6th slot).
13th
+13/+8/+3
+8
+8
+4
-
14th
+14/+9/+4
+9
+9
+4
Always Fit (7th slot).
15th
+15/+10/+5
+9
+9
+5
AC Bonus +3.
16th
+16/+11/+6/+1
+10
+10
+5
Always Fit (8th slot).l
17th
+17/+12/+7/+2
+10
+10
+5
-
18th
+18/+13/+8/+3
+11
+11
+6
Always Fit (9th slot)
19th
+19/+14/+9/+4
+11
+11
+6
-
20th
+20/+15/+10/+5
+12
+12
+6
AC Bonus +4, Always Fit (10th slot).
[/table]
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