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Mephibosheth
2009-02-24, 04:49 PM
I am in the process of developing a new 3.5 campaign setting mostly for my own use (though I'm sure I'll put it online somewhere). The setting is one of scarcity and a desperate struggle for resources. Among these resources is an emerging power source called go-stone that allows for the creation of temporarily-enhanced magic weapons and armor as well as unique go-stone weapons and engines. I was hoping that the brilliant minds of Giantitp would be willing to take a look at my system and give me some feedback.

One brief caveat before I launch into things. It may seem at first glance that everything is far cheaper than it should be. However, this is primarily because the standard wealth-by-level guidelines have been altered for this campaign setting, as presented below. At any given level, a PC will have substantially lower wealth than normal. Additionally, the cost for various basic resources will likely be increased, so that purchasing food, wood, or fuel for go-stone powered ships will be a legitimate concern for PC's. Finally, I know that lower resources hurt non-spellcasting characters more than spellcasters and makes them fall even further behind in terms of power. There are other changes to the base classes I'm making as a part of this setting that both power up certain non-caster classes and nerf certain casters. Hopefully this will be enought to compensate at least somewhat.

Character Wealth by Level
{table=head]Level|Wealth|Level|Wealth
1st|45 gp|11th|6,600 gp
2nd|90 gp|12th|8,800 gp
3rd|270 gp|13th|11,000 gp
4th|540 gp|14th|15,000 gp
5th|900 gp|15th|20,000 gp
6th|1,300 gp|16th|26,000 gp
7th|1,900 gp|17th|34,000 gp
8th|2,700 gp|18th|44,000 gp
9th|36,00 gp|19th|58,000 gp
10th|4,900 gp|20th|76,000 gp[/table]

Go-stone – Description and History
The substance commonly referred to as “go-stone” appears at first glance to be little more than a rock. A piece of go-stone is dull grey in color, rough and jagged in texture, and is commonly streaked with smooth, silvery bands. Go-stones are found in a wide variety of sizes and shapes, though are rarely (if ever) larger than 6 inches in length along any axis. Touching a piece of go-stone reveals the only notable aspect of its physical appearance. It is warm and the warmth seems to fluctuate in intensity.

Go-stones are found concentrated at specific locations throughout the world. So far, no one has been able to determine what conditions allow for go-stone formation or why they can be found at some locations but not others. They are most commonly found around undersea volcanoes and volcanic islands, near rifts in the sea floor, and in other locations throughout the world’s ocean. While go-stone mining is a relatively simple process (most are simply chipped from the surrounding bedrock with picks and chisels), the remote location of most go-stone deposits and their propensity to attract dangerous land and marine life makes go-stone mining a dangerous operation.

Go-stone are most commonly used as a power source for important machines (especially ship engines) and as an energy source for a wide variety of weapons, items, and item enhancements. Go-stone-powered machines are expensive to purchase and maintain, but provide a degree of reliability and power that other energy sources cannot match. Go-stones are also frequently used in the creation of enhanced items, though they can produce a smaller variety of effects than are possible through magical enhancement.

500 years ago the world was overrun by a colossal flood. Millions perished, crushed beneath the weight of the rising ocean, their final gasps trapped by the crushing depths. Years later, explorers venturing into newly-risen volcanic islands discovered strangely-magical shards of stone that possessed mystical properties. They discovered that these shards could be used to power ships and enhance weapons, armor, and other items.

Few (if any) are aware of the true nature of go-stones. The stones came into being when the life and soul energy of individuals killed in the catastrophic flood was somehow trapped by the rising water. Over the years, various magical and geological processes caused these trapped energy to lithify along with particulate matter in the ocean, creating the solid go-stones discovered and mined by scroungers. This trapping and lithification of life energy only occurred around areas where the inherent magic of the world was especially powerful, resulting in the concentration of go-stones around specific geographical locations. Go-stone technology is in its infancy and is plagued with uncertainty and danger.

Go-Stones in the Game
Go-Stone Summary
{table=head]Strength Category|Value|Save DC|Maximum Enhancement
Minor|200 gp|10|15|+1
Moderate|700 gp|20|20|+2
Major|1400 gp|30|25|+3[/table]

Go-stones have different levels of power and can be used to create different items and achieve different effects. There are three power categories for go-stones; minor, moderate, and major.

Minor go-stones are the smallest and weakest usable fragments of go-stone. They can be used to temporarily enhance a weapon, piece of armor, or similar item, providing the equivalent of a +1 enhancement bonus to the item and allowing the use of special enhancements with base costs equivalent to a +1 bonus. Using two minor go-stones does not allow you to create an item with an equivalent +2 enhancement. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 6 ranks in the Craft (Go-Stone Tech) skill can create items using a minor go-stone with a successful DC 25 Craft (Go-Stone Tech) skill check. Finally, any detrimental affects of a minor go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 15 save, as described in the specific effect.

Moderate go-stones are larger and more powerful than minor go-stones and have a wider range of uses. They can be used to temporarily enhance a weapon, piece of armor, or similar item, providing up to the equivalent of a +2 enhancement bonus to the item and allowing the use of special enhancements with base costs less than or equal to a +2 bonus. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 9 ranks in the Craft (Go-Stone Tech) skill can create items using a moderate Go-stone with a successful DC 30 Craft (Go-Stone Tech) skill check. Finally, any detrimental affects of a moderate go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 20 save, as described in the specific effect.

Major go-stones are the largest and most powerful available go-stones, and have the widest range of uses. They can be used to enhance a weapon, piece of armor, or similar item, providing the equivalent of a +3 enhancement bonus to the item and allowing the use of special enhancements with base costs less than or equal to a +3 bonus. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 12 ranks in the Craft (Go-Stone Tech) skill can create items using a major go-stone with a successful DC 35 Craft (Go-Stone Tech) skill check. Finally, any detrimental affects of a major go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 25 save, as described in the specific effect.

Handling and manipulating go-stone is dangerous, both because of the high amounts of energy present in the material and because of the go-stones propensity to draw life energy into it. Twice per day while crafting a go-stone item, the primary crafter and everyone substantially involved in the crafting process must make a Fortitude Save or take 1d2 points of Wisdom and Constitution damage. The DC for this check is based on the power category of the go-stone used. If working with multiple pieces of go-stone, everyone involved must make saves for each piece of Go-stone being used.

Despite deriving their power from lithified life and soul energy, go-stones are not “alive” and would not register on spells designed to detect or locate “life” and living creatures. They would not be hedged out by an Antilife Shell spell, nor are they affected in any way by spells that affect only living creatures.

Craft: Go-Stone Tech
This skill is a new sub-skill of the already-existing Craft skill. Except as noted below it functions identically to the Craft skill. It is used primarily to allow characters with ranks in the skill to manipulate Go-stones and create Go-stone-enhanced items.

Check
The basic function of the Craft (Go-Stone Tech) skill is to create items enhance by, powered by, or dependent upon go-stones. The DC depends on the complexity and power of the item created, and DC’s for specific items and enhancements are listed below. Creating a go-stone item or performing a go-stone enhancement requires one day for every 200 gp of the base price of the item or enhancement. The crafter is required to spend half the base value of the item in raw materials. Most of this expenditure goes toward the cost of the go-stone required.

The Craft (Go-Stone Tech) skill allows you to make a very specific set of items, presented below. As a general guideline, Craft (Go-Stone Tech) can only be used to create or enhance weapons, armor, items substantially similar to weapons and armor, and special go-stone items (presented below). The skill DC’s and costs to craft an item are included in the item write-up. You cannot take 10 on a Craft (Go-Stone Tech) skill check.

The results of a Craft (Go-Stone Tech) skill check can never be achieved using the Fabricate spell or any similar spell.

Failure
If you fail to pass a Craft (Go-Stone Tech) skill check by 4 or less, the piece of go-stone you are using with is ruined and cannot be used for any further crafting, but there are no further negative consequences. If you fail the check by 5 or more, there is a chance of a catastrophic accident. Roll on the following chart to determine the outcome.

Failure Results
{table=head]Roll|Results
1-5|The piece of go-stone you are using is wasted, but you suffer no other detrimental effects
6|The piece of go-stone you are using explodes. All creatures and objects within a 10 foot radius of the piece of go-stone takes 2d6 damage per power category of the go-stone (Minor, Moderate, or Major). Creatures affected can make a Reflex save to take half damage. The piece of go-stone is (obviously) ruined.
7|The piece of go-stone you are using explodes violently. This functions as if you had rolled a 6, but the piece of go-stone is treated as one power category larger for the purposes of damage dealt and Reflex save DC. Major go-stones deal 8d6 damage and the Reflex save DC is 30. The piece of go-stone is (obviously) ruined.
8|Energy Leak. All characters within a 10 foot radius of the piece of go-stone take 1 point of Wisdom and Constitution drain per power category of the go-stone. Characters can make a Fortitude save to turn the ability drain into ability damage.
9|Explosion & Energy Leak. All characters and objects within a 10 foot radius of the piece of go-stone take damage and ability drain as if you had rolled both a 6 and an 8. The piece of go-stone is (obviously) ruined.
10|Absorption. The piece of go-stone absorbs the life energy of the primary craftsman. This creature must make a Fortitude save or die. If he fails this save, the go-stone’s potency increase 1 power category.[/table]

Item Enhancement
As previously noted, go-stones can be used to enhance any masterwork weapon, armor, or any high-quality (usually masterwork or similar in price) item substantially similar to weapons and armor. The table below outlines the types of enhancement that can be created using go-stone, as well as the cost for purchasing an item with a specific enhancement.

Items enhanced in this manner are permanently imbued with the ability to accept a single type of enhancement, much the same way that normal magic items always carry the same enhancement. The crafter must expend the necessary resources to craft or enhance the item only at the time of initial creation. However, a go-stone enhancement is not always active and requires an expenditure of go-stone energy to activate (a free action). Thus, a sword enhanced with the flaming property will always manifest this property, but requires go-stone energy to function. Unlike normal magic items, an item need not carry a simple +1 enhancement before accepting a special property. Thus, it is entirely possible to use go-stone to create a flaming longsword without first imbuing the sword with a +1 enhancement.

As mentioned above, a go-stone enhancement requires the expenditure of go-stone energy to activate. A go-stone enhancement requires a free action to activate and the enhancement lasts for the duration of the encounter. A minor go-stone contains 10 charges, or enough energy to activate an enhancement 10 times. A moderate go-stone contains 20 charges and a major go-stone contains 30 charges. A single piece of go-stone can be used until all its energy is expended, at which point the character must insert a new piece of go-stone (a standard action that provokes an attack of opportunity and requires no skill check) to continue using the enhancement.

Except in extremely rare and special circumstances (as determined by the DM), go-stones cannot be used to grant an item an equivalent enhancement greater than +3. Unless otherwise stated, multiple go-stones of the same power category cannot be used together to create more powerful effects. For example, you can create a +1 sword using a minor go-stone, but cannot create a +1 flaming sword using two minor go-stones. Adding additional enhancements to an item requires a go-stone of the power category necessary to create a weapon of the total equivalent enhancement bonus. For example, adding the flaming property to a +1 sword would require a moderate go-stone, while adding the flaming property to a +2 sword would require a major go-stone.

In addition to the go-stone cost for enhancing an item, the enhancement process requires mundane materials equaling the base cost of the item being enhanced. These materials are used to craft the special bracket for installing the go-stone and to enhance the conduction of the go-stone’s energy. These materials are usually small quantities of alchemical substances, mundane construction materials, and rare metals like mithral and adamantine.

Finally, it should be noted that go-stone enhancement and magical enhancement cannot be used on the same item.

Go-Stone Items and Enhancements
Weapon Enhancements
{table=head]Enhancement|Cost
+1 Enhancement|500 gp
+2 Enhancement|1500 gp
+3 Enhancement|3000 gp
Corrosive|+1 equivalent
Flaming|+1 equivalent
Frost|+1 equivalent
Shocking|+1 equivalent
Keen|+1 equivalent
Vicious|+1 equivalent
Ghost Touch|+1 equivalent
Thundering|+1 equivalent
Disruption|+2 equivalent
Acidic Burst|+2 equivalent
Flaming Burst|+2 equivalent
Icy Burst|+2 equivalent
Shocking Burst|+2 equivalent
Wounding|+2 equivalent
Dessicating|+2 equivalent
Energy Leach|+2 equivalent[/table]

All of the above enhancements function as normal. New enhancements are described below.

Energy Leach: A weapon enhanced with the energy leach property is infused with the warping energy of go-stone. When struck with an energy leach weapon, a creature must make a DC 20 Will save or take 2 points of Wisdom damage.

Armor Enhancements
{table=head]Enhancement|Cost
+1 Enhancement|500 gp
+2 Enhancement|1500 gp
+3 Enhancement|3000 gp
Fortification, light|500 gp – can be added to another minor go-stone, doesn’t count for max equivalent enhancement.
Fortification, moderate|+1 equivalent
Bashing|+1 equivalent
Blinding|+1 equivalent
Acid Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Cold Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Electricity Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Fire Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Sonic Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Ghost Touch|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement[/table]

Other Go-Stone Items
Go-Stone Rifle (200 gp) – Exotic Ranged Weapon, 1d12 (1d10) damage (20/x4), 50 ft range increment, 20 lb.

A go-stone rifle is a powerful ranged weapon that fires a shot of metal shrapnel and intense heat. The weapon consists of a backpack-like chamber connected to the rifle itself. When fired, go-stone energy is released, causing the backpack chamber to expand before collapsing forcefully and propelling the shot out of the rifle.

A go-stone rifle requires no ammunition as such, but expends some of the power from a go-stone with each shot. A minor go-stone allows the rifle to fire 30 shots before reloading is required (a full-round action). More powerful go-stones allow an additional 30 shots per power category above minor before being expended. Because firing the weapon is relatively time-consuming, firing go-stone rifle is always a standard action.

Because the shot from a go-stone rifle is mostly go-stone energy, go-stone rifles count as having a +1 enhancement, even though the weapon itself is not enhanced. You can enhance a go-stone rifle as if it already had a +1 enhancement bonus. Go-stone rifles and go-stone burst guns count as the same weapon for purposes of feat selection.

Craft: A go-stone rifle can be constructed by a successful DC 30 Craft (Go-Stone Tech) skill check
Go-Stone Burst Gun (500 gp) – Exotic Ranged Weapon, 1d8 (1d6) damage (19-20/x2), 50 ft range increment, 25 lb.

A go-stone burst gun sacrifices the shear power of a go-stone rifle for a more rapid rate of fire. They are identical in appearance and function to a go-stone rifle, save for the rifle itself, which consists of a number of smaller rifle barrels in a circular configuration that rotate as they are fired.

A go-stone burst gun requires no ammunition as such, but expends some of the power from a go-stone with each shot. A minor go-stone allows the rifle to fire 60 shots before reloading is required (a full-round action). More powerful go-stones allow an additional 60 shots per power category above minor before being expended. A character wielding a go-stone burst gun can fire a number of shots per round equal to the number of iterative attacks allowed by his base attack bonus. A character can apply the Rapid Shot feat to a go-stone burst rifle.

Because the shot from a go-stone burst gun is mostly go-stone energy, go-stone burst guns count as having a +1 enhancement, even though the weapon itself is not enhanced. You can enhance a go-stone burst gun as if it already had a +1 enhancement bonus. Go-stone rifles and go-stone burst guns count as the same weapon for purposes of feat selection.

Craft: A go-stone burst gun can be constructed with a successful DC 32 Craft (Go-Stone Tech) skill check
Go-Stone Grenade (1100 gp) – Go-stone grenades are devices designed to unleash all of the energy from a go-stone in one destructive burst. A go-stone grenade consists of a shard of go-stone contained within a device that initiates the energy release and magnifies its effect. A go-stone grenade deals 2d6 points of force damage and 2d6 points of fire damage to all creatures and objects within a 10 foot radius. Affected creatures can make a DC 17 Reflex save to halve the damage they take from the explosion. A go-stone grenade uses a minor go-stone.

Craft: A go-stone grenade can be constructed with a successful DC 25 Craft (Go-Stone Tech) skill check
Go-Stone Cannon (3500 gp) – Exotic Ranged Weapon (Siege), 4d8 damage (20/x3 critical), 100 ft range increment.

Go-stone cannon are the most advanced siege and ship-to-ship weapons available. They are essentially oversized go-stone rifles in appearance and function. They are fixed in place upon a mount or swivel, taking up a square five feet wide and ten feet long. A medium or smaller creature attempting to fire a go-stone cannon takes a -2 penalty to attack rolls. A single minor go-stone allows a go-stone cannon to fire five shots before reloading is required (a full-round action). More powerful go-stones allow an additional five shots per power category above minor before being expended.

Craft: A go-stone cannon can be constructed with a successful DC 35 Craft (Go-Stone Tech) skill check
Go-Stone Engine (?? gp) – Go-stone engines are large constructions of metal and wood that, when attached to an ocean-going vessel, can propel the craft for long distances, even in the absence of wind. The engine consists of a large rear paddle-wheel connected to pistons that harness go-stone energy to turn the wheel.

A go-stone engine requires at least a moderate go-stone to function. A single moderate go-stone will allow a ship equipped with a go-stone engine to travel 500 miles (about 1 week’s travel for an average sailing ship). It requires a DC 15 Craft (Go-Stone Tech) check every day, covering basic maintenance and day-to-day tasks. Failing this check reduces the distance traveled by that piece of go-stone by 20 miles. Failing the check by 5 or more results in a 10% chance of more serious damage. Roll1d6. On a roll of 1-5, the engine shuts down completely. On a roll of 6, the engine explodes, crippling the ship and dealing damage as shown on the “Failure Results” table above, plus an additional 3d6 points of bludgeoning damage (6 on a d6).
So that's it. I know it's a lot of information to take it, but I'd really appreciate some feedback. Thanks!

Mephibosheth

kyoten
2009-02-24, 05:12 PM
I like the way this is looking! Quick question how do Go-stones react to spells that detect the presence of life?

Mephibosheth
2009-02-24, 05:32 PM
I like the way this is looking! Quick question how do Go-stones react to spells that detect the presence of life?

I hadn't thought of that. If the issue were to arise, I would rule that the stones do not register on this sort of spell. Go-stones derive their power from life and soul energy, but this energy has lithified and the stones aren't "alive." They wouldn't be hedged out by an Antilife Shell spell, for example. I'll specify this explicitly in the write-up. Thanks for catching it for me.

Mephibosheth

Siosilvar
2009-02-24, 08:44 PM
Haven't quite finished reading yet, but your Craft failure table needs Reflex saves in it. I'd assume 15/20/25 DC, but it's not stated.

EDIT: Finished reading. The Go-stone Rifle seems weak compared to the Burst Gun, and the grenade isn't really worth 1100 GP.

Rifle vs. Burst Gun
1 shot (30 in a "clip"), 6.5 damage (20/x4 crit)
1-4 shots (60 in a "clip"), 4.5 damage (20/x3 crit equivalent)

Grenade (Priced at CL 4, Spell Level 5 (For the save DC))
50*4*5 = 1000 GP in a normal D&D game. With your reduced prices for everything else, it's worth roughly 200 GP.

Overall, it's an interesting concept, and the ability for anyone to enchant items, even for a limited time, is something that should've been in the game in the first place. One question about that - Do you need to spend the base price of the item every time you want to enchant it, every go-stone you install, or one per item to allow enchantment?

Mephibosheth
2009-02-25, 10:38 AM
Haven't quite finished reading yet, but your Craft failure table needs Reflex saves in it. I'd assume 15/20/25 DC, but it's not stated.
The save DC's are listed under the "Go-Stones in the Game" heading with the description of the various strength categories. DC 15 (minor)/20 (moderate)/25 (major) is correct.


EDIT: Finished reading. The Go-stone Rifle seems weak compared to the Burst Gun, and the grenade isn't really worth 1100 GP.

Rifle vs. Burst Gun
1 shot (30 in a "clip"), 6.5 damage (20/x4 crit)
1-4 shots (60 in a "clip"), 4.5 damage (20/x3 crit equivalent)

Grenade (Priced at CL 4, Spell Level 5 (For the save DC))
50*4*5 = 1000 GP in a normal D&D game. With your reduced prices for everything else, it's worth roughly 200 GP.
I agree that the go-stone rifle is underwhelming compared to the go-stone burst gun. In fact, this was intentional. The two weapons count as one for feat selection purposes, meaning that a character can start with a go-stone rifle as soon as he can afford one and then upgrade to the go-stone burst gun as needed. Alternatively, certain characters benefit from a weapon that's more powerful in a single shot. Scouts come immediately to mind given their emphasis on movement. Obviously, this still isn't an optimum build for a scout, but at least the option is there.

In regard to the go-stone grenade, I agree with your analysis. I always find one-shot damage-dealing items like this (Necklace of Fireballs, Bead of Force, etc) a bit underwhelming so I'm never sure how to price them and I probably overestimated. However, it is still relatively powerful (4d6 damage is nothing to sneeze at, especially when half of it is force damage). You think 200 gp is an appropriate price?


Overall, it's an interesting concept, and the ability for anyone to enchant items, even for a limited time, is something that should've been in the game in the first place. One question about that - Do you need to spend the base price of the item every time you want to enchant it, every go-stone you install, or one per item to allow enchantment?
No, you only need to spend the bas price of the item when it is first created or enhanced. Loading a new go-stone is a simple procedure that won't even require a skill check (though it will be a standrad action). I'll clarify above.

Thanks a lot for your comments. I really appreciate the help weeding out the things that I missed in the orignal write-up. I'm glad you like the concept.

Mephibosheth

Eighth_Seraph
2009-02-25, 04:53 PM
Ooh, I likes it! I'm particularly impressed that you managed to make this without making it seem like a Final Fantasy VII rip-off.

You know what would complement this well? The non-magical weapon enhancement system that Lord Tataraus made for the Avatar project. I was planning to give it an update anyway, spiff it up and make it less faux-magicky. I could get started on that, if you want.

Also, the wording on the go-stone weapons & armor enhancement leaves me addled and confused. Do you mean that a sword itself can have a +1 bonus, but keen, flaming, etc. are in the stone?

Mephibosheth
2009-02-25, 05:21 PM
Ooh, I likes it! I'm particularly impressed that you managed to make this without making it seem like a Final Fantasy VII rip-off.

You know what would complement this well? The non-magical weapon enhancement system that Lord Tataraus made for the Avatar project. I was planning to give it an update anyway, spiff it up and make it less faux-magicky. I could get started on that, if you want.
To be honest, I was never a huge fan of that system. It got really complicated really quickly and just seems...unnecessary, especially in this setting where I already have this new go-stone system on top of the traditional magic system. I would be interested to see what you come up with. I have great faith in your homebrewing abilities and I'm really glad you like this system.


Also, the wording on the go-stone weapons & armor enhancement leaves me addled and confused. Do you mean that a sword itself can have a +1 bonus, but keen, flaming, etc. are in the stone?
Which part is the one that confuses you? Maybe I can clear the language up a bit. Basically, my intention is that a weapon or armor enhanced with go-stone (regardless of the type of enhancement, be it a simple +1 or a special property) cannot also be magically-enhanced. It's also possible to use go-stone to enhance an item with a special property (flaming, fortification, whatever) without it already being a +1 item. So you could have a MW flaming longsword, but only with go-stone. Finally, just to clarify, an item always manifests one (or more) enhancement or special property, chosen at creation. It then manifests that property whenever properly fueled with go-stone. The item has the enhancement, which needs go-stone for power.

Not sure if that clarifies anything. Point me at the part that's confusing and I'll try to improve it. I know that I tend toward verbosity in my write-ups, so it's always helpful to have someone other than myself read it.

Thanks for the comments! Keep 'em coming!

Mephibosheth