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Cipher Stars
2011-06-13, 03:14 PM
Colossai

http://i175.photobucket.com/albums/w127/Faygo_Rain/Fantasy/CrystalGolem.jpg

"Stomp, stomp, stomp, and down goes the castle!"

Quick overview in the form of a quote:
"I am a Colossai, not another piece of cannon fodder. I take on the big guns, the hordes and the legions with nothing but my team behind me. Charging into battle in my golemwork." ~anonymous.

Adventures:
Colossai adventurers are remnants, soldiers who's countries or kingdoms fell. Or perhaps they were discharged, none the less they are frequently ex-military seeking for a life they know: Violence. Adventures could include existing military Colossai sent as a team or part of a unit of diverse specialists for the desired effect for special missions.

Characteristics:
Colossai are bulky, tall, muscular men or sleek amazonian women all of which tower above normal humanoids nearing Large sizes. But thats not what makes the Colossai. The Colossai are fit, yes. but thats because it takes people like that for what they do: Control Golemworks. Large or bigger constructions animated similarly to the way normal Golems are made. The difference is these are built and constructed, and bound by conjuration magic woven into the Colossai's very being. There are two types of Colossai: The Natural, and the Artificial. Both are the same until you look at it deeper. The Naturals power wasn't grafted into them but born into them, chosen to house the essence of a felled golems leftover magics. The Artificial goes through painful operations of which many do not survive to carve runes, and weave magic into their being. Once complete or after they reach adulthood the Colossai is capable of conjuring the Golemwork, an armor like suit made from the magic of the golem. As they grow in power so too does they're golemwork.

Religion:
Colossai often worship any deity of war or golems.

Background:
Colossai are trained their whole lives and are fed, and exposed to magic provoking growth. When they hit Adulthood they are usually deemed fit for Operation. Still, many do not survive. Naturals however can live lives away from militia, though they are usually found and drafted. Naturals are painful births, their mothers rarely survive. So they often grow up alone, bigger then normal, stronger, they tend to be delinquents. When they reach adult hood if they are still alone they could be stuck in their Golemwork for weeks before figuring out how to return to normal, assuming they aren't hunted and killed under the assumption a rogue golem is running around.

Races:
Any. Humans, Half-orcs are most common.

Other Classes:
Colossai get along with anyone as well as the other.

Role:
Tank. The Colossai gets the front row to the action.

GAME RULE INFORMATION
Colossai have the following game statistics.
Abilities:
Constitution and Strength.
Hit Die:
d12
Starting Age:
As fighter
Starting Gold:
2d3x10


Class Skills
The Colossai class skills (and the key ability for each skill) are...
Autohypnosis (for effect, nonpsionic), Climb, Balance, Intimidate, Listen, Sense Motive, Spot, Tumble

Skill Points at First Level:
(4 + Int modifier) x 3
Skill Points at Each Additional Level:
4 + Int modifier

The Colossai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Pool

1st|
+0|
+2|
+0|
+2| Golemwork | 4

2nd|
+1|
+3|
+0|
+3| | 6

3rd|
+2|
+3|
+1|
+3| | 8

4th|
+3|
+4|
+1|
+4| | 10

5th|
+3|
+4|
+1|
+4| | 14

6th|
+4|
+5|
+2|
+5| | 16

7th|
+5|
+5|
+2|
+5| | 18

8th|
+6/1|
+6|
+2|
+6| | 20

9th|
+6/1|
+6|
+3|
+6| | 22

10th|
+7/2|
+7|
+3|
+7| | 26

11th|
+8/3|
+7|
+3|
+7| | 28

12th|
+9/4|
+8|
+4|
+8| | 30

13th|
+9/4|
+8|
+4|
+8| | 32

14th|
+10/5|
+9|
+4|
+9| | 34

15th|
+11/6/1|
+9|
+5|
+9| | 38

16th|
+12/7/2|
+10|
+5|
+10| | 40

17th|
+12/7/2|
+10|
+5|
+10| | 42

18th|
+13/8/3|
+11|
+6|
+11| | 44

19th|
+14/9/4|
+11|
+6|
+11| | 46

20th|
+15/10/5|
+12|
+6|
+12| | 50[/table]


Class Features
All of the following are class features of the Colossai

Weapon and Armor Proficiencies:
Colossai are proficient with all armors, no shields, and simple weapons, martial, and one exotic weapon of choice.

Golemwork (Ex):
The Colossai is in effect, a half golem. They can conjure around themselves a protective formation like that of a golem. They are inside the golemwork, but they see through the new eyes and the body is through the gift of the arcane put into a suspended animation of sorts or even modify the body to work with features on the golem. At each new level, this golemwork takes on new traits besides first, in which they get the golemwork in the first place.

It starts out as a suit that seems to be made merely of woods, providing +1 AC natural armor, DR 1/-, +1 Str, and provides the Construct type when active. It has 1/4th your hit points for purposes of breaking through an area to get to the Colossai
Once in Golemwork form, Spellcasting unless granted by golemwork traits is nearly impossible if it consists of verbal, somatic, and has material components, which is to say dang near any spell. And the nature of the golemwork interferes with psionic manifestation. giving it a 50% chance of failure, and by failure: Manifestation happening inside the golemwork potentially destroying the golemwork and yourself.

You can activate the Golemwork as a full round action, one standard to call, one standard for formation to complete. You can do this a number of times per day equal to your class levels +1, sending the golemwork away does not cost against you and takes only a standard action.

Golemwork works fine into antimagic or null psionics, and cannot be dispelled. You cannot however, conjure the golemwork inside either such field.

Once the golemwork is around you it can stay until you fall unconscious or simply sleep. However it can be destroyed. If an area takes listed HP damage in a single blow it is destroyed and the body limb under it is exposed. Otherwise all damage still travels through to the person inside due to Feedback (the golemwork and the body are deeply connected, the body still takes damage that gets through AC and DR)

If a section is destroyed it can be repaired by anything that would heal a construct.

Pool:
You have a pool of points with which you purchase Golemwork improvements:
below are the traits, must take previous versions before you can take the next unless otherwise specified.


Substance:
Your golemwork is made of different material then normal.
Stone Requires level 3. 1 point
your golemwork is made of stone, bonuses change as follows: +5AC DR 4/- +3 Str 2/4th hp
^Iron requires level 6 1 point
your golemwork is made of iron, bonuses change as follows: +6AC DR 6/- +4 Str 3/4th hp
^Steel requires level 9 2 points
your golemwork is made of steel, bonuses change as follows: +7AC DR 8/- +5 Str 1/1 hp
^Crystal requires level 12 2 points
your golemwork is made of shining crystal, bonuses change as follows: +8 AC DR 10/- +6 Str x1.5 hp
^Mythril requires level 15 3 points
your golemwork is made of gleaming mythril: +10 AC DR 12/- +7 Str x2 hp.
^Gem: requires level 18 3 points
your golem work is made of priceless gems, bonuses change as follows: +12 AC DR 14/- +8 Str x2.5 hp.
^Adamantium requires level 20 4 points
Your golemwork is made of the famed adamantium, bonuses change as follows: +15 AC DR 20/- +10 Str x4 hp.

Elemental
your golemwork is infused with a chosen energy.
Stage 1 1 point
resistance 5, +1d4 energy type to all melee damage.
Stage 2 requires level 5 1 point
resistance 10, +1d6, cast one level 1 arcane spell of chosen energy descriptor 3 +1/2 class levels times per day.
^Stage 3 requires level 8 2 points
resistance 15, +1d8, cast level 2 arcane spell.
^Stage 4 requires level 11 2 points
immunity to chosen energy, +1d10, cast level 3 arcane spell.
^Stage 5 requires level 14 3 points
immunity to chosen energy, but golemwork repairs equal to half energy damage taken, +1d12, cast level 4 spell.

Flight:
Gliders 1 point
You have sections of thin, lighter material that can span between limbs, or a pair of winglike constructions that while incapable of flight, allow you to glide and slows your falls to nearly nothing.
^Hover 1 point
In addition, magic and runes built into your foundation allow you to hover, You never need touch the ground naturally while in your Golemwork. You always remain int modx5 inches of the ground. And the same mod times per day you can use Levitate as a wizard of equal level to your own.
^Wings requires level five 2 points
Ah, a crowning moment. You either grow wings, or your previously glide-only wings become functional! you gain a fly speed equal to your land speed with clumsy maneuverability.
^Greatwings: requires level ten. 2 points
Your wings become larger, or more neumerous. You gain a fly speed double your land speed and good maneuverability.
Antigrav requires level fifteen. 3 points
You either lose your wings or simply gain a tight bond with the magic of space. You gain the all purpose flight granted by Antigravity magics. You gain a fly speed quadrupedal that of your land speed with perfect maneuverability.


Features
your golem work sports some defining characteristics, need not have previously mentioned features unless otherwise stated.

Spikes 1 point
your golemwork is covered in spikes. +1 extra damage to unarmed strikes, and deal 1d4 damage per turn on grapples. +5 to climb checks.
^serrated spikes 1 point
As Spikes, but +2 extra damage, and 1d6 on grapples. +7 on climb.
^hooked spikes 1 point
as serrated spikes, but +3 extra damage, 1d8 on grapples, and +5 to the grapple roll. +10 on climb.

Horns 1 point
your golemwork has a set, or a single horn larger then a set horn. You can choose to attack with the horn to deal 1d6 damage and gore victim. On a successful attack victim makes a grapple check against your attack, if they fail, they are pinned but not helpless. they can make strength checks against your attack roll made originally to gore them in order to free themselves. you can also try to actively maintain the gore by making your own grapple check. if they win, they move onto the strength check to free themselves.
^serrated horns 1 point
+1 damage on horn attack, gored victims take 1 con damage a round. -3 for victims to free themselves.
^hooked horns 1 point
-6 for victims to free themselves.
^great horns 1 point
damage dice increases to 1d12

Claws: cannot stack pincers on claws. 1 point
you have a, or a pair of claws with which you can use to make a standard claw attack for 1d6 damage. +2 climb.
^serrated claws 1 point
+2 claw damage. +4 climb
^hooked claws 1 point
hooked claws add +5 to grapple checks. +6 climb

Pincers: cannot stack claws on pincers 1 point
you have a, or a pair of pincers. you cannot hold items well in a pincer, and take -5 to attack rolls made with a weapon held in a pincer. Pincers have +2 to strength checks made to break items that they could hold, and to grapple checks. you can attack with a pincer dealing 1d8 bludgeoning damage.
^spiked pincers 1 point
pincers have small spikes and studs on the inside, changing strength check bonus to +3, and +2 piercing damage to pincer attacks.
^scissors 1 point
Pincers become bladed scissors, changing strength bonus to +5, and damage dice is 1d10+5.

Blade: 1 point
One of your hands is replaced with a Sword-arm that cannot manipulate anything effectively.
Blade counts as a Shortsword for all effects from damage to crit.
^Serrated: 1 point
Your blade is serrated, increasing damage dice by one.
^Hooked: 1 point
Your blade has a hooked end, +2 damage and +5 to Disarm checks.
^*Longblade: requires blade, but not serrated or hooked. 2 points
Your blade is instead a Longsword for all effects from damage to crit, if you previously got serrated and or hooked for the short sword, it still applies.
^Greatblade: requires longblade but not serrated or hooked. 2 points
Your blade is instead a greatsword with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword or longsword, it still applies.
^Fullblade: requires greatblade, but not serrated or hooked. 2 points
Your blade is isntead a Fullblade (http://www.dandwiki.com/wiki/Fullblade_%283.5e_Equipment%29) with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword, longblade, or greatblade, it still applies of course.


Extra Limb:
Arm/leg: 1 point
you gain a single extra limb with a basic hand you can have replaced with appropriate trait to be a claw or pincer or foot that can be replaced with proper trait to be a claw.
for every two arms you gain an additional attack.
for every extra leg you gain +1 to balance or checks to resist being moved. for every two legs, +5ft speed.

reverse jointed leg: 1 point
you change an existing leg to be longer, and sharply angled, adapted and ideal for jumping. +5 jump checks per RJL.

Extra Organ:
Eyes:
Normal eye 1 point
you gain another, normal eye that lets you see as normal from another direction preventing effects such as flanking. With four extra eyes, one in back, and two at the sides, one up top you cannot be surprised while awake.
^Eversight eye requires level five 1 point
as normal eye, but with low-light and darkvision.
^Piercing eye requires level 10 2 point
As greyscale eye, but sees invisibility.
^Transplanar eye requires level 15. 2 point
As Piercing eye, but also sees ethereal.
^Godsight eye requires level 20. 3 point
As Transplanar eye, but also sees the true form of all things, and sees echos of what happens next. gain +5 insight bonus to attack, AC, and reflex saves as you see what happens a moment prior.

Sonic eye: requires level 5 2 points
instead of an eye that grants sight, you modify an existing eye to fire a lance of sonic energy dealing 1d4/class levels damage to a max of 10d4 a number of times per day equal to 1+1/2 class levels. on a reflex save DC= 15+wis mod, they take half damage.
^searing eye requires level 10 2 points
As sonic eye, but add half damage again as fire damage and +2 to the save.
^disintegrating eye requires level 15 3 point
As Searing eye, but damage dice increases to 1d8, and if attack kills, body is destroyed.

Lung:
Breath weapon: 2 point
You adapt your own lungs to fuel a useful breath weapon when using your golemwork. Breath weapon deals 1d6 damage/class levels in a 30ft cone, or a 60ft line.
fire, lightning, cold, or acid damage at level 5. at level 10 you can choose sonic or force.
you can only take this trait five levels apart, but each time you can add an energy type for use at the same time. Breath weapon has no uses per day, but recharges on a roll of 6 on 1d6 at the start of each round.

Mouth: 1 point
You add an extra mouth to your golem work. works well with breath weapon, if you had three extra for example you could have four 30ft cones on all four sides for example.

A body part can only hold as follows:
Head: Three mouths.
Arms: Two mouths.
Legs: Two mouths.
Hands: one mouth.
torso: Five mouths.
Only half (rounded up) can face any one direction.

Brain: requires level 15 2 points
When in golemwork, an extra brain is available which thinks independently and can use mental actions, or perhaps use a second lung and mouth to use its own breathweapons and spell like abilities independent of your actions.

Size:
Your Golemwork is larger then normal.
Large: requires level five 1 point
Your golemwork is large size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die, such as unarmed damage, spikes, horns, claws, ect.
^Huge: requires level ten 2 points
Your golemwork is huge size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
^Gargantuan: requires level fifteen 3 points
Your golemwork is gargantuan size for all benefits and penalties relating to size , or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
Special" Gargantuan or larger Golemworks house the body in the torso only, So rolls to hit must be on the torso to have a chance at getting to the Body. Though through Feedback, the body still takes some damage as normal.
^Colossal: requires level twenty 4 points
Your golemwork is colossal size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.

Arcane Channels. 1 point
Your golemwork has channels for directing arcane energy. You can cast spells as normal, the channels allow you to use the golems mouth(s) to be used instead of your own, suspended mouth for verbal casting, hands for somatic casting, and the channels direct the energies from the materials it touches for use as material components in the spells.
^Superior Channels Requires level 10 2 point
The arcane channels are more in tune to magical energies granting SR equal to your class levels +10 as they redirect arcane energies around themselves.
^Legendary Channels Requires level 20 3 point
The Arcane Channels can totally channel magical energies through the Golemwork, granting Spell Immunity.
Arcane Amplifier Requires level five, a spellcasting level and Arcane Channels. 2 point
Your Arcane Channels amplify magical energies. You increase your effective caster level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 point
Your arcane channels amplify magical energies much better. You increase your effective caster level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your arcane channels amplify magical energies with great capability. You increase your effective caster level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your spellcasting class is to determine caster level.

Psionic Channels. 1 point
Your golemwork has channels for directing Psionic energy. You can manifest powers as normal, the channels allow psionic power to be manifested through the golemwork. There is now no chance for Psionic malfunction and psionics can be used normally.
^Superior Channels Requires level 10 2 point
The psionic channels are more in tune to magical energies granting Power Resistance equal to your class levels +10 as they redirect psionic energies around themselves.
^Legendary Channels Requires level 20 3 point
The Psionic Channels can totally channel psionic energies through the Golemwork, granting Power Immunity.
Psionic Amplifier Requires level five, a Manifesting class level and Psionic Channels. 1 point
Your Psionic Channels amplify magical energies. You increase your effective manifester level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 points
Your psionic channels amplify psionic energies much better. You increase your effective manifester level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your psionic channels amplify psionic energies with great capability. You increase your effective manifester level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your manifesting class is to determine caster level.




Epic Colossai:
The Colossai continues to gain Golemwork normally.

Phosphate
2011-06-13, 03:22 PM
Give me one reason to not take this as a 1 level dip.

DoomHat
2011-06-13, 03:34 PM
Good point. Maybe the golem work should count as heavy plate for the sake of arcane spell failure? Additionally, maybe make the Golemwork a little like a berserker rage, in that, at early levels it can only be maintained so long and has terrible drawbacks that are lessened as you go up in class lvls?

Zaydos
2011-06-13, 03:40 PM
It starts out as a suit that seems to be made of strong woods, providing +4AC, DR 2/-, +2 Str, and provides the Construct template when active. It has 1/4th your hit points for purposes of breaking through an area to get to the Colosai

Haven't looked over traits yet but there are some things that bring up questions in this.


What is the Construct template. Do you mean Construct type, or features of it?
How long can you keep it active and how many times per day can you activate it? I'm assuming at will/continuously.
If it loses its hp can you just reactivate it or do you have to wait a certain duration?
How does it heal?
What kind of AC bonus does it provide? Armor, natural armor, etc?
How does damaging it work? Does it take the damage instead of you (in effect giving you 1/4th your maximum health in temp hp), do they have to particularly target it, or do you both take the damage from attacks?
What action is it to activate and deactivate?


I know it's not finished yet but these are all things you will need to think about and state before completing the finished version.

Edit: Glanced at traits; I'd advice against allowing Stone substance at 1st level as DR 4/- is 100% to 50% immunity to most enemies at first level; notable exception being orcs.

NeoSeraphi
2011-06-13, 03:45 PM
The elemental resistance is pretty low. Seeing as elemental resistance comes up pretty rarely, it's not going to break the class if you start it at 5 and increase by 5 every time (and change the final one to immunity). Immunity to one element is not game-breaking, especially if it is gradually built up.

Otherwise, this looks like a good class. I agree that it should probably force arcane spell failure, (the golem's Elemental class feature provides spell-like abilities, not spells, so they are not affected by somatic arcane spell failure)

Cipher Stars
2011-06-13, 03:53 PM
Give me one reason to not take this as a 1 level dip.
For one, someone to do that would be a stat hoarding evil monkey who should be squashed with a falling rock.
Second the role requirements make such a thing impossible without the right background and stats (for mechanical evidence of the background) to apply for the operation, then be bound by what ever laws or contracts are applied to that operation as Colosai are military units for the very most part.
Second, why? for some armor, maybe a weapon and the ability to cover yourself in wood with hefty yet to be added to the post penalties?


Haven't looked over traits yet but there are some things that bring up questions in this.


What is the Construct template. Do you mean Construct type, or features of it?

Mix up, I often mix template/type.


How long can you keep it active and how many times per day can you activate it? I'm assuming at will/continuously.

Correct. Think it needs a change? Yea... I think I'll change that.


If it loses its hp can you just reactivate it or do you have to wait a certain duration?

the HP value is just a marker for damage, if that amount is taken an area is unusable and leftover damage carries to the body inside. This is only really workable with a Hit Location system such as that found in the Superior Critical variant found on a d&d wiki.


How does it heal?

Any thing that would heal a construct would heal the Golemwork.


What kind of AC bonus does it provide? Armor, natural armor, etc?

Natural. Once in the Golemwork special armor crafted for the golemwork can be applied.


How does damaging it work? Does it take the damage instead of you (in effect giving you 1/4th your maximum health in temp hp), do they have to particularly target it, or do you both take the damage from attacks?

Damage goes to the golem first, as stated before: per location. Once the Golemwork is destroyed in an area all thats left is your arm or head or what not assuming it didn't get taken off as well xD Again, Superior critical or some hit location chart. They are almost a requirement if you ask me. I've always hated d&d's generic "You got Hit!" system. I mean, there isn't even use for spells to regenerate missing limbs...


What action is it to activate and deactivate?


Full round


I know it's not finished yet but these are all things you will need to think about and state before completing the finished version.
yep..

Cipher Stars
2011-06-13, 04:07 PM
Casting inside the Golemwork is nearly impossible, edited.

Spells that have verbal, Somatic, or material components are impossible to use. and the nature of the golem work gives a 50% chance that the power will not make it outside the golemwork, and detonate/manifest within.

Cipher Stars
2011-06-13, 07:56 PM
Added Size.
Clarified that you don't gain a trait first level, as thats where you get the golemwork in the first place.

adding Arcane Channeling and Psionic Channeling.

onthetown
2011-06-13, 08:01 PM
For one, someone to do that would be a stat hoarding evil monkey who should be squashed with a falling rock.
Second the role requirements make such a thing impossible without the right background and stats (for mechanical evidence of the background) to apply for the operation, then be bound by what ever laws or contracts are applied to that operation as Colosai are military units for the very most part.
Second, why? for some armor, maybe a weapon and the ability to cover yourself in wood with hefty yet to be added to the post penalties?


Because not everybody is concerned with roleplaying, character depth, and background. Also, not everybody is going to take your homebrew and play it exactly as you want them to.

You're turning people into golems. I'm a roleplayer, and I'd still dip that.

Cipher Stars
2011-06-13, 08:20 PM
Because not everybody is concerned with roleplaying, character depth, and background. Also, not everybody is going to take your homebrew and play it exactly as you want them to.

You're turning people into golems. I'm a roleplayer, and I'd still dip that.

If you want to play a wooden stick golem feel free to dip.

Cipher Stars
2011-06-13, 10:08 PM
extended Substances. extended Arcane/Psionic channels.

Currently: weakening Wooden golemwork to further deter level dippers.

Notes:

Feel free to request/recommend features and Traits!

Ringwrym
2011-06-13, 10:14 PM
I'd like to thank you for this class, the style fits well with the setting I'm trying to devise.

byaku rai
2011-06-13, 10:19 PM
Just curious as to why it only has an average BAB progression if its supposed to be a frontliner. I'll admit, though, I didn't look all the way through, so there's a rather large chance I missed something to fix that.

Cipher Stars
2011-06-13, 10:22 PM
I'd like to thank you for this class, the style fits well with the setting I'm trying to devise.
And I thank you Random Citizen! (Watched Megamind a while go... sorreh)

Just curious as to why it only has an average BAB progression if its supposed to be a frontliner. I'll admit, though, I didn't look all the way through, so there's a rather large chance I missed something to fix that.

Well, Its more tank and meat shield then front line fighter, well... a bit. And check out some of the Traits and you can see why. In fact, I think it may be overpowered at high levels.

Moose Man
2011-06-13, 10:42 PM
True evil is when they've actually read Heroes of Horror, and know about the rule of DC 15 Reflex save negates all damage from falling objects. /off topic

Problem with the size golemwork: What if you are already large/larger?
Compared with what casters can do, this isn't THAT ovahopwahed. :smalltongue:
How do the Arcane/Psionic Amplifiers work? Is it you gain spellcasting/manifesting, or preexisting arcane/psionic talent is needed?

Cipher Stars
2011-06-13, 10:47 PM
True evil is when they've actually read Heroes of Horror, and know about the rule of DC 15 Reflex save negates all damage from falling objects. /off topic

Problem with the size golemwork: What if you are already large/larger?
Compared with what casters can do, this isn't THAT ovahopwahed. :smalltongue:
How do the Arcane/Psionic Amplifiers work? Is it you gain spellcasting/manifesting, or preexisting arcane/psionic talent is needed?

Then you'd just increase the size by a step.. Though some DM's are sticks like that...
I thought it was pretty clear that it just increases caster level and save DC... :smallfrown:
three people and no one has more ideas on Traits?

InfiniteNothing
2011-06-13, 10:49 PM
Isn't is spelled 'Colossi'?

Also, you forgot to list what level Adamantium becomes available as a substance.

I'll hold off on any other calls until later. I do suggest looking up how dragon breath weapons work, though, just in case it seems better than what you currently have there.

NeoSeraphi
2011-06-13, 10:50 PM
How about a pair of wings that grant you flight speed and maneuverability based on your size? (Speed goes up, but maneuverability goes down as you grow larger)

Cipher Stars
2011-06-13, 10:57 PM
How about a pair of wings that grant you flight speed and maneuverability based on your size? (Speed goes up, but maneuverability goes down as you grow larger)



Ah yes! I was going to add a flight progression but totally forgot. :smallbiggrin:


@infinite:
I think the dragon breath line is weaker, at least the half-dragon player character breath is. Its like what, once a day or something?

.... yes... yes it is... I'll add the missing S.

I'll add that level now thanx.

radmelon
2011-06-13, 10:57 PM
This looks very interesting. Some of the wording is a bit imprecise, but I will refer this to a friend of mine who is great at PEACHing.

Cipher Stars
2011-06-13, 10:59 PM
This looks very interesting. Some of the wording is a bit imprecise, but I will refer this to a friend of mine who is great at PEACHing.

Thanks. *braces for "Great Peaching" as it can refer to harsh critique as well*

Fixed the missing S issue.

Eldest
2011-06-13, 11:00 PM
Maybe add on a built-in blade as a trait, and you could inhance if in various ways with more traits?

NeoSeraphi
2011-06-13, 11:03 PM
Also Constructs (especially Large and Larger sized Constructs) usually have a slam attack as a natural attack. Perhaps you could add that option as well?

Cipher Stars
2011-06-13, 11:04 PM
Maybe add on a built-in blade as a trait, and you could inhance if in various ways with more traits?


Hmm... a Sword-arm? hm... Brilliant! I thought about it sometime ago but passed it off as to much foolery but it works well as the next Claw/Pincer/Blade

Claw: Some natural attack while maintaining ability of hands.
Pincers: Better attack, usable for manipulation still, even better grappling. but then:
Blade: Best attack, unable to manipulate object.

Lord_Gareth
2011-06-13, 11:04 PM
Cipher, you might get more PEACHing for this if you separate your paragraphs out.

You know, kinda like this. Good formatting hurts the eyes a lot less.

Zaydos
2011-06-13, 11:09 PM
Looking over most of the traits.

Substance: Adamantium should probably be Lv 20 only, and note that even then you're taking something like 0-20% damage from attacks.

Extra Arms: Potentially dangerous especially coupled with free EWP and Size increase (Spike Chain tripper with 60-ft reach, 4 spiked chains, +8 Str, and +16 from size).

Eyes: Having eyes all around your body should in no way make you immune to surprise. Invisible attackers, creatures using the hide skill, etc could still sneak up on you. What it should be is a bonus to Spot and Search and immunity to flanking (see All-Around Vision ability held by beholders, and xorns among others). There are ways to be surprised by creatures you can see and ways to remain unseen by creatures with a dozen eyes (note I know beholders actually have fewer than 12).

Also do you get 1 extra eye each time you take it or the full set (each side, back of head, top of head) with one ability? It should probably be the latter.

Also Focused Eyes and Grayscale Eyes should be one ability.

Godsight eye should be an insight bonus like Foresight.

Lung: If you take this twice (once for fire and once for sonic) does it deal 2d6/class level? And eventually 4d6 per class level?

Mouth: If you had three extra mouths could you breath 4 cones that overlapped with each other? 4d6/class level is a lot of damage. Combine this with the question about lung and you could possibly have 48d6/class level damage by 17th level.

Size: Gives a Con bonus. As golemwork do you get Construct stuff or Living Construct struff? If the former you probably shouldn't get a Con buff (normally Constructs have Con -), if the latter that's a horse of a different color.

Colossal + Sizing Spiked Chain is mean.

Channels Is that a bonus to your saving throws or save DCs? Either is probably a bad idea (+10 to all saves or +10 to saving throw DCs), although the latter is almost useless outside of gestalt or high epic play; at least until a theurge PrC is made.

NeoSeraphi
2011-06-13, 11:14 PM
By the way, you haven't mentioned Fortification (immunity to sneak attacks and critical hits) yet. That is one of the defining "I HATE CONSTRUCTS" qualities that this golem-armor should have (unless that's part of the "The Golem gains the Construct type" thing)

Cipher Stars
2011-06-13, 11:47 PM
added the flight...


Looking over most of the traits.

Substance: Adamantium should probably be Lv 20 only, and note that even then you're taking something like 0-20% damage from attacks.

Yep, I was going to. If it wasn't already assumed since its the only logical level in which it could be set as.


Extra Arms: Potentially dangerous especially coupled with free EWP and Size increase (Spike Chain tripper with 60-ft reach, 4 spiked chains, +8 Str, and +16 from size).

well... they don't get any multiweapon bonuses or alleviations...


Eyes: Having eyes all around your body should in no way make you immune to surprise. Invisible attackers, creatures using the hide skill, etc could still sneak up on you. What it should be is a bonus to Spot and Search and immunity to flanking (see All-Around Vision ability held by beholders, and xorns among others). There are ways to be surprised by creatures you can see and ways to remain unseen by creatures with a dozen eyes (note I know beholders actually have fewer than 12).

I was just going off a psionic power that I thought I remembered also made you immune to surprise... but as ye wish.


Also do you get 1 extra eye each time you take it or the full set (each side, back of head, top of head) with one ability? It should probably be the latter.

Just one...


Also Focused Eyes and Grayscale Eyes should be one ability.

why's that? Unless you mean at once, then yes. The eyes stack with the last.


Godsight eye should be an insight bonus like Foresight.

Insight, thanks. I did put that at first but then I over thought it.


Lung: If you take this twice (once for fire and once for sonic) does it deal 2d6/class level? And eventually 4d6 per class level?

1d6 class level, Both fire and sonic at the same time. However if your looking for increased damage go with an extra mouth for more at once. (same recharge, but you can use all mouths at once for a single breath attack)


Mouth: If you had three extra mouths could you breath 4 cones that overlapped with each other? 4d6/class level is a lot of damage. Combine this with the question about lung and you could possibly have 48d6/class level damage by 17th level.

See above. and I really don't know what your talking about, its just 1d6...


Size: Gives a Con bonus. As golemwork do you get Construct stuff or Living Construct struff? If the former you probably shouldn't get a Con buff (normally Constructs have Con -), if the latter that's a horse of a different color.

While in the golemwork you still have your normal body under it which takes damage through the AC / DR of the golemwork, the con bonus is for the body under all the tough stuff.


Colossal + Sizing Spiked Chain is mean.

Channels Is that a bonus to your saving throws or save DCs? Either is probably a bad idea (+10 to all saves or +10 to saving throw DCs), although the latter is almost useless outside of gestalt or high epic play; at least until a theurge PrC is made.
save DC's. Such as a reflex save against a fireball.

By the way, you haven't mentioned Fortification (immunity to sneak attacks and critical hits) yet. That is one of the defining "I HATE CONSTRUCTS" qualities that this golem-armor should have (unless that's part of the "The Golem gains the Construct type" thing)
Doesn't that come with the Construct type? As the golemwork encompasses your body it isn't exactly viable to be sneak attacked, your just as fortified everywhere, with no slips or parts, or seams in the golemwork..

NeoSeraphi
2011-06-13, 11:52 PM
Yes it does. Okay then.

InfiniteNothing
2011-06-13, 11:57 PM
Half dragon, yes. Full dragons have a breath weapon recharge time of 1d4 rounds. They also have a set of feats that allows them to extend that time by a few rounds in order to apply metamagic-like effects to the breath weapon.

Interested?

Zaydos
2011-06-13, 11:57 PM
Lung:
Breath weapon:
You adapt your own lungs to fuel a useful breath weapon when using your golemwork. Breath weapon deals 1d6 damage/class levels in a 30ft cone, or a 60ft line.
fire, lightning, cold, or acid damage at level 5. at level 10 you can choose sonic or force.
you can only take this trait five levels apart, but each time you can add an energy type for use at the same time. Breath weapon has no uses per day, but recharges on a roll of 6 on 1d6 at the start of each round.

The questions come from the bolded parts. Adds an energy type for use at the same time, does that mean full damage from both energy types, it deals 50% say fire adn 50% sonic, or that you have two seperate ones that recharge seperately.

1d6 damage/class level + multiple mouths with overlapping AoE = 1d6 damage/class level squared or 400d6 at 20th level if you just take breath weapon + 19 extra mouths (not the best idea, but 400d6 force damage is pretty effective). Don't let the AoE from the mouths overlap (yes that's an extreme example but it is possible).

Also I was saying you should combine Focused Eye and Grayscale Eye into one ability since they aren't that strong on their own.

Cipher Stars
2011-06-14, 12:13 AM
The questions come from the bolded parts. Adds an energy type for use at the same time, does that mean full damage from both energy types, it deals 50% say fire adn 50% sonic, or that you have two seperate ones that recharge seperately.

No, as mentioned I believe in the last quote about this: Its just 100% both It pretty much just means they have to be immune/resistant to both types to benefit from any immunity or resistance.


1d6 damage/class level + multiple mouths with overlapping AoE = 1d6 damage/class level squared or 400d6 at 20th level if you just take breath weapon + 19 extra mouths (not the best idea, but 400d6 force damage is pretty effective). Don't let the AoE from the mouths overlap (yes that's an extreme example but it is possible).

You know I think It'd be a pretty good idea to spell the acronym out the first time around. Whats AoE?
But note, It'd be 18 extra mouths if you want any breath weapon :P
Also note that they would be nothing but a flimsy wooden golemwork and it wouldn't take much to take her out.


Also I was saying you should combine Focused Eye and Grayscale Eye into one ability since they aren't that strong on their own.
hm... what if we assume that by not depicting a range, Its straight up darkvision with no range? I wonder what the sun would look like in darkvision... probably just a boring grey thing.

Zaydos
2011-06-14, 12:23 AM
Infinite range darkvision would be worth its own effect, although at that point you might want to make it See In Darkness (see Devils) which is like darkvision but in color and laughs at magical darkness.

And so only 380d6, and you still have full-plate armor and defensive magic items (meaning it would take just as much to take you out as the majority of characters in the game). 380d6 is still a lot more AoE (Area of Effect) damage than should be easily thrown about, enough to auto-kill most everything in the game (on average that is 1330 damage to everything in a 30-ft cone; only Force Dragons, an epic enemy, being immune to it although Tarterian dragons have resistance 10; as a note the only things without evasion that can survive it in the Monster Manual are the tarrasque and gold dragons the two largest hp bags in the game and both of which die on a failed save). Also you don't list how the save DC is determined; it's normally Constitution based for breath weapons.

Cipher Stars
2011-06-14, 12:31 AM
Infinite range darkvision would be worth its own effect, although at that point you might want to make it See In Darkness (see Devils) which is like darkvision but in color and laughs at magical darkness.

never heard of it ._. I don't think I ever read much on devils....


And so only 380d6, and you still have full-plate armor and defensive magic items (meaning it would take just as much to take you out as the majority of characters in the game). 380d6 is still a lot more AoE (Area of Effect) damage than should be easily thrown about, enough to auto-kill most everything in the game (on average that is 1330 damage to everything in a 30-ft cone; only Force Dragons, an epic enemy, being immune to it although Tarterian dragons have resistance 10; as a note the only things without evasion that can survive it in the Monster Manual are the tarrasque and gold dragons the two largest hp bags in the game and both of which die on a failed save). Also you don't list how the save DC is determined; it's normally Constitution based for breath weapons.
Um, if you spent all your Golemwork on mouths and a breath weapon You wouldn't be as effective as you thing outside of the breathweapon. Fullplate? More like stuck in a matchbox as mere 1st level Golemwork is made merely of woods, providing +1 AC natural armor, DR 1/-, +1 Str, and provides the Construct type when active. It has 1/4th your hit points for purposes of breaking through an area to get to the Colossai
None the less, I'll fix Mouths. but I still don't know how you get such high numbers from any of the classes you've commented of mine.

Gideon Falcon
2011-06-14, 12:44 AM
You are able to wear a fullplate on top of the golem armor.

What 'high numbers' are you talking about?

Cipher Stars
2011-06-14, 12:49 AM
You are able to wear a fullplate on top of the golem armor.

What 'high numbers' are you talking about?


Yes, it would be expensive and custom made but yes. Not to mention you'd need a new set when ever you get a new feature such as size. spikes, horns, blade or even a new substance.

Zaydos always comes up with high dice attacks from things I make. Such as 48dx when I only see how you could get 24dx or something.

blueblade
2011-06-14, 12:51 AM
Looks like a lot of fun!

Question: At a cost of 4 levels, (Lungs, Mouth, Brain, Arcane Channels), do I effectively have 2 spellcasters for the price of one (although one can only cast non-somatic spells)?

I assume the brain is in no way a separate character, so same classes and a shared spell list. But still, have no doubt that a clever optimiser could make a lot of use from that!

Blade questions: are the blades/claws/pincers enchantable? Or do I need items to do so? And would I have automatic proficiency with the weapon? Are the greatsword/fullblade usable 1-handed?

Cipher Stars
2011-06-14, 12:58 AM
Looks like a lot of fun!

Question: At a cost of 4 levels, (Lungs, Mouth, Brain, Arcane Channels), do I effectively have 2 spellcasters for the price of one (although one can only cast non-somatic spells)?

I assume the brain is in no way a separate character, so same classes and a shared spell list. But still, have no doubt that a clever optimiser could make a lot of use from that!

Also, are the blades/claws/pincers enchantable? Or do I need items to do so?


No... and again I don't see where the mix up is coming from. Arcane Channels clearly does not do anything to give or increase anything to do with casting spells. Arcane Amplifier maybe a mix up for some, but it as well seems to be pretty clear that it has requirements for spellcasting class, and all it does is increase your spell saves and caster level.

If you have Brain, Mouth, Extra Limb(s), Arcane Channel with a spellcasting class then sorta. You simply have, in effect, an extra turn with which you can cast another spell. (Fluff-role wise their both happening at once, not super fast or anything but you could have one delay a fraction to case something first, then something else if need be)

Claws/ect are just natural weapons, anything to effect natural weapons effects claws/ect

Yes, the blades are one armed, even if it may technically drag a bit :3

No... I don't think you would gain auto-proficiency.

Moose Man
2011-06-14, 01:27 PM
So you aren't proficient with your own weapons? No es logico.

Cipher Stars
2011-06-14, 01:50 PM
So you aren't proficient with your own weapons? No es logico.

Whats "Your own weapons" about it. You just suddenly gain a giant blade for a hand when you take the trait. Doing so doesn't give you some psychic insta proficiency.
*goes back to watching mah movie*

Ziegander
2011-06-14, 01:55 PM
Whats "Your own weapons" about it. You just suddenly gain a giant blade for a hand when you take the trait. Doing so doesn't give you some psychic insta proficiency.
*goes back to watching mah movie*

Sorry, but that's like having a Wizard gain spells but requiring him to take the "Fireball Proficiency" feat to cast the spell without first passing a caster level check at a -4 penalty. You shouldn't hand out class features that require you to take a feat to use properly.

Moose Man
2011-06-14, 01:59 PM
The feat cost is likely to diminish the power of this class by leaps and bounds. Also, the Druid has no problem with wildshaping into some odd draconic form and then using his natural weapons efficiently. The Totemist as well gains weapons on "his hands" and is "psychic insta-proficient" with them. For this class not to have that, is, once again "no logico."

EDIT: Ninja'd!

Cipher Stars
2011-06-14, 03:10 PM
Sorry, but that's like having a Wizard gain spells but requiring him to take the "Fireball Proficiency" feat to cast the spell without first passing a caster level check at a -4 penalty. You shouldn't hand out class features that require you to take a feat to use properly.
The Wizard, role wise, is supposedly training every day of they're lives, To even use the spell that day they need to memorize every detail about the spell.

The feat cost is likely to diminish the power of this class by leaps and bounds. Also, the Druid has no problem with wildshaping into some odd draconic form and then using his natural weapons efficiently. The Totemist as well gains weapons on "his hands" and is "psychic insta-proficient" with them. For this class not to have that, is, once again "no logico."


a dragon form is just a tail and claw, little different from your own hands really. Never heard of the totemist....

In any case however, looksy again at the blade.


Blade:
One of your hands is replaced with a Sword-arm that cannot manipulate anything effectively.
Blade counts as a Shortsword for all effects from damage to crit.
^Serrated:
Your blade is serrated, increasing damage dice by one.
^Hooked:
Your blade has a hooked end, +2 damage and +5 to Disarm checks.
^*Longblade: requires blade, but not serrated or hooked.
Your blade is instead a Longsword for all effects from damage to crit, if you previously got serrated and or hooked for the short sword, it still applies.
^Greatblade: requires longblade but not serrated or hooked.
Your blade is instead a greatsword with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword or longsword, it still applies.
^Fullblade: requires greatblade, but not serrated or hooked.
Your blade is isntead a Fullblade (http://www.dandwiki.com/wiki/Fullblade_%283.5e_Equipment%29) with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword, longblade, or greatblade, it still applies of course.

Moose Man
2011-06-14, 04:08 PM
The Wizard, role wise, is supposedly training every day of they're lives, To even use the spell that day they need to memorize every detail about the spell. Ziegander's point is that if the wizards are training with greater than twenty spells, why can't you adequately use twenty CLASS FEATURES? :smallconfused:

a dragon form is just a tail and claw, little different from your own hands really. Never heard of the totemist.... That was an example. Druids are proficient ALL natural attacks they may use. The Totemist is from MoI.Meh, I don't like the 10 character minimum.

Cipher Stars
2011-06-14, 04:44 PM
Meh, I don't like the 10 character minimum.

If I don't know what the totemist is, Chances are I'm not going to know what "MoI" is supposed to stand for.

NeoSeraphi
2011-06-14, 04:53 PM
If I don't know what the totemist is, Chances are I'm not going to know what "MoI" is supposed to stand for.

The sourcebook they are referring to is "Magic of Incarnum", Star.

Cipher Stars
2011-08-19, 11:55 AM
It seems incredibly one tracked.

Golemwork can be meshed down to First level with the descriptor "And when ever they gain a level" or something to that effect. Meanwhile It needs things besides its Golemwork...

Suggestions? If I do it completely myself someone will say something to the effect of it being overpowering :P

SamBurke
2011-08-19, 12:26 PM
Spelling could be boosted, I suppose.

The class seems kinda... boring. One choice at each level... and that's it. Off of a short list, too. More choices, a few more features, these things would be nice.

Clarity. Maybe call it, "Golemwork Features" at first level, to be clear there. Add grammar edits, space things out, format additionally (several of the sections just look off). (See #1.)

BAB. What... the... hippie? 3/4? Like... a Rogue? This is main-battle, all the time. That's all that's put under the Role ("Tank... The Collosai gets the front row to the action..."). It needs full BAB, unless you're wanting people to be "frontline slaughter machines..." which would be fun. (And yes, those bonuses can be gotten easily... even just 200d6 is a HUGE amount of damage, more than anyone ever really deals, even with overpowered, maximized magic). Thus, full BAB seems appropriate (Even the ranger gets it).

More Golemworks.

Pyromancer999
2011-08-19, 01:17 PM
I'd recommend allowing the Arcane and Psionic Channels to let members of this class to be able to take all 20 levels without having to multiclass.

Cipher Stars
2011-08-19, 01:39 PM
I'd recommend allowing the Arcane and Psionic Channels to let members of this class to be able to take all 20 levels without having to multiclass.

What do you mean? It reads as if something was cut between "Channels" and "to let members"

Carnivalia
2011-08-20, 01:14 AM
I'd recommend allowing the Arcane and Psionic Channels to let members of this class to be able to take all 20 levels without having to multiclass.
With all due respect Pyro, your wording is awkward, and Cipher words this portion to the extent of that it is easy to distinguish enough that you wouldn't need to multiclass to gain both channels. But, I'm just considering that strange scenario where you would use both psionics and magic, which seems...unorthodox (haven't actually personally tried it before). Either way, multiclassing isn't necessary to the point you seem to be evoking.

Veklim
2011-08-20, 06:18 AM
I'm just considering that strange scenario where you would use both psionics and magic, which seems...unorthodox

Cerebremancer. Nuff sed, they are rather silly though... Probably why I find them so amusing :smallbiggrin:

Pyromancer999
2011-08-20, 10:31 AM
What do you mean? It reads as if something was cut between "Channels" and "to let members"

Basically, the Arcane and Psionic Channel class features enhance and improve spellcasting and psionics, which would be great.....if this class actually granted you some kind of spellcasting(spells and spell slots) or manifesting power(powers and power points).....which it doesn't.

Cipher Stars
2011-08-20, 10:33 AM
Basically, the Arcane and Psionic Channel class features enhance and improve spellcasting and psionics, which would be great.....if this class actually granted you some kind of spellcasting(spells and spell slots) or manifesting power(powers and power points).....which it doesn't.


It was purely an option for multiclassers or Gestalters.

But sounds good. Should I include some minor spell progression within the Channels or a separate set of features?

Pyromancer999
2011-08-20, 07:41 PM
But sounds good. Should I include some minor spell progression within the Channels or a separate set of features?

It would probably be best to include it as a separate set of features, then maybe provide a few power points, spells/powers, or spell slots over the course of selecting Channel abilities.

Carnivalia
2011-08-20, 07:44 PM
I find the channels appropriate since this class is the designated tank as you put it. If one wanted to sacrifice such a good defensive buff for a rather more offensive class, another tree progression could be put in for magic, however, even though this appeals to me in my own head, it conflicts with the other branch you stated that allows a choice of casting spells of the specific chosen elemental type.
Nonetheless, this kind of tradeoff would add a definite variation to the class...but it would need some thought. This is all just throw-outs that come to me, perhaps someone else has input.

Doorhandle
2011-08-20, 09:36 PM
Doesn't that come with the Construct type? As the golemwork encompasses your body it isn't exactly viable to be sneak attacked, your just as fortified everywhere, with no slips or parts, or seams in the golemwork..


I'd still make it cost construction points.

You're still squishy INSIDE the golemwork, aren't you?

Cipher Stars
2011-08-20, 09:58 PM
I'd still make it cost construction points.

You're still squishy INSIDE the golemwork, aren't you?

Yea, hard part is getting to the Squishy parts. I'll include some Fortification improvements as the Armor improves though. Once you break through (as shown by the HP of the golemwork as mentioned) you become susceptible to crits and sneaks.

miniviewer
2011-10-10, 07:45 AM
How does the Colossai react with other items?
1) Mundane items such as armor, other carried items
2) Magical such as items that provide a magical enhancement (AC, Stat inc., elemental resistance, etc)
3) Triggered magical items? (Cube of Force, Potion of Healing, etc)

Can the armored-up Colossai retrieve an item he has on him or does he have to drop it, transform, then pick up?