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Raiki
2012-09-08, 06:31 PM
The Feruchemist


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"All Dwarves know that metal is strength. Let me show you mine."-Gizrak, a Dwarven Feruchemist.

The Feruchemist is a warrior scholar. They use the amazing storage capacity of their Copper Mind to record any new information they encounter for use and remembrance by future generations. As wardens of that knowledge, they train themselves to spend free time storing physical and mental attributes to draw forth later, in times of greater need.

Fluff Stuff

Abilities: Intelligence allows a Feruchemist to better utilize the knowledge contained within his Copper Mind. As always, high physical attributes will improve the character's ability in combat, although physical weakness can often be overcome through the proper utilization of Metals.

Role: The Feruchemist is primarily a melee fighter. While his bag of tricks is deeper than that of most fighting classes, he shines his brightest on the battlefield.

Background: Anyone who learns of the Feruchemical Order and chooses to devote their life to the accumulation of knowledge can become a Feruchemist.

Organization: All Feruchemists are part of the same loose organization, the Feruchemical Order, which devoted to the preservation of knowledge at all costs.

Alignment: While Feruchemists may be of any alignment, their close association with the rigidness of metal and their meticulous efforts to gather and preserve knowledge generally predispose them to a Lawful alignment.

Races: The most powerful Feruchemists tend to come from the longer lived races. Having millennia to accumulate knowledge and store energy in their minds lends them great strength. However, Humans, with their drive to expansion and boundless determination, make surprisingly good Feruchemists.

Religion: The Feruchemical Order has accumulated knowledge of hundreds of thousands of faiths over their many years of operation, most of which are dead and now known only to them. While some token few pay homage to deities of knowledge or strength, most become jaded to the concept of religion quite soon after being granted their Copper Mind.

Other Classes: Feruchemists get along best with other classes who hold a healthy respect for Truth and Knowledge. Archivists, especially, tend to gravitate towards Feruchemists, and members of these classes often form fast friendships. Contrarily, classes that rely on faith, intuition or rote for their understanding of the world, or who disrespect the concepts of truth tend to find their relations with a Feruchemist to be quite chilly.

Adaptation: GMs who dislike the flavor of a warrior who draws energy from himself for future use may prefer to tie the Feruchemist's abilities to outside aid. A warrior who sacrafices parts of his own knowledge and power in exchange for the blessings of a god or demon could be played as a Feruchemist with few or no mechanical changes.

Hit Die
D10

Class Skills

The Feruchemist’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Feruchemist
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2|Basic Minds, Heirloom Minds, Investiture (1)

2nd|+1|+3|+0|+3|Feruchemy Feat

3rd|+2|+3|+1|+3| Metal Familiarity

4th|+3|+4|+1|+4|Copper Mind

5th|+3|+4|+1|+4|Investiture (2)

6th|+4|+5|+2|+5|Aluminum Mind

7th|+5|+5|+2|+5|Mettle, Average Minds

8th|+6/+1|+6|+2|+6|Feruchemy Feat

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

10th|+7/+2|+7|+3|+7|Investiture (3)

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

12th|+9/+4|+8|+4|+8| Heart of Iron

13th|+9/+4|+8|+4|+8|Master Minds

14th|+10/+5|+9|+4|+9|Feruchemy Feat, Steel Body

15th|+11/+6/+1|+9|+5|+9|Investiture (4)

16th|+12/+7/+2|+10|+5|+10|Improved Mettle

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

18th|+13/+8/+3|+11|+6|+11|Un-Rusting Strength

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

20th|+15/+10/+5|+12|+6|+12|Feruchemy Feat, Investiture (5), Alloy Self
[/table]

Designer's Note
While this class is intended to be a primary front-line fighter, I chose to give them only average BAB. This was a conscious decision based on what I'm calling The Warhulk Principle. When used properly, the Feruchemist's other abilities (Namely those of Pewter and Steel) can grant him the attacks and attack bonuses that losing out on 5 points of BAB removes. I felt that leaving the class at full BAB would have been a bit unfair to other melee classes.

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

Weapon and Armor Proficiency
A Feruchemist is proficient with all simple and martial weapons, with one exotic weapon of their choice (chosen at 1st level, may not be changed), and with light and medium armor and shields (except tower shields).

Investiture(Su)
The Feruchemist can use specially prepared metals, called Metalminds, to store power for future use. Each type of metal listed stores a specific attribute, listed in the metals' descriptions. At first level, unless otherwise noted, each hour spent storing an attribute adds one Investiture Point to the appropriate Metalmind. At 5th level, and every 5 levels thereafter, the amount of points added goes up by 1, to a maximum of 5 at 20th level. While the ability is extraordinary, energy cannot be stored in or tapped from a Metalmind while inside an Antimagic Field, though any abilities already in effect are not suppressed. Feruchemists may store only one attribute at any time, but may tap any number they choose. Both storing and tapping are purely mental free actions that do not provoke attacks of opportunity.

Metalminds
Metalminds are specially prepared pieces of nonmagical, metal jewelry worn by a Feruchemist. These minds can be shaped as any form of jewelry (For example: rings, bracers, torcs or earrings), cannot be made out of or in to magic items, and do not take up a magic item slot. Through extensive meditation, the Feruchemist gains the ability to store certain aspects of his own energy in a Metalmind. Knowledge of the workings of Metalminds has three tiers: Basic, Average and Master. As a Feruchemist gains levels, their understanding of their Metalminds improves; This expands his ability to store energy in each Mind at level 7, and again at level 13. While Metalminds are priceless to the Feruchemist wearing them, they do not contain enough of any precious metal to have intrinsic value to a non-Feruchemist.

A Feruchemist must attune to any Metalmind he wishes to use. For the Feruchemist's starting minds,this is assumed to have happened before character creations. In the case of lost or destroyed minds, he may undergo a 24 hour ritual to create and attune to a new Mind. This ritual costs 50GP x Feruchemist Level. A Feruchemist may never attune to more than one mind of a given metal (Unless they possess the Double Minds feat; see below).

Designer's Note
In case this needs any clearing up, the gist of this paragraph is "No, you may not wear 6 Pewter Minds and throw mountains at people, and if you lose your Minds, you have to pay to get them back."

Heirloom Minds (Ex)
The Feruchemist begins play with Basic Metalminds of each of the 9 metals. At 1st level, he character gains a total number of Investiture points equal to 4 x his Constitution Modifier to be spread out as he chooses between all of his minds, but they must be filled as normal from that point onward.

Feruchemy Feats
At 2nd level, and every 6 levels thereafter, a Feruchemist gains a bonus Feruchemy feat from the list below.

Metal Familiarity
At 3rd level, a Feruchemist has become familiar enough with metals and their workings that he gains a bonus equal to his class level to all craft and profession checks dealing primarily with metal, as well as to appraise checks to determine the value of a metal or metal object.

Copper Mind (Ex)
At 4th level, the Feruchemist is granted a Copper Mind by the Feruchemical Order, which is filled with decades (sometimes centuries or millenia) of memories stored by previous Feruchemists. This grants the Feruchemist the Bardic Knowledge ability. At 10th level, the Feruchemist's understanding of Copper increases to Average tier, granting a +4 synergy bonus to all knowledge skills the Feruchemist has at least 1 rank in. At 16th level, his understanding improves to Master tier, granting the Feruchemist the ability to communicate with any being that has a language.

Designer's Note
To avoid Confusion, while Copper and Aluminum Minds follow the same fluff as every other Mind, they are basically just a veneer to cover other class features. No storing or tapping is ever necessary with these minds, the abilities are considered 'always on', so long as the Feruchemist has possession of their Minds.

Aluminum Mind (Ex)
At 6th level, the Feruchemist acquires a basic Aluminum Mind, used to store his own life force and personality. Because of this, if a slain Feruchemist's Aluminum Mind is present during the casting of any life restoring magics, the Feruchemist does not suffer the normal level or Constitution loss associated with these spells. At 12th level, the Feruchemist learns to draw reassurance of self and purpose from his Aluminum mind, gaining the Slippery Mind special ability. At 17th level, the Feruchemist has imbued the Aluminum mind with enough of their personal essence that, if a slain Feruchemist's Aluminum Mind is present during the casting of a life restoring spell, the Mind may be used as a focus in replacement of any necessary Material Components. This Mind requires no ritual to create and is in addition to the normal Mind a Feruchemist can create at this level.

Designer's Note
See note for Copper Mind.

Mettle (Ex)
At 7th level and higher, a Feruchemist can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Feruchemist does not gain the benefit of mettle.

Heart of Iron (Ex)
At 12th level, a Feruchemist has experienced and stored so many memories in his Copper Mind, he can no longer be fazed by most worldly fears. He gains immunity to fear magical or otherwise. In addition, the sight of the Feruchemist's resolve grants all allies within line of sight a +4 morale bonus against fear.

Steel Body (Su)
At 14th level, a Feruchemist's body hardens to be as strong as his mind. He gains immunity to poisons of all kinds.

Improved Mettle (Ex)
This ability works like mettle, except that while the Feruchemist still suffers no effect on a successful Fortitude or Will saving throw against attacks henceforth he suffers only the lesser effect on a failed save. An unconscious or sleeping Feruchemist does not gain the benefit of improved mettle.

Un-Rusting Strength (Ex)
Upon attaining 18th level, a Feruchemist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Feruchemist still dies of old age when her time is up.

Alloy Self: (Ex) At 20th level, the Feruchemist takes some of the strength from the metals he bonds with into himself, gaining some aspects of the construct type. He gains a +4 bonus to fortitude saves (unless the effect also affects objects), as well as on saves vs. mind effects or death effects. He is no longer subject to nonlethal damage, ability damage, or ability drain. In addition, he gains 50% fortification against sneak attacks and critical hits.

Raiki
2012-09-08, 06:33 PM
Metals
The following lists the metals that a Feruchemist can create Metalminds out of, as well as their capacities, effects, and store/tap mechanics. Unless otherwise stated, Metalminds gain a number of Investiture points (henceforth: points) determined by the Feruchemist's level for every hour of storage. No "partial stores" are allowed.
Example: Gizrak, a 5th level Feruchemist, chooses to store health. Because of Gizrak's level, after 1 hour of reduced Constitution, his Gold Mind gains 2 Investiture Points. However, had Gizrak been interrupted by angry hobgoblins and had to cease storing at 59 minutes, no points would have been gained.

Gold: Stores Health
To Store: Reduce your Constitution score to 7 for 1 hour.
When Tapped: Increase Con by +2 per point spent for one round. Alternatively, spend 5 points to gain Fast Healing 5 for 1 minute. At 15th level, you may instead choose to spend 10 points to gain Fast Healing 10 for 1 minute. Whenever power is tapped from a gold Metalmind for any reason, all previous uses cease.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.

Iron: Stores Weight/Density
To Store: Multiply your character's weight by .25. When storing, you gain the benefits of both the Feather Fall and Jump spells, both cast as if by a Wizard of your Feruchemist level.
When Tapped: Multiply your characters weight by 4. When tapping you gain DR 1/Magic per point spent for one round. At 9th level, this increases to DR 1/Adamantine per point, and at level 16 this increases to DR1/- per point. Additionally, whenever a Feruchemist is tapping Iron, he gains a bonus equal to the number of points being drawn that round to resist all trip or bull-rush attempts.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.

Pewter: Stores physical strength.
To store: Reduce strength to 7.
When tapped: +2 enhancement bonus to Strength per point spent per round
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.

Designer's Note
Yes, I've done the math here. Yes, I understand that a properly built 1st level character can have a 40 strength using this ability. However, I would like to point out this would only last for 6 seconds, and in exchange for this ability the Feruchemist would need to spend 10 hours as weak as a kitten and suffer the opportunity cost of not being able to store another metal during those 10 hours. In addition, they will then have tapped their entire reserve, and must fight any remaining battles until they can refill their stores at normal strength. For my games, I feel these facts balance the ability. For your games, you are of course allowed to change whatever you feel needs changing.

Steel: Stores physical speed
To store: Suffer effects of Slow spell.
When tapped: For 2 points benefit from Haste spell for 1 round. At 14th level, you may spend 10 points to benefit from either the Whirlwind Attack feat or the Flurry of Blows class feature (as a Monk of your level) for 1 round. Foes attacked during this round are considered flat-footed against your attacks.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.

Tin: Stores physical senses
To store: Suffer from Blindness or Deafness for 1 hour.
When tapped: Gain +4 to Search/Spot/Listen for 5 minutes per point spent. After 5th level, spend 10 points for blind sense 30' for 1 hour. After 10th level, spend 20 points for blind sight 30' for 1 hour.
Basic: stores up to 10 points.
Average: stores up to 50 points.
Master: stores up to 100 points.

Brass: Stores heat
When storing: Gain resistance to fire 10 for 1 round.
When tapped: Gain resistance to cold 10 for 1 round.
Special: This metal stores/taps on a 1 round/1 round basis. Also, a Feruchemist wearing a brass metalmind gains a permanent Endure Elements effect.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.

Zinc: stores mental acuity
To Store: reduce both Intelligence and Wisdom to 7 for 1 hour.
When tapped: Add a +2 enhancement bonus per point spent to both Intelligence and Wisdom for 1 round.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.

Bendalloy: stores energy
To store: must eat at least 4 full meals in one hour.
When tapped: Each point spent allows the Feruchemist to go without food or drink for 1 day.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.

Cadmium: stores breath
To store: must fall unconscious due to self-suffocation, doing so grants four times the usual number of points a Feruchemist would gain from 1 hour of storing
When tapped: each point spent allows the Feruchemist to go without air for 10 minutes.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.

Chromium: stores fortune.
To store: Whenever the GM asks you for a D20 roll, you may choose to roll twice and take the worst roll. Doing so grants you a number of Investiture Points equal to what you would normally gain from storing a metal for 1 hour.
When tapped: Spend 1 point to add a +4 luck bonus to 1 D20 roll. At 11th level, may spend 5 points to reroll all D20 rolls for 1 minute and take the more favorable result.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.

Bronze: stores wakefulness.
To store: This metal may be stored in two ways. First, for every hour spent sleeping beyond 8 in any given day, a hours worth of Investiture is automatically stored in your Bronze Mind. Please note that this ability allows a Feruchemist to force sleep even when not tired, but that magically induced sleep or forced unconsciousness do not count. Second, a Feruchemist may choose to become exhausted for 1 hour to add half the number of points (round down, minimum 1) to his Bronze Mind as would normally be stored in an hour by a Feruchemist of his level.
When tapped: Spend 1 point to add 1 hour to the amount of time you may stay awake without penalty. At 5th level, spend 2 points to negate the effects of fatigue for 1 hour. At 11th level, spend 5 points to negate the effects of exhaustion for 1 hour. These latter 2 effects apply for their whole duration, and may protect against multiple instances of the effects. (For example, in the case of fatigue or exhaustion that is magically induced.)
Additionally, the Feruchemist may spend 5 points whenever required to make a save versus a sleep effect to automatically succeed on that save.
Basic: Stores 12 points.
Average: Stores 24 points.
Master: Stores 48 points.

Raiki
2012-09-08, 06:34 PM
Feruchemy feats

Double Minds: Wear more than 1 mind of a given metal.
Prerequisites: Con 12, Feruchemist level 6.
Benefit: The Feruchemist may attune himself to 2 minds of a given metal, thus doubling his potential reserves of that power. When taking this feat, choose one metal other than Copper or Aluminum. These metals must be filled separately, as per normal rules, but may be tapped simultaneously, if applicable.
Special: This feat may be taken multiple times, choosing a different metal each time.

Slow Drain: You can gain the benefit of tapping metals for longer than most Feruchemists.
Prerequisites: Feruchemist level 12
Benefit: Whenever you tap power from a Metalmind, you gain the benefit for twice as long as the stated duration.
Special: This feat may be taken twice. Its effects stack. Remember that two doublings equals a tripling.

Powerful Movements: You're able to use your strength to aid in your locomotion.
Prerequisites: Must be attuned to a Pewter Metalmind.
Benefit: Whenever you are tapping Pewter, add +5' to your base land speed for every 2 points you add to your strength.

Light on your feet: You can combine storing and tapping metals to gain greater control of your fine movements.
Prerequisites: Must be attuned to both an Iron and a Steel Metalmind.
Benefit: Whenever you are storing Iron and tapping Steel, you gain an enhancement bonus equal to 1/2 of your Feruchemist level to your Dexterity score.

Lucky Strike: Your stored luck aids you against your foes.
Prerequisites: Must be attuned to a Chromium Metalmind, Feruchemist level 6
Benefit: Once per day per four Feruchemist levels (round down), you may spend a point of investiture from your Chromium Mind to automatically confirm a critical hit threat. Alternatively, once per day, you may expend all points from your Chromium Mind (minimum 10) to automatically declare a critical hit on one attack. This must be declared before any dice are rolled.

Quick Reaction Time: Your improved mental speed allows you to react far faster than normal.
Prerequisites: Attuned to a Zinc Mind.
Benefit: Whenever an initiative check is rolled, you may choose to expend investiture from your Zinc mind to increase your reflexes. Each point spent adds your intelligence modifier as a (cumulative) enhancement bonus to your initiative score. You may not tap Zinc to increase your Intelligence while using this ability. Example: Our friend Gizrak is in a bind. He was meditating, when suddenly a trio of bugbears comes rushing out of the forest. Knowing that he will not survive a concerted assault, he pulls from his Zinc mind to gain the time for a preemptive attack. His Intelligence modifier is +3, and he spends 4 Investiture points. He adds +12 to his initiative score, and manages to eliminate one bugbear with a quick Pewter-strike before the other two can close. It will still be a tough fight, but Gizrak is now confidant of victory.

Discerning Sight: Your competence with Tin grants you the ability to detect magical auras.
Prerequisites: Must be attuned to a Tin Mind.
Benefit: Whenever tapping Tin, you gain the benefit of the Arcane Sight spell. At 13th level, this ability upgrades to Greater Arcane Sight.

Metabolic Perfection: You gain great control over your body's basic needs.
Prerequisites: Attuned to a Cadmium, a Bendalloy and a Brass Metalmind, Feruchemist level 15
Benefit: By spending one point of investiture each from your Bendalloy, Brass and Cadmium Metalminds, you can enter a state resembling the Timeless Body psionic power for 1 round. Alternatively, by completely draining these three Minds from full capacity, you may enter a state resembling the psionic power Suspend Life. Unlike the psionic power, you do not grow hungry or risk starvation, and the ability is not ended by a Dispel Psionics power. You may maintain this effect for a total number of years equal to your Feruchemist level.


Designer's Note
So that's it for now. I'd like to add a few more feats, but I'm tapped (:smallwink:) for ideas for now. If anyone has any questions, answers, suggestions, silly comments or nasty remarks, I look forward to hearing them. :smallsmile:

Raiki
2012-09-08, 06:35 PM
Reserved for possible prestige classes or other Feruchemy related shenanigans to come at a later date. :smallbiggrin:


Also, a Disclaimer:

This class is based off a magic system invented by Brandon Sanderson in his Mistborn trilogy. While I have personally done the work (with a few associates) of creating the class, I take no credit for the creation of the concept or the mythology behind it.

That is all.

Please let me know what you guys think. :smallcool:

~R~

WyvernLord
2012-09-09, 10:03 AM
This looks like a cool class. One thing I'm confused about is the limitations on storing can you clarify that? Specifically on how you start the storing, if you can store multiple ones, and what limitations you have on your actions.

Obviously I haven't read the books.

Raiki
2012-09-09, 10:19 AM
This looks like a cool class. One thing I'm confused about is the limitations on storing can you clarify that? Specifically on how you start the storing, if you can store multiple ones, and what limitations you have on your actions.

Obviously I haven't read the books.

The storing mechanics are buried in there somewhere, but even I'm not up to digging them out right now. Storing and drawing are purely mental free actions that can only be initiated on your turn (like any other free action) unless stated otherwise. You can only store one Mind at a time, but can draw from any number. You can draw any amount from any Mind when drawing, and the effects stack unless stated otherwise.

Did that clarify things?

Also: I'm trying to make things clear enough that anyone who hasn't read the books will still be able to understand the class, so please let me know if there's anything that you find unclear or confusing.

~R~

WyvernLord
2012-09-09, 10:40 AM
Metals
The following lists the metals that a Feruchemist can create Metalminds out of, as well as their capacities, effects, and store/draw mechanics. Unless otherwise stated, Metalminds gain a number of Investiture points (henceforth: points) determined by the Feruchemist's level for every hour of storage. No "partial stores" are allowed.
Example: Gizrak, a 5th level Feruchemist, chooses to store health. Because of Gizrak's level, after 1 hour of reduced Constitution, his Gold Mind gains 2 Investiture Points. However, had Gizrak been interrupted by angry hobgoblins and had to cease storing at 59 minutes, no points would have been gained.
How does interrupting work?

Gold: Stores Health
To Store: Reduce your Constitution score to 7 for 1 hour.
When Drawn: Increase Con by +2 per point spent for one round. Alternatively, spend 5 points to gain Fast Healing 5 for 1 minute. At 15th level, you may instead choose to spend 10 points to gain Fast Healing 10 for 1 minute. Whenever power is drawn from a gold Metalmind for any reason, all previous uses cease.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.
Cool, self healing.

Iron: Stores Weight/Density
To Store: Multiply your character's weight by .25. When storing, you gain the benefits of both the Feather Fall and Jump spells, both cast as if by a Wizard of your Feruchemist level.
When Drawing: Multiply your characters weight by 4. When drawing you gain DR 1/Magic per point spent for one round. At 9th level, this increases to DR 1/Adamantine per point, and at level 16 this increases to DR1/- per point.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.
The storing is pretty useful and the drawing is very good with the slow draw feat.

Pewter: Stores physical strength.
To store: Reduce strength to 7.
When drawn: +2 enhancement bonus to Strength per point spent per round
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.
For when you need to smash puny goblins. Good way to keep up damage and attack.
Designer's Note
Yes, I've done the math here. Yes, I understand that a properly built 1st level character can have a 40 strength using this ability. However, I would like to point out this would only last for 6 seconds, and in exchange for this ability the Feruchemist would need to spend 10 hours as weak as a kitten and suffer the opportunity cost of not being able to store another metal during those 10 hours. In addition, they will then have drawn their entire reserve, and must fight any remaining battles until they can refill their stores at normal strength. For my games, I feel these facts balance the ability. For your games, you are of course allowed to change whatever you feel needs changing.

Steel: Stores physical speed
To store: Suffer effects of Slow spell.
When drawn: For 2 points benefit from Haste spell for 1 round. At 14th level, you may spend 10 points to benefit from either the Whirlwind Attack feat or the Flurry of Blows class feature (as a Monk of your level) for 1 round. Foes attacked during this round are considered flat-footed against your attacks.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.
A way to get extra attacks. It's alright not my favorite though.

Tin: Stores physical senses
To store: Suffer from Blindness or Deafness for 1 hour.
When drawn: Gain +4 to Search/Spot/Listen for 5 minutes per point spent. After 5th level, spend 10 points for blind sense 30' for 1 hour. After 10th level, spend 20 points for blind sight 30' for 1 hour.
Basic: stores up to 10 points.
Average: stores up to 50 points.
Master: stores up to 100 points.
Useful and the extra max stored means you can have enough stored for when you need it.

Brass: Stores heat
When storing: Gain resistance to fire 10 for 1 round.
When drawing: Gain resistance to cold 10 for 1 round.
Special: This metal stores/draws on a 1 round/1 round basis. Also, a Feruchemist wearing a brass metalmind gains a permanent Endure Elements effect.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.
I reccomended keeping it half full just in case you need either in a hurry.

Zinc: stores mental acuity
When storing: reduce both Intelligence and Wisdom to 7 for 1 hour.
When drawing: Add a +2 enhancement bonus per point spent to both Intelligence and Wisdom for 1 round.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.
Same as Pewter but for brainy stuff. Alright.

Bendalloy: stores energy
When storing: must eat at least 4 full meals in one hour.
When drawn: Each point spent allows the Feruchemist to go without food or drink for 1 day.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.
Useful and not hard to store.

Cadmium: stores breath
When storing: must fall unconscious due to self-suffocation, doing so grants four times the usual number of points a Feruchemist would gain from 1 hour of storing
When drawing: each point spent allows the Feruchemist to go without air for 10 minutes.
Basic: stores up to 10 points.
Average: stores up to 30 points.
Master: stores up to 50 points.
Store some right before bed. :smalltongue:

Chromium: stores fortune.
When storing: must reroll all D20 rolls for 1 day and take the worst of the two, doing so grants four times the usual number of points the Feruchemist would gain from 1 hour of storing
When drawing: Spend 1 point to add a +4 luck bonus to 1 D20 roll. At 11th level, may spend 5 points to reroll all D20 rolls for 1 minute and take the more favorable result.
Basic: stores up to 10 points.
Average: stores up to 20 points.
Master: stores up to 30 points.
My problem with this is the fact you can only store this if you want to store this at all. Not very amazing. If there was a feat where you could store this and something else I'd like it more.
All the other abilities are thematic, and it does it's role well. But besides deciding when to store and draw it doesn't do much besides be tough.

Raiki
2012-09-09, 01:32 PM
So storing chromium means you can't store anything else for a day?
That makes it the worst one. Rerolls are fun but the cost to get one is horrible even at higher levels. A day of horribly bad luck is not worth 4 minutes of good luck. And that is at level 20.

On the other hand I would be storing Iron constantly free feather fall and jump pretty cool.

You mentioned emergency stops to storing. Is that just a free action on your turn to?

I would argue that an entire day spent unlucky in the bed of a posh tavern is easily work 4 minutes of good luck right after the surprise attack from the red dragon. However, your point is well taken. When I originally created the class, you could store more than one metal at a time, and Chromium is a holdover from that.

What if I changed it to "Whenever the GM asks you for a D20 roll, you may choose to roll twice and take the worst roll. Doing so grants you a number of Investiture Points equal to what you would normally gain from storing a metal for 1 hour."? That nips the 1 metal for a whole day problem in the bud, yes? (Edit: And this change has been made. I'd still like to hear what you think of it, however.)


And there really is no such thing as an "Emergency Stop". Any storing/stopping/drawing must be declared, and is a free action done on your turn. The only exception to this is the drawing of Zinc for Quick On Your Feet, which specifically calls out when to spend the points.


Store some right before bed. :smalltongue:

Not gonna lie, this made me lol.


All the other abilities are thematic, and it does it's role well. But besides deciding when to store and draw it doesn't do much besides be tough.

And strong. Don't forget strong.

But seriously, I have been trying to think of additional abilities I could add to the class, but I couldn't think of any offensive abilities that would fit the theme. The class is supposed to be very egoistic, and only have abilities that affect themself. Within that restriction, do you have any suggestions? While this class is completed enough that I didn't add WIP to the title, I'm open to suggestions that would improve it. :smallsmile:

Anything else?

Edit: To respond to your edit. :smalltongue:

~R~

WyvernLord
2012-09-09, 03:44 PM
Yeah that will work. Even at level twenty you still need more of minor bad luck then you can get of major good luck.

I don't have any ability ideas. But on the strong part, not really. You are hard to hurt and you know stuff but your only offensive special are the pewter and steel minds. And those just, as you mentioned make up for the medium BaB.

Raiki
2012-09-09, 04:46 PM
But on the strong part, not really. You are hard to hurt and you know stuff but your only offensive special are the pewter and steel minds. And those just, as you mentioned make up for the medium BaB.

Well, they do slightly more than just make up for it. Extra strength does give extra damage, after all. With the proper build, and the use of a couple of the Feruchemy feats, you could have a strength score (and thus damage output) consistently higher than that of a raging barbarian of your level.

But again, if anyone has any suggestions for additional offensive abilities, I'm all ears.

~R~

Stormageddon
2012-09-17, 05:32 PM
Nice Job! I like it a lot. the Feruchemist was tough nut for me to crack, but I think you did a great job.

The only thing I would change is allow the Feruchemist to have multiple Metalminds of the same type but only allow the Feruchemist to not be able to activate Metalminds of the same type at the same time.

The barbarian will laugh at you at level 1 getting a +2 bonus to STR for 10 rounds.

Raiki
2012-09-19, 03:55 PM
Nice Job! I like it a lot. the Feruchemist was tough nut for me to crack, but I think you did a great job.


Thanks. I put a lot of work in, so it's good to hear you liked it. Though even I think it needs a bit more...something. unfortunately, life is a bit crazy right now, so this (and the other 5 classes I'm working on from various other novels) have taken a back burner to stress.



The only thing I would change is allow the Feruchemist to have multiple Metalminds of the same type but only allow the Feruchemist to not be able to activate Metalminds of the same type at the same time.

The barbarian will laugh at you at level 1 getting a +2 bonus to STR for 10 rounds.

I thought about this, but ultimately decided against it. I don't like the idea of someone being able to draw something (practically)forever. Also, that barbarian won't be saying *crap* when you KO him round one by drawing 10 points of pewter and 2 points of steel. Or when you just outlast him by drawing 2 points of Iron/round for DR 2/Magic for 5 rounds and 5 points of gold for Fast Healing 5 for 10 rounds.

The Barbarian is actually the class I most often compared this to, and I think it stands up well next to it. I was never going for Tiers 1/2, but was aiming more for tiers 3/4.

On that note: What tier do people think this class landed at, as is? I'm less good at assigning a tier to my own work as I would like to be.

~R~

DeadlyCWA
2013-04-12, 07:32 PM
What about the other Metals? You forgot Nicrosil, Duralumin, Atium, Malatium, Bronze, and Electrum.

DeadlyCWA
2013-04-12, 08:10 PM
Here: I've made a starting chart for them:

Nicrosil: Stores Investiture
To Store: Perform a petty quest
When Drawn: Gain a +2 per point used to any check used to convince others about the direness of your quest
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Duralumin: Stores Connection
To Store: Gain a +1 to sense motive for one roll
When Drawn: Subtract 1 from another’s sense motive roll per point invested
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Atium: Stores Age
To Store: Become one year younger
When Drawn: Become one year older
(Note: DM may wish to switch this)
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Malatium: Unknown, but does have a use
To Store: Unknown
When Drawn: Unknown
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Bronze: Stores Wakefulness
To Store: Sleep for an extra number of hours equal to half the points to be earned
When Drawn: Be able to go without sleep for two hours per point invested without incurring fatigue.
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Electrum: Stores Determination
To Store: Take a -4 to all Will Saves for a day to store 1 point
When Drawn: Gain a +4 to all Will Saves for a day per point invested
Basic: Stores 4 points
Average: Stores 8 points
Master: Stores 12 points

DeadlyCWA
2013-04-12, 08:12 PM
I know that a few of these metals are overpowered, its just a starting template

JoshuaZ
2013-04-12, 10:52 PM
So this does fit some of the aspects of a feruchemist as it occurs. You've clearly changed some aspects from Mistborn in ways that are essentially necessary for balance issues, but this does seem to preserve the basic flavor pretty well. My first read through suggests that this looks more or less balanced at least given what you have so far.

Raiki
2013-04-29, 12:13 PM
Alright, so it looks like I'll be picking this project back up relatively soon, as well as posting some of the other classes I've been working on in the interim. (Expect to see The Sa'Kage, a take on the Wetboy from The Night Angel trilogy, relatively soon. :smallbiggrin:)


What about the other Metals? You forgot Nicrosil, Duralumin, Atium, Malatium, Bronze, and Electrum.

Honestly, most of those metals weren't included because either A) I couldn't find a good use for them, or B ) I couldn't think of a good way to convert them to D&D rules in a balanced, useful way.

I may steal your idea for Bronze, since storing wakefulness was something I originally intended to include. (Honestly, I must have just dropped the ball on that one.)

The others, however, I find either too convoluted or too unnecessary to be worth cluttering up the class.


So this does fit some of the aspects of a feruchemist as it occurs. You've clearly changed some aspects from Mistborn in ways that are essentially necessary for balance issues, but this does seem to preserve the basic flavor pretty well. My first read through suggests that this looks more or less balanced at least given what you have so far.

Thank you. :smallsmile: It's always nice to see someone like the work. If you come up with anything you think needs to be changed, or any suggestions in general, let me know.

~R~

Kaurne
2013-04-29, 02:56 PM
The class seems cool, well balanced and thematically very well done. It seems that feruchemy is perhaps the easiest of Scadrial's magic systems to fit into D&D

Also:


Here: I've made a starting chart for them:

Nicrosil: Stores Investiture
To Store: Perform a petty quest
When Drawn: Gain a +2 per point used to any check used to convince others about the direness of your quest
Basic: Stores 10 points
Average: Stores 20 points
Master: Stores 30 points

Where did this come from? As far as I'm aware, the exact nature and details of Investiture haven't been revealed yet, and we can only grasp at what exactly storing investiture means; I know one idea is it allows you to become Invested enough to access other magic systems in the right circumstances, but the only people who actually know are Brandon and his close confederates, and they aren't telling.

Your other suggestions are good starting points but this one just surprised me.

Raiki
2013-04-30, 02:25 AM
The class seems cool, well balanced and thematically very well done. It seems that feruchemy is perhaps the easiest of Scadrial's magic systems to fit into D&D

Thank you, good to see the consensus is that it doesn't suck too much. :smallsmile:

And I have to totally agree with you on the second point. I'm currently also working on an Allomancer class, and it's giving me nothing but trouble. I've come up with a half-dozen ways to implement certain features of it, but none of them have the elegance I prefer in a homebrew. And don't even get me started on Hemalurgy. I thought about that for about 30 seconds before deciding I wasn't even going to bother.

~R~

Kaurne
2013-04-30, 11:57 AM
Thank you, good to see the consensus is that it doesn't suck too much. :smallsmile:

And I have to totally agree with you on the second point. I'm currently also working on an Allomancer class, and it's giving me nothing but trouble. I've come up with a half-dozen ways to implement certain features of it, but none of them have the elegance I prefer in a homebrew. And don't even get me started on Hemalurgy. I thought about that for about 30 seconds before deciding I wasn't even going to bother.

~R~

This made me start thinking about all of Brandon's Magic systems:

Yeah, don't even try with hemalurgy. It's basically a DM tool, IMO. I've seen a few tries at Allomancy, but none really flow well. A Mistborn is too overpowered compared to the rest of the setting to be effective, I think.

The only way I could see it working is within the AoL era. Since there are no full Mistborn or Feruchemists, only Mistings and Ferings, you could do it simply by making each a 5-level prestige class (maybe even a 3-level racial paragon class, though obviously not racial) and having lots of these classes.

In fact, the latter option seems better. It means you can still have some players being warriors, rogues and other more mundane classes; you could even make tinker/gunman/lawman classes. It would mean that Wax is around 6th level by the time of the books at minimum, and probably more like 9 with his levels in Lawman or whatever. That about fits the powers he's shown. Miles is probably the same level, and Wayne I'd place a level or two lower.

Now I think about it, you could rewrite the mundane classes as either 5-level or 10-level variants. Five-level would mean that you could generate enough reasonable class features to given even mundane classes new tricks at every level, but it severely limits the power mundanes have against Allomancers and Feruchemists, which, while true to the books, doesn't make for a good game. A level 10 variant does allow more advancement and for mundanes to match the supernaturally powered, but also means that a Twinborn could potentially reach level 16, which far outclasses (heh) level 10's.

Or you could make some kind of artificial limit on the amount of levels an allomancer or feruchemist can have in 'mundane' classes, in order to even things out.

Say, there's 10-level mundane classes, and 3-level misting/fering classes. However, if you're a misting or a fering, you can only reach level 8 in a mundane class. If you're a Twinborn, you can only reach level 5 or 6 (I'm torn; level 6 gives a pattern and makes sure a Twinborn can reach power a single Misting/Fering never could, but while a one-level gap between mundanes and supernaturals is viable, a two level gap is a problem).

This also keeps the power level low enough (level 11 or 12, tops) that it fits with the tone of the books; people are obviously superhuman, but they aren't demigods. (apart from Mistborn, and Vin and Kelsier beyond them, and Steel Inquisitors, and the Lord Ruler who is just a physical GOD pure and simple... you get the idea :smalltongue: )

The only issue I see is that some combinations are just inherently better than others. Wax and Miles have two of the best Twinborn combinations, out of a potential 256; considering how rare Twinborn are supposed to be, it's entirely possible these two are the most personally powerful people in the entire world. Even compared to Wayne, who has got good pwoers himself, they're incredibly versatile and powerful combatants. What about a twinborn who only has the ability to burn gold and store electrum? That's not a particularly useful power set; spending 6 levels to get that seems like a massive waste.

Obviously, the answer is that you should discourage players from picking those classes in favour of a combination that has actual combat ability; but that seems like a waste to me. or you could just not make classes for some of the smaller ones, and leave it to DM's to hoomebrew them if their players really want them; this is also useful because it stops you making 32 classes.

And I've just realised I'm planning an entirely new set of classes and races and I could turn this into an entire campaign setting supplement. I'd better move on.


- - -

It seems to me that perhaps Awakening would be the easiest magic system to fit into D&D; it features both a core power that has a steady progression (amount of breaths) and a series of extra class features (heightenings).

Problem is, you don't earn breaths by leveling up, you get people to give you theirs. And the heightenings, apart from a select few, seem either too weak for a decent D&D power or too thematically tied to games on Nalthis.

These could probably be fixed quite easily, though.


- - -

Sel is tricky. The power jump from mundane to Elantrian is ridiculous, with little progression from then on, and all the other powers are just weird.

Elantrians could be done if you made the power spread more even and had them gradually learn Aons and modifiers, but that doesn't really fit well thematically, and it doesn't work if you start moving away from Elantris.

We have no idea how Dakhor works, although it appears to involve a lot of sacrificing acolytes. Clayshan, likewise. I'm not fond of speculating too much.

We actually know a lot about how Forgery works, but while I think it's an AWESOME idea for a class, I think it'd be too difficult to create mechanics wise and too hard to balance properly.


- - -

We've no clue how magic works on Roshar. Too little is known (we've only seen 2 of 30 magic systems) and the Realmatic mechanics are... odd. We';ve no clue what spren are, how splintered Honor is, what Cultivation does, where Odium is and what stormlight exactly is. No point even trying to create something that fits to the world, although maybe you could create a Windrunner inspired class.


- - -

Yolen... no clue. Let's not go there.

Raiki
2013-04-30, 12:42 PM
Wow, quite the reply. :smallsmile:

Unfortunately for you, much of it fell on uneducated ears. Of Sanderson's work, I've only read the Mistborn trilogy (And Alloy of Law), and Elantris. So those are really all I can comment on.

As far as mistings and ferrings go, I wasn't really intending to make classes for any of them, so you can feel free to run wild with those for any project of yours. I had contemplated writing up the twinborn class, but ran into a lot of the same issues you did, where many combinations are useless and the amount of work to make them was ridiculous, so I scrapped the idea.

As for turning this all into a campaign setting...well...let's just say I'm working on something. I'm going to be running a Wild West style game (Titled Dead Heat), set in a desert/steppes setting based vaguely around the southwestern united states circa 1900 (After the end of the frontier, admittedly, but I wanted the tech level to be a little bit higher). I intend to use this campaign setting to playtest some of the numerous classes I'm working on 'brewing mostly based off of magic systems I've read about in novels.

It will include the Eidolon Binder (A wholly original class built by myself and a friend, see my sig), The Feruchemist and The Allomancer (From Mistborn/Alloy of Law), The Namer and The Sympathist (From The Name of the Wind), and the Sa'Kage (Based on the Wetboy from the Night Angel Trilogy). I already have most of these classes in the works, and intend to start the game some time this year. :smallbiggrin:

~R~

WyvernLord
2013-04-30, 03:19 PM
As for turning this all into a campaign setting...well...let's just say I'm working on something. I'm going to be running a Wild West style game (Titled Dead Heat), set in a desert/steppes setting based vaguely around the southwestern united states circa 1900 (After the end of the frontier, admittedly, but I wanted the tech level to be a little bit higher). I intend to use this campaign setting to playtest some of the numerous classes I'm working on 'brewing mostly based off of magic systems I've read about in novels.

It will include the Eidolon Binder (A wholly original class built by myself and a friend, see my sig), The Feruchemist and The Allomancer (From Mistborn/Alloy of Law), The Namer and The Sympathist (From The Name of the Wind), and the Sa'Kage (Based on the Wetboy from the Night Angel Trilogy). I already have most of these classes in the works, and intend to start the game some time this year. :smallbiggrin:

~R~

That sounds amazing.
I should probably look up some of this stuff to see what you are working on.

Raiki
2013-04-30, 03:53 PM
That sounds amazing.
I should probably look up some of this stuff to see what you are working on.

Basically, the Allomancer burns metals in their stomach to be able to riot or sooth peoples' emotions, push or pull on metals, detect other people burning metals, obscure from being found, enhance their senses, become stronger, faster, heal faster, and occasionally slow down their perceived time.

The Wetboy (Sa'Kage) is a kind of magical assassin. Pretty much all you need to know there.

The sympathist forms bonds between objects (the more alike they are, the better it works) and then uses that bond to affect one by affecting the other. For example, if I caused a bond between a scrap of leather and your shoe, then lit that leather scrap on fire...

The Namer learns the innate name of things, then uses it to cause various effects. In The Name of the Wind, the main character, go figure, learns the Name of the wind (bet you didn't see that coming). In one example, he uses a windstorm to break someone's arm. But I don't want to spoil anything, so that's all I'll say.

The Feruchemist and The Eidolon Binder you can see here and in my sig. =)

~R~

Dragonus45
2013-04-30, 04:14 PM
So you say your making a allomancer as well, have you put any thought into what might happen in an allomancer feruchemist multiclass:smallbiggrin:.

Kaurne
2013-04-30, 04:26 PM
So you say your making a allomancer as well, have you put any thought into what might happen in an allomancer feruchemist multiclass:smallbiggrin:.

It'll be forbidden.

Okay, I'm assuming you haven't read the books this is based on. If you have, I'm sorry for making that assumption, but I couldn't be sure based on your post.

Both Allomancer and Feruchemist are based off the Mistborn trilogy by Brandon Sanderson. In it, one character does have both. This is a problem because you can store an attribute in a metal as a Feruchemist, and then burn it as an allomancer to get more of that attribute out than you started with. This allows the character who can do it, the Lord Ruler, to (among other things) become immortal, found a world-spanning empire single-handedly, slaughter entire armies on a whim, and regenerate from having half his flesh burned off.

He's the villain of the first book. The later books have an even more dangerous villain :smalltongue:

It's a great series, and you really should read them, and his other works. In particular, Brandon Sanderson is known for his incredibly inventive and unique magic systems, like these ones. However, this means that they're often hard toi translate into D&D mechaniucs; my larger post up there was about how we could try (or not try, as the case may be) to do his other magic systems.

Also; read his books. You won't regret it, he's one of the best fantasy authors currently writing.

If you have read the books, I don't think it'd work.

The Lord Ruler saw his power grow exponentially from gaining both magic systems; such is very hard to model in D&D; it'd be, at my best guess, like instantly going from having 5th level spells to having 9th level spells, and having more ninth level spells than you had fifth level spells. The Lord Ruler had power that is very hard to model within the D&D framework; while he certainly couldn't do a lot of the things high level wizards can do, he could also have pulled off some insanely powerful (even by D&D standards) tricks with his Compounding, the kind of power you can't get in D&D without massive cheese.

He could, if he wanted to, have levitated Kredik Shaw. The whole metal palace. I'm not sure if they're a D&D spell that can pull that off, and if there is it's probably ninth-level or epic. He could break the sound barrier on foot (hell, he could possibly approach lightspeed with a bit of cheesing) and punch with more energy than an atomic bomb. Calling him a God is perhaps the only appropriate word.

So yeah, a multiclass wouldn't really work; and since the Lord Ruler got his in some very unique circumstances, it wouldn't exactly be repeatable in game.

Dragonus45
2013-04-30, 05:40 PM
It'll be forbidden.

Okay, I'm assuming you haven't read the books this is based on. If you have, I'm sorry for making that assumption, but I couldn't be sure based on your post.

Both Allomancer and Feruchemist are based off the Mistborn trilogy by Brandon Sanderson. In it, one character does have both. This is a problem because you can store an attribute in a metal as a Feruchemist, and then burn it as an allomancer to get more of that attribute out than you started with. This allows the character who can do it, the Lord Ruler, to (among other things) become immortal, found a world-spanning empire single-handedly, slaughter entire armies on a whim, and regenerate from having half his flesh burned off.

He's the villain of the first book. The later books have an even more dangerous villain :smalltongue:

It's a great series, and you really should read them, and his other works. In particular, Brandon Sanderson is known for his incredibly inventive and unique magic systems, like these ones. However, this means that they're often hard toi translate into D&D mechaniucs; my larger post up there was about how we could try (or not try, as the case may be) to do his other magic systems.

Also; read his books. You won't regret it, he's one of the best fantasy authors currently writing.

If you have read the books, I don't think it'd work.

The Lord Ruler saw his power grow exponentially from gaining both magic systems; such is very hard to model in D&D; it'd be, at my best guess, like instantly going from having 5th level spells to having 9th level spells, and having more ninth level spells than you had fifth level spells. The Lord Ruler had power that is very hard to model within the D&D framework; while he certainly couldn't do a lot of the things high level wizards can do, he could also have pulled off some insanely powerful (even by D&D standards) tricks with his Compounding, the kind of power you can't get in D&D without massive cheese.

He could, if he wanted to, have levitated Kredik Shaw. The whole metal palace. I'm not sure if they're a D&D spell that can pull that off, and if there is it's probably ninth-level or epic. He could break the sound barrier on foot (hell, he could possibly approach lightspeed with a bit of cheesing) and punch with more energy than an atomic bomb. Calling him a God is perhaps the only appropriate word.

So yeah, a multiclass wouldn't really work; and since the Lord Ruler got his in some very unique circumstances, it wouldn't exactly be repeatable in game.

I'm aware, im a huge huge fan of all his work, honestly i could compounding being something like an epic level prestige class, 10 in feruchemy and 10 in alomancy.

Noctis Vigil
2013-05-01, 12:35 AM
I would like to point out that I have not read the books this is based on (although they sound awesome, and I know what I'm doing when I get some free time in the near future :smallwink: ) so take anything I say here from a purely D&D viewpoint.

Firstly: LOVE the class, it's very unique, and looks like lots of fun. Good job. :smallsmile:

Second: Why does this not have a bonus to Craft metals? That seems like a very obvious thing to grant. Heck, you have a dead level at Lv3; stick it in weak there and make it scale. Useful? Maybe not. Fits the fluff? Hohyea.

Third: I do need to agree that this needs a bit more in the way of active abilities. Not sure what to add, though.

Fourth: For Brass, I would make the Feruchemist only gain the Endure Elements feat so long as the Brass Metalmind has points invested in it.

Fifth: I have this mental image of some dwarf with 10 earrings in each ear, one of each metal type. I shall call him Smith, Master Of Shrapnel. :smalltongue:

Raiki
2013-05-01, 01:20 PM
So you say your making a allomancer as well, have you put any thought into what might happen in an allomancer feruchemist multiclass:smallbiggrin:.


It'll be forbidden.

^What he said.^

As far as using a Compounder as an epic class...well, that's a project for another day. Just thinking about it right now gives me a mild headache. People already complain about how epic spells become ungodly very quickly, I can't even imagine what kind of shenanigans a Compounder would get up to. I'm going to have to pass for now, but if you want to create one, go right ahead. Feel free to use my work as a base if you like, so long as proper credit is given. :smallsmile:


Why does this not have a bonus to Craft metals? That seems like a very obvious thing to grant. Heck, you have a dead level at Lv3; stick it in weak there and make it scale. Useful? Maybe not. Fits the fluff? Hohyea.

That's not a bad idea at all. I'll edit that in now. (And I'll add the Bronze Mind, while I'm at it.)

Edit: Done. Also, when writing up Metal Familiarity, I came up with an idea for an additional, albeit sporadic, offensive ability. Due to their innate connection with metal, I was considering giving them a combat ability of some kind versus constructs. Admittedly, that goes beyond the canon of the books, but there were no constructs in the books, so I think I could still make it work. What do you guys think?

~R~

Raiki
2013-05-02, 03:15 AM
Alright, guys. What do you think of these abilities? Given the levels, I don't think they're overwhelming, but they give the Feruchemist a definite edge when fighting against constructs made of metal.

Confound the Metal Man: Beginning at 9th level, the Feruchemist has a deep enough understanding of metal that he can perform various combat tactics against foes made primarily of metal. By making a successful melee touch attack against a construct made primarily of metal, the feruchemist may apply a penalty equal to their constitution modifier to the construct's attack roles, damage roles, or armor class. This penalty applies for a number of rounds equal to 1/2 the users Feruchemist level. This ability may be used a number of times per day equal to the Feruchemist's constitution modifier.


Rend the Metal Man: Beginning at 17th level, the Feruchemist gains a number of additional combat maneuvers to use against foes made mostly of metal. By making a successful melee touch attack, the feruchemist may deal ability damage equal to their constitution modifier to either the construct's strength or dexterity score. This ability may be used a number of times per day equal to the Feruchemist's constitution modifier.

Thoughts?

~R~

Draz74
2013-05-02, 03:09 PM
You do know about the Mistborn Adventure RPG, right? I'm not saying you should just switch to playing it (mixing Brandon Systems with D&D could certainly be fun), but you could certainly glean some ideas from its mechanics. In particular, it's currently the most explicit source we have about some of the more obscure feruchemical metals. It may provide some "corrections" about the effects of cadmium storage, the scope of chromium "fortune," the scope of duralumin "connection," and what the heck nicrosil "investiture" is.

I've actually wondered before if Brandon actually has a personal requirement for his magic systems of "this needs to be wacky enough that it would be hard to make work in a D&D game." :smalltongue: In this case, your Feruchemist is obviously a LOT more powerful in a campaign that features a lot of downtime between conflicts. The MAdvRPG gets around this by having a more narrative style, where the time units of the game are much more abstract than "days." (And, like you, by putting hard limits on how much can be stored, which wasn't really a thing in the books.)

Making Feruchemists a front-line class is an odd choice. In the books they were more like jack-of-all-trades with a bent towards skillmonkeying, kinda like Incarnates. But hey, whatever floats your boat.

If you want to keep your terminology consistent with the books, the verb "draw" should be changed to "tap," everywhere.

What if you already have Strength or Constitution of 7 or lower? Are you just not able to store in gold/pewterminds?

Tapping iron should definitely give you bonuses to resist bull rushes and maybe similar maneuvers. Tapping bronze should allow you to auto-save against sleep and similar magic.

Finally, quit homebrewing long enough to go read the rest of Brandon's work, especially The Way of Kings! :smallwink:


This made me start thinking about all of Brandon's Magic systems:

Yeah, don't even try with hemalurgy. It's basically a DM tool, IMO.
Eh, it wouldn't be very hard, if you already had working systems for Feruchemy and Allomancy. Just crib the grafts system from Fiend Folio or somewhere and homebrew a bunch of "spikes" (grafts) that grant allomantic and feruchemical powers (and Kandra Blessings, I suppose) at the expense of large amounts of WBL.


The only issue I see is that some combinations are just inherently better than others. Wax and Miles have two of the best Twinborn combinations, out of a potential 256; considering how rare Twinborn are supposed to be, it's entirely possible these two are the most personally powerful people in the entire world. Even compared to Wayne, who has got good pwoers himself, they're incredibly versatile and powerful combatants. What about a twinborn who only has the ability to burn gold and store electrum? That's not a particularly useful power set; spending 6 levels to get that seems like a massive waste.
Storing electrum isn't too bad. But your point is correct that some of the combinations are massively worse than others, just because they weren't designed to be balanced in the story.

I'm not sure about Steel/Iron and Gold/Gold being the most powerful two setups out of 256, though. Even for combat, specifically, I think we could dream up a few more uber-combos. (Pewter/Steel could make a scary martial artist.) If I could be a Twinborn, I might just pick Chromium/Chromium (constant incredibly good "fortune"!). And there's hints that these magical abilities (Cadmium allomancy? Iron allomancy?) may eventually enable interstellar travel.


It seems to me that perhaps Awakening would be the easiest magic system to fit into D&D; it features both a core power that has a steady progression (amount of breaths) and a series of extra class features (heightenings).

Problem is, you don't earn breaths by leveling up, you get people to give you theirs. And the heightenings, apart from a select few, seem either too weak for a decent D&D power or too thematically tied to games on Nalthis.

These could probably be fixed quite easily, though.
That would be cool. I'd like to play an Awakener. Sadly, Warbreaker gives us less concrete details about its magic than most of the other books.


Sel is tricky. The power jump from mundane to Elantrian is ridiculous, with little progression from then on, and all the other powers are just weird.

Elantrians could be done if you made the power spread more even and had them gradually learn Aons and modifiers, but that doesn't really fit well thematically, and it doesn't work if you start moving away from Elantris.

We have no idea how Dakhor works, although it appears to involve a lot of sacrificing acolytes. Clayshan, likewise. I'm not fond of speculating too much.

We actually know a lot about how Forgery works, but while I think it's an AWESOME idea for a class, I think it'd be too difficult to create mechanics wise and too hard to balance properly.
Yeah, Sellian magic seems especially hard to implement, across the board.


(we've only seen 2 of 30 magic systems)
... that we know of. :smallwink:

(Tien's ability to see things within rocks? Dalinar's visions? The Thrill? The Nightwatcher? Making Shardblades/Plate? Who knows how many of these are connected with one of the magic systems, and how many more hints we've seen here or there.)


Yolen... no clue. Let's not go there.

Heh, no kidding. I'm a pretty big fan in general, but I'm not quite obsessed enough to have done research on how Yolen works.

Raiki
2013-05-02, 03:51 PM
You do know about the Mistborn Adventure RPG, right? I'm not saying you should just switch to playing it (mixing Brandon Systems with D&D could certainly be fun), but you could certainly glean some ideas from its mechanics. In particular, it's currently the most explicit source we have about some of the more obscure feruchemical metals. It may provide some "corrections" about the effects of cadmium storage, the scope of chromium "fortune," the scope of duralumin "connection," and what the heck nicrosil "investiture" is.

I actually wasn't aware of this. I've been working on the Feruchemist as a small part of a larger project, so I hadn't even thought to look to see if an official source had been published. If I can find a copy relatively cheap, I'll definitely take a look. If for no other reason than the insight. I will have to keep it within the D&D 3.x system, however, as my group is currently fed up with learning new systems. (I swear I'm not at all at fault for this by making them learn oWoD, GURPS, Shadowrun, Star Wars Revised and The Serenity RPG all within a year or two...)


I've actually wondered before if Brandon actually has a personal requirement for his magic systems of "this needs to be wacky enough that it would be hard to make work in a D&D game." :smalltongue: In this case, your Feruchemist is obviously a LOT more powerful in a campaign that features a lot of downtime between conflicts. The MAdvRPG gets around this by having a more narrative style, where the time units of the game are much more abstract than "days." (And, like you, by putting hard limits on how much can be stored, which wasn't really a thing in the books.)

You're absolutely right about the variable power based on downtime, but that's actually true for quite a number of classes. Give a wizard or an Archivist a month in a library, and prepare to face Batman. An Artificer with a week off can make enough magic items to buff the whole party. For that matter, given enough downtime, ANY magical class with the item creation feats can become exponentially more powerful, especially considering all the extra magic items in the various splats. In the particular game I intend to playtest this in, I solve this problem by making the game very low level, with slow experience and wealth progression and minimal fast-forwarding. How other GMs solve (or don't, as their taste reflects) this discrepancy is up to them.


Making Feruchemists a front-line class is an odd choice. In the books they were more like jack-of-all-trades with a bent towards skillmonkeying, kinda like Incarnates. But hey, whatever floats your boat.

You think so? Whenever I think of the Feruchemist, the 2 things that come to mind most strongly are Sazed's copper minds (which I feel I reflected well with Bardic Knowledge) and the battle scene (I believe it was during the Siege of Luthadel, but I may be mistaken) where Sazed pulls from his various metalminds to kick ass and take names. Admittedly, it's been a few years since I've read the original trilogy (though I read AoL just last year before starting this project), but being able to be a fighter replacement seems thematically appropriate to me. :shrug:


If you want to keep your terminology consistent with the books, the verb "draw" should be changed to "tap," everywhere.

You have a point, I'll change that.


What if you already have Strength or Constitution of 7 or lower? Are you just not able to store in gold/pewterminds?

That's something I hadn't thought of. Players in my games seldom, if ever, go below 10 in an attribute. I originally decided to set the character's score at 7 to make sure that it was applied evenly to all characters. I didn't want to, for example, give the character a 10 point attribute penalty, as that would utterly cripple a character with a 12 score and hardly faze a character with a 30. I don't want exceptionally weak or frail Feruchemists to be barred from using these metals, however, so another solution will have to be found.

What if I added a notation saying, effectively, that if the character's strength or con is at or below 7, instead reduce that score to a 1 while storing? It's a bit harsh, yes, but if you want to play a character with such weak physical stats, there are going to be drawbacks. So long as the player knows up front that this is the case, it can easily be avoided if so desired.

All in all, however, considering the design of the class, I don't anticipate that a Feruchemist with a strength/constitution score of 7 or less will be an issue too terribly often.


Tapping iron should definitely give you bonuses to resist bull rushes and maybe similar maneuvers. Tapping bronze should allow you to auto-save against sleep and similar magic.

Both of those are excellent ideas! I'll add them in presently. :smallsmile:


Finally, quit homebrewing long enough to go read the rest of Brandon's work, especially The Way of Kings! :smallwink:


Alas, my book budget is currently nonexistent. I've thrown myself into 'brewing more or less because I don't have the money to buy new books at the moment, and because the local library is prohibitively far away. The Way of Kings is near the top of my list of "Books To Buy When I Have Money", though I expect that by the time I return to financial solvency, I'll be purchasing The Doors of Stone or The Winds of Winter first. :smallsigh:

Anyway, thank you for your input. I've seen some of your work around the forums before and I'm honored that you took the time to critique mine. If you think of anything else that could be improved, please don't hesitate to say so. :smallbiggrin:

~R~

Amechra
2013-05-02, 11:51 PM
Why not have it just set their Strengt/Intelligence/Wisdom to 1?

Raiki
2013-05-03, 04:25 AM
Why not have it just set their Strengt/Intelligence/Wisdom to 1?

I have thought about it, but rejected it for a few reasons. Firstly, it didn't fit the book canon, which I was attempting to stay true to whenever it wasn't required to deviate for balance reasons. Secondly, and more importantly, I didn't want storing a physical or mental ability score to be utterly crippling. A strength of 1 means being unable to lift or carry a small twig, or possibly the inability to even stand or crawl. An Int of 1 ranks you among the stupider of animals, and makes sentient thought impossible. Ditto Wis. Storing some attributes should have penalties, but those penalties shouldn't make your character unplayable, just hindered.

-R-

Kaurne
2013-05-03, 11:38 AM
You do know about the Mistborn Adventure RPG, right? I'm not saying you should just switch to playing it (mixing Brandon Systems with D&D could certainly be fun), but you could certainly glean some ideas from its mechanics. In particular, it's currently the most explicit source we have about some of the more obscure feruchemical metals. It may provide some "corrections" about the effects of cadmium storage, the scope of chromium "fortune," the scope of duralumin "connection," and what the heck nicrosil "investiture" is.

I've actually wondered before if Brandon actually has a personal requirement for his magic systems of "this needs to be wacky enough that it would be hard to make work in a D&D game." :smalltongue: In this case, your Feruchemist is obviously a LOT more powerful in a campaign that features a lot of downtime between conflicts. The MAdvRPG gets around this by having a more narrative style, where the time units of the game are much more abstract than "days." (And, like you, by putting hard limits on how much can be stored, which wasn't really a thing in the books.)

I haven't looked at it, but I might now, actually. However, I know that since it's set during the time of the final Empire, it doesn't go inot detail (I don't think) on the other metals. Even if it did, it won't tell us what Investiture is, because that's a major RAFO on Brandon's part.


Eh, it wouldn't be very hard, if you already had working systems for Feruchemy and Allomancy. Just crib the grafts system from Fiend Folio or somewhere and homebrew a bunch of "spikes" (grafts) that grant allomantic and feruchemical powers (and Kandra Blessings, I suppose) at the expense of large amounts of WBL.

That's a good idea, actually. I'll think about it.


Storing electrum isn't too bad. But your point is correct that some of the combinations are massively worse than others, just because they weren't designed to be balanced in the story.

I'm not sure about Steel/Iron and Gold/Gold being the most powerful two setups out of 256, though. Even for combat, specifically, I think we could dream up a few more uber-combos. (Pewter/Steel could make a scary martial artist.) If I could be a Twinborn, I might just pick Chromium/Chromium (constant incredibly good "fortune"!). And there's hints that these magical abilities (Cadmium allomancy? Iron allomancy?) may eventually enable interstellar travel.

I never said that they were necessarily the most powerful; its simply that there aren't many Twinborn; I think Brandon has said at one point that there aren't enough Twinborn to have all the possible combinations (can't find the quote atm, though) so there obviously aren't many of them.

I didn't say that those two are the best combinations, but they are certainly near the top of the heap. Steel/Steel is another powerful one. I'd certainly be willing to say that Steel/Iron perhaps has the most raw destructive potential of them; witness the scene where Wax basically levels a city block. Gold/Gold is perhaps the toughest combination to actually capture/kill, so both are certainly near the top in general combat applications and at the top in one specific area. Combine that with Wax's insane marksmanship skills and you could make a reasonable assertion he might be (in D&D terms) the highest leveled character in the world.

Well, since we don't see the how Chromium works in terms of how lucky it makes you, I'll avoid that one, especially since it might not actually be too useful for combat; it depends on just how lucky you can get.

Brandon has confirmed the final trilogy will feature interstellar travel to some extent. Allomancy and Feruchemy offer a lot of possibilities for this, but I'm going to wait until we see what the other 30+ metals do, and how the Southern Continent citizens use Allomancy, before I try and speculate.


That would be cool. I'd like to play an Awakener. Sadly, Warbreaker gives us less concrete details about its magic than most of the other books.

I might try and make it, if I find the time, but it would be an odd class without a clear role.


Yeah, Sellian magic seems especially hard to implement, across the board.

Forgery is perhaps the one where enough information exists to make concrete rules for, but it would be really hard. Still, I'm considering trying to write it. I have a few good ideas, but nothing concrete as such, and the one problem is that the class might be too dependent on how generous a DM is feeling in any given situation. They'd probably be a skillmonkey kind of class with a few neat tricks. I'm simply worried at higher levels their abilities would simply outshine every other skillmonkey, especially since they could actually turn into a reasonably powerful close combat character for a few minutes.


... that we know of. :smallwink:

(Tien's ability to see things within rocks? Dalinar's visions? The Thrill? The Nightwatcher? Making Shardblades/Plate? Who knows how many of these are connected with one of the magic systems, and how many more hints we've seen here or there.)

No, there are 30. Brandon confirmed it in an interview. All of those things you listed? They're part of one of those magic systems, or actually not 'magical' in an active sense, but rather a function of a world which possesses different physical laws and actually has divine beings. Shardblades and Plate might be slightly imbued with Honor or Odium; they aren't active magic as such. Dalinar's visions are likely less a magic system and merely a direct communion with Honor/The Almighty. The Thrill may well be simply a reflection of Odium's corruption in humanity. Tien's visions are probably a type of surgebinding, the same way that Elkohar and Shallan (and Jasnah) being able to see the symbol-headed people are.


Heh, no kidding. I'm a pretty big fan in general, but I'm not quite obsessed enough to have done research on how Yolen works.

There isn't much information, and speculation is nixed because it isn't canon as such; Brandon may still change it (and perhaps already has) and so speculation is pointless.

Draz74
2013-05-04, 02:53 PM
I haven't looked at it, but I might now, actually. However, I know that since it's set during the time of the final Empire, it doesn't go inot detail (I don't think) on the other metals. Even if it did, it won't tell us what Investiture is, because that's a major RAFO on Brandon's part.
Eventually, it is supposed to have an expansion that is geared towards playing during the AoL era.

But in the meantime, it does give "details," to some extent, about all metals' powers (except the 31 god-metal-alloys that didn't actually show up in the story at all). After all, GMs might want to base plots around small groups of people who have figured out more than common-knowledge level about these metals; for example, a Mistborn somewhere who has figured out bendalloy but (understandably) keeps it tightly under wraps.

EDIT: I checked again, and it even includes some details for the 16 Lerasium alloys, and their ability to turn someone into a Misting. So that means it covers 35 of the 50 metals in Scadriel's magic system. Just nothing about the 15 non-malatium alloys of atium.

It does include a caveat that the Enhancement metals' powers (especially feruchemical) are included "so you can have fun and experiment, rather than as a complete explanation of everything they can do. To reveal them in full would ruin surprises intended for much later in the series."


That said, however, consider the implications of Aluminum in Feruchemy. With proper manipulation, it might be theoretically possible to tap someone else's metalminds ...


Feruchemists use Chromium to store luck, during which they're plagued with bad fortune of all sorts -- the odds turn against them and anything that can go wrong, does. Worse still, it marginalizes a character, excluding him or her from the schemes of the universe and the fickle whim of the powers that be.

Conversely, Feruchemists tapping fortune become flush with good luck. Opportunities fall into their laps, chance encounters yield amazing benefits, and dumb luck makes up for any lack of skill. Tapping heaps of fortune elevates a character to something akin to an epic hero, able not only to trust in a bigger plan to take care of their needs, but to rely on the favor of gods as a palpable source of support.

There is also a page and a half of rules about nicrosil feruchemy (storing and tapping "Investiture.")

* * *


I never said that they were necessarily the most powerful;
You're right, I misread your statement slightly.


its simply that there aren't many Twinborn; I think Brandon has said at one point that there aren't enough Twinborn to have all the possible combinations (can't find the quote atm, though) so there obviously aren't many of them.
That would be an interesting detail, considering that they have come up with names for all 256 combinations. Apparently Scadriel has nerds who enjoy speculating on such things just as much as we do?


I didn't say that those two are the best combinations, but they are certainly near the top of the heap. Steel/Steel is another powerful one. I'd certainly be willing to say that Steel/Iron perhaps has the most raw destructive potential of them; witness the scene where Wax basically levels a city block. Gold/Gold is perhaps the toughest combination to actually capture/kill, so both are certainly near the top in general combat applications and at the top in one specific area. Combine that with Wax's insane marksmanship skills and you could make a reasonable assertion he might be (in D&D terms) the highest leveled character in the world.
No major disagreements here. :smallsmile:


Brandon has confirmed the final trilogy will feature interstellar travel to some extent. Allomancy and Feruchemy offer a lot of possibilities for this, but I'm going to wait until we see what the other 30+ metals do, and how the Southern Continent citizens use Allomancy, before I try and speculate.
Other 30+ metals? Are you counting all the god-alloys? I kinda doubt they'll play a large role, considering how Ati and Leras aren't calling the shots anymore.

The Southern Continent technologies will undoubtedly be a crucial component, though. So you have a good point there.


No, there are 30. Brandon confirmed it in an interview. All of those things you listed? They're part of one of those magic systems, or actually not 'magical' in an active sense, but rather a function of a world which possesses different physical laws and actually has divine beings.
Ah, you misread me this time. I wasn't disagreeing about the world containing 30 magic systems. I was just saying we may have seen more than two of them, without knowing it.

And come to think of it, I missed probably the strongest nomination for a magical ability we've "seen" without identifying it as such: Shallan's ability to remember/draw scenes with near-photographic accuracy.


Shardblades and Plate might be slightly imbued with Honor or Odium; they aren't active magic as such. Dalinar's visions are likely less a magic system and merely a direct communion with Honor/The Almighty. The Thrill may well be simply a reflection of Odium's corruption in humanity.
Yeah, I agree that these probably aren't magic systems. Well, Shards and the Thrill probably aren't. Dalinar's visions could really go either way; I won't be at all surprised if they turn out to be part of a magic system, but I also won't be surprised if they turn out to be a separate thing like you say.


Tien's visions are probably a type of surgebinding, the same way that Elkohar and Shallan (and Jasnah) being able to see the symbol-headed people are.
Really? You think Tien was a soulcaster? I don't think so. Or if you're just saying that it could have been one of the other 28 magic systems ... then we're saying the same thing.


There isn't much information, and speculation is nixed because it isn't canon as such; Brandon may still change it (and perhaps already has) and so speculation is pointless.
Right, we know he's at least changed what he wrote before enough to take the Shattered Plains war out of Yolen and move it to Roshar. :smallsmile:

Raiki
2013-05-04, 04:53 PM
As much as I like Sanderson's books, and could myself discuss the magic systems I've read about for quite awhile...does anyone have any actual input on my proposed changes to the class itself?

I'm still hovering on the fence about whether or not to include the anti-construct abilities, but if no one has anything more to say, I'm going to nix them, call the class finished and move on to my next project.

~R~

Raiki
2013-05-08, 01:39 PM
Okay, that's that, then. I've decided not to add in the construct abilities, as the class stands well on its own without them and they don't fit the flavor as well as I'd like. Thank you all for your input. On to the next 'brew.


~R~

Draz74
2013-05-08, 03:15 PM
Okay, that's that, then. I've decided not to add in the construct abilities, as the class stands well on its own without them and they don't fit the flavor as well as I'd like.

Yeah, I think that's for the best.

DeadlyCWA
2013-05-17, 11:28 AM
Also:



Where did this come from? As far as I'm aware, the exact nature and details of Investiture haven't been revealed yet, and we can only grasp at what exactly storing investiture means; I know one idea is it allows you to become Invested enough to access other magic systems in the right circumstances, but the only people who actually know are Brandon and his close confederates, and they aren't telling.

Your other suggestions are good starting points but this one just surprised me.

I was thinking of investiture as how invested you are in your goals. Since I couldn't exactly give a currency value, I sort of reflavored it to devotion.

Asteron
2013-05-17, 11:55 AM
I see that you have limited them to only being able to store one metal at a time. I presume that was for balance reasons?

Would it be too overpowered to make them able to store more at a time as the leveled? You could limit the ones you can store together to avoid the most powerful ones...

Just a thought. I have no experience in game design so just tell me if it is too much.

Raiki
2013-05-17, 04:39 PM
I see that you have limited them to only being able to store one metal at a time. I presume that was for balance reasons?

Would it be too overpowered to make them able to store more at a time as the leveled? You could limit the ones you can store together to avoid the most powerful ones...

Just a thought. I have no experience in game design so just tell me if it is too much.

Yes, the limited storing mechanic was implemented for balance reasons.

I considered the exact idea you're suggesting. My original build of the class had them able to store 2 energies at 8th level and 3 at 15th. However, I disliked the inelegance of that mechanic. I opted, instead, to have storing give more points of Investiture per hour instead. The end result is the same (or slightly better), in terms of how much can be stored. Rather than storing 1 point each of 3 different metals for 3 hours (and, thus, getting 3 points of Investiture in each metal) at 15th level you can now spend 3 hours storing 1 metal at a time and wind up with 4 points of Investiture per metal, or 5 per metal at 20th.

In reality, the effects are quite similar, but I prefer the system I went with purely for mechanical reasons.

~R~

Just to Browse
2013-05-17, 04:58 PM
This looks sick. What series is this from? Mistborn?

Also, your entry says that Feruchemists get 1 of each of the "9" metalminds, but it lists 11. Is it a typo, or do I have to choose 2 not to get immediately?

Also, this seems to suffer from an Ultimate Chargeup problem--if the feruchemist spends a month in hiding charging everything, and then blows his whole load in the next combat, he becomes a ridiculous threat with a CR way above his class level for that combat only. For a PC, I can see your argument about adventure requirements and point limitations, but it makes adjucating NPC behavior... awkward. I suggest granting a set number of investiture points, at least as a guideline for DM use, that would make an appropriate feruchemist encounter.

Asteron
2013-05-17, 06:25 PM
Yes, the limited storing mechanic was implemented for balance reasons.

I considered the exact idea you're suggesting. My original build of the class had them able to store 2 energies at 8th level and 3 at 15th. However, I disliked the inelegance of that mechanic. I opted, instead, to have storing give more points of Investiture per hour instead. The end result is the same (or slightly better), in terms of how much can be stored. Rather than storing 1 point each of 3 different metals for 3 hours (and, thus, getting 3 points of Investiture in each metal) at 15th level you can now spend 3 hours storing 1 metal at a time and wind up with 4 points of Investiture per metal, or 5 per metal at 20th.

In reality, the effects are quite similar, but I prefer the system I went with purely for mechanical reasons.

~R~

Makes sense... I really like how this was handled. I think that this would be really fun to play.

el minster
2020-05-17, 03:36 AM
do you have a mistborn class?

el minster
2020-05-17, 01:05 PM
I think this class hit about a 3 tier. I'm wondering if you could give an ability to gain wieght like in the book?

el minster
2020-05-17, 01:07 PM
and in the book if your a mistborn/furochemist your basically a demigod so you can't do that

Peelee
2020-05-17, 02:49 PM
The Mod on the Silver Mountain: Even the Feruchemist does not engage with necromancy.