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Dr Rabbit
2013-11-18, 10:34 AM
Hello.
First post, for my first attempt at homebrewing, for my upcoming first go as a DM.
(EDITED)

This an attempt to expand an existing prestige class into a base class. Hopefully it is not too bound by theme and still has lots of room for character interpretation and providing variable roles within a party. Most importantly: it should be fun to play. Any feedback would be appreciated.

The Techsmith
Hit Dice: d8 Alignment: Any Skill Pts: 4+Int
Proficiencies: Simple weapons, Light & Med. Armor, and Shields (except Tower)
Class Skills: Appraise (Int), Craft (alchemy, armorsmithing, blacksmithing, metalworking, or weaponsmithing) (Int), Concentration (Con), Disable Device (Int), Knowledge (architecture and engineering) (Int), Open Lock (Dex), Profession (mechanic) (Wis), Use Magic Device (Cha).

{table=head]Class Level|Base Attack Bonus|Fort.|Ref. |Will |Special|Craft item
1st |+0 |+2 |+2 |+0|Tool Focus|Spell Replacement (Lvl 0,1,1)
2nd |+1 |+3 |+3|+0 | |Melee +1d6 Energy
3rd |+2 |+3 |+3 |+1 |Technical Knack|Spell Replacement (Lvl 1)
4th |+3 |+4 |+4 |+1|Golembane|Gondsman
5th |+3 |+4 |+4 |+1 | |Melee +1d6 Energy
6th |+4 |+5 |+5 |+2 | |Spell Replacement (Lvl 2)
7th |+5 |+5 |+5 |+2||Trip or Bull Rush
8th|+6/+1 |+6 |+6 |+2 |Technical Knack |Spell Replacement (Lvl 2)
9th|+6/+1 |+6 |+6 |+3|Enhanced Explosives|Melee +1d6 Energy
10th|+7/+2 |+7 |+7 |+3 ||Spell Replacement (Lvl 2)
11th|+8/+3 |+7 |+7 |+3| |Wand Gun
12th|+9/+4 |+8 |+8 |+4| |Spell Replacement (Lvl 3)
13th|+9/+4 |+8 |+8 | +4|Technical Knack|Melee +1d6 Energy
14th|+10/+5 |+9 | +9|+4| Improved Critical (Univ.)|Gondsman Upgrade
15th|+11/+6/+1 |+9 | +9|+5| |Melee +1d6 Energy
16th|+12/+7/+2 |+10|+10| +5 | |Gondsman Upgrade
17th|+12/+7/+2 |+10|+10| +5 | |Melee +1d6 Energy
18th|+13/+8/+3 |+11|+11| +6 |Technical Knack|Gondsman Upgrade
19th|+14/+9/+4 |+11|+11| +6 | |Melee +1d6 Energy
20th|+15/+10/+5|+12|+12|+6| |6 Wand Blunderbuss
[/table]

Tool Focus:
From their endless hours spent in ironworks and machine shops Techsmiths can choose a tool to use as an analogous existing martial weapon of appropriate size (ie sledgehammer or large wrench as a warhammer) and gain Weapon Focus with that tool even if they do not meet the prerequisites for that feat.

Craft Item:
Spell Replacement
The Techsmith can create an item that replicates the effect of a spell from the appropriate list. The item is a physical piece of machinery, a held weapon or body slot item. If made for the Gondsman it would be permanently attached but always available and would not occupy an item slot. The item has a duration/uses per day as a wizard of the same level at the time of the item's creation.
Lvl 0: Flare
Lvl 1: Hold Portal, Grease, Obscurring Mist, Burning Hands, Shocking Grasp
Lvl 2: Glitterdust, Web, Bull's Strength, Knock, Jump (+20)
Lvl 3: Fireball, Lightning Bolt, Deep Slumber

Technical Knack:
Techsmiths of certain levels of skill pick up a technical knack, an innate familiarity with the workings of mechanical gadgetry and science. At 2nd level, they select two of the following skills: Appraise, Craft (alchemy, armorsmithing, blacksmithing, metalworking, or weaponsmithing), Disable Device, Knowledge (architecture and engineering), and Open Lock. Each of these skills gains a +2 bonus. This 4 skill point dispersal repeats again at 9th, 15th, and 19th Levels.

Craft Item:
Melee +1d6 Energy
Allows Techsmith to alter a weapon to deliver an additional 1d6 of a chosen type of energy.
Any melee weapon including the Gondsman's slam attack, but not natural attacks, can be altered in this fashion. Each time the skill is achieved the Techsmith can choose one weapon to receive 1d6 of an energy type chosen at that time, for a total of 7d6 at Lvl 19. The Techsmith can choose to distribute this ability however they wish. Ex: Upon reaching Level 9 a Techsmith with 2d6 (fire) already added to their melee weapon can choose to add 1d6 (electric) to their Gondsman's slam attack. Energy damage does not increase w/ critical hit.

Gondsman:
Upon reaching Techsmith level 4 the character completes a Gondsman—a loyal mechanical warrior, assistant, bodyguard, and friend. The Gondsman costs the Techsmith nothing, for it is assumed that in the time before reaching Techsmith lvl 4 they have been researching and working it in their spare time. The Gondsman has Hit Dice equal to his maker's Techsmith levels. Repairing the Gondsman is a full round action, 1d8+Techsmith Level. If a Gondsman is reduced to 0 hit points, it is destroyed. Should a Gondsman be destroyed, the Techsmith may construct another. Constructing a replacement Gondsman costs 500 gp per Hit Die and takes 1 day for every 1,000 gp value of the Gondsman.

Golembane:
Because of their superior knowledge of constructs, a techsmith can combat a construct with weapons or unarmed attacks as if it had no damage reduction. After watching a construct in action for 1 round, they know what spells it is vulnerable or immune to.

Craft Item:
Improved Trip or Bull Rush
Mechanically alter one melee weapon, or the Gondsman's slam attack, to replicate the effects of the Improved Trip or Bull Rush feats.

Enhanced Explosives:
Due to their familiarity with the intricacies of smokepowder, techsmiths of 10th level or higher may create enhanced bombs. These powerful explosives operate exactly as described under Renaissance Explosive Weapons on page 145 of the Dungeon Master’s Guide, except that they deal 3d6 points of fire damage, 2d6 force damage, and have a blast radius of 15 feet. Crafting such a bomb costs 25 gp in raw materials and the time required to create such a bomb is determined by the Craft (alchemy) skill.

Craft Item:
Wand Gun
This device makes wands usable by anyone without a Use Magic Device check. Spells still require a ranged attack roll to hit the designated target creature or area, a fail equals a miss. Use of the wand's charges remains the same.

Improved Critical (Universal):
Because of their study of metal and other crafting materials, a techsmith knows how to best utilize any weapon and find the weak spots of any armor. Any weapon they wield and are proficient with threatens critical hits as if they had the Improved Critical feat.

Craft Item:
Gondsman Upgrade
The Gondsman is upgraded with one item from the following list.
+4 AC (nat armor), +4 Str, +5' to speed, a Tower Shield, or +5' Reach.

Craft Item:
6 Wand Blunderbuss
At 20th level the techsmith can craft a short but stocky six barelled gun that holds 6 wands. Firing the gun activates all 6 wands at once, aimed at 1 specific target. Doing this is a standard action. The gun is hard to control and gives a -10 to hit.

The Gondsman, Continued:
A gondsman is a construct made of metal, gears, and steam. The techsmith can create either a Small or Medium gondsman. A gondsman has Hit Dice equal to his maker's Techsmith levels, and construct traits. It has a slam attack appropriate for its size, and gains extra abilities as its maker gains levels.

Hit Dice: d10 Alignment: Same as Maker Skill Pts: 2+Int (min 1) Proficiencies: Simple weapons, Light & Med. Armor, and Shields (except Tower)
Class Skills: Diplomacy (Cha), Disable Device (Int), Intimidate (Cha), Knowledge (architecture & engineering) (Int), Listen (Wis), Open Lock (Dex), Spot (Wis).

{table=head]Techsmith Level|Natural Armor Adj.|Str/Dex Adj.|Int.|Special
4th|+4|+1|7|Construct Traits
5th| | | | Repair Light Dmg
6th| | |8|Speak with Maker
7th|+5|+2| |Repair Moderate Dmg
8th| | | |Hardness: 5
9th| | | |
10th|+6|| |
11th| | |9| Understand Machines
12th| |+3| |Repair Serious Dmg
13th|+7| | |Hardness: 10
14th| | | |
15th| | | |
16th|+8| |10|Spell resistance = to HD
17th| |+4| |Repair Critical Dmg
18th| | | |Hardness: 15
19th|+9| | |
20th| | | | [/table]

{table=head]Size|Bonus HP|Slam Attack
Small|10|1d6+Str
Medium|20|1d8+Str[/table]

{table=head] Base Scores|
Str|21
Dex|15
Con| -
Int|7
Wis|7
Cha|12
-|-
Base Saves|
Fort| -
Ref|6
Will|2
-|-
Base Attack||+3
Grapple|+12
Attack|Slam
Full Attack|2 Slams [/table]

Speak with Maker
Upon creation the Gondsman can communicate with its maker using a series of ticks, clicks, squeeks, dings, and steam bursts. While not a language per se, the Techsmith generally knows what the Gondsman means. This functions like a familiar's ability to Speak with Master.

Repair Damage
A Gondsman can take a full round to repair damages to itself or other objects. Otherwise functions just as the spell, using 1/2 its Hit Dice as Caster Level.

Understand Machines
A Gondsman gets a +4 to any checks made to understand or use other machinery.

Construct Traits
No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Constructs do not eat, sleep, or breathe.



I can't tell if it's under-powered compared to other non-caster classes. And most importantly, does it look like fun to play?
Any feedback would be greatly appreciated.

Many thanks!

Dr Rabbit
2013-11-22, 04:53 PM
Bumping this up after an edit.