Thealtruistorc
2014-04-15, 09:55 PM
So I was griping about artificers and the lack of good prcs the other day and decided to create one of my own. The Forge Commander, as I call it, exemplifies the concept of building constructs for battle. Without further ado...
Forge Commander
For as long as constructs have existed, there have been those who have looked upon them and seen the perfect soldiers. Within shells of stone, iron or even flesh, military-minded individuals perceive strength, endurance, and obedience unrivaled by any biological entity. The most ambitious of these have mastered the art of soldier construction, building war machines capable of carrying out objectives on the battlefield that even the greatest flesh-and-blood soldiers would struggle to fulfil. With these artificial troops, these so-called Forge Commanders wreak havoc upon their foes, whose plans fall away against an horde of enemies that rampages across the battlefield unfeeling and unimpaired.
Prerequisites:
Skills: Spellcraft 16 ranks, craft (any three) 8 ranks
Feats: Craft Construct
Spellcasting: Ability to cast 5th-level spells
Special: Must have built at least three constructs
Hd: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Soldier Artisan, Crafting Expertise +1, Enchant Construct +1
2nd
+1
+0
+0
+3
Construct Overdrive
3rd
+1
+1
+1
+3
Augment Construct, Crafting Expertise +2, Enchant Construct +2
4th
+2
+1
+1
+4
Construct Overdrive x2
5th
+2
+1
+1
+4
Construct Forge, Crafting Expertise +3, Enchant Construct +3
Spellcasting: At each level, except the first and fifth, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a forge commander,you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Crafting Expertise:At 1st level, a Forge Commander gains a +1 to caster level for the purpose of construct creation. This increases to +2 at 3rd level and +3 at 5th level. This is in addition to the artificer's bonus to caster level for the purpose of crafting.
Soldier Artisan: Starting at 1st level, a Forge Commander reduces the xp cost of crafting a construct by 50%. This does not stack with the reduction in xp cost from the legendary artisan feat. In addition, if the Forge Commander has levels in artificer, his craft reserve continues to progress, but is only usable for crafting constructs.
Enchant Construct: At first level, a Forge Commander can create a construct whose attacks are enchanted. At 1st level, a Forge Commander can add a +1 enchantment bonus to the natural attacks of one of his constructs. Doing so costs 1,000 gp per natural attack. At 3rd level, this enchantment bonus increases to +2, and can be split between the enchantment bonus and weapon properties (for example, a 3rd-level Forge Commander could have a stone golem with a +2 slam attack or a +1 flaming slam attack). The cost creating a +2 enchantment is 4000 gp per natural attack, or 3000 gp if it is already enchanment. At 5th level, The enchantment can increase to +3 worth of enchantment bonuses, which costs 9000 gp. This cost decreases to 8000 gp if the weapon is already +1 or 5000 if it is already +2.
Construct Overdrive (Ex): At 2nd level, a number of times per day equal to his intelligence modifier, a Forge Commander can unleash a wave of energy as a standard action that boosts the abilities of all constructs created by the Forge Commander within 30 feet with one of the listed effects. The duration of the overdrive lasts a number of rounds equal to the Forge Commmander's intelligence modifier. At 4th level, the overdrive activates 2 effects.
Might-constructs gain a +4 bonus to all damage rolls
Resilience-The constructs' hardness increases by 2
Precision-constructs gain a +4 bonus to attack rolls
Quickness-constructs are treated as being under the effect of the haste spell
Evasiveness-Constructs gain a +2 dodge*bonus to AC and the benefit of evasion (as the monk class feature)
Self-Repair-Constructs repair two points of damage per turn.
Augment Construct: Starting at 3rd level, a Forge Commander can add additional hit dice to constructs he has previously created, adding 5,000 gp worth of materials for each hit dice added in this way. These additions increase the construct's BAB, Skill Points (if applicable), Feats, and size adjustment. A construct cannot have more hit dice than the creator's level +2 (for example, a runic guardian starts with 17 HD. A Wizard 13/Forge Commander 3 can add one additional HD to increase the total of a runic guardian he creates to 18, as he has 16 HD). If a construct is created with more HD than that of the Forge Commander +2, it can be augmented once the Forge Commander reaches the appropriate HD. This does not stop you from creating constructs whose base HD exceed your own by more than 2.
Construct Forge: Starting at 5th level, a Forge Commander can establish a construct forge. Establishing a construct forge costs 20,000 gp. When you create a construct using a construct forge, the component cost and time spent are reduced by 50% (these bonuses do not stack with the incredible artisan and exceptional artisan feats).
Input is appreciated.
Forge Commander
For as long as constructs have existed, there have been those who have looked upon them and seen the perfect soldiers. Within shells of stone, iron or even flesh, military-minded individuals perceive strength, endurance, and obedience unrivaled by any biological entity. The most ambitious of these have mastered the art of soldier construction, building war machines capable of carrying out objectives on the battlefield that even the greatest flesh-and-blood soldiers would struggle to fulfil. With these artificial troops, these so-called Forge Commanders wreak havoc upon their foes, whose plans fall away against an horde of enemies that rampages across the battlefield unfeeling and unimpaired.
Prerequisites:
Skills: Spellcraft 16 ranks, craft (any three) 8 ranks
Feats: Craft Construct
Spellcasting: Ability to cast 5th-level spells
Special: Must have built at least three constructs
Hd: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Soldier Artisan, Crafting Expertise +1, Enchant Construct +1
2nd
+1
+0
+0
+3
Construct Overdrive
3rd
+1
+1
+1
+3
Augment Construct, Crafting Expertise +2, Enchant Construct +2
4th
+2
+1
+1
+4
Construct Overdrive x2
5th
+2
+1
+1
+4
Construct Forge, Crafting Expertise +3, Enchant Construct +3
Spellcasting: At each level, except the first and fifth, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a forge commander,you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Crafting Expertise:At 1st level, a Forge Commander gains a +1 to caster level for the purpose of construct creation. This increases to +2 at 3rd level and +3 at 5th level. This is in addition to the artificer's bonus to caster level for the purpose of crafting.
Soldier Artisan: Starting at 1st level, a Forge Commander reduces the xp cost of crafting a construct by 50%. This does not stack with the reduction in xp cost from the legendary artisan feat. In addition, if the Forge Commander has levels in artificer, his craft reserve continues to progress, but is only usable for crafting constructs.
Enchant Construct: At first level, a Forge Commander can create a construct whose attacks are enchanted. At 1st level, a Forge Commander can add a +1 enchantment bonus to the natural attacks of one of his constructs. Doing so costs 1,000 gp per natural attack. At 3rd level, this enchantment bonus increases to +2, and can be split between the enchantment bonus and weapon properties (for example, a 3rd-level Forge Commander could have a stone golem with a +2 slam attack or a +1 flaming slam attack). The cost creating a +2 enchantment is 4000 gp per natural attack, or 3000 gp if it is already enchanment. At 5th level, The enchantment can increase to +3 worth of enchantment bonuses, which costs 9000 gp. This cost decreases to 8000 gp if the weapon is already +1 or 5000 if it is already +2.
Construct Overdrive (Ex): At 2nd level, a number of times per day equal to his intelligence modifier, a Forge Commander can unleash a wave of energy as a standard action that boosts the abilities of all constructs created by the Forge Commander within 30 feet with one of the listed effects. The duration of the overdrive lasts a number of rounds equal to the Forge Commmander's intelligence modifier. At 4th level, the overdrive activates 2 effects.
Might-constructs gain a +4 bonus to all damage rolls
Resilience-The constructs' hardness increases by 2
Precision-constructs gain a +4 bonus to attack rolls
Quickness-constructs are treated as being under the effect of the haste spell
Evasiveness-Constructs gain a +2 dodge*bonus to AC and the benefit of evasion (as the monk class feature)
Self-Repair-Constructs repair two points of damage per turn.
Augment Construct: Starting at 3rd level, a Forge Commander can add additional hit dice to constructs he has previously created, adding 5,000 gp worth of materials for each hit dice added in this way. These additions increase the construct's BAB, Skill Points (if applicable), Feats, and size adjustment. A construct cannot have more hit dice than the creator's level +2 (for example, a runic guardian starts with 17 HD. A Wizard 13/Forge Commander 3 can add one additional HD to increase the total of a runic guardian he creates to 18, as he has 16 HD). If a construct is created with more HD than that of the Forge Commander +2, it can be augmented once the Forge Commander reaches the appropriate HD. This does not stop you from creating constructs whose base HD exceed your own by more than 2.
Construct Forge: Starting at 5th level, a Forge Commander can establish a construct forge. Establishing a construct forge costs 20,000 gp. When you create a construct using a construct forge, the component cost and time spent are reduced by 50% (these bonuses do not stack with the incredible artisan and exceptional artisan feats).
Input is appreciated.