PDA

View Full Version : [Class] Mad Science!



Shiny, Bearer of the Pokystick
2007-03-22, 08:29 PM
Given the Giant's recent linking to the astounding and wonderful Girl Genius, of which I have long been a fan, I spent a while knocking this together- while it doesn't do justice to the master's original work, I hope it's at least enjoyable for everyone around.
Because...mad science and robots and such.
Hard to go wrong.

Spark Scientos
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+0 |+2 |+2 |+0 |Spark, Clank Companion

2nd|+1 |+3 |+3 |+0 |Harmonics (Focus)

3rd|+2 |+3 |+3 |+1 |Device Familiarity, Spark 2/day

4th|+3 |+4 |+4 |+1 |Upgrade Companion, Canny Defense

5th|+3 |+4 |+4 |+1 |Device Familiarity, Spark 3/day

6th|+4 |+5 |+5 |+2 |Upgrade Companion, Additional Companion

7th|+5 |+5 |+5 |+2 |Harmonics (Fear), Spark 4/day

8th|+6/+1 |+6 |+6 |+2 |Upgrade Companion, Device Familiarity

9th|+6/+1 |+6 |+6 |+3 |Vigor of Madness, Spark 5/day

10th|+7/+2 |+7 |+7 |+3 |Device Familiarity, Upgrade Companion

11th|+8/+3 |+7 |+7 |+3 |Moment of Inspiration, Spark 6/day

12th|+9/+4 |+8 |+8 |+4 |Harmonics (Persuasion), Upgrade Companion

13th|+9/+4 |+8 |+8 |+4 |Creator's Surge, Spark 7/day, Device Familiarity

14th|+10/+5 |+9 |+9 |+4 |Duplicate Design, Upgrade Companion

15th|+11/+6/+1 |+9 |+9 |+5 |Creator's Efficiency, Device Familarity, Spark 8/day

16th|+12/+7/+2 |+10 |+10 |+5 |Swift Repair, Upgrade Companion

17th|+12/+7/+2 |+10 |+10 |+5 |Spark 9/day, Device Familiarity

18th|+13/+8/+3 |+11 |+11 |+6 |Adaptive Bolstering, Harmonics (Command), Upgrade Companion

19th|+14/+9/+4 |+11 |+11 |+6 |Retroactive Refinements, Device Familiarity, Spark 10/day

20th|+15/+10/+5 |+12 |+12 |+6 |Perfect Harmonics, Superior Creation, Upgrade Companion[/table]

Game Rule Information
Spark Scienti have the following game statistics.
Abilities: The key ability for any spark is, self-evidently, intelligence, for both defense and the use of their abilities. A good dexterity or strength score helps with combat, while a good charisma score boosts the power of their harmonics.
Alignment: Any chaotic.
Hit Die: d6.

Class Skills
The Spark Scientos's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at 1st level: (6+Int Modifier) x4
Skill Points at Each Additional Level: 6+ Int Modifier.

Class Features
All of the following are class features of the Scientos.
Weapon and Armor Proficiency: Scienti are proficient with all simple weapons, plus the crossbow (hand, light, or light repeating), rapier, sap, short sword, and throwing axe. Scienti are proficient with light armor, but not with shields.
Spark: The Scientos has the ability, by dint of unstable intellect, to craft amazing devices from practically nothing in a matter of moments. This power, called simply The Spark, is usable 1/day at first level, and is available for one additional usage at each odd-numbered level to a maximum of 10/day at nineteenth level. The effect lasts for 1 minute per Scientos level outside of battle, or 1 round per Scientos level during combat. Its effects are as follows.
First, the inherent instability of the Spark's gift leads to deeper madness at times- a Scientos targeted by a confusion spell or other insanity effect is assessed a -2 penalty for each use of their Spark ability that day.
However, the Spark grants enormous acumen in the process of creation- at first level, the Scientos gains a +10 bonus to all craft checks for the duration of the effect, which increases by +5 every five levels, to a maximum of +30 at twentieth level.
While the Spark is in effect, the Scientos is considered (regardless of whether they have purchased ranks) to have a number of ranks in any craft skill necessary to the task equal to 1/2 his highest number of ranks in any craft skill, if that number is higher than his actual ranks in the relevant skill.
While under the influence of the Spark, a Scientos can disassemble an object into its component parts for re-use; taking apart an object in this way requires a number of rounds equal to durability+complexity+size (see spoiler 01). Outside of combat, the time increases to minutes, rather than rounds. Disassembling an object requires no roll.
Assembling an object from such parts (or re-purposing an existing creation) requires a number of rounds equal to complexity+size, or, outside of combat, an equal number of minutes.
Re-purposing or creating an object requires a Craft (Automata) check against DC 10+Complexity+Size.
The above rules for duration supercede the normal rules for craft check minimum times.
Clank Companion: At first level, a Spark Scientos constructs a faithful automaton companion- their first Clank. A Clank Companion is diminutive in size, and intelligent enough to follow moderately complex orders; its other game statistics are set forth in spoiler 02. If a Clank Companion is lost or destroyed, the Spark can create a new one with a DC25 Craft (Automata) check and three days of time. This first Clank Companion is free to create- the Spark is assumed to have the necessary materials to hand.
Harmonics: At second level, a Scientos begins to gain the ability to modulate their vocalizations in such a way that their empowered words can manipulate the mentality of the Sparks themselves and those around them.
In order to use any Harmonic ability, the Spark must directly and audibly address the creature or creatures he wishes to effect in a language they can understand.
Harmonic effects last a maximum number of rounds equal to 1/2 the Spark's level unless otherwise specified, and can be dismissed at will.
Harmonics can have a number of different effects, as follows-
Focus: While using Focus Harmonics, the Scientos need not make concentration checks to continue crafting during adverse conditions, such as on the rolling deck of a ship or in a noisy area; while they must still make such checks when they take damage, they gain a bonus equal to 1/2 their Spark level on the check.
Fear: Fear Harmonics allow the Spark to induce a feeling of unease and outright terror in others. Any creature targeted by this ability is frightened for three rounds if they fail at a will save, DC 13+Cha; those that succeed on their saves are still shaken for one round. Creatures with HD equal to the Scientos's level may be effected. A creature can be effected by Fear Harmonics only once per combat.
Persuasion: This subtle use of Harmonics allows the Spark to inspire fealty in others, of a sort. Creatures that fail on a will save against DC 20+Cha are treated as having an attitude one step friendlier than normal for purposes of diplomacy checks, and suffer a -2 penalty to attack rolls should they 'betray' the Spark. This ability is usable only once a day on any given creature.
Command: Creatures affected by this ability are compelled to obey the Spark's orders unless they succeed at a DC 20+Cha will save. Subjects of this ability will not obey orders contrary to their nature. This ability is usable only once a day on any given creature.
Device Familiarity: As their powers grow, Spark Scienti usually gain particular acumen with certain categories of device- some specialize in weaponry, others in transport, still others in tools of a trade.
Each time the Scientos gains device familiarity, they choose a new category of devices to which it applies (see spoiler 03).
Each time the Spark Scientos gains a level, they also gain a Refinement which they can apply to any category of devices with which they have familiarity (see spoiler 04).
Upgrade Companion: Beginning at fourth level, a Scientos can choose to tinker with their Clank Companion, making it stronger, faster, more intelligent, etc.; if their companion is lost or destroyed, the replacement will have identical enhancements (being built from the same plans). (See spoiler 05)
Canny Defense: When not wearing armor or using a shield, the Spark Scientos can add one point of their Intelligence bonus (if any) per class level to their dexterity bonus to determine armor class. If the Scientos is caught flat-footed or otherwise denied her dexterity bonus, she also loses this bonus.
Additional Companion: Starting at sixth level, when they would ordinarily upgrade their Clank Companion, the Spark Scientos can instead choose to create an additional (non-enhanced) companion from scratch. The creation cost for these additional companions must be paid as usual.
Vigor of Madness: A Scientos who has expended one or more uses of their Spark ability may choose to forgo sleep to continue working, or simply to avoid the dangers posed by being at rest; a DC15 concentration check allows them to forgo one rest period they would otherwise be forced to take. A Spark can stay awake up to three nights in a row in this way before fatigue takes its final toll.
Moment of Inspiration: A Scientos with this ability may expend an additional use of their Spark once a day to craft one item or device for which they do not have the necessary familiarity; this ability is usable for only one task a week.
Creator's Surge: Once a day, a Scientos with this ability may expend an additional use of their Spark to halve the time necessary for disassembly/creation of a single item.
Duplicate Design: A Scientos with this ability may halve the time necessary to create any item identical to one they have previously created.
Creator's Efficiency: This ability allows a Scientos to expend one use of their spark to produce items designated as 'raw materials' more efficiently- the cost of such items is halved while the effect is active.
Swift Repair: By expending one use of their spark, a Scientos with this ability can repair 10hp per class level of damage to one Clank of their design.
Adaptive Bolstering: A Scientos can forgo one use of their Spark ability to increase the AC of one Clank of their design against a specific category of enemies (as ranger favored enemies) by 1/4th their class level.
Retroactive Refinements: A Spark Scientos can use this ability to expand their repertoire of refinements; they may exchange any two previously chosen refinements for any two refinements to which they now have access, and incorporate these new refinements into their equipment.
Perfect Harmonics: Again expending one use of their Spark ability, the Scientos can double the duration of any one of their Harmonic abilities using this skill.
Superior Creation: During creation of a Clank or other device, the Scientos can choose to double one aspect of its performance, for instance, initial hit points, armor class, or bonus granted to checks. This doubling can only be applied once to a given creation.

01

{table=head]Complexity|Example|Modifier
Very Simple|Single-component item, board, sheet, cable.|-10
Simple| Few or easily separable components; scissors, simple lever, scales.|-5
Average| Moderately complex components or components are well-fused; furniture, simple clock, single large cable with smaller cables en-suite.|+0
Complex|Many and complex or hard-to-separate components; lighting system, average clock, door lock (removed from door).|+5
Very Complex| Profoundly complex mixture of components; clockwork doll, cuckoo clock, Clank.|+10
[/table]
{table=head]Durability|Example|Modifier
Fragile|Cheesecloth, Rice Paper, Fine china.|-10
Flimsy|Fabric, thin board or very thin metal, poorly fired clay.|-5
Average|Thick glass, ordinary metal, hides, thick ceramics.|+0
Tough|Thick metal or alloy, braced structures, multi-layered materials.|+5
Adamant| Unusual alloys, elaborately engineered structures, specially designed protections.|+10
[/table]
A Spark can disassemble an object one or two sizes smaller than him or herself without penalty; however, in the case of an object of the Spark's size or larger, or objects smaller than two categories smaller than the Scientos, a penalty of -5 is assessed for every size category of deviation from this 'ideal' range. A Scientos cannot Take Apart objects over one size category larger than their size, or objects smaller than fine.


02

Clank Companion
Diminutive Clank
Hit Dice: 1d10 (5hp)
Initiative:
Speed: 20ft. (4 squares)
Armor Class: 17 (+4 size, +3 dex), touch 17, flat-footed 14.
Base Attack/Grapple: +0/-7
Attack: Slam +3 melee (1d3+1)
Full Attack: Slam +3 melee (1d3+1)
Space/Reach:1ft./0ft.
Special Attacks: -
Special Qualities: Construct Traits, Darkvision 60ft
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 17, Con -, Int 10, Wis 12, Cha 8.
Skills: Hide +4, Move Silently +4
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary or Horde (2d10 individuals)
Challenge Rating: 1/3
Treasure: None
Alignment: Same as creator

A minuscule automaton stands before you, bracing its tiny feet fiercely. Its single eye regards you balefully and it waves its miniature fists in a mockery of sentient aggression- comical because it resembles nothing so much as a mildly overgrown pocket-watch.

A Clank Companion is the first creation of any aspiring Spark Scientos. Loyal, intelligent enough to carry out orders, stealthy enough to act as scouts and dexterous enough to manipulate as required, these downsized devils are blessed with dense, durable bodies and surprisingly vigorous strength, the product of an assembly rooted in tender loving care.
The appearance of a Clank Companion varies from maker to maker- indeed, the signature design of a companion often serves to mark bloodlines.


Combat: Clank Companions usually avoid combat if possible, preferring stealth to demonstrating their questionable prowess. If cornered, however, they battle fiercely to get free and warn their master of the threat.

Construction: A Clank Companion is formed from steel, gold and silver, tiny cogwheels, and a plethora of wires and springs. The materials cost 150gp. Creating the body requires a DC 15 Craft (automata) check.
Since a Clank Companion is a mechanical automaton and not a true construct, it carries no XP cost to create and requires no spell prerequisites.

Creature Subtype: Clank
Features: A Clank has the following features.
-10-sided hit dice.
-BAB equal to 3/4 total hit dice.
-No good saving throws.
-Skill points equal to (2+Int modifier) per hit die, x4 for the first hit die.
Traits: A Clank has the following traits.
-No constitution score.
-Low-light vision.
-Darkvision to 60ft.
-Immunities as construct.
-Cannot be magically or naturally healed, but can be repaired.
-Not at risk from massive damage.
-Cannot be raised or resurrected.
-Proficient with any weapon integrated into its original construction.
-Proficient with integrated armor, but not with shields.
-Clanks do not eat or breathe, but must spend a minimum of one hour of every twenty-four at rest to replenish their energies.
-Clanks take double the normal damage from electricity-based attacks.

A Clank is a special category of nonmagical construct created by a Spark; while functionally similar in many ways to magical Golems, Clanks rely on mechanistic means for functioning, rendering them significantly easier to modify and repair, but slightly less durable.


03

Device Familiarity
The Device Familiarity special ability of the Spark class allows a properly adjusted (re:mad) mind to produce tremendously individual devices within a broad category.
While the devices produced usually differ in appearance, certain congruities of function- the 'typical' refinements and categories presented here- have emerged, to the discerning researcher's eye.
At the Dungeon Master's discretion, new categories of device, new refinements, or differences in the function of basic devices may be substituted for those presented herein.
When they gain a new device category, the Spark also gains the basic device associated with that category.
Constructing or modifying a device for which the Spark has familiarity requires no check for the basic device initially, and a Craft (automata) check each additional time (or for each refinement) against DC 10+#refinements+level at which familiarity was gained.

Categories

TransportThis category encompasses vehicles, whether personal or vast, whether designed to traverse harsh terrain or the briny deep; almost anything that functions to bear its designer from point A to point B is a Transport.
Basic Device: A basic transport is a wheeled or legged conveyance of sufficient size to bear its rider (and possibly a very small passenger) along at a good clip over roughly typical terrain. It possesses rudimentary computational abilities and basic senses, allowing it to follow simple orders, such as "continue due north for another two hours whilst I nap". It is not, however, capable of more complex actions, nor of attack or defense.
The basic transport has the following characteristics: hp100; hardness 15; Speed 20ft; AC 20 (-1 size, +11 armor).

Hurler/Zapper
This category encompasses a variety of different sorts of energy-based and projectile weaponry, powered by an array of different means and of differing effect (at least once upgraded); if it fires a ball, spike, ray, or cloud of razor flechettes, it's likely a Hurler or Zapper.
Basic Device: The basic Hurler is a strange-looking device that fires a solid metal slug, and has the following statistics: 1d8 base damage; 19-20 critical range; x2 critical multiplier; 120ft range increment; 26lb. weight; piercing damage; magazine capacity eight shots. Reloading a basic hurler is a standard action that provokes attacks of opportunity.
A basic Zapper has the same characteristics, with the following exceptions: 1d6 base damage; damage dealt is force damage; 28lb. weight. In addition, a basic zapper draws its power from a chemical battery rather than firing discrete rounds from a magazine; this battery can power the weapon for 200 shots before needing to be replaced, but after ten shots, the weapon begins to overheat, necessitating a one-round interval before it can be fired again.

Harness
This category includes all those devices that are worn by the Spark to enhance their day-to-day efficiency in some way, whether by lifting some weight off their shoulders, allowing them to bear comrades away, or easing movement in unusual situations. If it straps to one's back and holds things in some way, it's a harness.
Basic Device: A basic harness resembles an over-sized adventurer's pack, albeit one criss-crossed with metallic slats. It has all the statistics of a normal pack, but its clever trussed design increases the wearer's carrying capacity by 100 pounds.

Basher
Somewhat oddly named (though appropriately in many cases) this category includes devices that bash, but also and notably those that pierce or cut in the heat of melee battle. If you can crush someone or otherwise easily make them bleed with it, it's likely a Basher.
Basic Device: A basic basher can take any number of forms; to determine the form of an individual Spark's first basher, choose any weapon they possess and apply any appropriate refinement they qualify for to it.

Tool
Given their penchant- nay, obsession- with craftsmanship, many Sparks choose to apply their peculiar talents to the production of tools. This category includes any item that aids in the creation of others in some way.
Basic Device: A basic toolkit aids the Spark in their crafting efforts as well as more clandestine tasks; they provide the benefit of Masterwork Artisan's tools as well as Masterwork Thieves Tools. Unlike normal Artisan's tools, this special set of tools also provides a bonus to Craft (Automata) checks.

Spark Construct
Despite their name, Spark Constructs are not mechanical in any respect- they represent a different sort of application of talent, the creation of biological devices as fiendishly clever as their mechanized counterparts. If it's a living creature created by humanoid ingenuity, it's a Spark Construct.
Basic Device: A basic construct is usually vaguely humanoid in appearance, two to two and one-half feet in height, with a childlike manner.
It has all the statistics of a 1st-level human Expert, with the following exceptions; it suffers a -1 penalty to Intelligence, Wisdom, Charisma, and Strength, and cannot naturally gain experience. The construct's creator usually selects their feats and skills during the creation process. The construct serves its creator as if it were a cohort.

Communication
A communication device is used, in one way or another, to convey information over distance; if it flashes, talks over the miles, or otherwise conveys knowledge, it's a communication device.
Basic Device: A basic communication device is a long, cylindrical tube with strange acoustic properties; it can direct a tightly focused beam of sound to anyone the holder can see, allowing communication over distance.

Protection
Though not usually combative by nature, Sparks often find themselves in a position where a good defense is necessary. To this end, many Sparks attire themselves in shielding creations of their own design. If it turns aside or prevents attacks, it's likely a protection.
Basic Device: Basic protective gear of Spark design usually takes the form of a miscellany of wire, leather, and metal. It grants a +2 armor bonus to AC, has a maximum dexterity bonus of +8, and carries no arcane spell failure chance.

Perception
Reasoning that good senses are the root of basic survival, some sparks create devices designed to enhance their own. If it helps one see, hear, taste, or smell, it's a perceptive device.
Basic Device: A basic perceptive device resembles an exceptionally complex spyglass with unusual fittings and lenses. In addition to the usual function of a spyglass, this device enhances ambient light by focusing it onto the eye, granting the bearer low-light vision while they make use of it.

Warrior
While most warrior Clanks are under the command of organized Spark bureaucracies, some independent sparks elect to create war machines of their own. If it's a Clank that fights for you, it's a warrior.
Basic Device: A basic warrior clank is small, but brutal, of varying appearance- with statistics as follows:

Basic Warrior Clank
Small Clank
Hit Dice: 1d10 (15hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:+0/-5
Attack: Blade +4 melee (1d2-1)
Full Attack: 2 Blades +4 melee (1d2-1) and Spike -1 melee (1d3-1)
Space/Reach: 5ft./5ft.
Special Attacks: Warrior Function
Special Qualities: Clank Traits, Damage Reduction 1/Adamantine
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con -, Int 8, Wis 11, Cha 2
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Weapon Finesse, Dodge
Environment: Any
Organization: Solitary
Challenge Rating: 1

The appearance and inclination of a Warrior Clank is dependent on its creator's whim.
Combat
Warrior Clanks attack with their slashing blades and piercing spike.
Warrior Function: A Warrior Clank that suffers damage in combat engages a program to ensure the survival of itself and its creator; it gains a +4 bonus to strength and 10 bonus hit points. This function persists for ten rounds or until either the Clank of the threat is deceased.
Skills: Due to their semi-collapsible structure, a Warrior Clank has a +4 bonus on Escape Artist checks.




04

Refinements

Transport
Celeritous Surge: A transport device enhanced with this refinement gains a +10 increase to its base land speed. This refinement may be chosen only once.
Increased Traction: A transport device with this refinement is immune to grease and similar effects, can move normally on ice or other slippery surfaces, and can move at its normal speed through loose rubble.
Nimble: A nimble transport device can move through any passable terrain as if it were clear.
Unstable Booster: A transport device carrying an unstable booster can move at quadruple its speed once a day; any creature whose square it passes through receives 2d6 bludgeoning damage as the device slams forward at great speed, and any creature in the square where the device ends its burst of speed receives 4d6. After using its unstable booster, the transport device is slowed to 20ft., even if it would normally have a higher base speed, for the remainder of the combat.
Float-bladders: This enhancement consists of inflatable bladders and ballast compartments that allow the device to move across the surface of water at its base speed.
Fish-bubble and Propellers: This enhancement, consisting of a clear plastic dome over the rider's portion of the device and a set of powered propellers, allows unimpeded movement underwater.
Headlamps: This enhancement consists of two battery-powered lamps- their power sources each last roughly six months without needing replacement, and they shed bright light in a 60-ft cone.
Dirigible: A large envelope of lighter-than-air gas, braced with a metal skeleton, floats above the device, allowing it to fly at a speed of 20ft. (Poor maneuverability). Minimum level 5th.
Piton-claws: Though it is often necessary to strap in to do so, a transport device equipped with this refinement behaves as if it had 15 ranks in climb, allowing it to traverse fairly vertical surfaces.
Armor plating: This simple refinement increases the transport's AC by four points.
Dense construction: This refinement grants the transport 20 bonus hit points.
Mega-springs: This refinement allows the transport to leap up to 40 ft straight up, and receive no damage when it falls back to earth the following turn. While suspended, the transport's rider can take actions (thus, it's a reasonable tactic to attack those below).

Hurler/Zapper
Hurler
Increased damage: This refinement allows the hurler to deal 1d6 additional damage on each hit. It can only be taken once.
Expanding rounds: Through the use of extremely well-crafted ammunition, this refinement increases the critical multiplier of the hurler by one. It can only be taken once.
Penetrator rounds: These armor-piercing devices ignore up to six points of the target's artificial armor bonus.
Ricochet shells: After successfully striking one target, a hurler with this enhancement can hit another target within ten feet (make separate attack rolls for the two targets).
Explosive bullets: This refinement allows the hurler to deal 1d6 bonus fire damage on a successful hit.
Scope: This refinement increases the range increment of the hurler by 40ft.
Kinetic-impact shells: These special bullets allows the hurler to deal bludgeoning damage instead of piercing.
Gatlinger: As a full-round action, the wielder of a hurler with this refinement can make three attack rolls against their target instead of one, each at a -4 penalty; alternatively, they may choose to attack any five targets within forty feet at an equal penalty.
Gyro-calibration: This refinement allows the hurler to ignore penalties to accuracy from adverse weather or movement conditions, and grants a +2 bonus to attack, but not damage, rolls.
Zapper
Scope, Gyro-calibration, Increased damage: As hurler refinements.
Lightning generator, Cryo-projector, Acid-spitter, Flamethrower, Sonic devastator: A zapper with any of these refinements can deal elemental damage in place of its normal damage type; each refinement must be taken separately.
Chemo-synthesis beam: A zapper with this refinement can deal two types of damage simultaneously; half the damage dealt is of each type, rounding down.
Persistent Beam: This refinement allows a zapper to fire continuously, rather than in discrete bursts; the user can target up to three creatures within close proximity (adjacent squares) per attack. This mode of fire is draining to the weapon's power supply, however, and bonus damage does not apply to this special use. After firing a persistent beam, the zapper is drained and must recharged for one full round.
Kinetic Beam: This refinement allows a zapper to project a beam of pseudo-gravitational force, duplicating the effects of telekinesis for up to three rounds. The weapon cannot be used for any other purpose than the kinetic beam without breaking the effect prematurely.

Harness
Flinger: This refinement allows the harness to forcibly eject objects contained within it (usually alchemist's fire or some such). Such objects fly in an arc and land in any chosen square up to 10ft. away; any object the harness contains can be so flung.
Retriever: This refinement allows the harness to obtain rudimentary senses; using these, it can interpret subtle hand signs from its creator to retrieve any item desired near-instantly (as a free action).
Body straps: A harness with this refinement can secure up to two small or medium creatures for transport (the process requires a full-round action). The creatures involved must be willing or unconscious, and are carried on the bearer's back.
Inflatable: An unusual refinement consisting of small inflatable bladders, this harness allows the bearer to travel on the surface of water at 1/2 their speed.
Suspended: By means of a small pouch of lighter-than-air gasses, this pack allows its bearer to carry loads as if they were 100lb. lighter (the lifting power of the pack compensates).

Basher
Increased Damage: This refinement allows the basher to deal 1d6 additional damage on each hit. It can only be taken once.
Telescoping extensors: A basher with this refinement can be switched between a standard 5ft. reach and a 10ft. reach as a free action, as the situation warrants.
Entangler grip: A basher with this enhancement can be used to make trip attempts, but you are vulnerable to being tripped during such attempts (though you may drop the weapon to avoid it).
Concealed blade: A basher with this enhancement has a second stabbing blade in its extended hilt, allowing it to be wielded as a double weapon.
Runnels: A basher with runnels increases the DC of any contact or injury poison of ravage delivered with it by two.
Absorptive material: A basher with the absorptive refinement has a 50% chance to cause additional damage from blood loss each time it strike a foe, as the wounding special ability.
Mono-filament Edge: This refinement increases the critical range of the basher by one. It can only be taken once, and does not stack with similar enhancements.
Tapering Blade: A refinement of this type allows the basher to deal both slashing and piercing damage simultaneously; all the damage dealt is of both types. This cannot be combined with bladed bludgeon.
Bladed bludgeon: This refinement allows the weapon to deal bludgeoning damage as well as slashing or piercing damage, but not both.
Extensile spines: A basher with this refinement has hidden spikes, which can be extended after the weapon makes contact to deal devastating blows. The wielder of a basher with this ability can choose to hold on after he makes melee contact with the weapon; the subsequent round, he extends the spines, dealing the weapon's base damage automatically, and also dealing one point of constitution damage (since the wound is internal).

Tool
Skill Tool: these refinements (taken individually) each grant a +5 bonus on a specific skill check or checks.

Loupe: This finely crafted monocle-lens aids in appraise and decipher script checks.
Pitons: These sharp metal spikes grant a bonus to climb checks.
Electro-disabler and Fine manipulator: These specialized devices aid in disable device checks.
Meta-cosmetic compounds: These special chemical compounds and applicators aid in disguise.
Micro-cutter and lockpick: These special tools (easily concealed on the body) aid in escape artist checks.
Auto-quill: This strange writing utensil aids in forging documents.

Extendo-tool: this refinement allows a thief's tools or an electro-disabler to be used at a range of five feet, one square away from their target, somewhat reducing the danger of traps.
Breakaway: This refinement allows the toolkit to be broken into component parts, difficult to recognize as what they are; this serves to allay the suspicions thief's tools often provoke.

Spark Construct
Tough Hide: This refinement increases a Spark Construct's armor class by 2 points.
Redundant organs: This refinement renders the construct more resistant to demise; it gains 20hp.
Nuerological Imprint: This refinement increases the skill and knowledge of the construct; it gains one level in expert, with all attendant increases in hit points, skills, and feats.
Sharp Teeth: A construct with this refinement gains a natural bite attack, dealing 1d6 damage plus their strength bonus. All normal rules for the usage of natural weapons apply.
Enhanced Senses: This refinement increases the acuity of all a Spark Construct's senses- it gains a +4 bonus to spot and listen checks, and the Scent feat.
Metapedal celerity: This refinement grants the construct powerfully muscled limbs- thus granting a 10ft. increase to their base speed.

Communication
Aether Communicator (Lesser, good, greater): A breakthrough in communications technology, the aether communicator can transmit its holder's voice to another such communicator within 200ft., one mile, or 100mi., depending on the variant. Each upgrade must be purchased as a separate refinement.
Subvocalizer: An aether communicator equipped with this refinement can be operated without speaking aloud, allowing the user to communicate with those who wear similar devices in silence.
Voco-memorizer: This device, a further upgrade to the aetheric communicator, can record and playback up to an hour of ambient sound. Like most magical methods of recording, it cannot be used to speak activation words or spell triggers.
Disguiser: This refinement allows the user to disguise their own voice as a perfect simulacrum of another's- a Sense Motive check against DC30 is required to detect the subterfuge.

Protection
Increased Plating: This refinement grants the protective equipment +2 points of armor bonus; doing so, however, also reduces the armor's maximum dexterity bonus by two, and increases arcane spell failure chance by 10%.
Coating: Consisting of a specially formulated coating secreted so as to cover the entire protection, this refinement grants resistance 10 against one of the major elements (fire, ice, lightning, earth, or sonic). Each type must be protected against separately.
Heartwire: This enhancement consists of clever reinforcement of key points on the device, resulting in a greater resistance to even the most precise or hefty attacks; a sneak attack or critical hit against the wearer of a device so enhanced has a 50% chance of dealing only normal damage.
Impact-return: This refinement allows the device to return an opponent's blows back on them by means of distributed kinetic force; whenever the wearer is struck for bludgeoning damage, the attacker has a 50% chance to take the same damage.
Blade-turning: This armor has cleverly sculpted planes and curving spines, designed to turn an opponent's strikes up and back; whenever its wearer is dealt piercing or slashing damage, there is a 50% chance the attacker receives the same.
Adhesive secretion: This refinement consists of a sticky coating over the entire armor- any opponent who strikes the coating has a 25% chance of their weapon sticking, and thus being torn from their hand (treat as a disarm attempt at a +20 bonus).

Perception
Infrared lens: This refinement, usually built into goggles or similar, allows the Spark to see up to 60ft. even in complete darkness by sensing the heat of their surroundings.
Tremorboots: This refinement, applicable to footwear, consists of small plates that are incredibly sensitive to ground-borne vibrations; the wearer gains 40ft. tremorsense while the device is worn.
Olfactacon: This device affixes to the wearer's face, much like a gas mask, and actually provides protection against airborne effects, filtering out airborne poisons. It also allows the wearer to track by scent, as if they had the scent feat.
Amplifier earplugs: This refinement consists of two earplugs, inserted into the wearer's ears (of course). It provides a +4 bonus on listen checks.
Detail lenses: This refinement (added to eye-wear, usually), provides a +4 bonus on spot checks.

Warrior:
Armor enhancement: This refinement to the clank Warrior's basic design increases their armor bonus by +2.
Size increase: As the name suggests, this refinement increases the size of the Clank warrior, with all relevant increases to abilities, modifications to armor class, etc.; the maximum size for a clank warrior is large.
Coating: Similar to the protective device refinement of the same name, this chemical coating provides resistance 10 against one elemental type.
Internal redundancy: Multiple copies of key circuits make warriors enhanced in this way harder to kill, granting them +20hp.
Integrated weapon: This refinement replaces the warrior's normal attack modes with an integrated weapon, which must be either a basher or a hurler/zapper designed by the clank's creator.
Molecular plating: This refinement grants the warrior clank damage reduction of 5/adamantine.
Shield proficiency: This refinement allows the warrior to make use of a shield sized for it, of any type, including tower shields.
Pistons: This refinement increases the strength of a clank warrior's arm, providing a +3 bonus on attack and damage rolls when making an unarmed strike, natural weapon strike, or melee attack.


05

Companion Upgrades
The following are available upgrades for a Spark's clank companion:
Armor plate: This upgrade increases the companion's armor class by one.
Acid reservoir: Usually used for travel and sometimes for attack, this upgrade allows the companion to secrete a caustic acid. The acid deals 2d6 acid damage to any living creature who comes into prolonged contact with it, and any surface or object onto which it is poured. The reservoir can deal 20d6 total damage before needing to be replenished.
Springs: This upgrades grants the companion ten effective skill ranks in Jump.
Lock-picking attachment: A companion with this upgrade is considered to have ten ranks in open lock.
Propeller: This attachment allows the companion to fly at a speed of 20ft. (good maneuverability).
Trap-tripper: This upgrade grants the companion ten effective ranks in disable device.
Multipede: This upgrade enhances the companion's base land speed by 10ft.
Adaptive coating: This upgrade grants a +10 bonus on hide checks.
Venom reservoir: An enhancement to the companion's armament, this upgrade adds small spikes to its minuscule appendages, through which it can deliver any poison placed in its reservoir.


I may post more supplemental material later, but for now: comments, questions, snide remarks?

NemoUtopia
2007-03-22, 11:40 PM
Comment: awesomeness. Pure awesomeness. You've put a lot of thought into this, and it looks good as an adaptable start to making a Girl Genius themed world.

Question: When are you planning on getting more of this out, or working on a construct system for more complex clanks and other things like crewed vehicles?

Snide remark (hey, you asked): Geez, someone has too much time on their hands. And basing it off a webcomic...by Foglio, no less! Pfffff.

:smallcool:

Kyace
2007-03-23, 01:48 AM
Acid reservoir: Usually used for travel and sometimes for attack, this upgrade allows the companion to secrete a caustic acid. The acid can eat through ten feet of solid material in two rounds, and deals 2d6 acid damage to any living creature who comes into prolonged contact with it."Locked adamantine door? What door? I don't see any door."

You may wish for your acid to deal 2d6 acid damage per round to solid materials as well. You may wish to give the ability a number of uses per day. As it is, the fourth level Spark's companion renders disintegrate, which requires a level 11 wizard, nearly moot.

Shiny, Bearer of the Pokystick
2007-03-23, 08:04 AM
"Locked adamantine door? What door? I don't see any door."

You may wish for your acid to deal 2d6 acid damage per round to solid materials as well. You may wish to give the ability a number of uses per day. As it is, the fourth level Spark's companion renders disintegrate, which requires a level 11 wizard, nearly moot.
Good call; I was thinking of it in the context of the companion itself eating through walls to create 'mouseholes' but any clever Spark's going to hold it up to the lock, yiss yiss.

Ve ist not gun let zat heppen.

Thanks for the kind words, Nemo- it actually took me three days to finish all the appendices. >.<;

I'm planning to add a few things: first, the usual WOTC rigamarole of fluff about the class per Player's Handbook, plus the 'adaptation' section that's been included of late and maybe even 'Sparks in the World' and 'Spark Lore', who knows.
I'm also planning to put up a listing of some typical 'raw materials', like cogwheels and power sources, with costs (though that's going to be somewhat tough, really) and a table/listing of Craft (automata) DCs for increasingly complex devices- those that aren't part of any normal Spark's repertoire, but are 'theoretically possible'.
I should probably also type up the Craft (automata) skill itself, though it's fairly easy to tell what it does.

nweismuller
2007-03-23, 11:51 AM
Is it intended that the warrior clank pistons refinement apply to integrated weapons? As written currently, it would apply- at least to a rules lawyer. You may wish to clarify.

NemoUtopia
2007-03-23, 12:25 PM
Well, if there's anything I can do to help with constructing DC tables or things for constructs/construction, just let me know! It looks like the actual construct (clank) rules will be pretty basic, but with lots of complexities once you pass basic warrior/worker functionality and advance into true war clanks and the like. I also like the idea of the "theoretically possible", something a spark wouldn't normally be able to get near crafting even with their aptitude for it until they enter their "mad science!" state and get the massive bonus.


I think I'll actually start on trying to stat up Jagermonsters. Hafter hal, vat's de vorld vitoot de goot looking jagermonsters?! Hy vill get right on it, so hyu von't haf to vorry about it. Ve'd hate for a schtoopid guy like hyu to schtop vork for ve jaegerkin!

[Hey! Iz like hyu friend iz callink hyu stoopid wit-out ektually -

You cannot possibly be as stupid as you act.

...ken if I vants to be!] :smallwink:

Shiny, Bearer of the Pokystick
2007-03-23, 06:54 PM
Is it intended that the warrior clank pistons refinement apply to integrated weapons? As written currently, it would apply- at least to a rules lawyer. You may wish to clarify.
Good point- I'll specify it's melee only. Thanks for pointing that out!

Nemo, considering the Jagermonsters have never failed to make me at least chuckle or smile with pride, feel free to stat em' out as you like.

All I have to do to make myself smile is think "Oh help. I-hef-been-ceptured-by-a-clenk. Help. Help."

As to construction; doing any one of the fundamentally personal-scale devices, i.e. those with a familiarity skill, should be relatively simple...the DC is given, you're assumed to have the necessary components if you're constructing during 'downtime', and if you're in a world that supports this class you're likely able to find the necessary components in the field.

'Unfamiliar' devices, however, I'm thinking should proceed in stages- first, construction of certain specialized components or raw materials (which may themselves be familiar devices), then an 'assembly' phase requiring a series of checks- a large device isn't really a cohesive 'device' so much as it is a series of smaller devices in a larger framework.

I'm also planning on introducing a mechanic for multiple Sparks working together or against one another, since it forms a largish portion of the comic.

Also, I is a schmot guy, obviously.

NemoUtopia
2007-03-23, 11:26 PM
Yeah, I'd agree with that. The two that really stick in my memory though are "zo sharp, zo dangerous--like a pudding-bag full of knives." and the "Great-great-great-great grandson!" conversation :smallbiggrin:

I'd say that sparks working together should gain a benefit well beyond the aid another benefit (as I'm sure you're already thinking). Rules for Spark conflict should probably just be a modification of the collaboration...like say a sabotaging Spark has two options:
1) Negate the benefits of any one collaborative Spark of equal or lower level.
2) Modify the collaborative Spark's progress by a negative number of actions..."reverse" Craft checks to slow progress. Subtract a number from the Scientos's acumen by 2/5ths of the sabotaging Spark's, lower the collaborative Scientos's Intelligence Score by 2.
I don't think full stacking is feasible...maybe something like (I'm drawing heavily from metaconcert here):



Spark Scientos Collaboration
-When multiple Scienti (Scientoses, Scientui, Scientos?) work together, they are able to offer theoretical insight and practical application above and beyond that of any two non-Spark master-crafters working together. When two Scietos [I'll just stick with that as the plural for now, like moose] work together on any Craft check (or sequence of Craft checks to build a larger device), they are considered to be a single, far more potent Scientos. To gain the benefit beyond that described in "aid another", both [all] participating Scientos must use their individual Spark simultaneously [all participants must be under the effect of their Spark ability, in their "mad science state"]. Working together, these Sparks are considered to be a single Sparked Scietnos, as follows, even though they are each acting as independent individuals:
---The Scientos has each and every Device Familiarity possessed by any participating Spark (it gains each Device Familiarity only once in this way). This extends to Refinements available.
---The Scientos is considered to have a number ranks in every Craft and Profession skill as the highest number of ranks possessed by any participating Spark.
---The Scientos is considered to have all Craft or Profession related feats possessed by any participating Spark (it gain each such feat only once in this way).
---The Scientos is considered to have an Intelligence score equal to the highest Intelligence score of all participating Sparks, with a +2 stacking modifier for each Spark beyond the first participating.
---The Scientos gains the Spark Scientos class abilities Vigor of Madness, Creator's Surge, Creator's Efficiency, Swift Repair, Adaptive Bolstering, and Superior Creation if any participating Spark has that class ability.
---The Scientos gains a bonus to Craft checks equal to the best bonus from any participating Spark's bonus from their class, plus an additional 2 [should this be only one?] for each participating +5 bonus that would be provided to each Spark beyond the first. [In simpler algebra, take the highest Spark bonus X[1] and add a number Y equal to 2/5ths of the sum of all other participating Spark bonuses X[2] + X[3] + ... This equation looks like:
X[1] + Y, or
X[1] + (2/5)*(X[2] + X[3] ...)]
---Any Spark can choose to join this collaboration at any time, and the changes to all modifiers, skills, feats, abilities, and other considerations as soon as the Spark begins helping.

While this "meta-Scientos" has many advantages over multiple Sparks working individually on a larger project, it has certain restrictions:
---The Scientos can make a number of Craft (and/or Profession) checks while it exists equal to 3/4th the number of participating Sparks (rounded down) would be able to make pertaining to the project (or quite often, crisis) at hand. Multiple Sparks in the same vicinity are able to help each other, but this very help draws personal time and energy from each, preventing full freedom of action they would have while working alone.
---For the Scientos to use any Spark Scientos class features beyond The Spark and Device Familiarity requires all participating Sparks to give up one daily use of their Spark abiilty. This restriction also applies to Superior Creation, which does not normally require a daily use of the Spark. While cooperating Spark Scientos are capable of truly wondrous and amazing feats of engineering and construction, it requires additional effort on the part of all participants, as each Spark operates differently, and reconciling method and style differences takes its toll.
---While the Scientos has access to every refinement available to the participating Sparks, each of these refinements are considered to have been gained at the highest level it was gained by a participating Spark. Further, refining a device has a higher DC than normal, equal to 10+(2x#refinements)+level at which familiarity was gained. While cooperating Spark Scientos are capable of truly wondrous and amazing feats of engineering and construction, for all their acumen they sometimes step on each others toes, even when working together.
---Any Spark can choose to leave collaboration at any time. The collaboration retains the benefit of any Craft or Profession checks made up to that point, but is immediately re-ordered. Notably, each Spark that leaves removes access to any Device Familiarity, Refinements, feats, and Class abilities not possessed by another participating Spark; lowers the Scientos's Intelligence Score by 2 [and changes the base score if that Spark had the highest unmodified Intelligence Score]; likely lowers the amount of actions the Scientos collaboration can preform; remodifies any Craft or Profession ranks for which that Spark had the highest number of ranks; and remodifies the acumen bonus provided by the collective Sparks.
---Multiple Sparks require space to work, and the DM is allowed to designate that no more than a certain number of Sparks can work on any project (or crisis) due to size and space limitations. For example, when working on a Tiny construct, it is reasonable to restrict Spark collaboration to two Sparks and rule that one Spark leaving does not allow another to step in.

Shiny, Bearer of the Pokystick
2007-03-23, 11:54 PM
Good good stuff. A little revision and rewriting, and here's my version, basically just yours condensed:

Spark Collaboration
Ordinarily, two crafters who come together to create a device receive only a small benefit- namely that described by the 'aid another' action.
Two Sparks, however, may aspire to greater heights.

In the event two Scienti under the influence of their Spark ability co-operate to build a device, they pool certain values. In most cases, abilities do not stack- only the highest bonus applies, and duplicate abilities are applied only once.

Device Familiarities.
Craft and Profession ranks.
Feats relating to the task at hand.
Intelligence score.
Spark class abilities (including the craft bonus from Spark itself).While collaborating, each Spark beyond the first provides a bonus to the group equal to 1 + that Spark's class level divided by 5 (rounded down); for example, a fifth-level spark provides a total bonus of +2 [1+(5/5)], while a fifteenth-level spark provides a collaboration bonus of +4 [1+(15/5)].
Should another Spark join the group after construction begins, all values are adjusted accordingly to accommodate the new influence.

While collaborating, the involved Sparks require one additional check for any given task (due to the stressful nature of co-operation).
For the Scienti to use any Spark Scientos class features beyond The Spark and Device Familiarity requires all participating Sparks to give up one daily use of their Spark ability. This restriction also applies to Superior Creation, which does not normally require a daily use of the Spark. While cooperating Spark Scientos are capable of truly wondrous and amazing feats of engineering and construction, it requires additional effort on the part of all participants, as each Spark operates differently, and reconciling method and style differences takes its toll.
The DC for applying refinements to a collaborative device is set by the spark who gained familiarity at the highest level; further, the DC is equal to 2x the number of refinements added, rather than the usual single multiplier.

Should any Spark leave the collaboration, the construction up to the point of their departure is unaffected, but of course, all values are re-calculated- including familiarities and refinements available.

Multiple Sparks require space to work, and the DM is allowed to designate that no more than a certain number of Sparks can work on any project (or crisis) due to size and space limitations. For example, when working on a Tiny construct, it is reasonable to restrict Spark collaboration to two Sparks and rule that one Spark leaving does not allow another to step in.

Some of that's directly quoted from you, the rest is me trying to pare down.
Any thoughts?
Did I leave anything out?

NemoUtopia
2007-03-24, 12:17 AM
Actually, it looks like a good pare down into a rules-text presentable form! The one thing I would expand a bit is the "+1 bonus for each Spark beyond the first". Probably change the sentence to something like "the group gains a +1 bonus to all Craft checks for each Spark beyond the first." I'm still debating whether additional benefits for multiple, higher level sparks working together is a good idea. My thought is that if it is, divide the bonus each participating Spark beyond the first gets by 5 and then add that as a bonus as well...effectively, +1 / 5 levels of extra potential. This would mean that a 15th level Scientos adds a small amount more to the mix from their improved acumen than say, a level 5 or level 1 Spark. The amount would be small (still only +2 greater than that 5th level guy) but there for higher level but not-primary Sparks.

Aha! A line that keeps simplicity of rules text in mind while covering it!
"While collaborating, each Spark beyond the first provides a bonus to the group equal to 1 + that Spark's class level divided by 5 (rounded down)." If we feel this isn't sufficient, it's just a matter of adding all of two words ["X times"] to the text, and if we feel it's two much, we can just keep the original line.[/edit]

Shiny, Bearer of the Pokystick
2007-03-24, 08:25 AM
Glad you like it. :smallsmile:

Added the suggested rule, specified that it's to craft checks, and added an example.
What else?

NemoUtopia
2007-03-24, 09:32 AM
That part looks solid, I'd say the next step would be Spark Sabotage. The simplest thing I can come up with is:

"The dissenting Spark must join the collaboration or already be a part of it. A dissenting Spark is not treated as part of the collaboration for benefits, and the dissenting Spark chooses one other collaborating Spark of equal or lower level. This chosen Spark is not considered a part of the collaboration for as long as the dissenting Spark chooses to sabotage the collaboration. If the chosen Spark leaves the collaboration while the dissenter is sabotaging, the dissenter may choose another legal target. If there is no Spark of equal or lower level to designate, the dissenting Spark instead imposes a penalty to all Craft checks made by the collaboration equal to the bonus that Spark would contribute if collaborating."

Sound good? Anything that can be pared down? Something that can just sound more clear?


Oh, and I got the jägermonsters all statted up! Check them out and let me know what you think:
http://www.giantitp.com/forums/showthread.php?t=38470

Nathrak
2007-04-04, 05:15 AM
This is so cool...
Heh... my campaign's Chaos Cultits are gonna freak over a Spark PC... :amused:

JoshuaZ
2007-04-04, 08:22 AM
Plot nitpick: Agatha has harmonics because she is related to Lucrezia. It isn't a general spark ability.

Shiny, Bearer of the Pokystick
2007-04-04, 10:31 AM
Plot nitpick: Agatha has harmonics because she is related to Lucrezia. It isn't a general spark ability.
Gilgamesh and Klaus are both depicted using their 'madness voice' to command people; Gilgamesh specifically uses it to induce fear, and to command his friend, here (http://www.girlgeniusonline.com/cgi-bin/ggmain.cgi?date=20060306).
Unless he's also related to Lucrezia (which I sincerely doubt) then powerful sparks, at least, appear to have some degree of harmonic ability.

Reptilius
2007-04-04, 05:16 PM
Gilgamesh and Klaus are both depicted using their 'madness voice' to command people; Gilgamesh specifically uses it to induce fear, and to command his friend, here (http://www.girlgeniusonline.com/cgi-bin/ggmain.cgi?date=20060306).
Unless he's also related to Lucrezia (which I sincerely doubt) then powerful sparks, at least, appear to have some degree of harmonic ability.

Further nitpickery: Gilgamesh was threatening to melt a country, a feat which he could easily perform, given the time. Seemed more like an insane rant than a quasi-mystical voice of command. The harmonics in general (command included) help balance the class. I would leave it as is, I just enjoy flexing my nitpicking muscles.

Also, would a Spark/Sorcerer regain spells after having used their Vigor of Madness?

Shiny, Bearer of the Pokystick
2007-04-04, 05:50 PM
Further nitpickery: Gilgamesh was threatening to melt a country, a feat which he could easily perform, given the time. Seemed more like an insane rant than a quasi-mystical voice of command. The harmonics in general (command included) help balance the class. I would leave it as is, I just enjoy flexing my nitpicking muscles.

Also, would a Spark/Sorcerer regain spells after having used their Vigor of Madness?
Perhaps, perhaps; but notice that the wibbly speech bubbles are identical to the 'command voice'. Coincidence? I think maybe! But hope not. Anyways.

Vigor of madness doesn't replace natural rest, it simply allows the Spark to stay awake; therefore, they don't gain any of the benefits of resting, such as hit point gain or replenished spells.

nick012000
2007-04-04, 06:39 PM
Rather than creating a whole new type, I would make clanks a Subtype of Contructs. It seems more in line with how that sort of thing usually works in DnD.

Also, can they be repaired with spells such as the Repair Damage chain (which are basically like the Cure spells, but used by wizards/artificers rather than clerics and for constructs and objects rather than living things)?

Is there any limit to how many refinements can be added to a device other than the Craft check you're capable of hitting? Is there any limit on how many times you can apply the Explosive Shells refinement to a Hurler? If not, it could be broken for truely sick amounts of damage; skill checks are really easy to boost into the stratosphere.

Can a Mad Scientist create the basic devices of a type they're not Familiar with, or are they limited to those they've chosen?

Reptilius
2007-04-04, 07:06 PM
One more question: Is the Adaptive Bolstering of a Clank permanent (and the Spark permanently lose a use of Spark), or does it last for a certain amount of time? If it does, I would go with 1 min./level.

Shiny, Bearer of the Pokystick
2007-04-04, 07:17 PM
Rather than creating a whole new type, I would make clanks a Subtype of Contructs. It seems more in line with how that sort of thing usually works in DnD.

Also, can they be repaired with spells such as the Repair Damage chain (which are basically like the Cure spells, but used by wizards/artificers rather than clerics and for constructs and objects rather than living things)?

Is there any limit to how many refinements can be added to a device other than the Craft check you're capable of hitting? Is there any limit on how many times you can apply the Explosive Shells refinement to a Hurler? If not, it could be broken for truely sick amounts of damage; skill checks are really easy to boost into the stratosphere.

Can a Mad Scientist create the basic devices of a type they're not Familiar with, or are they limited to those they've chosen?
Changed; you're right, subtype does make more sense.

Clanks, as a new subtype of constructs, can be healed by repair spells.

I'm considering adding a maximum to all refinements as to the number of times it can be added; explosive shells is likely to be capped at twice, or perhaps three times.

Some refinements obviated other refinements reasonably, and I may add notes to that effect...I may also add limits. Check back in with me in just a bit, when I'm done with my caster-related stuffs.

Sparks are limited to those devices for which they have familiarity.

nick012000
2007-04-04, 09:21 PM
Also, what are the Hurlers/Blasters classed as, for proficiency purposes, in case the Mad Scientist cares to arm his or her colleagues with them?

Also, how many Refinements does a Mad Scientist have at third level, when they first get Device Familiarity? None? Two? Three? Any of the above could be interpreted as being correct, under your current wording.

Shiny, Bearer of the Pokystick
2007-04-04, 10:10 PM
Also, what are the Hurlers/Blasters classed as, for proficiency purposes, in case the Mad Scientist cares to arm his or her colleagues with them?

Also, how many Refinements does a Mad Scientist have at third level, when they first get Device Familiarity? None? Two? Three? Any of the above could be interpreted as being correct, under your current wording.
They have access to any three refinements for the first category of devices in which they gain familiarity; it's assumed they have a 'natural knack' for that variety of device, and mechanically it helps make up for the delay in obtaining familiarity.

A Spark and his/her clanks are automatically proficient with Hurlers/Blasters they produce, but any other character must take an exotic weapon proficiency feat/skill in order to make use of them; for instance, a Heterodyne Spark's adventuring partner could take Exotic Weapon Proficiency (Heterodyne Hurler) and thereafter use any hurler produced by their Spark friend (or another member of their family line). A Hurler or Blaster is a two-handed exotic ranged weapon.

Reptilius, I originally intended the Spark to use that ability as part of a crafting process (thus permanent effect, but not giving up a use of spark permanently) but I like your idea better.

Autarch
2007-04-10, 06:41 AM
I would like to say first that I really like this class. Superb job!

On another note, one thing you might want to consider doing would be to come up with some sample craft DC's to go along with your list of things the Scientos can create. I'm not sure whether the Scientos would need to meet those DC's, but it would be useful for anyone to be able to put some of your 'clank' ideas into a game even if they don't have this class.

Rejakor
2007-04-10, 04:30 PM
First of all: Bravo!

You have done what I was going to do but then didn't because it looked really, really hard.

However, despite creating a basic 'warrior clank' template and giving various ways that the Spark can improve on their warrior clank, as well as a bunch of devices, you haven't given ways to create the truly cool things of the mad science world, massive giant clanks with lots of legs and guns!

The main problem with the rules currently, is there is no guidelines in place for creating clanks. I realize that the point of it is to leave it up to the player to design stuff, but it is best to put some guidelines in place (if only to stop min/maxing). An idea I was toying with was to have craft check DCs equivalent to HD in some way. I'm too tired to run the math (what with the Mad Genius having Spark ability and whatnot), but you could easily tie the main abilities (BAB, Saves) to HD the way they do it for creating monsters and then have SQ or SA (such as armour plating or whatever) add on to the craft DC. So, the higher the craft DC, the stronger the automata. I mean, derr, but, y'know, I didn't see it said so I said it.

Now that you've done all the hard work I may think of some other little gizmos Sparks could make and post them here.

:)

nick012000
2007-05-20, 07:21 AM
Sorry about the thread ressurrection, but having just read Girl Genius, I have a bit more to add to the conversation, if this class is an attempt to model the abilities of the Sparks of the comic.

Firstly, the Increased Size refinenemt should probably be added to the Spark Contruct refinements, given that every spark construct we've seen so far is human-sized or larger.

Secondly, they should have the ability to raise the dead, as that's something we've seen the Sparks do multiple times. Probably around levels 10-11 for the Frankenstein-style rejuvenation, and 16-17th for the body-grown-in-a-tank rebirth. A level or two later than the appropriate spell (Raise Dead and Ressurection, respectively), in other words.

Finally, they should be able to alter living creatures to enhance their abilities, or create entirely new creatures. This would likely be an entirely seperate type of "device" they could specialize in. Examples here would be the assorted slaver wasps and hideous monsters the Other created, and that mutated horse monster the circus killed at the beginning of the Advanced Class comics.

Shiny, Bearer of the Pokystick
2007-05-20, 01:13 PM
You both raise some good points- and I suppose a little more threadomancy can't bring down the Maruts if it hasn't already.

I'll get on it. :3

DracoDei
2007-05-20, 01:26 PM
I have only read about 2/3 of this stuff, (it is a lot) and I didn't stop to ponder much. I admit to not having read much of the comic.
I like how Harmonics (Focus) gives you a bonus for talking to yourself... sounds perfect for the class.
Harmonics (Persuasion, and Command) need some limit to their duration or way to break people free of them. As it is they are unlimited duration Charming spells with no escape.
Doubling somethings AC is ridiculous... doubling its natural armor bonus is not.
I THINK due to higher strength and base damage dice (plus the AC and to-hit bonuses of smaller size) that the basic clanks are better fighters than the warrior clanks in every way except grappling and perhaps hp.

Rejakor
2007-05-21, 04:51 AM
I think that's because the clank companions are meant to be the result of a lot of time and effort by the spark - warrior clanks are made by the dozen.

mauslin
2007-05-21, 11:52 PM
Part of me is a bit confused that the only option for a companion is a clank.
The closest thing that Gilgamesh (Gil) has to a 'companion clank' is that bug construct. That doesn't look very clanky to me.

How would having a 'biological construct' companion instead of a clank companion affect things?

Vadin
2007-10-15, 09:01 PM
I hate to threadamance, but I had to comment on this, its just too cool.
Bonus points to you, shiny, for this work of utter awesome.

Rejakor
2007-10-30, 10:12 AM
As promised.



Poppers:

These small balls of metal covered in circular metal plates are activated by a simple thumb-switch located on the top of their interlaced metal-and-wood surface. Once they are activated, a capacitor charges from a small internal battery, and three seconds later a fat jolt of electricity moves to the nearest conducting surface and earths.

(Magic Item Creation Details: One Use Spell Completion Item (I.E A Scroll), based from the Spell Compendium 0-level Spell Electric Jolt (1d3 Electricity Damage on successful touch attack), price 12.5(base Scroll price) x 1/2 (0-level spells = 1/2 a spell level) x 1 (caster level).)

Price = 6.25gp. 6 gold, 2 silver, 5 copper pieces.

Effect - Activated as a standard action that provokes an attack of opportunity, ranged touch attack as a thrown weapon, 1d3 electrical damage.

Optional: 10% Chance of Failure, 10% Chance of Overload (double damage).

Mini-Poppers:

These are smaller versions of their cousin, the Popper, that must act in concert to create a small electrical field that can be dangerous to biological beings and constructs alike.

(Magic Item Creation Details: Special)

Creation Details: Each Mini-Popper costs 1 gold piece to create.

Effect: However, in order to achieve the electrical field, you need more than one mini-popper. With four mini-poppers within five feet of each other, you have a 75% chance of creating a field (25% failure chance). Six mini-poppers within five feet of each other will automatically create a field. A 'field' deals 1 point of electricity damage in a 5-foot square. Mini-poppers are activated by a magnetic field from an appropriate control device. Activating Mini-poppers is a free action for a Spark Scientos, or a standard action for anyone else.

All electrical damage poppers and mini-poppers do is non-lethal.

Pressurized Grease Canister:

This pressurized canister of grease functions exactly as the grease spell in the SRD. Save DC is as if the thrower had cast the spell, using intelligence as the casting stat.

Magic Item Creation Details: 25 x 1 x 1 = 25g per Canister.

Mag-Light Flare

These cloth-wrapped tubes contain a powerfully flammable metal that when exposed to air bursts into powerful flame and light for a short period of time.

(Magic Item Creation Details: One Use Spell Completion Item, based from the SRD 1st level spell colour spray, price 12.5 x 1 x 1, Added on to that One Use Spell Completion Item, based from the SRD 0-level spell Flare, price 12.5 x 0.5 x 1 x Extra added effect = 50% extra)

Price = 21 Gold Pieces, 3 Silver Pieces, 7.5 Copper Pieces

Effect - When the flare is activated everyone within 120ft must make a reflex save or be blinded and dazzled for 1d4+1 rounds and then dazzled for a further minute. The flare can be wielded as an improvised weapon to do 1d6 points of fire damage.

Wulfenbach Spy-Bugs

These small mechanical contrivances are about the size of a thumb, and the stealthy spark's bread and butter. These bugs can be remote-controlled, or let loose to rely upon their own clank brains to find a good watching position and somewhere to hide. They relay their findings back through a control device of some kind. Their miniscule batteries last for about an hour before needing to be re-charged.

(Magic Item Creation Details - 1HD Clank=300gp, diminutive 50% off price.)

Price - 150gp, stats to come.

Mechanical Parrot Swarm to come.