Orzel
2007-04-24, 07:07 PM
See the Weapon-User here (http://www.giantitp.com/forums/showthread.php?t=41507)
I need help balancing this one. He does his job, traps, magic items, and breaking constructs and objects. Just seems a bit broken. so PEACH.
The Item-User
Hit Die
d8.
Base Attack Bonus
3/4 like Cleric
Base Save Bonuses
Good Reflex save and poor Fortitude and Will saves.
Class Skills
The item-user’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disable Device (Int) Knowledge (arcana) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
6+ Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency
All simple weapons; light and medium armor; shields (but not tower shields).
Trapfinding (Ex)
Item-users have the Trapfinding class feature as a rogue.
Emulate Class or Race (Su)
An item-user can automatically succes at emulating the abilities of a class or race for the use of the Use Magic Device skill. An item-user never has to make a skill check to emulate a class feaure of the chosen class, act as if you had a particular spell on the chosen class' spell list, or emulate the trait of a the chosen race
An item-user can emulate one class or race at the 1st level. He can emulate another class or race at the 5th level, and every 5 levels thereafter.
Inner Charge (Su)
At the 2nd level, an item user can use his own energy to power magical items. Instead on draining charges from a wand, staff, or rod; an item user can use an equal number of charges from himself, An item-user has a number of charges equal to 3 + his level + his Charisma modifier (if any) each day.
Master Alchemist (Ex)
At the 3rd level, an item user longer need to be an spellcaster to create items with the Craft(Alchemy) skill.
Also, by spending 1 of his charges form his Inner charge class feature, an item-user can add 1d6 damage per 3 item-user levels to an vial of acid or alchemist's fire for 1 minute.
Trap Sense (Ex)
At 3rd level, an item-user gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the item-user reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Identify (Ex)
At 6th level, an item-user gains the ability to understand magic items, as with the identify spell.
Dismantle (Ex)
At the 5th level, whenever an item-user hits a creature of the contruct, vermin, or undead subtype, or an inanimate object; he automatically threatens a critical hit even if the creature is immunte to critical hits.
Item Mastery (Ex)
At the 9th level, an item user can take 10 wihen using the Disable Device, Open Locks, or Use Magic Device skills even when threatened, distracted, or in combat.
Replicate Item (Su)
At the 10th level, the item user is able to make copies of magical items he possess. An item user can recreate any item that have has a caster level less than or equal to his item-user level. He does not need to know the feats required to create the item nor must he know the spells need to create the items. He must be able to emulate a class or classes that can cast the spell required for the items creation. All other processes of item creation remains the same.
Replicating an item takes twice as long and costs the XP as normally creating the item. An item-user can expend charges from his Inner Charge class feature to add in item creation at a rate of 1 charge for 50 XP. An item-user cannot expend more than 1 days worth of charges on a single item.
Table by Zeta Kai
{table]Level|Special
1|Trapfinding, Emulate Class or Race
2|Inner Charge
3|Master Alchemist, Trap Sense +1
4|Identify
5|Emulate Class or Race, Dismantle
6|Trap Sense +2
7|
8|
9|Trap Sense +3, Item Mastery
10|Emulate Class or Race, Replicate Item
11|
12|Trap Sense +4
13|
14|
15|Emulate Class or Race, Trap Sense +5
16|
17|
18|Trap Sense +6
19|
20|Emulate Class or Race[/table]
I need help balancing this one. He does his job, traps, magic items, and breaking constructs and objects. Just seems a bit broken. so PEACH.
The Item-User
Hit Die
d8.
Base Attack Bonus
3/4 like Cleric
Base Save Bonuses
Good Reflex save and poor Fortitude and Will saves.
Class Skills
The item-user’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disable Device (Int) Knowledge (arcana) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
6+ Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency
All simple weapons; light and medium armor; shields (but not tower shields).
Trapfinding (Ex)
Item-users have the Trapfinding class feature as a rogue.
Emulate Class or Race (Su)
An item-user can automatically succes at emulating the abilities of a class or race for the use of the Use Magic Device skill. An item-user never has to make a skill check to emulate a class feaure of the chosen class, act as if you had a particular spell on the chosen class' spell list, or emulate the trait of a the chosen race
An item-user can emulate one class or race at the 1st level. He can emulate another class or race at the 5th level, and every 5 levels thereafter.
Inner Charge (Su)
At the 2nd level, an item user can use his own energy to power magical items. Instead on draining charges from a wand, staff, or rod; an item user can use an equal number of charges from himself, An item-user has a number of charges equal to 3 + his level + his Charisma modifier (if any) each day.
Master Alchemist (Ex)
At the 3rd level, an item user longer need to be an spellcaster to create items with the Craft(Alchemy) skill.
Also, by spending 1 of his charges form his Inner charge class feature, an item-user can add 1d6 damage per 3 item-user levels to an vial of acid or alchemist's fire for 1 minute.
Trap Sense (Ex)
At 3rd level, an item-user gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the item-user reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Identify (Ex)
At 6th level, an item-user gains the ability to understand magic items, as with the identify spell.
Dismantle (Ex)
At the 5th level, whenever an item-user hits a creature of the contruct, vermin, or undead subtype, or an inanimate object; he automatically threatens a critical hit even if the creature is immunte to critical hits.
Item Mastery (Ex)
At the 9th level, an item user can take 10 wihen using the Disable Device, Open Locks, or Use Magic Device skills even when threatened, distracted, or in combat.
Replicate Item (Su)
At the 10th level, the item user is able to make copies of magical items he possess. An item user can recreate any item that have has a caster level less than or equal to his item-user level. He does not need to know the feats required to create the item nor must he know the spells need to create the items. He must be able to emulate a class or classes that can cast the spell required for the items creation. All other processes of item creation remains the same.
Replicating an item takes twice as long and costs the XP as normally creating the item. An item-user can expend charges from his Inner Charge class feature to add in item creation at a rate of 1 charge for 50 XP. An item-user cannot expend more than 1 days worth of charges on a single item.
Table by Zeta Kai
{table]Level|Special
1|Trapfinding, Emulate Class or Race
2|Inner Charge
3|Master Alchemist, Trap Sense +1
4|Identify
5|Emulate Class or Race, Dismantle
6|Trap Sense +2
7|
8|
9|Trap Sense +3, Item Mastery
10|Emulate Class or Race, Replicate Item
11|
12|Trap Sense +4
13|
14|
15|Emulate Class or Race, Trap Sense +5
16|
17|
18|Trap Sense +6
19|
20|Emulate Class or Race[/table]