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  1. - Top - End - #151
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    I say for the bite gained by the Gnashing Teeth it should grant whatever amount of damage is listed in the DMG for one size bigger then the size of the construct since we're talking about metal teeth in a metal jaw.
    Last edited by Silverscale; 2011-01-29 at 09:28 PM.
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    Go HERE for a look at the Ishka (CWBP) Wiki.

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  2. - Top - End - #152
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Agreed. Also, here are some I made. No time (or motivation really) to clean them up. Feel free to mess with them as you like.

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    Barrier Shield
    Cost: 1000gp Caster Level: 5
    This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.

    Battlefist
    Cost: 400gp
    This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.

    Grappling Arm
    Cost: 600gp
    This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.

    Pincer Sword
    Cost: 500gp
    Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).

    Propulsion Wings
    Cost: 1200gp Caster Level: 7
    This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.

    Shoulder Rocket Launcher
    Cost: 1000gp Caster Level: -/5
    This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.

    Vial Launcher
    Cost: 400gp
    A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.

    Combat Helmet
    Cost: 15000gp Caster Level: 7
    This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.


    Most of them are for a warforged artificer I'm going to play soon, so I do need some balance checking.

  3. - Top - End - #153
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Soulblazer87 View Post
    Barrier Shield
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    Cost: 1000gp Caster Level: 5
    This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.
    Way to cheap. Wall of force has a minimum CL of nine, And I'm not sure if this has a maximum duration on it. By DMG item creation rules, A similar item that works 1/day for 9 rounds would cost 16,200 gp.

    Quote Originally Posted by Soulblazer87 View Post
    Battlefist
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    Cost: 400gp
    This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.
    Not too sure about this. The normal battle fist raises by 2 steps, doesn't allow extra attacks, doesn't have the shield line, and can't be used as a weapon itself. And remember that a normal enchanted battlefist costs 600.

    Quote Originally Posted by Soulblazer87 View Post
    Grappling Arm
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    Cost: 600gp
    This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.
    Not sure on this, but I'd expect some penalty due to the distance for the warforged, and I'd like to see AC, hardness, and HP for the wire. Probably also a bit cheap for the effect.

    Quote Originally Posted by Soulblazer87 View Post
    Pincer Sword
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    Cost: 500gp
    Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).
    I'd expect that it needs and action to reset the effect, and it should be exotic. Auto-critical is powerful. Again, up the price.

    Quote Originally Posted by Soulblazer87 View Post
    Propulsion Wings
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    Cost: 1200gp Caster Level: 7
    This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.
    I'm going to try to calculate the cost the cheap way for you, But I'm assuming it doesn't have a daily limit.
    Fly (CL 5, Spell Level 3, costs 60,000 for a permanent version)
    Expeditious Retreat (CL 1, Spell level 1, costs 4000 for permanent version)
    Lets assume a 25% discount on the fly spell due to the reduced maneuverability. The total cost still comes out to 49,000 gp.

    Quote Originally Posted by Soulblazer87 View Post
    Shoulder Rocket Launcher
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    Cost: 1000gp Caster Level: -/5
    This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.
    Way too cheap. This is a fireball cannon.
    Even the reduced range and reload time that would probably only be worth 40% off, and I'm in a generous mood.
    Fireball (CL 5, spell level 3, 27,000 gp) even with 40% off that's 16,200 gp.

    Quote Originally Posted by Soulblazer87 View Post
    Vial Launcher
    Cost: 400gp
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    A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.
    Actually quite good.

    Quote Originally Posted by Soulblazer87 View Post
    Combat Helmet
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    Cost: 15000gp Caster Level: 7
    This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.
    Very powerful. Buying feats is considered on of the most powerful things possible. 8k for an extra feat of your choice is a very good deal, even with the combat only limit. with your prices, I could get 10 feats (as many as a level 19 fighter) for 79,000. Tell me that's fair.
    The cost show scale up fast so you can't get tons of feats.
    Something like YxYxYx8000, Where Y equals the number of feats. Then one combat feat costs 8,000, 2 feats costs 64,000, 3 feats cost 216,000, 4 feats costs 512,000, and so on.

    Some really good ideas, but not very balanced.

  4. - Top - End - #154
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Soulblazer87 View Post
    Agreed. Also, here are some I made. No time (or motivation really) to clean them up. Feel free to mess with them as you like.

    Spoiler
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    Barrier Shield
    Cost: 1000gp Caster Level: 5
    This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.

    Battlefist
    Cost: 400gp
    This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.

    Grappling Arm
    Cost: 600gp
    This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.

    Pincer Sword
    Cost: 500gp
    Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).

    Propulsion Wings
    Cost: 1200gp Caster Level: 7
    This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.

    Shoulder Rocket Launcher
    Cost: 1000gp Caster Level: -/5
    This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.

    Vial Launcher
    Cost: 400gp
    A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.

    Combat Helmet
    Cost: 15000gp Caster Level: 7
    This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.


    Most of them are for a warforged artificer I'm going to play soon, so I do need some balance checking.
    Yeah, basically what Jojolagger said. I could see some potential fixes, however.

    Firstly, you need to list the locations of these items, too.

    Barrier shield: First off, if it's intended to be used as a shield, I could see something like being able to plant yourself and use the force wall to protect yourself, giving you total cover like a tower shield, but the shield's a force effect and thus would be immune to a lot of the usual things that blow up tower shields. Under normal circumstances, it would be a +4 shield bonus, maybe enchant-able? None of the normal penalties that go with a tower shield though, since it's weightless.

    Battlefist: Firstly, this needs a name change, to avoid further confusion. I could see making an item that works like this, but I think you just threw too many things into one. I could see granting iteratives with the slam attack, but then you throw in size-up on damage, then the shield bonus, then the ability to put it on BOTH arms... I'm not sure how, mechanically, this contraption would work. Is it just a big fist? Why would strapping on a big fist allow them to make iteratives with it?

    Grappling Arm: I thought this would be a sort of arm-grappling hook-thing. That I could get behind. But how do you expect me to beleive being able to push/pull/throw an enemy at such a range. I could, maybe, see a trip attempt, or a grab-and-pull-to-you thing, but this is just silly. I might end up rolling some of the ideas from this into rocket fists or remote hands, but it will have to be heavily modified.

    Pincer Sword: Have you seen the Guillotine Grip? Sorta looks like what you were thinking off, but it's less... convoluted. Also, that proficiency thing is just no.

    Propulsion Wings: Why do we need this if there's already the Lifting Jets and Rocket Feet?

    Shoulder Rocket Launcher: If I make something like this, it would probably be a sized-up version of my Shoulder Cannon (shell) that requires you to plant yourself to use it.

    Vial Launcher: You know, a sling can do that with a 50 foot range increment. I made a Mass Crossbow once that did, basically, the same thing.

    Combat Helmet: I'm not thrilled. Basically, Jojolagger's complaints.
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  5. - Top - End - #155
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    I got another Droid, this time one capable of taking out an entire squad of troops.


    Cylon Subtype
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    • Base Attack Bonus equal to HD
    • Good Fortitude and reflex saves
    • Skill Points equal to (4 + INT modifier)


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    Cylon Centurion
    Large Droid (Cylon)
    Hit Dice:
    9d10+66 (115)
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 22 (+10 natural, +3 Dex,-1 size), touch 12, flatfooted 19
    Base Attack/Grapple: +9/+19
    Attack: Slam +15 melee (1d6+6 damage)
    Full Attack: 2 Slams +15 melee (1d6+6 melee), 2 Claws +15 melee (1d6+6 damage) or 2 Arm Rifles +10 melee (2d8 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spray of Bullets
    Special Qualities: Droid Traits, Telencephalic Inhibitor, Alternate Weapon, Lowlight Vision, Damage Reduction 5/Adamantine
    Saves: Fort +11, Ref +10, Will +3
    Abilities: Str 22, Dex 16, Con 19, Int ---, Wis 13, Cha 6
    Skills: Craft (Ranged Weaponry) +10, Intimidate +12, Listen +15, Search +15, Spot +15
    Feats: Point Blank Shot, Rapid Shot, Far Shot, Improved Critical (Claw)
    Environment: Any
    Organization: Solitary, Pair, or Boarding Party (3-9 plus Command Centurion)
    Challenge Rating: 9

    Alternate Weapon (Ex): In it's standard configuration, a Centurion has two slam attacks. The Centurion also contains two sets of other weapons, as well: claws and arm-based automatic rifles. As a free action, claws the size of steak knives flip out of its standard fingers (losing the slam attacks, and gaining claw attacks). It may fold the claws back into its fingers as a free action. As a standard action, a three-barreled rifle protrudes from each arm (losing the slam attacks, and gaining the ranged attacks). They may fold back into its arms as a standard action. A Centurion's body has a special internal compartment that contains roughly 1,000 bullets.

    Spray of Bullets (Ex): As a full round action, a Centurion may spray a space 10 ft. across with a spray of ten bullets from each arm-rifle. If the Centurion succeeds on an attack against an AC of 10, all enemies in that space must succeed on a Reflex save (DC 15), or take 2d8 damage.

    Telencephalic Inhibitor: This devise suppresses the Centurion's self-awareness (changing its Intelligence score to ---). It contains programming for most functions, allowing them feats and skills. This device makes all intelligence-based skills wisdom-based.
    Last edited by LOTRfan; 2011-01-30 at 03:23 PM.
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  6. - Top - End - #156
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    I know what I posted was very un-original and most probably wrong. They were just indicating prices and abilities I wanted for the character, not to mention they were craft prices to begin with. Anyway, I hadn't put much thought into them (for example in the propulsion wings entry, it was mostly to not have to de-italicize when I actually got down to calculating). So yeah, something like that. Anyway, it was mostly for ideas and all.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Know what this thread needs? Phyrexia. Good ol' combination of flesh and steel, rending your enemies all for the glory of the Father of Machines, great Yawgmoth.

    Undead Cyborgs. That's what I'm gonna work on. No idea when it will be up or even in production... Though I do have something else that might be worth adding that I'm tweaking. Far Realm Murmur. Basically, it will deal with metal, constructs, and machines.
    Last edited by Dencero; 2011-02-02 at 07:31 AM.
    What is this, I don't even.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Dencero View Post
    Know what this thread needs? Phyrexia. Good ol' combination of flesh and steel, rending your enemies all for the glory of the Father of Machines, great Yawgmoth.

    Undead Cyborgs. That's what I'm gonna work on. No idea when it will be up or even in production... Though I do have something else that might be worth adding that I'm tweaking. Farm Realm Murmur. Basically, it will deal with metal, constructs, and machines.
    The Farm Realm? You mean Bytopia? [/jesting nitpick]


    RE: Phyrexia: Please do so. Zombie Robots are the only reason I play Infect in MTG.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by The-Mage-King View Post
    The Farm Realm? You mean Bytopia? [/jesting nitpick]


    RE: Phyrexia: Please do so. Zombie Robots are the only reason I play Infect in MTG.
    *Note to self: Don't type while eating pizza. You make yourself look like an idiot and get grease all over the keys. -_-

    Will fix that now.

    And I'm trying to figure out what to do first. Features or creatures? What do you think mage king?

    What is this, I don't even.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Phyrexia

    "From void evolved Phyrexia. Yawgmoth, Father of Machines, saw its perfection. Thus the Grand Evolution began."
    -Phyrexian Scriptures


    Phyrexia represents the pinnacle of evolution, the epitome of predation, and a force capable of bringing entire worlds to their knees. Phyrexia itself is a massive artificial plane formed from nine hollow spheres, each darker and more unpleasant than the last. While the Baator may be referred to by some as the Nine Hells, Phyrexia itself is the True Nine Hells. The creatures of Phyrexia are always looking for a way into other worlds, hoping to "colonize" them and spread Phyrexia throughout the multiverse.

    Table of Contents:
    1.0 New Plane: Phyrexia
    1.1 New Substance: Glistening Oil
    1.2 New Template: Phyrexian
    1.3 New Prestige Classes
    1.4 New Equipment
    1.5 New Creatures
    1.6 Phyrexian History

    New Plane: Phyrexia

    Phyrexia is a plane home to many abominations, plagues, demons, and artificial monstrosities that can break even the strongest of heroes. Phyrexia itself is a plane made up of nine hollow spheres, each with a specific purpose and with their own brand of creatures. Those who enter Phyrexia willingly best prepare for the horrors of Phyrexia and steel themselves, lest they fall and join the ranks of Phyrexia.
    Traveler's Tip: Phyrexians are hostile to anything that is not Phyrexian and will actively seek out to kill and add outsiders to their ranks. Expect combat, subterfuge, powerful magics, disease, and poison. Although, their are rare instances of those of dark natures and black hearts, or those of exceptional power and skill, who are accepted into the ranks of Phyrexia without struggle, conducting an elaborate ceremony and swearing their allegiance to Phyrexia and the Father of Machines, Yawgmoth. Those that do find themselves stronger then they could have ever imagined.

    Entering Phyrexia:

    Entering Phyrexia is harder than it sounds. Being an artificial plane, Phyrexia is inherently unstable and as such, normal planar travel to Phyrexia will not work. For this, you must acquire the Phyrexian Scriptures (Equipment). The Phyrexian Scriptures contain the necessary incantations to enter Phyrexia from any plane and back. Refer to the Phyrexian Scriptures in the Equipment section for exact details.

    Population:

    The exact number of residents in Phyrexia is unknown, but there are certain categories that they fall in. Although, this may overlap since most Phyrexians are part machine and part undead.

    (Source: http://wiki.mtgsalvation.com/article/Phyrexia)

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    Newts
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    The first stage of any Phyrexian's life is that of the Newt. These creatures are grown in vats of glistening oil, and appear as androgynous, hairless humans. They are grown to adulthood then prepared and released for life in the dark plane. Newts are later put through a process called completion. At this point, they are transformed into other forms of Phyrexians to serve any of a number of purposes for Yawgmoth.


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    Sleeper agents are fully grown and sometimes genetically modified newts who have not been completed, appearing as regular human beings, sent to spy on other planes and perform clandestine operations outside of Phyrexia. Some are completely unaware of their status and task, simply dropped off on other planes to be used as hidden cameras.


    Cults
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    Yawgmoth and the Phyrexians have active cults around the planes who worshiped machines and the power of artifice. The Cult of Gix was one such example, which existed for the later duration of the Brothers' War. Those who participated in the cult would augment themselves with metal, embedding it in their skin in all sorts of ways, as a sign of their willingness to become machine from flesh. Gix orchestrated the Cult from its center and even gave Phyrexian technology and instruction to his worshipers. Similar cults were active on various planes and areas at different times up until the Phyrexian Invasion.


    Gremlins
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    Among the lowliest of lifeforms, the Gremlins are small, bat-eared creatures that torment artificers and pull apart unwanted artifacts. They also serve as menial labor.


    Minions
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    These are the agents and specialized creations of Yawgmoth, created as versatile instruments in his mad war against all biological life. Minions serve a number of purposes, such as assassins, spies, or shock troops.


    Undead
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    Phyrexia employs zombies, skeletons, and other forms of walking dead in its fight against the Multiverse. Some are made to function through the adding of artificial improvements. Some of them are noxious and harmful to life even through a touch.


    Carriers
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    Biomechanical constructs used to spread Phyrexian-engineered plagues. They can all be utilized as suicide strikers, destroying themselves to release their pathogenic load upon the battlefield.


    Mechanical constructs
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    Phyrexian inhabitants and creations usually involve mechanical parts and additions, but some are entirely mechanical in nature. These are the massive devices and war machines used to wipe out any resistance left after the initial wave of primary combat troops and the release of the plagues. The Dragon Engines, War Beasts, Hulks, and Colossi all fall under this category. The largest and most brutal of Yawgmoth's monstrosities is the Phyrexian Dreadnought, another totally mechanical part of the arsenal.


    Horrors
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    Horrors are frightening monstrosities, sometimes combinations of creatures listed above. Many of them are free-willed and may live apart from the other Phyrexians, not taking part in the efforts of the rest of the plane. They can be dangerous to even their peers.


    Knights
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    The most elite of warriors, those that are more intelligent and capable than mere killing devices, are the Knights. They have their human mental attributes, such as free will, but still remain under the command of Yawgmoth. Phyrexian Knights are composed of a few different Orders: the Eastern Paladins, dedicated to eradicating all natural life; the Western Paladins, avid destroyers of all societies that are not of Phyrexia; and the Order of Yawgmoth, the prestigious guard of the Ineffable himself.


    Demons
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    The most powerful and loyal servants of Phyrexia were the Demons, beings of immeasurable evil. These terrible entities made up the greater part of Yawgmoth's Inner Circle, and included the Ineffable's most trusted minion, Gix. Other, lesser Phyrexian demons existed as well, fleshy, mindless things whose only purpose was to scour other worlds for resources to be used on Phyrexia.


    *WIP* WILL DO MORE CONSTRUCTIVE THINGS LATER
    Last edited by Dencero; 2011-02-05 at 06:31 PM.
    What is this, I don't even.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    So admiral, when are you going to post any classes? and any Idea when you will have prices up?

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Elfstone View Post
    So admiral, when are you going to post any classes? and any Idea when you will have prices up?
    Sorry, I've gotten a little absorbed in the monster/PrC competitions so I haven't done much work on any other projects. (Read: None)

    As for classes, I've got some of the ideas in my head, but I haven't started putting them to paper yet. And I'd love to have prices up as soon as possible, but until somebody comes along and actually helps me set the prices, I've got no idea what's balanced.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Make stuff up, if my DM gets pissed, I will let you know and we can tweak it. =)
    (Im playing a warforged scout, and I want some of those upgrades)

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Elfstone View Post
    Make stuff up, if my DM gets pissed, I will let you know and we can tweak it. =)
    (Im playing a warforged scout, and I want some of those upgrades)
    Hmm. Well, if you bring it to him and the price is wrong, he's more likely to just reject it out of hand. Perhaps you could show him the features and ask him what he thinks would be a valid price? Feel free to bring back the results!
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Clerification on the booster jet feet. If an enterprising player decided to hover over an enemy, what sort of damage would the enemy take? You said they were very hot...

    Burning hands level damage? With CL=HD?

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Elfstone View Post
    Clerification on the booster jet feet. If an enterprising player decided to hover over an enemy, what sort of damage would the enemy take? You said they were very hot...

    Burning hands level damage? With CL=HD?
    Hmm, interesting idea. I'd say burning hands damage, but only in a single 5ft square adjacent. Or maybe a melee touch attack to do it? (Kicking people with rocket boots = awesome) It's not really weaponized, the heat problem would be mostly internal. The heated gasses would probably be dispersed too quickly for the full effect.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Yeah thats what I thought. and my DM should be back to be on the suggested boot pricing.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Hey, here's another Warforged component (converted from 4e).

    Final Messenger (Embedded Component)
    Crafted to look like a small insect, this diminutive component is able to repeat a single, 25 word message of your choosing. It remains attached to your arm until you send it, or until your death. It does not take up a slot. Once released, it travels to the designated target (chosen by the Warforged), and delivers the message. At that point, it is rendered inert. It can be placed inside another Warforged afterward, but it forgets the original message in exchange for the new one. The device itself has an armor class of 24 (+8 size, +6 Dex), and 2 hit points. It travels at a rate of 45 ft. per round.
    Strong Evocation; CL 9th; Craft Wondrous Item, Sending; Cost 562 gp + 45 XP; Price 1,125 gp; Weight ---


    EDIT: It already exists in 3.5. Whoops.
    Last edited by LOTRfan; 2011-02-13 at 10:51 AM.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by LOTRfan View Post
    Hey, here's another Warforged component (converted from 4e).

    Final Messenger (Embedded Component)
    Crafted to look like a small insect, this diminutive component is able to repeat a single, 25 word message of your choosing. It remains attached to your arm until you send it, or until your death. It does not take up a slot. Once released, it travels to the designated target (chosen by the Warforged), and delivers the message. At that point, it is rendered inert. It can be placed inside another Warforged afterward, but it forgets the original message in exchange for the new one. The device itself has an armor class of 24 (+8 size, +6 Dex), and 2 hit points. It travels at a rate of 45 ft. per round.
    Strong Evocation; CL 9th; Craft Wondrous Item, Sending; Cost 562 gp + 45 XP; Price 1,125 gp; Weight ---
    Actually, 3.5 already has a final messenger component. It's in the ECS, page 269.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    ... Of course. That's what I get for using Eberron Unlimited (the website, not the online game of the same name) as a source.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Anything new planned Squish? Pricing done?

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Did not do pricings, sadly. I've been really busy with this current project. Plus, I was still kinda hoping that people would be able to help out with the prices.

    As for new things, I don't have anything in mind, and I've lost the train of thought I was on when this faded out. Though, I would be open to suggestions.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Rather than do a huge critique of every little thing, I'm only gonna do stuff that jumps out at me, and avoid those that don't. Like, you know, the piloting stuff, vehicles, and droids.

    Construct Features
    Should make it clear what kind of slot these things take up. Just to be perfectly clear.

    Hand:
    Quote Originally Posted by Admiral Squish View Post
    Weapon Hand:
    Might want to clarify this. What happens if I decide to attach a Great Sword to my hand?

    Drill Arm:
    Instead of granting a burrow speed, what about a bonus to Profession (Miner) checks made to dig holes and reduce the amount of time between checks from a day to an hour. Is it going to be incredibly useful for combat maneuverability? Nope. Is it still going to let you dig your way into places? Yup.

    Rocket Fists:
    While I love the flavor, I don't see the point in using it. Give up your hands to deal negligible damage and run the risk of them being stolen by a mage who wants them.

    Cannon Arm
    This is pure winsauce. "Hello, my name is Megaman. Prepare to die!" I would, however, change it to pure force damage, and possibly include something similar to charging the gun? I'd also appreciate some rapid fire capability. maybe have it look more like...
    A construct with this feature has traded a hand for an energy cannon. As an attack action, the construct may fire a burst of energy from itís cannon arm. The blast is a ranged touch attack with a range of 60 feet. A successful ranged touch attack deals 1d4 force damage for every three HD the construct possesses, minimum 1d4. By spending a move action to charge the cannon arm, the damage increases by one step. The damage of the cannon arm cannot be increased by more than a number of steps equal to the constructs hit dice divided by four, minimum one.

    Guillotine Grip
    Not much to comment on, though I like the flavor a lot!
    Arm:
    Hydraulic Driver
    What if they don't have a slam attack? Do they, instead, gain one?

    Flamethrower
    Eh, limited uses per day, smaller than a DFA's breath weapon. I'd give it a recharge similar to a dragon's breath weapon, or if you want it to be less reliable, make it 2d4 rounds.

    Adamantine Sleeve
    Even bite natural attacks?

    Grappling Spike
    Suddenly, construct Batman! I really like this weapon and am liable to put it on a lot of my constructs form now on.

    Head:
    Sensory Crown
    Minor punctuation typo, but looks nifty. I do think that it should come in two variants, though. One in blindsense and one in blind sight.

    Combat Scanner
    Is there a cap on the insight bonus?

    Encrypted Controls
    I would move this down to the piloted section.
    Chest:
    Expanded Frame
    Nifty. Can't really comment on it though.

    Chest Cannon
    Cool down? What type of energy? Is it just raw damage?

    Pilotís Hollow
    I'd move this over to the 'Piloted' section too.

    Extra Arms
    I like this. I like it a lot.
    Plating:
    Double Plating
    Looks cool. Don't see it ever being used by a warforged, but it's awesome.

    Mirrorplate
    This, right here, is absolutely awesome. Perfect for balancing out against those pesky spell casters.

    Drill Thorns[/quote]
    A construct with this feature bears a number of strategic holes positioned all over itís body. Each hole contains a short drill that it can use to damage and hold onto opponents in a grapple. The construct gains a+4 bonus to grapple checks and deals 1d6 points of damage with a successful grapple check.
    (Price?)

    Armored Cockpit
    Move to the piloting section.

    Shield Generator:
    I really really like this. It adds a lot of survivability to otherwise kinda fragile constructs. Especially nice because of the way that it's sorta like Fast Healing, but lesser. Combining it WITH fast healing, however, would be cruel and unusual. Right?

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