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  1. - Top - End - #1
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    Default [3.5] Machinist: I put some steampunk in your swordsage...

    MACHINIST

    “Excuse me, I have to recharge my flamethrower.”
    Spaceballs


    This is a class variant based on the swordsage, meant for players interested in a steampunk-themed character that seamlessly blends magic with technology. While not technically a spellcaster, the machinist uses magitech devices to channel arcane power, executing impressive feats of magically enhanced engineering.

    Designer’s Note:
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    This a class I’ve been wanting to build for a very long time. The inspiration finally came about a month ago and I’ve been busy with it since then. You’ll recognize influences from Dungeon Siege III, Warhammer 40K, Call of Cthulhu, Magic the Gathering, and of course, the Steampunk genre. Please P.E.A.C.H. or simply enjoy in your own game!


    Summary: The machinist is both wizard and scientist, alchemist and engineer. Comfortable with devices of clockwork and steam as well as hermetic circles and alchemical reagents, the machinist explores new frontiers in science and uses his experiments to advance the old-world traditions of magic.

    Adventures: Machinists often have an explorer’s spirit and enjoy the travel and new discoveries that adventuring brings. A machinist might adventure in order to gather exotic materials for his next invention, test a new battle construct, exploit his powerful devices for his own gain, or bring to justice a rogue machinist whose creations are ravaging the countryside.

    Characteristics: Machinists use martial maneuvers, but their maneuvers mix magical skill and engineering prowess with the traditional blend of martial training and spiritual discipline. They can learn to use most any magic item in a pinch, and excel in creating and repairing magitech devices. Their magic is arcane in style and origin, but they are not true spellcasters. Their trade lies in constructing and using devices that channel magical power, rather than learning to cast spells.

    Alignment: Machinists tend towards lawful alignments because their studies reward discipline and strict methods, but can be of any alignment.

    Races: Inventive humans are the quintessential machinists, but gnomes find that class appealing as well. Dwarven armies may boast platoons of soldier-machinists in their ranks. Goblins find the class irresistible, but lack the talent to excel in the class; members of other races try to steer clear of goblin machinists, as their creations have a reputation for exploding without warning.

    Background: The machinist is often a tinkerer, a scholar, or a gentleman adventurer, a dilettante who studies technology, magic, pugilism, and refined swordsmanship. A machinist usually receives his training at a formal college or through apprenticeship to a master machinist, learning his trade through long hours of study, practice, and experimentation. Machinists commonly pride themselves on being clear-headed and clever, and like to be appreciated for their intelligence and special talents.

    Other Classes: Machinists tend to have a polarizing effect on other spellcasters, who either see them as a threat or are intrigued by their capabilities. Clerics who worship gods that emphasize traditional values tend to be suspicious of the change that a machinist represents. Members of other classes generally respond to a machinist with curiousity.

    Role: Like a bard, factotum, or swordsage, the machinist does not fill a defined role, but his versatility, clever mind, panache, and magitech devices allow him to carve out a niche all his own in an adventuring party.

    Quick Overview of Mechanics:
    Spoiler
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    A machinist is a jack-of-all-trades, knowledgeable on many subjects and able to contribute at least a little bit to many endeavors. In combat, machinists can be effective in melee or at range, can absorb attacks, dish out damage, or heal and protect allies. However, a machinist typically doesn’t have enough maneuvers available to do any one of these things on a sustained basis, and so must keep his options open in a fight, using his maneuvers to best effect wherever opportunities arise. Outside of combat, machinists have access to a versatile array of tricks that reward you for planning ahead and engineering situations where your abilities will be useful.


    Change Log:
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    1.0 Original Version
    1.1 Added Augmented Alchemy, Grenadier, Mad Alchemist and Prototype Power Armor to the bonus feat list.
    1.2 Removed Medium Armor Proficiency.
    1.21 Updated to fix tables and layout.
    1.3 Added Alchemical Epoxy as a bonus feat and updated text for Augmented Alchemy and Grenadier feats.


    GAME RULE INFORMATION
    Machinists have the following game statistics.

    Abilities: Machinists benefit from both Dexterity and Intelligence when fighting at range and using their devices, and may appreciate a high Strength if they focus on melee combat. A decent Charisma score is useful for a machinist who wants to focus on negotiations or using magical devices, but these are usually occasional pursuits for him at best.

    STARTING WEALTH: 5d4 x 20 gp. Machinists tend to come from wealthy families, for the poor cannot afford the expensive equipment that the class requires.

    HIT DIE: d8

    TABLE: MACHINIST
    Level Base Attack Fort Ref Will Special Known Readied Stances
    1st +0 +0 +2 +2 Machinist knack, mad science (tools of the trade) 6 4 1
    2nd +1 +0 +3 +3 Defensive countermeasures 7 4 2
    3rd +2 +1 +3 +3 8 5 2
    4th +3 +1 +4 +4 Mad science (tech menace) 9 5 2
    5th +3 +1 +4 +4 10 6 3
    6th +4 +2 +5 +5 Bonus feat 11 6 3
    7th +5 +2 +5 +5 12 6 3
    8th +6/+1 +2 +6 +6 Mad science (defensive genius) 13 7 3
    9th +6/+1 +3 +6 +6 14 7 4
    10th +7/+2 +3 +7 +7 Bonus feat 15 8 4
    11th +8/+3 +3 +7 +7 16 8 4
    12th +9/+4 +4 +8 +8 Mad science (tech menace) 17 8 4
    13th +9/+4 +4 +8 +8 18 9 5
    14th +10/+5 +4 +9 +9 Bonus feat 19 9 5
    15th +11/+6/+1 +5 +9 +9 20 10 5
    16th +12/+7/+2 +5 +10 +10 Mad science (defensive genius) 21 10 5
    17th +12/+7/+2 +5 +10 +10 22 10 5
    18th +13/+8/+3 +6 +11 +11 Bonus feat 23 11 5
    19th +14/+9/+4 +6 +11 +11 24 11 5
    20th +15/+10/+5 +6 +12 +12 Alternating current 25 12 6
    CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
    A machinist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Martial Lore (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha).

    Designer's Note:
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    The machinist focuses on Craft, Knowledge, and Profession skills -- skills that don't see a lot of use in a typical campaign. See "The Joy of Skills!" for suggestions on spicing up these skills in your game.


    “Anyone who knew Violet well could tell she was thinking hard, because her long hair was tied up in a ribbon to keep it out of her eyes. Violet had a real knack for inventing and building strange devices, so her brain was often filled with images of pulleys, levers, and gears, and she never wanted to be distracted by something as trivial as her hair.”
    – Lemony Snicket, The Bad Beginning

    CLASS FEATURES
    All of the following are features of the machinist.

    Weapon and Armor Proficiency: As a machinist, you are proficient with the club, dagger, dart, gauntlet, quarterstaff, rapier, sword-cane, and unarmed strike, and with light armor and shields. A machinist is also automatically proficient with all [magitech] weapons, armors, and shields.

    Maneuvers: You begin your career with knowledge of six martial maneuvers. Your martial maneuvers are organized into disciplines known as colleges. You may select maneuvers from the colleges of Akasha’s Timepiece, Crystalline Optics, Entropy Dynamo, and Experimental Alchemy as well as the traditional disciplines of Diamond Mind and Stone Dragon. You learn additional maneuvers at higher levels as shown on the table above. You must meet a maneuver’s prerequisite to learn it.

    Unlike most martial disciplines, the machinist’s colleges are concerned principally with the practical application of magical and engineering principles rather than martial skill, spiritual devotion, or meditation. All maneuvers from a college are supernatural unless otherwise noted. Diamond Mind and Stone Dragon maneuvers represent your use of powered weapons and armors; you can ignore the normal Stone Dragon requirement to be standing on a surface when initiating a maneuver, but you must be wearing a [magitech] armor to use maneuvers from these two disciplines, and must be wielding a [magitech] weapon to deliver strikes from these disciplines.

    Upon reaching 4th level, and at every even-numbered machinist level after that, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready four of your six maneuvers at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready maneuvers by charging coils, priming pumps, aligning focusing crystals, setting control dials, and meditating upon non-Euclidian geometries for 5 minutes. The maneuvers you choose remain readied until you decide to change them.

    You begin an encounter with all your readied maneuvers unexpended. When you initiate a maneuver, you expend it for the current encounter, so each can be used only once unless you recover it.

    Up to once per round a free action, you can recover an expended maneuver whenever you damage an opponent with a [magitech] weapon, recycling some of the physical or arcane energy of the strike to recharge your focus or your equipment. You can only claim this benefit if you dealt damage with a basic attack, not if you dealt damage as part of a strike maneuver.

    Stances Known: You begin play with knowledge of one stance from any discipline open to you. You learn additional stances at higher levels as shown on the table above.

    Unlike maneuvers, stances are not expended and need not be readied. They are always available to you. You also cannot learn a new stance at higher levels in place of one you already have.

    Machinist Knack (Ex): You have a knack for manipulating magical substances, and can use the Craft (alchemy) skill even though you are not a spellcaster.

    You can use your machinist initiator level in place of your spellcaster level when crafting [magitech] weapons, armor, constructs, and wondrous items, and you may ignore Item Creation feat prerequisites when crafting such items.

    You qualify for warforged racial feats and may imbed warforged components as if you were a warforged.

    Mad Science: As a machinist, you are constantly working to improve your devices and master new magical principles. Each time you gain the mad scientist ability, you gain one of the abilities listed below.

    • Tools of the trade: At 1st level, you gain the benefit of the Weapon Focus feat when wielding magitech weapons.
    • Tech menace: At 4th level, and again at 12th level, choose one of your colleges or disciplines. You add your Intelligence modifier as a bonus on damage rolls whenever you execute a strike from the chosen college or discipline.
    • Defensive genius: At 8th level, and again at 16th level, choose one of your colleges or disciplines. You gain a +2 bonus on saving throws whenever you adopt a stance of the chosen college or discipline.


    You gain a +2 bonus on Martial Lore checks regarding a maneuver in a college or discipline for which you have studied mad science.

    Defensive Countermeasures: Starting at 2nd level, you can add your Intelligence bonus to your armor class so long as you are either unarmored or using only magitech armors and/or shields. This bonus applies even against touch attacks or when you are flat-footed, but does not apply when you are unconscious or helpless.

    Bonus Feat: At 8th level, and again every four levels thereafter, you gain a bonus feat, which must be selected from the machinist bonus feat list, below. You must meet the prerequisites for the feat.

    Alchemical Epoxy, Augment Alchemy, Blind-Fight, Construct Grafter, Education, Grenadier, Hypergeometry Specialization, Improved Unarmed Strike, Improved Initiative, Investigation, Mad Alchemist, Mechanical Genius, Mirrored Crystals, Prototype Power Armor, Prototype Weaponry, Reciprocating Engine, Research, Skill Focus, Tesla’s Gambit, or any warforged racial feat.

    Designer's Note:
    Spoiler
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    See "The Joy of Skills!" for suggested improvements to several of these feats.

    Alternating Current (Ex): At 20th level, a machinist learns to radically redesign the way his equipment uses magical and electric power, greatly improving its efficiency. Whenever he would recover an expended maneuver, he may instead recover two maneuvers.
    Last edited by jiriku; 2015-12-22 at 08:05 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  2. - Top - End - #2
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    NEW FEATS


    “One machine can do the work of fifty ordinary men. No machine can do the work of one extraordinary man.” – Elbert Hubbard

    ALL FEATS:
    Spoiler
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    ALCHEMICAL EPOXY [Machinist]
    You can combine multiple alchemical effects into one item.
    Prerequisites: Machinist level 2nd, Craft (Alchemy) 5 ranks
    Benefit: Whenever creating an alchemical item or substance, you can choose to add an additional alchemical effect to a single item by adding +5 to the higher of the two's Craft DC and +100% to its base price. For example, you could produce a blinding and deafening grenade by combining a thunderstone and a smokestick: start with the base creation DC of a Thunderstone (DC 25) and add +5 to the Craft DC and +100% to the thunderstone’s base cost add the smokestick effect. This item would cause a sound burst with a DC 15 save as well as create a 10ft. cube of vision-obscuring smoke.

    If both items would require a save using the same saving throw, the new item requires only a single save against the combined effect. Effects that target different saving throws (Fortitude and Will, for example) still require separate saving throws. All saving throws for the resulting item use the highest save DC listed for the component items.

    AUGMENTED ALCHEMY [General]
    You have learned to create incredibly potent alchemical substances.
    Prerequisites: Craft (alchemy) 5 ranks
    Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +5 to its Craft DC and +100% to its the base price. If the item or substance has a save DC, the save DC increases by +1. If it affects an area, double all dimensions of its area. If the item or substance deals damage, double the damage dealt. If it doesn’t deal damage and has a duration other than instantaneous, double the duration of its effect.
    Special: You can improve an alchemical item or substance’s effect to triple normal, quadruple normal, or more. Simply add an additional +5 to Craft DC and +100% to the base price for each additional increase in the effect multiplier.

    GRENADIER [Fighter, General]
    You are skilled in using grenadelike weapons. You excel at tossing them to just the right spot to maximize the amount of damage they cause as they burst open upon the battlefield.
    Benefit: You are an expert with splash weapons and all manner of incendiary mixtures. You gain a +1 bonus on attack rolls with splash weapons and a +100% bonus on the weapon’s base damage (including splash damage) per four points of base attack bonus (minimum +1 and +100%). If the splash weapon inflicts ongoing damage, the ongoing damage is not increased by this feat.

    HYPERGEOMETRY SPECIALIZATION [Machinist]
    You deal extra damage when making ranged attacks with [magitech] ranged weapons such as hyperspheres and tesseracts.
    Prerequisites: Proficiency with selected weapon, machinist level 4th
    Benefit: You add your Intelligence bonus on all damage rolls you make using magitech ranged weapons.

    MECHAMARINE CAPTAIN [General]
    You are adept at handling both the machines of war and the rigors of command.
    Prerequisites: Combat aura, commanding aura, ability to use 1st level maneuvers, including at least 1 White Raven maneuver.
    Benefit: You stack your levels in commanding fighter and machinist when determining your martial initiator level and the strength of your combat auras and commanding auras.
    Special: If you do not use the remixed fighter in your game, adjust this feat's requirements and benefits to match the marshal instead of the commanding fighter.

    MECHANICAL GENIUS [Machinist]
    Even your simplest devices are remarkably effective.
    Prerequisite: Machinist level 3rd
    Benefit: The saving throw DC for your supernatural machinist maneuvers is calculated as 10 + ½ your initiator level + your relevant ability modifier.
    Normal: The saving throw DC for a maneuver is calculated using the maneuver’s level, rather than ½ your initiator level.

    MIRRORED CRYSTALS [Machinist]
    Your crystal-generated reflections last much longer.
    Prerequisite: One Crystalline Optics maneuver
    Benefit: When you initiate a maneuver from the Crystalline Optics College that creates an illusionary duplicate of you, the maneuver’s duration is increased by two additional rounds.

    PROTOTYPE POWER ARMOR [Machinist]
    You can rig together new kinds of magitech armor and shields.
    Prerequisite: Machinist level 1st
    Benefit: You can create magitech-augmented versions of normal armors and shields for your personal use, producing powered armor, retractable shields, and so forth. The resulting prototyped are [magitech] armors or shields when you wear them, but when worn by anyone else, they simply impose an armor check penalty on attack rolls and on Strength- and Dexterity-based skill checks. A prototype armor or shield is still considered an armor or shield of its base type for all other purposes.

    You can create a prototype of any exotic, heavy, or light armor or any shield you are already proficient with, or any medium armor regardless of proficiency. Since machinists are automatically proficient with all [magitech] armors an shields, you can always wear your prototypes with proficiency once you have created them.

    To create a prototype armor or shield, you create the prototype component as if it were a separate item in addition to the standard item (this is just like making a masterwork item). The prototype component has its own price (75 gp) and a Craft DC of 20. You can prototype an armor or shield as it is being created from scratch, or you can prototype an existing armor or shield. If you prototype an existing armor or shield, your modifications are permanent and can’t be removed. If you prototype an armor or shield from scratch, you can also masterwork it during the creation process, as per normal rules. Once both the standard component and the prototype component are completed, the prototype item is finished. Note: The cost you pay for the prototype component is one-third of the given amount, just as it is for the cost in raw materials.

    PROTOTYPE WEAPONRY [Machinist]
    You can rig together new kinds of magitech weaponry.
    Prerequisite: Machinist level 1st
    Benefit: You can create magitech-augmented versions of normal weapons for your personal use, producing steam-powered crossbows, chainswords, mechanized whips, and so forth. The resulting prototypes are [magitech] weapons in your hands, but in the hands of anyone else, they simply impose a -2 nonproficiency penalty. A prototype weapon is still considered a weapon of its base type for all other purposes.

    You can create a prototype of any exotic weapon you are already proficient with, or any simple or martial weapon regardless of proficiency. Since machinists are automatically proficient with all [magitech] weapons, you can always wield your prototypes with proficiency once you have created them.

    To create a prototype weapon, you create the prototype component as if it were a separate item in addition to the standard item (this is just like making a masterwork item). The prototype component has its own price (150 gp for a weapon or 3 gp for a piece of ammunition) and a Craft DC of 20. If you are prototyping ammunition, you can do so for up to 50 pieces of ammunition at once as part of a single crafting attempt. You can prototype a weapon as it is being created from scratch, or you can prototype an existing weapon. If you prototype an existing weapon, your modifications are permanent and can’t be removed. If you prototype a weapon from scratch, you can also masterwork it during the creation process, as per normal rules. Once both the standard component and the prototype component are completed, the prototype item is finished. Note: The cost you pay for the prototype component is one-third of the given amount, just as it is for the cost in raw materials.

    RECIPROCATING ENGINE [Machinist]
    You can make use of the excess energy of channeled maneuvers.
    Prerequisite: One Entropy Dynamo maneuver
    Benefit: When you deal damage with a channeled maneuver from the Entropy Dynamo college, you heal one point of damage per damage die of the maneuver. Maneuvers that damage multiple creatures grant you healing for each creature damaged. Excess healing is gained as temporary hit points. The temporary hit points last for one hour.

    When your channeled maneuver is disrupted by an opponent’s attack, magical backlash energy harms your opponent if he is within 30 feet, dealing 1d6 damage per level of the maneuver.

    TESLA’S GAMBIT [Machinist]
    You can overcharge a device for extra power, at the cost of burning it out temporarily.
    Prerequisite: One Entropy Dynamo maneuver
    Benefit: When you initiate a channeled maneuver from the Entropy Dynamo College, the maneuver functions as if you had spent more time initiating it. You can generate the maximum effect with a full-round action, the full-round effect with a standard action, and the standard action effect with a swift action. However, once you stop concentrating on the maneuver, you cannot initiate any further supernatural maneuvers until after the end of your next turn.
    Last edited by jiriku; 2015-12-22 at 08:09 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  3. - Top - End - #3
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    NEW EQUIPMENT



    “Ships and sails proper for the heavenly air should be fashioned. Then there will also be people, who do not shrink from the vastness of space. ”
    – Johannes Kepler, letter to Galileo Galilei, 1609

    WEAPONS:
    Spoiler
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    TABLE: WEAPONS
    MARTIAL WEAPONS Cost Dmg (S) Dmg (M) Critical Special Weight Type
    Sword-cane
    20 gp 1d4 1d6 19-20/x2 Conceal +2, light 2 lb. P
    EXOTIC WEAPONS Cost Dmg (S) Dmg (M) Critical Special Weight Type
    Gauntlet, power
    25 gp 1d6 1d8 x3 Magitech, one-handed 4 lb. B
    Hypersphere
    100 gp 2d4 2d6 x2 Magitech, one-handed, ranged 40 ft. 2 lb. B
    Mech wrench, dwarven
    85 gp 1d10 1d12 X3 One-handed 12 lb. B
    Rapier, powered
    35 gp 1d4 1d6 18-20/x2 Finesse, magitech, one-handed 3 lb. P
    Tesseract
    100 gp 2d6 2d8 x2 Magitech, one-handed, ranged 40 ft. 2 lb. P

    Gauntlet, Power
    This bulky, oversized gauntlet is equipped with steam-powered actuators that the user triggers to augment the force of a blow, turning the wielder’s punch into a lethal strike as deadly as a blow from a warhammer. Because the power gauntlet is worn, rather than held, it cannot be disarmed. Attacks with a power gauntlet deal lethal damage, but are otherwise considered unarmed strikes. A power gauntlet is intended for crushing foes, not for fine manipulation. You can’t wield a weapon or a shield in a hand equipped with a power gauntlet, and you take a -2 penalty on any skill checks involving using that hand for fine manipulation. Learning to operate a power gauntlet effectively in combat is quite tricky, thus it is an exotic weapon. A power gauntlet is a [magitech] weapon; creating one requires the Craft (alchemy) skill rather than Craft (weaponsmith), and machinists get special benefits when using it.

    Cost: 25 gp; Dmg (M): 1d8; Critical x3; Weight: 4 lb.; Type: Bludgeoning.

    Hypersphere
    This crystalline device is a four-dimensional sphere constrained to be stable within three dimensional space. By concentrating on the device’s non-Euclidian curvature, the wielder can cause it to strike distant targets without leaving his hand. A hypersphere is a one-handed ranged projectile weapon (which means you cannot apply your Strength bonus to damage when using it), but it does not require ammunition. Disciplining your mind to follow the device’s unnatural geometry is an alien process, thus it is an exotic weapon. A hypersphere is a [magitech] weapon; creating one requires the Craft (alchemy) skill rather than Craft (weaponsmith), and machinists get special benefits when using it.

    Cost: 100 gp; Dmg (M): 2d6; Critical x2; Weight: 2 lb.; Type: Bludgeoning.

    Mech Wrench, Dwarven
    The dwarven mech wrench is a massive adjustable wrench with electrically conductive capacitor plates and an insulated grip. The back of the wrench is angled to make an effective hammer. Its structure is reinforced to survive repeated heavy impacts, and its manufacture involves special tempering and annealing processes that render it incredibly hard. Dwarven combat engineers favor it because it is well-suited to the task of making field repairs to their massive war machines, and makes an excellent maul for an engineer who finds himself swept up in combat. The mech wrench is the perfect tool for the job when using a Craft skill to construct or repair a [magitech] construct (granting a +2 bonus on related skill checks). A dwarven mech wrench is too large to be wielded in one hand without special training, rendering it an exotic weapon. It can be wielded two-handed as a martial weapon.

    Cost 85 gp; Dmg (M): 1d12; Critical x3; Weight 12 lb; Type Bludgeoning

    Rapier, Powered
    The powered rapier is built like a normal rapier, but includes an elaborate copper basket hilt connected to a crystalline capacitor fastened onto the forearm. These adjustments increase the weight of the weapon and make it significantly more challenging to wield, thus it is an exotic weapon. For those properly trained in its use, a powered rapier is a finesse weapon and can be used with Weapon Finesse and similar feats. A powered rapier is a [magitech] weapon; creating one requires the Craft (alchemy) skill rather than Craft (weaponsmith), and machinists get special benefits when using it.

    Cost 35 gp; Dmg (M): 1d6; Critical 18-20/x2; Weight 3 lb; Type Piercing.

    Tesseract
    This crystalline device is a four-dimensional latticework cube constrained to be stable within three dimensional space. By concentrating on the device’s non-Euclidian angles, the wielder can cause it to strike distant targets without leaving his hand. A tesseract is a one-handed ranged projectile weapon (which means you cannot apply your Strength bonus to damage when using it), but it does not require ammunition. Disciplining your mind to follow the device’s unnatural geometry is an alien process, thus it is an exotic weapon. A tesseract is a [magitech] weapon; creating one requires the Craft (alchemy) skill rather than Craft (weaponsmith), and machinists get special benefits when using it.

    Cost: 100 gp; Dmg (M): 2d8; Critical x2; Weight: 2 lb.; Type: Piercing.



    ARMORS AND SHIELDS:
    Spoiler
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    Table: Armor
    Armor Type Cost AC Bonus Max Dex Armor Check ASF Speed (30 ft.) Speed (20 ft.) Weight
    Machinist’s belt Light 15 gp +1 +9 0 5% 30 ft. 20 ft. 5 lb.
    Power modulator Light 75 gp +3 +6 -1 15% 30 ft. 20 ft. 10 lb.
    Portable generator Medium 150 gp +4 +4 -4 25% 20 ft. 15 ft. 15 lb.
    Machinist’s vest Medium 600 gp +5 +4 -4 25% 20 ft. 15 ft. 15 lb.
    Clockwork armor Heavy 27,250 gp +8 +1 -8 90% 35 ft. 25 ft. 250 lb.
    Dynamo Shield 45 gp +1 -1 5% 2 lb.
    Dynamo sleeve Shield 27 gp +1 -1 5% 3 lb.

    Magitech Armors and Shields: Magitech armors and shields are devices that blend both magic and technology. They radiate dim Conjuration magic when viewed with detect magic, and are constructed using the Craft (alchemy) skill.

    Clockwork armor: A suit of clockwork armor is extremely well machined and made of mithral and adamantine plates. It has steel servos at the elbows and ankles and brass/steel hydraulic pistons around the knees and shoulders. The helmet has a set of protective flaps that lower automatically when the wearer nods in a particular way. The chestplate contains three small unlabeled levers on the inside. Clockwork armor is a [magitech] item and machinists receive special benefits when using one.

    The armor weighs 250 pounds, but adds only 70 pounds to encumbrance, as it supports much of its own weight. It requires 10 minutes to get into or out of the clockwork armor, as sections of it are bolted on, secured with wire cables, and some joints require careful fitting of gears and servo connections.

    Clockwork armor is a complex item with many powers and limitations. It is fully described in the Clockwork Wonders 10 web enhancement.

    Dynamo: A dynamo is a thick steel bracer enclosing a dense coil of copper wire, set with several powerful lodestones. It is frequently set with dials, switches, and buttons for controlling other magitech devices. You can use a bow or crossbow without penalty while carrying it. You can also use your dynamo-equipped arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so and lose the dynamo’s AC bonus. You can’t bash someone with a dynamo. A dynamo is a [magitech] item and machinists receive special benefits when using one.

    Dynamo Sleeve: A dynamo sleeve is a pair of dynamos linked by an articulated, armored joint. It covers the entire arm when worn. A dynamo sleeve is sturdy enough to block attacks or deliver shield bash attacks, much as a light shield would be. A dynamo sleeve’s actuators let you carry other items in that hand when using it, although you cannot wield weapons. A dynamo sleeve is a [magitech] item and machinists receive special benefits when using one.

    Machinist’s Belt: A machinist’s belt is a coiled loop of conductive material, often copper in a leather or canvas sheath. Various contraptions and devices are clipped to or hang from the belt, each protected by a leather sheath, perhaps reinforced by a steel faceplate. The buckle for a machinist’s belt incorporates a perfect crystal, usually of quartz although higher quality crystals are sometimes used. The belt usually includes a control module attached to several flexible metal cables, slim enough to conceal discreetly beneath clothing, which can be connected to other devices the wearer has equipped. A machinist’s belt is a [magitech] item and machinists receive special benefits when using one.

    Machinist’s Vest: A machinist’s vest is a finely worked breastplate supporting and protecting a complex set of clockwork gears and focusing crystals, a machinist’s belt, and a steam-powered generator attached to the wearer’s back. A padded undergarment cushions and distributes the weight, and the vest often incorporates an actual silken vest or waistcoat as a cosmetic enhancement. It includes a control panel connected to a light hydraulic system for any other magitech devices the wearer may equip. A machinist’s vest is a [magitech] item and machinists receive special benefits when using one.

    Portable Generator: A portable generator is a machinist’s belt connected to a steam-powered generator attached to the wearer’s back. A series of user-operated valves control armored hydraulic pipes to transfer power where it is needed, and the generator is supported by a partial chain vest, which distributes the weight of the device and helps protect the wearer. A portable generator is a [magitech] item and machinists receive special benefits when using one.

    Power Modulator: A power modulator is a machinist’s belt connected to a geared array of focusing crystals. The gearing is typically of hardened steel and constructed in two or three overlapping layers partially covered by a switched control panel, usually encircling the wearer’s hips and possibly extending down the thighs or across the lower back and belly. An undergarment of thick cloth padding enhances comfort and distributes the weight. A power modulator is a [magitech] item and machinists receive special benefits when using one.
    Last edited by jiriku; 2014-05-28 at 10:08 PM.
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    ALTERNATE CLASS FEATURES


    CULT OF THE MACHINE GOD
    Level: 1st
    Replaces: If you select this feature, you lose access to one martial discipline or college of your choice and lose its associated class skill (unless that skill is also granted by another discipline or college that you know). Additionally, you lose Knowledge (arcana) as a class skill.
    Benefit: You gain access to the Devoted Spirit discipline. You gain Intimidate and Knowledge (religion) as machinist class skills. Your Defensive Countermeasures and Mad Science (tech menace) features and the saving throw DCs for maneuvers from your martial colleges are based on your Wisdom modifier, rather than your Intelligence modifier. You cannot be true neutral in alignment.

    Some machinists, rather than being intellectuals who pursue scientific inquiry and discovery, are devoted to a machine god, a divine figure (or perhaps a divine engine) that grants them the secrets of commanding magic through mechanical means. Such machinists might study both liturgical works and engineering texts, and for them the chant and the prayer are as important to their work as the design schematic and the toolbox.

    Machine cultists blend divine magic with mechanical skill, and while they are perhaps less versatile and flexible than a traditional machinist, they are much more strong-willed and difficult to deceive or influence.


    MECHAMARINE
    Level: 1st
    Replaces: If you select this feature, you lose acces to two martial disciplines or colleges of your choice and lose their associated class skills (unless those skills are also granted by another discipline or college that you know). You gain 2 fewer skill points at each level (8 fewer at 1st level). At 1st level, you learn one less maneuver than normal, and you permanently known one less maneuver at each subsequent machinist level.
    Benefit: You gain access to the White Raven discipline. You gain Diplomacy as a class skill. You use the full base attack progression and gain a d10 hit die at each level.

    Some machinists devote themselves tirelessly to the pursuits of war, turning their craft to large- and small-scale combat. Such mechamarines are less versatile than their brethren but are far more combat-ready, and excel at teamwork and small-squad tactics. They may even be organized into units of mechamarines, operating together within a larger army.


    THE NASTY GENTLEMAN
    Level: 1st
    Replaces: If you select this feature, you lose the Mad Science (tools of the trade) feature normally gained at 1st level. In addition, you lose the ability to take warforged racial feats and imbed warforged components, and Construct Grafter is removed from your list of machinist bonus feats.
    Benefit: You gain your choice of either Knowledge (dungeoneering) or Knowledge (the planes) as a machinist class skill. At 1st level, you gain a personal symbiont, just as a daelkyr half-blood does (see Magic of Eberron 37). Add Symbiont Mastery (MoE 51) to your list of machinist bonus feats.

    While the natural inclination of a machinist is to study creations of wood, metal, and crystal, some find that their studies take a darker turn, leading them to experiment with integrating symbionts into their bodies. Such unwholesome individuals learn much about creatures that have no place in the natural world.
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    RACIAL SUBSTITUTION LEVELS


    GNOMISH INVENTOR
    Gnomes are perhaps the quintessential inventors, always tinkering with their creations to make them bigger, better, and more powerful than before. A gnomish inventor learns to wield dangerous energies over longer distances and wider areas, which helps to mitigate the disadvantages of his small size and slow speed by letting him hang back further from the action.

    Spoiler
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    Hit Die: As machinist
    Requirements: To take a gnomish inventor racial substitution level, a character must be about to take his 1st, 4th, or 12th level of machinist.
    Class Skills: gnomish inventors have the class skills of the standard machinist class, but gain 2 extra skill points at each level (or 8 extra skill points at 1st level).

    CLASS FEATURES
    Mad Science (projection stabilizers) (Ex): At lst level, a gnomish inventor develops a variety of devices that focus and stabilize the projection of mystical energy. He adds 50% to the range of all machinist maneuvers with a fixed range.

    Mad Science (projection multipliers) (Ex): By 4th level, a gnomish inventor has improved his projectors to support a large payload. He adds 50% to the length, width, height, radius or number of squares affected for all machinist maneuvers that affect an area.

    Think Big: At 12th level, a gnomish mechanic has become an expert at developing big ideas. When creating a magitech item that is too large to be wielded or worn as a piece of equipment (such as a construct, trap, or site-based magic item), he reduces the gold cost, experience cost, and time required to build such items by 25%.

    HIT DIE: d8

    TABLE: GNOMISH INVENTOR
    Level Base Attack Fort Ref Will Special Known Readied Stances
    1st +0 +0 +2 +2 Machinist knack, mad science (projection stabilizers) 6 4 1
    6th +4 +2 +5 +5 Mad science (projection multipliers) 11 6 3
    12th +9/+4 +4 +8 +8 Think big 17 8 4



    DWARVEN MECHANIC
    Dwarven mechanics learn to build and maintain the mighty war constructs of the dwarven nations, and serve as combat engineers in the dwarven armies. In exchange for a little less breadth of study, they learn to fight well with their mech wrenches, allowing them to provide better close support for the mecha that they craft and maintain.

    Spoiler
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    Hit Die: d10 (or d12 for mechamarine alternate class feature)
    Requirements: To take a dwarven mechanic racial substitution level, a character must be about to take his 1st, 6th, or 12th level of machinist.
    Class Skills: dwarven mechanics have the class skills (and skill points at each level) of the standard machinist class, plus Knowledge (dungeoneering).

    CLASS FEATURES
    Mech Wrench (Ex): At 1st level, the mechanic learns to use his most trusty tool, the dwarven mech wrench. A dwarven mechanic treats this weapon as a [magitech] weapon.

    Weapon Focus: At 1st level, the mechanic gains Weapon Focus (dwarven mech wrench) as a bonus feat, ignoring prerequisites. He advances this feat as if he was a weapon master fighter 2 levels lower than his machinist level.

    Weapon Specialization: At 6th level, the mechanic gains Weapon Specialization (dwarven mech wrench) as a bonus feat, ignoring prerequisites. He advances this feat as if he was a weapon master fighter 2 levels lower than his machinist level.

    Designer's Note:
    Spoiler
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    If you do not use the remixed fighter in your game, then the dwarven mechanic can select Greater Weapon Focus (dwarven mech wrench) and Greater Weapon Specialization (dwarven mech wrench) as if he was a fighter two levels lower than his machinist level. Add these two feats to his list of machinist bonus feats.


    Combat Engineer: At 12th level, a dwarven mechanic masters the skill of designing and building [magitech] weapons, armor, and constructs. He reduces the gold cost, experience cost, and time required to build such items by 25%.

    HIT DIE: d10

    TABLE: DWARVEN MECHANIC
    Level Base Attack Fort Ref Will Special Known Readied Stances
    1st +0 +0 +2 +2 Machinist knack, mech wrench, Weapon Focus (dwarven mech wrench) 6 4 1
    6th +4 +2 +5 +5 Weapon Specialization (dwarven mech wrench) 11 6 3
    12th +9/+4 +4 +8 +8 Combat engineer 17 8 4




    GOBLIN SAPPER
    Goblin sappers have a fascination for explosives and demolitions, and study with the philosophy that when it comes to explosions, bigger is always better. Goblins sappers are consummate demolitions experts, although few take the care required to ensure they are always clear of their own blasts.

    Spoiler
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    Hit Die: As machinist
    Requirements: To take a goblin sapper racial substitution level, a character must be about to take his 1st, 4th, or 12th level of machinist.
    Class Skills: goblin sappers have the class skills (and skill points at each level) of the standard machinist class, plus Knowledge (dungeoneering).

    CLASS FEATURES
    Mad Science (unstable charge) (Ex): At lst level, a goblin sapper learns to give a little extra kick to his explosives, ensuring that even the smallest charge can generate a big boom. Whenever the sapper deals energy damage to a single target with a maneuver, he can choose for the damage to be dealt in a 5-ft radius burst instead. This burst is centered on the corner of the target’s square that is closest to the sapper (you choose the corner if there is more than one eligible corner). Secondary victims of the blast (other than the target originally struck) are entitled to a Reflex save for half damage (save DC = 10 + maneuver’s level + the sapper’s Intelligence modifier). The sapper gains no special protection from this damage if he is also caught in the blast.

    Evasion (Ex): By 4th level, a goblin sapper has become practiced at ducking his own blasts. He gains Evasion, as the rogue class feature.

    Improved Evasion (Ex): By 12th level, a goblin sapper’s enthusiasm for destruction has grown to the point that he rarely even considers his own placement within a blast. He gains Improved Evasion, as the rogue class feature.

    HIT DIE: d8

    TABLE: GOBLIN SAPPER
    Level Base Attack Fort Ref Will Special Known Readied Stances
    1st +0 +0 +2 +2 Machinist knack, mad science (unstable blast) 6 4 1
    6th +4 +2 +5 +5 Evasion 11 6 3
    12th +9/+4 +4 +8 +8 Improved Evasion 17 8 4
    Last edited by jiriku; 2014-05-28 at 10:17 PM.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Prestige Class Adaptations


    Effigy Master (Complete Arcane pp.30-32). The effigy master makes an excellent prestige class for a machinist focused on building constructs. Apply the following changes to the prestige class:

    Spoiler
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    Requirements
    To qualify to become an effigy master, a character must fulfill all the following criteria.
    Skills: Craft (leatherworking, metalworking, or woodworking) 10 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Use Magic Device 2 ranks.
    Feat: Craft Wondrous Item (or Machinist Knack class feature).
    Special: Must know at least 1 maneuver from the Crystalline Optics college.

    Hit Die, Class Skills, and Skill Points at each level: As machinist.
    Spells per Day/Spells Known: The effigy master does not gain additional spells per day or spells known.
    Maneuvers: At each odd-numbered effigy master level, you gain a new martial maneuver known, chosen from the list of disciplines available to your base class of entry (which is most likely machinist). At 3rd level, you gain an additional readied maneuver. At 5th level, you learn an additional stance, also selected from the same list of available disciplines.
    Last edited by jiriku; 2015-08-17 at 11:53 PM.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Must use this for a world war game I'm running.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Now this is something that I'm excited about. I like what I see here and I can't wait to see your martial colleges completed. Really looking forward to it. When the class is more complete in that regard, if you wouldn't mind, I am inspired to attempt to make a prestige class that combines this class and my Invincible Iron Man base class. I will reserve a full PEACH for when colleges are made more available because its not fair to go over until its fully complete.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    ...jiriku, did you read my mind? I had this exact concept rolling around my head for...months! And I love it! I am so using this soon!
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    I really don't mean to be a downer but what do the maneuvers actually do for this class? While the TOB manuever mechanic is a decent system in general I don't see those manuevers replacing, much less behaving like actual custom made items and inventions. Flavor and mechanics I really don't see this being much different than an Aritificer except with some use of different forces.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Amnoriath View Post
    I really don't mean to be a downer but what do the maneuvers actually do for this class? While the TOB manuever mechanic is a decent system in general I don't see those manuevers replacing, much less behaving like actual custom made items and inventions. Flavor and mechanics I really don't see this being much different than an Aritificer except with some use of different forces.
    It's got its own schools, which presumably will form the core of the magitech deal.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    This is fantastic. I cannot wait to see the colleges.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Lateral View Post
    It's got its own schools, which presumably will form the core of the magitech deal.
    These are what I mean by different forces. These prescribed maneuvers in which currently are used don't have any means to tinker with them which is a big part of the appeal of an inventor class. Now, I know I am jumping to conclusions here a bit but it needs to be said. Otherwise, you just have more sets of martial arts except with a claim of science and steampunk flavor.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Great work. Compelling flavor wedded to intriguing, creative mechanics.

    Very much want to see the new disciplines.

    Big fan.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    The Akasha's Timepiece college is now up.

    Amnoriath, to clarify, this is not an inventor class. While the class is able to craft a little, it is not my intent to create customizable, build-your own powers with the machinist. If that's your thing, I recommend some of the excellent homebrew classes from last year's Steampunk Iron Chef contest, which do exactly what you're talking about.

    The machinist differs from the artificer in a number of ways:
    • It relies heavily on weapons and armor, and fights pretty well.
    • It does not use or create charged items.
    • It demands less advanced planning, and has more tactical flexibility.
    • It has considerably less potential to break a campaign.


    The machinist is also unlike a swordsage:
    • It can use and craft a variety of magical devices.
    • It can be much more effective at range and over an area.
    • It can produce many effects normally associated with spellcasters.


    Edit 11-25-2012: Added a prestige class adaptation for the Effigy Master.
    Last edited by jiriku; 2012-11-25 at 05:06 PM.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    What is with the teseract/hyper cube? up a damage die for changing damage type? The hell?
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by jiriku View Post
    The Akasha's Timepiece college is now up.

    Amnoriath, to clarify, this is not an inventor class. While the class is able to craft a little, it is not my intent to create customizable, build-your own powers with the machinist. If that's your thing, I recommend some of the excellent homebrew classes from last year's Steampunk Iron Chef contest, which do exactly what you're talking about.

    The machinist differs from the artificer in a number of ways:
    • It relies heavily on weapons and armor, and fights pretty well.
    • It does not use or create charged items.
    • It demands less advanced planning, and has more tactical flexibility.
    • It has considerably less potential to break a campaign.


    The machinist is also unlike a swordsage:
    • It can use and craft a variety of magical devices.
    • It can be much more effective at range and over an area.
    • It can produce many effects normally associated with spellcasters.


    Edit 11-25-2012: Added a prestige class adaptation for the Effigy Master.
    I do know it has some differences but I saw the name, title, and theme then thought inventor as 3.X nor Pathfinder didn't do a good job in making one with out giving the game to the player who knows how to use it. My bad
    Weapons: Why is the teseract just a lesser hypersphere? I mean why is the only difference is that it deals less damage and piercing while the other is the same?
    Last edited by Amnoriath; 2012-11-25 at 05:56 PM.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Amnoriath View Post
    Weapons: Why is the teseract just a lesser hypersphere? I mean why is the only difference is that it deals less damage and piercing while the other is the same?
    invert that, and yeah, why? I mean, I guess the aspect of bludgioning having a few things it can deal with that piercing can't(skeletons, litches, and objects off the top of my head) they are equivalent.
    Also, why are they both one handed? I mean, they are really high damage, at a range... and they have infinite ammo. A lower crit multiplier is only worth so much.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    For that matter, the Powered Rapier is literally identical across the board to the Rapier, except that it weighs 50% more, costs 75% more, and requires Exotic Weapon Proficieny. What's the deal with that?

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Answerer View Post
    For that matter, the Powered Rapier is literally identical across the board to the Rapier, except that it weighs 50% more, costs 75% more, and requires Exotic Weapon Proficieny. What's the deal with that?
    That I think comes from the [magitech] aspect... meaning you can use it for maneuvers as a mechanist. Also, mechanist get the prof free, so I think all of these were balanced as martial weapons. Not sure though...
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Realistically, neither's a good reason though. It takes what could be an interesting or unique feature and makes it just a name change and an arbitrary restriction.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Below are the guidelines I use for weapon creation. They may shed light on my thought processes. I originally wrote these for use with melee weapons only, but have retrofitted them onto the hypersphere and tesseract by starting with the statistics for DMG firearms and working backwards.
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    Custom weapons typically receive 9 trait points, and may purchase traits from the following menus.

    TRAINING
    Exotic: 0
    Martial: 2
    Simple: 3

    DAMAGE DIE
    1 point: 0
    d4: 1
    d6: 2
    d8/2d4: 3
    d10: 4
    d12/2d6: 5
    2d8: 6

    EASE OF USE
    Two-handed: 0
    One-handed: 2
    Light: 3

    DAMAGE TYPE
    Piercing: 0
    Slashing: 1
    Bludgeoning: 1

    CRIT MULTIPLIER
    20/x2: 0
    20/x3: 1
    19-20/x2: 1
    18-20/x2: 2
    20/x4: 2
    19-20/x3: 3
    18-20/x3: 5
    18-20/x4: 8

    SPECIAL
    Thrown 10 ft: 1
    Thrown 20 ft: 2
    +2 to skill: 1
    +4 to skill: 2
    finesse: 1
    trip weapon: 1
    reach: 1
    reach+adjacent: 2
    set vs charge: 1
    monk weapon: 2
    double weapon: 2 (build each half separately)
    other specials: 1 or 2


    If anyone has suggestions for how machinist weapons could be made more interesting, please feel free to present them. The more specific and constructive the suggestion is, the more useful it would be to me.

    Edit 11-28-2012: The Crystalline Optics and Entropy Dynamo colleges are now up.
    Last edited by jiriku; 2012-11-28 at 08:35 PM.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    I love the flavor of the class and i eagerly await the alchemical discipline. I would love to combine this class with the Pathfinder Artificer when i get to play a gestalt game. However what exactly does Mad Science(Tools of the trade) do? I can't seem it in the class write-up.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Assurau View Post
    I love the flavor of the class and i eagerly await the alchemical discipline. I would love to combine this class with the Pathfinder Artificer when i get to play a gestalt game. However what exactly does Mad Science(Tools of the trade) do? I can't seem it in the class write-up.
    I think that was the original name for the Weapon focus and he forgot to change the table.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Good catch. It's corrected now. Experimental Alchemy should be up tomorrow night, U.S. time, with some supporting feats and gear to be delivered on the following day. Tonight is game night, so I'll be busy killing player characters in about an hour.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Bonus feats say at 8th and every 4 levels thereafter, but the table says 6th and every 4 thereafter.

    I am intrigued by this class's concepts and wish to see it in its final form. Sometimes simple is good (ie: taking the basic chassis of the existing Swordsage class rather than making a new one), and I approve of it.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Wonderful, and I've only read through the first little bit. Totally incorporating this into my game.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by jiriku View Post
    Below are the guidelines I use for weapon creation. They may shed light on my thought processes. I originally wrote these for use with melee weapons only, but have retrofitted them onto the hypersphere and tesseract by starting with the statistics for DMG firearms and working backwards.
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    Custom weapons typically receive 9 trait points, and may purchase traits from the following menus.

    TRAINING
    Exotic: 0
    Martial: 2
    Simple: 3

    DAMAGE DIE
    1 point: 0
    d4: 1
    d6: 2
    d8/2d4: 3
    d10: 4
    d12/2d6: 5
    2d8: 6

    EASE OF USE
    Two-handed: 0
    One-handed: 2
    Light: 3

    DAMAGE TYPE
    Piercing: 0
    Slashing: 1
    Bludgeoning: 1

    CRIT MULTIPLIER
    20/x2: 0
    20/x3: 1
    19-20/x2: 1
    18-20/x2: 2
    20/x4: 2
    19-20/x3: 3
    18-20/x3: 5
    18-20/x4: 8

    SPECIAL
    Thrown 10 ft: 1
    Thrown 20 ft: 2
    +2 to skill: 1
    +4 to skill: 2
    finesse: 1
    trip weapon: 1
    reach: 1
    reach+adjacent: 2
    set vs charge: 1
    monk weapon: 2
    double weapon: 2 (build each half separately)
    other specials: 1 or 2


    If anyone has suggestions for how machinist weapons could be made more interesting, please feel free to present them. The more specific and constructive the suggestion is, the more useful it would be to me.

    Edit 11-28-2012: The Crystalline Optics and Entropy Dynamo colleges are now up.
    So, you pay points to gain these features. If that is the case why are the lesser weapons(simple and light) the most expensive in these points? I think the idea of custom weapons is they take weapons or I guess magitech weapons and are able to add features not supplant them(damage/criticals).
    Last edited by Amnoriath; 2012-11-30 at 11:35 PM.

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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Amnoriath View Post
    So, you pay points to gain these features. If that is the case why are the lesser weapons(simple and light) the most expensive in these points?
    Because basically everyone can use simple weapons and light weapons can be used for finesse.
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    Default Re: [3.5] Machinist: I put some steampunk in your swordsage...

    Quote Originally Posted by Milo v3 View Post
    Because basically everyone can use simple weapons and light weapons can be used for finesse.
    So, simple weapons are also usually inferior and light weapons can't power attack. Also they are rather easy ones to get around. It is rather simple why should a spiked chain have more points to work with than a club?

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