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  1. - Top - End - #1
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Operator, Tech-based "Casting" Class. Non-Vancian

    One of the greatest disappointments that I face in D&D3.5 and Pathfinder is the decided lack of a classes that really focus on making technology more distinct from other "casting classes".

    By this I mean, instead of summoning a ray gun that you can shoot, such classes tend to instead replicate the effects of Scorching Ray , right down to the fact that it pings spell-resistance, , and follows a "Spell-levels" Vancian model of advancement.

    While I understand the cost and effort involved into making a new, perhaps experimental and dangerous to implement subsystem. I find it a little bit of a disservice to find that more often than not, engineers are just re-skinned wizards or magi with slightly different class features. Granted, it's kinda of understandable why they don't make rapid departures from what tabletopgamers in 3.5/PF are used to. That said, if I wanted to play a character who uses advanced technology, I don't want to play a wizard who uses a wand as a raygun.

    So with these things and mind, how do you guys feel about about a class that gives you a Mass Effect style omnitool?

    Build and assemble gadgets, worry about battery life, and no "recharging" just by going to bed.

    Operator

    The operator is a class focused on the acquisition and use of advanced technology. To this end, operators use a specialized holographic tool armed with advanced fabrication abilities. Alternatively, it can use it’s tool’s innate computing power to better combat foes.

    Even in campaigns that lack much in the way advanced technology outside of his Digitool, an operator is able to create technological equipment right on the spot, but most of the time, such things have a temporary life span. Once the operator no longer needs such things, more often than not the operator simply dismantles his own devices to be reassembled the next time he needs them.

    Role: The Operator is primarily a support focused class in that it often stays in the back while t focuses on tackling foes at range either through the use of explosives, ray-guns, and more.

    Alignment: Any

    Hit Die: d8

    Starting Gold: “As cleric”

    Class Skills
    The Operator's class skills (and the key ability for each skill) are Appraise (INT), Climb (STR), (INT) Craft (INT), Computing* (INT) Disable Device (DEX) Escape Artist (DEX) Fly (DEX), Heal (WIS), Knowledge (Engineering) (INT), Knowledge (Local) (INT) Linguistics (INT), Perception (WIS), Profession (WIS), Stealth (DEX)

    * New skill to be defined at a later date.
    Skill Ranks per Level: (4 + Int modifier)


    Operator
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +0
    Acquire Digitool, Processes
    2nd
    +1
    +0
    +3
    +0
    Technological Trapfinder
    3rd
    +2
    +1
    +3
    +1
    Personal Digitool
    4th
    +3
    +1
    +4
    +1
    Enhanced Fabrication +1
    5th
    +3
    +1
    +4
    +1
    6th
    +4
    +2
    +5
    +2
    7th
    +5
    +2
    +5
    +2
    Enhanced Fabrication +2
    8th
    +6/+1
    +2
    +6
    +2
    9th
    +6/+1
    +3
    +6
    +3
    10th
    +7/+2
    +3
    +7
    +3
    Enhanced Fabrication +3
    11th
    +8/+3
    +3
    +7
    +3
    12th
    +9/+4
    +4
    +8
    +4
    13th
    +10/+5
    +4
    +8
    +4
    Enhanced Fabrication +4
    14th
    +11/+6/+1
    +4
    +9
    +4
    15th
    +11/+6/+1
    +5
    +9
    +5
    16th
    +12/+7/+2
    +5
    +10
    +5
    Enhanced Fabrication +5
    17th
    +12/+7/+2
    +5
    +10
    +5
    18th
    +13/+8/+3
    +6
    +11
    +6
    19th
    +14/+9/+4
    +6
    +11
    +6
    20th
    +15/+10/+5
    +6
    +12
    +6

    Class Features
    All of the following are class features of the Operator.

    Weapon and Armor Proficiencies:
    Operators are proficient with all simple weapons, firearms and all technological weapons, including energy weapons. Operators are not proficient in any normal armor except light armor, but are proficient in technological light and medium armor and shields but not tower shields. An Operator is always proficient in any constructs created by a Digitool.


    Spoiler: Technological Abilities
    Show
    Technological abilities (Te) are a new type of ability derived from the interaction of technology as opposed to magic.

    Technological abilities provoke attacks of opportunity, but are not affected by spell resistance. They are nonmagical and thus do not interact with spells such as Detect magic or Antimagic Field, but are affected by spells such as Antitech Field.

    Technological abilities may be used to emulate effects normally achieved through magic. Despite this, they are still technological abilities.



    Acquire Digi-Tool: Upon taking their first level, Operators receive a powerful tool capable of performing numerous functions, all through powerful computational uses and matter assembly techniques called a Digitool.

    In order to employ a Digitool, an Operator must wear it as either a ring, amulet, or bracer, taking up that slot and thus disallowing a magic item to be equipped there.

    Without a Digi-Tool, an Operator cannot access many of his class features and be completely unable to use Processes. Class features that will be disabled are marked with an asterisk.

    If an Operator loses his Digitool, he may use another one, bought either after or before the fact he lost his old one. In the case of replacing a Digitool, the Operator loses access to any Processes that were stored in his previous one if he does not have backup copies of his lost Processes.

    Digitools may be "upgraded" as though they were masterwork items and their owner possessed the needed magic item crafting feats and requisite spells. He uses his User level as his caster level and uses Computing instead of Spellcraft. Such devices are still technological and thus not magical.


    Starting Digitools have the following statistics: 10 Max Mass, 20 Max Charges/Recharge 1/hour. Computational Power 2. Library 20. Hotbar 5.

    Spoiler: Break down on what these mean
    Show

    Mass is the amount of anomalous, undefined matter that can be held in a Digitool at any one time. It is used whenever something needs to be fabricated, such as replacement parts, materials for fabricated weapons, and other things. Mass is gained through the use of the Reclamation Process and does not passively accumulate and reas Charges do. Mass may be permanently lost when using certain Processes, but in general, Mass can be reclaimed once the Process that requires it no longer needs it, such processes possess the “Salvagable” descriptor.
    Charges is the amount of energy within the Digitool that allows it to activate Processes. Charges within the Digitool are exactly the same charges that other technological devices operate on, to the point a Digitool may restore its Charges by draining a battery like other technological devices. However, Charges within the Digitool may only ever be used on Processes or equipment that are created by the Digitool and some Processes do not need Charges. The Recharge statistic is the rate at which Charges regenerate due to simple exposure to static and kinetic energy and the user’s own bio energy field.
    Library is the total capacity of the Digitool. Unless otherwise stated, a Process only uses up 1 space in the Digitool’s Library, similar to how Spells take up space in a Wizard’s spell book.
    Hotbar is a short list of Processes from the Digitool’s Library that are made easier to access than the others. The owner of the Digitool may designate up the the Hotbar’s number in Processes and active those Processes as a Standard Action. Otherwise, it takes a full-round action to activate a Process.
    Computational Power is the total capacity of Processes that can at a single time. All Processes take up Computational Power, even instantaneous Processes. Processes that have a duration greater than instantaneous have their Computational Power requirements count against the Digitool’s, potentially preventing another process to start.


    Processes (Te)*: Processes are the primary tools of the Operator, allowing them to bring technological might against his foes. Processes can do quite a lot, from creating tools, weapons, and armor from hardlight.

    Processes are all activated as a Standard action when used from the Digitool’s Hotbar, but take a full-round action to activate a Process not on the Hotbar, as the Operator has to dig through menus and wait for the Digitool’s screen to to respond to him.

    In order for a Process to be activated, a Digitool must provide the adequate resources; Charges, Mass, and Computational Power. If any one of these things is not been met, the Process may not be activated.

    Once a Process has been activated it remain active until dismissed as a Standard action, taking up Computational Power so long as it runs. In the case of Processes that posses an “instantaneous” duration, the Computational Power they take up is refunded on the operator’s next turn. Operators may dismiss up to their Intellegience Modifier in Processes as a Full-Round action.


    The saving throw of an operator’s Process is equal to 10 + ½ his User level + his intelligence modifier.

    Operators begin play with 3 Processes of their choice, plus the Liquidate and Fabricate Basic Tools Processes. Operators do not automatically add new Processes at every level and must instead acquire new ones through purchase.

    Technological Trapfinder: At 2nd level, Operators get Technologist as a bonus feat, allowing them to disarm technological traps properly. They also add half their class level as a bonus to perception checks to find traps and disable device checks. This ability does not allow the Operator to disarm magical traps.

    Personal Digitool (Te): At 3rd level, an operator’s fascination with technology grows to the point that it makes him focus on modifying a single Digitool above its factory specs. Digitools gain the listed benefits for what level they are in and such benefits do not stack with that of prior levels. In the case of percentage increases, round down in the case of decimals.



    An operator may only have a single Digitool modified in this way. If an operator decides to replace or loses his he older Digitool gradually loses the benefits of this effect over the peroid of a week.


    Level Mass Charges Computational Power Libary Hotbar
    1st +5% +10% +15% +5% +0
    2nd +10% +20% +30% +10% +1
    3rd +15% +30% +45% +15% +1
    4th +20% +40% +60% +20% +2
    5th +25% +50% +75% +25% +2
    6th +30% +60% +90% +30% +2
    7th +35% +70% +105% +35% +2
    8th +40% +80% +120% +40% +3
    9th +45% +90% +135% +45% +3
    10th +50% +100% +150% +50% +3
    11th +55% +110% +165% +55% +3
    12th +60% +120% +180% +60% +4
    13th +65% +130% +195% +65% +4
    14th +70% +140% +210% +70% +4
    15th +75% +150% +225% +75% +4
    16th +80% +160% +240% +80% +5
    17th +85% +170% +255% +85% +5
    18th +90% +180% +270% +90% +5
    19th +95% +190% +285% +95% +5
    20th +100% +200% +300% +100% +6



    Enhanced Fabrication (Te)*: Starting at 4th level and every 3 levels thereafter, temporary fabricated weapons and armor created by the Operator’s Personal Digitool are treated as though they possess an +1 “enhancement”, granting a bonus to attack and damage rolls for weapons and to armor class for armor and shields, up to a maximum of +5 enhancement at level 16.
    This bonus is nonmagical and thus not suppressed in an antimagic field. It also applies to weapons that normally are not considered "enhance-able" such as grenades or bombs.

    At 4th level, fabricated weapons are treated as magical (despite not being magical) for the purposes of bypassing damage reduction.
    At 10th level, fabricated weapons are now also treated as silver and cold iron for the purposes of bypassing damage reduction.
    At 13th level, fabricated weapons also count as adamantine for the purposes of bypassing damage reduction.
    At 16th level, fabricated weapons are treated as bypassing alignment based damage reduction.
    Last edited by Almarck; 2015-01-06 at 12:44 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
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  2. - Top - End - #2
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Category: All processes belong to a Category, describing the general function and sophistication of Processes involved. Barring any Processes that in a LVL 1 Category, an Operator needs Permission of the appropriate type to begin using LVL 2 or higher Categories.
    Descriptors: The basic idea of the form and function of the Process itself. The descriptors below are some of the Process specific descriptors.
    • Fabrication - The Process involves the creation of an item or items by the digitool. Note that the statistics for a given item made through fabrication are based on Medium size. Items created through fabrication are always sized appropriately for their creators, adjust statistics as appropriate for larger or smaller Operators.
    • Software - The Process does not involve typically physical components, and focuses on simple running a program.
    • Salvageable - The Process refunds the mass used to start the process in the first place when it is dismissed, but not other uses of Mass that involve the item created by the Digitool, such as using the fabricator to create ammunition for a gun created via the Digitool.

    Other descriptors such as “Cold”, “Fire”, or “Armor” also exist.
    Mass: Amount of mass used in activating the Process, displayed as a number. Numbers in Parenthesis apply when using the Process more than once, such as when using a projectile weapon.
    Charges: Amount of charges used in activating the Process, displayed as a number. Numbers in Parenthesis apply when using the Process more than once, such as when using such as when using an energy weapon.
    Computing: Amount of Computing used in the process. So long as the Process remains in effect, this number counts against the Digitool’s Computing power.

    Range: How far a Process can be created from the User. Follows the same range conventions as spells; “persona”, “touch”, “close”, ect.
    Target: the target or recipient of the Process’s effects. In the case of fabrications, typically, the target is the user as the item in question appears on his person.
    Duration: The amount of time a Process lasts. Unlike spells, Processes do not derive their duration from their caster’s level and instead end or last based on the following perameters.
    • Until canceled: The Process lasts indefinitely so long as the User does not cancel it (as a standard action) or it is forcibly canceled such as by interference of other Processes or a successful saving throw.
    • Equipped: The Process lasts so long as the owner does not let go or unequip the item generated by a process. A subset of “Until Canceled” that is specific of Fabrication Processes. When Equipped Processes end, typically the item generated by such a process either crumbles to dust or in the case of Salvageble Process, is automatically salvaged. This includes effects such as disarming. Equipped items also have a special requirement in that they require a place to be put into (listed in their description). If there is no availible space, the fabrication automatically breaks down upon completetion..
    • Instantaneous: The Process is meant to quickly do something and once it is done the Process is automatically canceled. The results and effects of an Instantaneous process are lasting.

    Saving Throw: Some hostile processes require a saving throw to resist. The rules for this are otherwise the same as spells.


    Variants: Some Processes have alternate versions that aside from a few details are more or less the same, such as Fabricating a Laser Pistol over an Arc Pistol. In this situation, one the variants, typically the most common in use, is selected to act as the first example and the others are added after the fact, listing how they differ from the primary. Unless it is stated, assume there are no differences between one Process or another.

    You do not need to have the first process to use its variants, likewise, having a variant does not mean you may use the process it is derived from or is similar to it. Processes and its variants are all effectively separate processes, taking up their own Library and Hotbar slots; they merely share traits in several common. .Processes with Variants are marked with an asterisk.




    Example Processes.


    Liquidate
    Category: Universal
    Descriptors: Software.

    Mass: 0
    Charges: 1 (1)
    Computing: 1

    Range: touch
    Target: A specially prepared block of metal weighing at least 1 lb.
    Duration: until canceled, up to 10 minutes per lb; see text.
    Saving Throw: none

    By targeting a specifically prepared block of metal, dubbed a fabrication block, the Operator may choose to dissolve and liquidate the block of metal in order to refill the Digitool’s Mass reserves.

    For every pound of weight the fabrication block possesses, the Operator must pay an additional 1 charge and increase the amount of time it takes for Liquidation to complete by 10 minutes. After the duration has elapsed, the Operator’s Digitool receives the process Mass and may use it for any fabrications.

    A Digitool may only run one instance of Liquidate at a time. If Liquidation is forcibly canceled, all of the Mass is lost.


    Spoiler
    Show
    A couple of these items are directly taken from the PFSRD and are only reprinted for convenience sake and as a way for readers to look and compare various options side by side. The only reason traditional weapons were not given was because of the sheer number of them.

    Still, there’s plenty of unique items around, such as the assault rifle, my take on a transitional phase between automatic rifles and LMGs.





    Spoiler: Weapon Processes
    Show

    Weapon processes typically need a free hand to use and are almost always salvageable.



    Fabricate Revolver
    Category: Weapon LVL 1
    Descriptors: Fabricate. Weapon. Ballistics. Salvageable.

    Mass: 2 (1)
    Charges: 2
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (1 hand)
    Saving Throw: none

    You create a one handed pistol weapon with the following statistics:
    1d8 bludgeoning or piercing damage. Critical x4. Range 20 feet. Misfire 1. Capacity 6.

    The weapon comes with 6 bullets when first fabricated. You may spend 1 additional mass to reload all 6 shots by spending a move action.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus.

    Fabricate Rifle
    Category: Weapon LVL 1
    Descriptors: Fabricate. Weapon. Ballistics. Salvageable.

    Mass: 4(1)
    Charges: 2
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (2 hands)
    Saving Throw: none

    You create a two handed rifle weapon with the following statistics:
    1d10 bludgeoning or piercing damage. Critical x4. Range 80 feet. Misfire 1. Capacity 5.

    The weapon comes with 5 bullets when first fabricated. You may spend 1 additional mass to reload all 5 shots by spending a move action.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus.


    Variants:

    Shotgun:
    Category: Weapon LVL 2
    Mass: 4 (1)
    1d8 bludgeoning or piercing damage. Critical x2. Range 20 feet. Misfire 1-2. Capacity 4. Scatter. May instead fire slugs for a Range increments of 30 feet.

    Reloading to full capacity requires 1 Mass for 4 rounds.


    Automatic Rifle:
    Category: Weapon LVL 2
    Mass: 4 (1)
    Charges: 2
    Computing: 2
    2d6 bludgeoning or piercing damage. Critical x4. Range 80 feet. Misfire 1. Capacity 20. Automatic

    Reloading to full capacity requires 1 Mass for 20 rounds.


    Light Machine Gun:
    Category: Weapon LVL 2
    Mass: 5 (2)
    Charges: 3
    Computing: 2
    2d6 bludgeoning or piercing damage. Critical x4. Range 100 feet. Misfire 1-2. Capacity 40. Automatic only.

    Reloading to full capacity requires 2 Mass for 40 rounds.

    Machine Gun:
    Category: Weapon LVL 3
    Mass: 6(4)
    Charges: 3
    Computing: 2
    2d8 bludgeoning or piercing damage. Critical x4. Range 120 feet. Misfire 1-2. Capacity 250. Automatic only. And without bracing or mounting in place, the weapon knocks the user prone when attacking, on top of penalizing attack rolls by -4.

    Reloading to full capacity (250) takes significantly more Mass than a rifle.

    Rail Gun:
    Category: Weapon LVL 4
    Mass: 5
    Charges: 4 (1)
    Computing: 3
    3d10 bludgeoning or piercing damage. Critical x4. Range 200 feet. Usage: 1 Charge, Slow-firing, Touch, Ignores up to 10 Hardness or Damage Reduction from targets.Completely penatrates creatures with no hardness.

    When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack's damage fails to penetrate any target's hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.



    Fabricate Laser Pistol
    Category: Weapon LVL 2
    Descriptors: Fabrication. Weapon. Fire. Salvageable.

    Mass: 3
    Charges: 3 (1)
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (1 hand)
    Saving Throw: none

    You create a one handed pistol weapon with the following statistics:
    1d8 fire damage. Critical x2. Range 50 feet. Useage: 1 Charge. Semi-automatic, Touch, ignores force effects, passes through and damages glass.

    The weapon does not come with any innate Charges when first fabricated, nor does it need reloading. It drains Charges from your Digitool whenever it makes its attack.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus.

    Variants:
    Zero Pistol:
    Descriptors: Fabrication. Weapon. Cold. Salvageable.
    1d8 cold damage. Critical x2. Range 50 feet. Useage: 1 Charge. Semi-automatic, Touch.
    Targets must take a Fortitude Save or be Staggered for 1d4 rounds.

    Arc Pistol:
    Descriptors: Fabrication. Weapon. Electric. Salvageable.
    1d8 electricity damage. Critical x2. Range 50 feet. Useage: 1 Charge. Semi-automatic, Touch. +2 circumstance bonus against metal clad targets.

    Sonic Pistol:
    Category: Weapon LVL 3
    Descriptors: Fabrication. Weapon. Sonic. Salvageable.
    1d8 fire damage. Critical x2. Range 50 feet. Useage: 1 Charge. Semi-automatic, Touch.
    Targets must take a Fortitude Save or be permanently deafened.

    Gravity Pistol:
    Category: Weapon LVL 3
    Descriptors: Fabrication. Weapon. Force. Salvageable.
    1d8 force damage. Critical x2. Range 50 feet. Useage: 1 Charge. Semi-automatic, Touch.
    Instead of firing a destructive energy attack, it move objects in a manner similar to a (non-violent) telekinesis spell upon objects weighing 225 pounds 20 feet per round. A creature may be targeted, but is allowed to take a reflex save to resist.If used to perform a combat maneuver, the beam uses the wielder's CMB, but uses her Intelligence modifier in place of her Strength or Dexterity modifier.

    Stun Gun:
    Category: Weapon LVL 1
    Descriptors: Fabrication. Weapon. Non-Lethal. Salvageable.
    1d8 nonlethal damage. Critical x2. Range 20 feet. Useage: 1 Charge. Semi-automatic, Touch.
    Deals nonlethal damage on a critical hit, and instead of dealing damage may attempt a trip combat maneuver (at a +10 bonus), without provoking attacks of oppurtunity.

    Death Ray:
    Category: Weapon LVL 4
    Descriptors: Fabrication. Weapon. Death. Salvageable.

    Mass: 3 (3)
    Charges: 3 (5)
    Computing: 3
    Range 200 feet. slow-firing, Touch.
    Target must succeed on a fortitude save or take 100 damage. Target takes 1d6 damage + an additional 1d6 damage for every 2 User levels above 1st. on a successful saving throw.

    Foes slain by a death ray are dissolved and eaten apart by nanites. Magic items are unharmed.

    Create Laser Rifle
    Category: Weapon LVL 2
    Descriptors: Fabrication. Weapon. Fire. Salvageable.

    Mass: 5
    Charges: 3 (1)
    Computing: 2

    Range: personal
    Target: self
    Duration: Equipped (2 hands)
    Saving Throw: none

    You create a two handed rifle weapon with the following statistics:
    2d6 fire damage. Critical x2. Range 150 feet. Useage: 1 Charge. Automatic, Touch, ignores force effects, passes through and damages glass.

    The weapon does not come with any innate Charges when first fabricated, nor does it need reloading. It drains Charges from your Digitool whenever it makes its attack.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus.

    Variants:
    Zero Rifle:
    Descriptors: Fabrication. Weapon. Cold. Salvageable.
    2d6 cold damage. Critical x2. Range 150 feet. Useage: 1 Charge. Automatic, Touch.
    Targets must take a Fortitude Save or be Staggered for 1d4 rounds.


    Arc Rifle:
    Descriptors: Fabrication. Weapon. Electric. Salvageable.
    2d6 electricity damage. Critical x2. Range 150 feet. Useage: 1 Charge. Automatic, Touch. +2 circumstance bonus against metal clad targets.

    Sonic Rifle:
    Category: Weapon LVL 3
    Descriptors: Fabrication. Weapon. Sonic. Salvageable.
    2d6 sonic damage. Critical x2. Range 150 feet. Useage: 1 Charge. Automatic, Touch.
    Targets must take a Fortitude Save or be permanently deafened.

    Gravity Rifle:
    Category: Weapon LVL 3
    Descriptors: Fabrication. Weapon. Force. Salvageable.
    2d6 force damage. Critical x2. Range 150 feet. Useage: 1 Charge. Automatic, Touch.
    Instead of firing a destructive energy attack, it move objects in a manner similar to a (non-violent) telekinesis spell upon objects weighing 350 pounds 20 feet per round. A creature may be targeted, but is allowed to take a reflex save to resist.If used to perform a combat maneuver, the beam uses the wielder's CMB, but uses her Intelligence modifier in place of her Strength or Dexterity modifier with a +4 circumstance bonus.

    Plasmathrower:
    Category: Weapon LVL 3
    Descriptors: Fabrication. Weapon. Electric. Salvageable.

    Mass: 6
    Charges: 5 (10)
    Computing: 4
    4d6 fire and electricity damage. Critical 19-20/x2. Range 60 feet. Useage: 2 Charges. automatic or slow-firing, scatter, touch

    This weapon has two firing modes: slow-firing and automatic. When used on the slow-firing setting, the weapon fires a scattering shot with no range increment; on the automatic setting, it fires individual bursts of plasma that can reach up to 3 range increments. Half the damage dealt by a plasmathrower is fire damage and the other half is electricity damage.

    [BVortex Gun:[/b]
    Category: Weapon LVL 4
    Descriptors: Fabrication. Weapon. Force. Salvageable.

    Mass: 6
    Charges: 5 (10)
    Computing: 4
    10d6 force damage. Critical x2. Range 100 feet cone. Useage: 10 Charges. Slow-firing,Touch. scatter. Causes nausea on living creatures on a failed Fortitude save.
    A critical hit critical hit allows the user make a trip combat manuver that does not provoke attacks of opportunity with a +15 bonus to CMB. Flying creatures are treated as though struck by hurricane force winds.

    A creature protected by a force field takes no damage from a vortex gun but must succeed at a DC 18 Reflex save or the shot automatically depletes all of the force field's remaining hit points..

    X-Laser:
    Category: Weapon LVL 4
    Descriptors: Fabrication. Weapon. Fire. Salvageable.

    Mass: 5
    Charges: 5 (5)
    Computing: 4
    5d6 fire damage. Critical x2. Range 200 feet. Useage: 1 Charge. Touch
    When making an attack with an x-laser, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. The beam is stopped if it cannot penetrate the hardness, fire resistance, or fire immunity of a barrier or creature. This weapon damages all targets with an AC equal to or lower than the attack roll.



    Fabricate Fragmentation Grenade
    Category: Weapon LVL 1
    Descriptors: Fabricate. Explosive

    Mass: 1
    Charges: 2
    Computing: 1

    Range: personal
    Target: self
    Duration: instantaneous
    Saving Throw: Reflex half see below

    You create a simple grenade that when thrown deals 1d6 slashing damage, plus an additional +1d6 damage for every 2 User levels above 1st the User possesses to all creatures within 20 feet of the target. All creatures within this radius may take a reflex save for half damage.

    This item is thrown as a splash weapon ranged touch attack. A miss scatters the grenade to a different square.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus. The grenade is automatically primed when it is thrown and explodes on your next turn.

    Grenades have a range of 30 feet.

    Variants
    Arc Grenade:
    Category: Weapon LVL 2
    As fragmentation grenade, except it deals electricity damage.

    Bang Grenade:
    Category: Weapon LVL 1
    Deals no damage, but staggers creatures for 1 round and defeans them for 1d4 rounds (Fortitude negates)

    Bio Grenade:
    Category: Weapon LVL 3
    Deals no damage, but Infects creatures who fail a DC 15 Fortitude save with bubonic plague (no onset).

    Concussion Grenade:
    Category: Weapon LVL 1
    As fragmentation grenade, except it deals bludgeoning damage.

    EMP Grenade:
    Category: Weapon LVL 1
    As fragmentation grenade, except it deals electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.

    Flash Grenade:
    Category: Weapon LVL 1
    Deals no damage, but blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).

    Flechette Grenade:
    Category: Weapon LVL 1
    As fragmentation grenade, except it deals piercing damage.

    Gravity Grenade:
    Category: Weapon LVL 3
    As fragmentation grenade, except it deals force damage. Creatures damaged by a gravity grenade are automatically subjected to a trip attack (grenade's CMB = +15).

    Inferno Grenade:
    Category: Weapon LVL 2
    As fragmentation grenade, except it deals fire damage.

    Plasma Grenade:
    Category: Weapon LVL 3
    Mass: 3
    Charges: 4
    Computing: 2

    As fragmentation grenade, except it deals 1d4 fire damage plus an additional +1d4 damage for every 2 User levels above 1st the User possesses and 1d4 electricity damage plus an additional +1d4 damage for every 2 User levels above 1st the User possesses.

    Soft Grenade:
    Category: Weapon LVL 1
    As fragmentation grenade, except it deals nonlethal damage.

    Sonic Grenade:
    Category: Weapon LVL 3
    As fragmentation grenade, except it deals sonic damage.

    Zero Grenade:
    Category: Weapon LVL 3
    As fragmentation grenade, except it deals cold damage.




    Fabricate Traditional Close Combat Weapons
    Category: Weapon LVL 1
    Descriptors: Fabrication. Weapon. Traditional. Salvageable.

    Mass: 1, 2, or 4
    Charges: 1
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (1 hand or 2 hands)
    Saving Throw: none

    You may create a masterwork weapon selected from the list below, the selection of which determines the cost of Mass used in fabrication.

    Light: Costs 1 Mass
    Axe, boarding
    Axe, throwing
    Dagger
    Gladius
    Handaxe
    Hammer, light
    Sap
    Sword, short

    One Handed: Costs 2 Mass
    Battleaxe
    Flail
    Longsword
    Shortspear
    Trident
    Warhammer

    Two Handed: Costs 4 Mass
    Falchion
    Glaive
    Greataxe
    Greatclub
    Greatsword
    Lance
    Quarterstaff
    Scythe

    The fabricated weapon is in all ways normal for its type except that it is masterwork and may be modified by class features upon fabrication.

    If a weapon is thrown as a weapon, the weapon only crumbles to dust after the attack is landed. A weapon used in this manner is not automatically salvaged.

    When this weapon is first fabricated, as part of the same action, you may make 1 attack at your highest base attack bonus.

    This Process is quite flexible and easy to use does not require the Operator to purchase multiple instances of this Process in order to select any weapon provide; however, when using this Process from the Hotbar, the weapon choice must be provided before hand.



    Variants
    Traditional Ranged Weapons:
    Mass: 1, 2, or 4 (1)
    You may create a masterwork weapon selected from the list below, following the same rules as Traditional Close Combat Weapons.

    Every weapon does not come with any munitions when fabricated, but 1 Mass provides munitions for 20 shots in a “quiver” or other storage device that the user designates. Munitions are persistent and are not salvaged with the rest of the fabrication.

    Costs 1 Mass
    Blowpipe
    Crossbow, Hand
    Chakram

    Costs 2 Mass
    Crossbow, Light
    Shortbow, Composite (Adaptive)

    Costs 4 Mass
    Crossbow, Heavy
    Longbow, Composite (Adaptive)



    Traditional Exotic Weapon:
    Category: Weapon LVL 2
    You may create a masterwork exotic weapon, the specifics of which are determined upon acquiring this Processes.

    Unlike other Processes of this type, this process does not allow you access a wide variety of weapons and only quantifies a single exotic weapon, such as a katana or dire-flail. Chainsaws are also options under this Process, in which case, they do not need energy to run every hour (the weapon will likely fall apart before then anyways)

    Fire Energy Weapons:
    Category: Weapon LVL 3

    Mass: 1
    Charges: 1, 2, or 4 (1)
    Computing: 2
    Requires Traditional Close Combat Weapons, Traditional Ranged Weapons, or Traditional Exotic Weapon installed in the Digitool to function.

    When, this Process is activated, you may create a weapon selected from the options provided from the Processes listed above. However, instead of its usual costs and rules, this weapon costs 1 Mass, and the Mass the weapon would have normally costs is paid in charges instead (such as a longsword using up 2 charges). Munitions for ranged weapons do not need to be provided; they are automatically created and reloaded.

    The weapon deals fire damage instead of its usual damage types and it drains 1 charge per round regardless of where it is used to make make an attack or not. (The first round the weapon is fabricated does not drain 1 charge)

    Otherwise, this Process follows all of the same rules as Close Combat Weapons and Traditional Ranged Weapons (such as predetermining the weapon beforehand when using this Process from the Hotbar).

    Cold Energy Weapons:
    Category: Weapon LVL 3

    Mass: 1
    Charges: 1, 2, or 4 (1)
    Computing: 2
    As Fire Energy Weapons, except it deals cold damage.

    Electric Energy Weapons:
    Category: Weapon LVL 3

    Mass: 1
    Charges: 1, 2, or 4 (1)
    Computing: 2
    As Fire Energy Weapons, except it deals electricity damage.

    Sonic Energy Weapons:
    Category: Weapon LVL 4

    Mass: 1
    Charges: 1, 2, or 4 (1)
    Computing: 2
    As Fire Energy Weapons, except it deals sonic damage.

    Force Energy Weapons:
    Category: Weapon LVL 4

    Mass: 1
    Charges: 1, 2, or 4 (1)
    Computing: 2
    As Fire Energy Weapons, except it deals force damage.



    Spoiler: Defense Processes
    Show

    Defense processes exist to aid the user.

    Many Defense Processes act by creating physical armor on the wearer. This action is wasted and ends in a failure if the Operator already possesses a suit of body armor.

    While the amount of processes in the basic Defense list is lackluster, many Complex Processes require an understanding of Defense to enable use.

    Hard Light Shield
    Category:Defense LVL 1
    Descriptors: Fabricate. Shield. Defense. Salvageable.

    Mass: 1
    Charges: 2 (1)
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (1 hand)
    Saving Throw: none

    You command your digitool to create a holographic shield with the following statistics:
    +2 Shield Bonus. No Max Dexterity Cap, 0 Armor Check Penalty, and 9% Arcane Spell Failure Chance.

    The shield bonus counts as a force effect and applies to the wielder's touch AC against beam and ray attacks (but not other touch attacks). As a transparent force effect, a hard light shield provides no bonus against lasers.

    For every minute beyond the first, the Hard Light Shield drains 1 charge.
    The Shield may be suppressed (as a move action) without salvaging it, but deactivating it causes all of its benefits to be suspended.

    Activating it again costs 1 charge as a move action.

    Fabricate Body Armor
    Category:Defense LVL 1
    Descriptors: Fabricate. Defense. Armor Salvageable.

    Mass: 3
    Charges: 2
    Computing: 1

    Range: personal
    Target: self
    Duration: Equipped (Armor)
    Saving Throw: none

    You create a suit of nonmetallic armor with either the following statistics:

    +3 Armor Bonus. 6 Maximum Dexterity Bonus. -1 Armor Check Penalty. 20% Arcane Spell Failure Chance.

    +6 Armor Bonus. 3 Maximum Dexterity Bonus. -4 Armor Check Penalty. 25% Arcane Spell Failure Chance. Slowed as if by medium armor.

    Variants:
    Heavy Body Armor:
    Category: Defense LVL 2

    Mass: 6
    Charges: 4
    Computing: 3
    You create a suit of nonmetallic armor with either the following statistics:

    +9 Armor Bonus. 1 Maximum Dexterity Bonus. -6 Armor Check Penalty. 35% Arcane Spell Failure Chance. Slowed as if by heavy armor.


    Scatterlight Suit (Brown):

    Mass: 4
    Charges: 2 (1)
    Computing: 1
    You create a suit of reflective metallic armor with either the following statistics:

    +1(+1) Armor Bonus. 8 Maximum Dexterity Bonus. -1 Armor Check Penalty. 5% Arcane Spell Failure Chance.

    Scatterlight Suits have a secondary Armor bonus (the number listed in the parenthesis) that applies only when the wearer is being attacked by beam weapons or rays. Unlike other Armor bonuses, this secondary armor bonus against ranged touch attacks such as the aforementioned rays and beam weapons.


    The Scatterlight suits drain 1 charge per hour they remain worn.

    Scatterlight Suit (White):
    Category: Defense LVL 2

    Mass: 4
    Charges: 2 (1)
    Computing: 1

    As Scatterlight Suit (Brown), except the Armor bonus is +1(+3)


    Scatterlight Suit (Red):
    Category: D
    efense LVL 3

    Mass: 4
    Charges: 2 (1)
    Computing: 1

    As Scatterlight Suit (Brown), except the Armor bonus is +1(+3)


    Scatterlight Suit (Prismatic):
    Category: Defense LVL 4

    Mass: 4
    Charges: 2 (1)
    Computing: 1

    As Scatterlight Suit (Brown), except the Armor bonus is +1(+3)






    Spoiler: Nano Processes
    Show

    Nano-Processes are the power to interact with the world via the use of Nano machines, tiny robots that exist temporarily, but act in accordance with the Operator’s Will. Typically, Nano Processes are partially computerized, partially fabrication.


    Nano-Repair, Basic
    Category: Nano LVL 1
    Descriptors: Nano. Biological.

    Mass: 1
    Charges: 2
    Computing: 1

    Range: Close range
    Target: a creature.
    Duration: instantaneous
    Saving Throw: none
    You fire off a guided beam at a creature to deliver short lived nanomachines to mend its wounds, you may restore 1d8+ your User Level (Maximum +5) hit points to a living creature or construct.

    Variants:
    Nano-Repair:
    Category: Nano LVL 2

    Mass: 2
    Charges: 4
    Computing: 2
    As Nano-Repair, Basic, except healing 2d8 + your User Level (Maximum +10)
    Or you may attempt to clear the subject of disease and poison as if using Remove Disease and Remove Poison.

    You may only use the healing function when using this program from the Hotbar.

    Nano-Repair, Advanced:
    Category: Nano LVL 3

    Mass: 3
    Charges: 6
    Computing: 3
    As Nano-Repair, Basic, except healing 3d8 + your User Level (Maximum +15)
    Or you may attempt to restore a weaker character to full working condition, by removing ability drain, ability damage, fatigue, exhaustion, and negative levels, as if using Restoration.

    You may only use the healing function when using this program from the Hotbar.


    Nano-Repair, Complex:
    Category: Nano LVL 4

    Mass: 4
    Charges: 8
    Computing: 4
    Allows regeneration of lost and broken limbs. Also cures 4d8 points of damage + 1 point per User level and rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken.


    Dismantle
    Category: Weapons LVL 3, Nano LVL 3
    Descriptors: Nano.

    Mass: 3
    Charges: 10
    Computing: 3

    Range: Medium range
    Target: 1 other creature
    Duration: instantaneous.
    Saving Throw: Fortitude half

    You fire off a destructive beam from your digitool to attempt to unravel a nearby creature into its component atoms. The subject takes 8 points of damage per User level, a successful Fortitude save halves the damage dealt.









    Spoiler: Computer Processes
    Show

    Send Message
    Category: Computers LVL 1
    Descriptors: Software.

    Mass: 0
    Charges: 0
    Computing: 1

    Range: Long range
    Target: 1 other Digitool.
    Duration: instantaneous or until canceled; see text.
    Saving Throw: none

    You may send a simple message consisting of no more than 10 words to a recipient. If you wish to spend longer writing the message, you may write 20 additional words for every full-round action spent writing the message.



    Bioscan
    Category: Computers LVL 2
    Descriptors: Software.

    Mass: 0
    Charges: 0
    Computing: 1

    Range: 30 feet around the user.
    Area: Cone-shaped
    Duration: until canceled
    Saving Throw: none
    You may use your advanced computerized software to help you determine the exact state of being for nearby creatures in sight.

    This Process functions as Deathwatch, except that the Operator need not focus on the maintaining the effect.

    Last edited by Almarck; 2015-01-13 at 01:17 AM.
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    Kobold

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Reserved for more Processes
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Reserving this
    Last edited by Almarck; 2015-01-06 at 01:38 PM.
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    Kobold

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    I have yet to actually develop the "list of Processes" or even the progression method that they will be considering that operators would need to buy their Programs or some other method.

    My goal is that for Processes, that things will act like you're building a raygun instead of using scorching ray . Have it be treated as a weapon, all that jazz. Let it drain Charges every time it's fired.

    You do not cast fireballs, you fabricate grenades and throw them, consuming Mass in the process, one of your few "perishable" resources.

    I want to see what people think of what is provided so far, as well as what any are willing to aid in.
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    Kobold

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Updated and added examples of how Processes work.

    Note that as of yet, that there's no real mechanic for setting up what levels Processes may be earned at. If a Process seems OP to you, that's because I have yet to figure out how I want to restrict them to a higher level.


    Laser Pistol for instance should be a level 5 item. Advanced Grenade should be something like level 7-8.

    The items are all placeholders too. In short, they won't appear so broken once I figured some things out.
    Last edited by Almarck; 2015-01-06 at 05:18 PM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Just wanted to post to tell you that this class looks and sounds awesome! I will try to follow it to see where you're taking this. I love the idea of this. About balance, I would figure all the base mechanics before caring that much about balance.
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    Kobold

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Thanks. I appreciate the support. And yes, balance is a problem. Not an important problem, but one that does need to be addressed eventually. I need this in the case of organizing the Processes in some manner so as to prevent Operators from receiving a Laser Pistol (worth around 10k in Pathfinder, 1k if running tech is common) until at level level 5.

    My main problem is that, I have yet to fully come up with a good idea for preventing players from taking materials aimed at higher levels, specifically one that is distinct enough from traditional Vancian spellcasting that it does not betray the whole point of being the operator that is. This might be something I have to compromise on.



    I'm currently think organizing things into categories based around a type of effect, similar to arcane schools.

    At level 1, Operators have have access to all or most basic categories.
    Such things include.
    WPN or Weapons
    BIO for Medicines and such.
    COM for computer sciences stuff.
    ARM for Armor or defense things.

    Now, unlike spellcasters who when they level up they get access to every spell of their new level, Operators instead might get "Permissions" or "Certifications" that allow them to rank up or unlock a category. For instance, leveling to 3 to unlock LVL 2 Armors, but nothing else until they get another rank up, in which case they can then get LVL 3 Armors or LVL 2 in something else.

    Obviously I'll need to decide on and think up categories better.

    The other system I have thought up is to gate Processes based on their prices. In other words, Operators would not be allowed to get Processes via leveling up and must be reliant on "Buying" them in some manner.

    So, said laser pistol's Process is about 2k, meaning that a 3rd level character can blow his entire cash load to buy it if he really wants it. Unfortunately, said mechanic doesn't work in settings or games without predefined money limits....
    Last edited by Almarck; 2015-01-07 at 01:03 AM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    I really like the concept, and have myself crashed into this problem for my current campaign - in the end i surrendered to easiness and lazyness and mixed a PF summoner with a ported 3.5 artificer to create a kind of "inventor" base class. I salute your effort in undertaking the creation of a new system! :)

    as for a mechanic to limit premature access to higher-level resources, I think the easiest way is to develop a tier system for Processes, either based on character level (similar to the least, lesser and greater invocations tiers of the 3.5 warlock), or based on other processes installed on your tool (kind of like the skill trees in games like diablo II, or the "power chains" in 3.0 Psionics).

    A set level-limitation on individual processes can also work and keeps the system simple, if less organic, kind of like the required level needed for several alchemist discoveries.

    minor nitpick: the class gains the ability personal digitool at 3rd level but in the chart are listed bonus beginning from 1st level

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    Kobold

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    That's a hold over from the plannings builds or an error I believe. But as I have always wanted to make archetypes, I think that error can remain for now and be used as a reference for archetypes (if they happen) that exist. Such as, if I want to make an archetype that focuses solely on noncombat uses.

    Also, how did Summoner/Artificer work out? Both classes have been said to be some of the most powerful in PF and Eberron respectively?
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Cannot comment yet, since my players are level 2 at the moment :) But I think it will turn out fine, balance wise: two of the main reasons that the summoner is considered to be so powerful are the synestethe archetype (which is not available for "my" artificer) and the spell list, which is only apparently limited to 6 spell levels, as many summoner spells are lower in level as their wiz/sorc or cleric counterpart. I "fixed" this by basically replacing it with the spell list from the 3rd party base class Machinesmith (http://www.d20pfsrd.com/classes/3rd-...n/machinesmith), where they kept spells at their original level. In addition I removed all the abilities that involve a shared life force between summoner and eidolon and the ability to summon monsters basically at will, and filled in with bonus item creation feats and abilities from the 3.5 artificer.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Also, as inspiration, one pretty cool homebrew that shares some design principles with your work (even down to the omnitool reference :) ): https://docs.google.com/file/d/0Byge...0zT3JkQW8/edit

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    That sounds quite scary, on a conceptual level. Then again, I can imagine it being quite a potent mix. Not sure if it will work out well at higher levels.

    Honestly, would have just kept the Eidelion (robot butler). Or allowed Synthesist as the default (Powered armor) with some changes. Synthisist in my opinion is actually one of the weakest archetypes for summoner. Yes, you got ludicrious amounts of HP, but you and the Eidelion share the same action pools, which is a fair trade off in my opinion. You can't cast a spell and make a full attack like you would as a normal summoner. But that's just me. I would have allowed synthesist, but limited natural attacks but allowed carrying an .50 Cal at at level 7. And also be permanently stuck to the armor since it's not "Dismissable"

    On that class, I'll say it's certainly quite interesting. It gives me some ideas for things I can do and I will commend the author for thinking up a list of creative gadgets.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    The owner of the Digitool may designate up the the Hotbar’s number in Processes and active those Processes as a Standard Action.
    Either you can choose the hotbar's number in processes and use all of them, all in a single standard action, or after setting processes in the hotbar they cost a standard action each, but the requirements to put processes in the hotbar are unknown.

    If everyone starts with the same digitool, why not give a table with what the solutions will be, rather than the percentage increases? If there are multiple digitools, it might be a good idea to give them each a table, rather than making them pull their calculators.

    Unrelated to everything, trigger/response AI is fun and easy.

    I think this could be a gramaric discipline. Nothing does this in gramarie yet, it just assumes you craft a lot.

    Can mass be reloaded after you permanently give some up? Could you shove a rock in there and use that? Or a hardlight rock?

    For making materials beyond one's level, rather than saying 'these are the stats of a laser pistol, you can have one when you're ready,' maybe make the pistol reflect the user's current power. I'd personally use something like the weapon upgrading here, with them gaining more points to upgrade with as they level. Grenades could have range interval, damage and radius upgrades, or maybe stun grenades. The main problem with this is it is on a slippery slope to hogging table time if they want to use it in combat. Maybe make it take some time to make a design, and make printing a design quick. Another issue is it would be a lot of work, and might look like a gen 1 ozodrin if you went far enough, if that's something you want to avoid.

    How does this work in a traditional setting? Is it assume that there is tech everywhere?

    I like the idea for advancement with LVL 2 Armors and such. That sounds easy and fun.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Quote Originally Posted by qazzquimby View Post
    Either you can choose the hotbar's number in processes and use all of them, all in a single standard action, or after setting processes in the hotbar they cost a standard action each, but the requirements to put processes in the hotbar are unknown.
    I should clarify this then in the next update.

    However, this will be a game mechanic eventually. One thing I intend to create is called a "Macro" essentially a full-round action to active a number of programs that are prepared before hand as an extra Hotbar slot. It's more inefficient energy wise (Mass and Power however, are the same), but it saves you actions. Essentially, you can activate a Macro to spawn Armor, Weapons, and a Shield all at the same time.

    If everyone starts with the same digitool, why not give a table with what the solutions will be, rather than the percentage increases? If there are multiple digitools, it might be a good idea to give them each a table, rather than making them pull their calculators.

    Unrelated to everything, trigger/response AI is fun and easy.
    I should do this, but I don't remember why. I did plan to add lots of different variants. Another part of me is thinking of handing out upgrade points where characters can customize it. Essentially, the Digitool is now taking "Character levels" and you're distributing skill points to augment it somehow...

    The other alternative is to create higher tier Digitools where the character is expected to outgrow the basic one because the new ones are better in every way.

    I think this could be a gramaric discipline. Nothing does this in gramarie yet, it just assumes you craft a lot.
    Never really... got into Gramaric stuff. The guy who got me to look on the boards did it, but well, I never did. Probably because lately that stuff has never been on the front page in a while.

    If it was, this might be a little weird because I have no idea what to call a Discipline whose key point is "Flash"assembly and deconstruction.

    Can mass be reloaded after you permanently give some up? Could you shove a rock in there and use that? Or a hardlight rock?
    Mass is supposed to be a Perishable resource that is harder to replace than energy( which auto regens slowly) My key issue is I have yet to really figure out how to balance it.

    One of the default processes I have yet to write up "Liquidate" which is basically you dismantling an object for the purposes of recycling it into Mass. All Digitools would have it and thus use it to, well, reduce anything into omnigel if you're going by Mass Effect's idea.

    My key problem with Liquidate is... how do make it, well, useable but not game breaking. You have to go out of your way or sacrifice something to regain mass (or regain energy faster. In PF, there's portable batteries that cost about 100 gp each. Making Operators the only class able to use "Mana potions"). Mass is one of those resources I want to stay "persistent" rather than auto replenishing and this tends to actually give me odd ideas on what to do.

    The other Process I have yet to fully imagine is "Mass Fabricate" which does what Liquidate does, but only using raw energy.

    For making materials beyond one's level, rather than saying 'these are the stats of a laser pistol, you can have one when you're ready,' maybe make the pistol reflect the user's current power. I'd personally use something like the weapon upgrading here, with them gaining more points to upgrade with as they level. Grenades could have range interval, damage and radius upgrades, or maybe stun grenades. The main problem with this is it is on a slippery slope to hogging table time if they want to use it in combat. Maybe make it take some time to make a design, and make printing a design quick. Another issue is it would be a lot of work, and might look like a gen 1 ozodrin if you went far enough, if that's something you want to avoid.
    The reason the stats of a laser pistol and grenade are given is because they already exist in the game. More specifically, they exist in as items that are separated from the default weapons page (because technological weapons even the bladed ones have some unusual rules to them) and I just use the opportunity to reference that material in the Process entry so people don't need to bother about looking it else where. In short, I make a quick and easy version for people to use on shorthand.

    Also done so in the event I decide to add stuff not added into the Technology Guide by default.

    There's other energy pistols by the way, including cryo, shock, sonic, and gravitic (force. Strangely no acid) with their own special abilities. For instance Laser pistols ignore Force effects such as Shield and Ablative barrier spells.

    How does this work in a traditional setting? Is it assume that there is tech everywhere?
    Crashed Alien Space ship, long lost civilization that was more advanced than others, and a whole sort of other things. Honestly, tech advanced as what an Operator does is almost a magic unto itself. I mean, we don't have flash assembly as good as an Omnitool, the origin of the idea for this class's powers, in most settings.


    I like the idea for advancement with LVL 2 Armors and such. That sounds easy and fun.
    Well, there's probably a minimum level requirement to get to LVL 3 stuff, but yeah, I can see this being the framework for everything.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Maybe instead of upgrading digitools with a table, you can allocate those points you mentioned on different attributes. High mass, but low computing, for instance. That would require you to find the relative value of each though.

    Never really... got into Gramaric stuff. The guy who got me to look on the boards did it, but well, I never did. Probably because lately that stuff has never been on the front page in a while.
    If it was, this might be a little weird because I have no idea what to call a Discipline whose key point is "Flash"assembly and deconstruction.
    Who was that? Gramarie is currently being rewritten, which is so incredibly tedious that most people stopped working on it. Kind of sad. And it could probably be called spectroconstruction, or something along those lines. Spectroconstruction is currently an ability that lets you have the effects of a lyre of building several times a day.

    Liquidate could convert the monetary value of items..? Breaks immersion but should be balanced.

    I wasn't asking why you were posting stats, but why the stats were set in stone, making certain weapons only appropriate at certain levels, hence my item upgrading idea. It's by no means needed, just a thought.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Quote Originally Posted by qazzquimby View Post
    Maybe instead of upgrading digitools with a table, you can allocate those points you mentioned on different attributes. High mass, but low computing, for instance. That would require you to find the relative value of each though.
    Which conversely means I would have to have high mastery of a system that is still in the drafting stage. I might just have to convert the tables into hard numbers.



    Who was that? Gramarie is currently being rewritten, which is so incredibly tedious that most people stopped working on it. Kind of sad. And it could probably be called spectroconstruction, or something along those lines. Spectroconstruction is currently an ability that lets you have the effects of a lyre of building several times a day.
    Not sure what his name on the boards is, but I think he's not as active as he once was.

    I have no idea how a version of this woud work in the Gram system though. I guess it's point is that it rapidly makes items for you, so, it'd... basically give you a list of options and you "quick build" using an Omnitool.

    Do note that there's also "computer" stuff too. Such as say, giving yourself Aim Assist since you're having your Digitool make firing corrections for your guns.

    Liquidate could convert the monetary value of items..? Breaks immersion but should be balanced.

    I wasn't asking why you were posting stats, but why the stats were set in stone, making certain weapons only appropriate at certain levels, hence my item upgrading idea. It's by no means needed, just a thought.
    Hm, that could work. I think to make immersion more stable, I could mandate that the item has to be a certain size and value to count.

    At minimum at least. Since I am basing my current idea on the Revolver, how's... since it's 15 gold per shot (1.5 gold if guns are common), how's Liquidating an item of about at least 1 3 lbs 50 or 100 gold in value as base price. So no doing this to say most weapons you loot off of dead people. And this process takes 10 minutes of computing time to finish?
    Last edited by Almarck; 2015-01-07 at 11:06 PM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    I only ask because I know most everyone involved with gramarie I think. It's the bestest community. And likely I'd convert it to gramarie when this and the new gramarie are finished.

    I think you need to decide whether you're going by common or uncommon pricing. Just balance them out with other weapons and price accordingly, because its a pretty big deal to this class, and that's more important than fluff pricing. That sounds fair to me. You could maybe say it only works on certain pure metals like, say, copper, silver, gold and platinum. And any magic item?

    Also this is completely stupid, but I'd like to plug my machines into a beating heart for energy.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    50 it is then. Simple, effective. Make it 5 points and pure metals.

    Well, that's easily done.

    As part of the class, I am going to add some cybernetics using these rules and examples.

    http://www.d20pfsrd.com/equipment---final/cybertech

    I'll make an item that you can install into your chest cavity that in a sense draws power from you own heart! In a scientific way of course.

    Or well, maybe replacing your heart with a generator that feeds power directly into your digitool and other technological items you got. I mean, one of the Cybernetics upgrades you can get basically turns your heart for a hive of Nanomachines in a less extreme version of Senator Armstrong to make you tougher without taking up a belt slot.

    Also, speaking about nanomachines, I am adding a "Nano Healing" option. Essentially, fast healing 5... as early as level 3. But it burns through power (and mass) like no one's business. Also works on constructs and undead as well as living characters. It's part of the "Nano" list I am adding.
    Last edited by Almarck; 2015-01-08 at 01:04 AM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    I could convert shadowrun cybernetics too if you want.
    I think scanners and divinationish tech would be useful. You can't see the ghost, but your radar can. Laser tripwires. Microwave your dinner! Pokedex for monsters. Robot spiders using hearts as operating systems (I know that makes no sense but I like it in my head). ICBMs. Why do we have no gun that fires swords? Space distortion. Research new technologies? Mines. Using an internet like database only makes sense if there is a lot of tech in the setting, or it's explained some other way. Maybe you build scouting robots and they learn for you. Zombies running on electricity, or whatever powers tech.

    Component crafting would be really, really cool, though probably too hard to make practical. The idea is you have little devices that do little on their own, but interact naturally to make machines. It's incredibly fun and creative, and is the main mechanism behind gramarie. I'll draft something if I don't lose interest and you can see if its worth looking into.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Eh cybernaetics are more of an implant item thing. The reward for treasure in a gamd like dnd.. nof the sort of thing that. Lends itself well to a class a using an omnitool no doubt.

    I do like the idea for different applications and programms though. One thing I will say that has been bugging me is that early on in the project I ended up having to split weapons into energy and physics categories be a use there's a wide variety of weapons... despite them all essentially being the same thing when it gets down to it. Minus some special traits that is.

    Granted now that I am developing things more nicely maybe I should fold all weapons including swords guns grenades and other explosives into a single "destruction" category.

    It's a lot of different items but they do mostly come down to preference and you won't be using... all of them ever.

    I means I have to drop the number of disciplines i have from 7 to 5. But I actually think that's a good idea in the long run.

    Other disciplines include

    Armor for shields force fields ect.
    Computers for well computers. It involves scanning, fore correction weak point targeting. Predicting the future through algorithms. Also hacking. First robots. Then people.
    there's a 4th one I have yet to figure out the name but it's basically the tool box study. Make tool, have jet packs things if that nature.
    And nano. Which involves at this moment involves healing both yourself and eventually others including undead and contructs. Also dismantling other people by turning your nantes aggressive.



    I might need to do more separation though.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Looking at building a laser with component crafting.
    Basic components are casing, battery, switch and gem. While this may seem obvious and perhaps tedious, each component matters in the mechanics of the gun, and changing the components allows you to mod the weapon in a realistic way. The casing probably just controls how easily sundered it is. The battery could be upgraded, or salvaged for another device that's empty, or replaced with a cord into another power supply, adding a new cable component instead. The switch could be an automatic timer, or could wait for a trigger from a wired camera looking for movement, and the laser can change from stun to fun.

    This is a lame draft, but it gets my point across I think, and I need sleeps.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Quote Originally Posted by qazzquimby View Post
    Looking at building a laser with component crafting.
    Basic components are casing, battery, switch and gem. While this may seem obvious and perhaps tedious, each component matters in the mechanics of the gun, and changing the components allows you to mod the weapon in a realistic way. The casing probably just controls how easily sundered it is. The battery could be upgraded, or salvaged for another device that's empty, or replaced with a cord into another power supply, adding a new cable component instead. The switch could be an automatic timer, or could wait for a trigger from a wired camera looking for movement, and the laser can change from stun to fun.

    This is a lame draft, but it gets my point across I think, and I need sleeps.
    I should have probably informed you that I see the idea of building your own laser as a tad tedious as it adds far too much complexity into the simple at of summoning a weapon. While I get the point that it makes the player free to customize his load out more cleanly.... that is not something that I am willing to put in this subsystem as that would mean having to invent around 3 parts for every "component" slot to give a wide variety of options. And repeat this process a again for every different type of weapon since parts for lasers might not necessary work for a laser sword or revolver. Remember there's a variety of other kinds of effects too. Making the item creation subsystem so different from say the systems that allow hacking constructs and allowing yourself to fast heal is probably not going to work like you'd intended

    that said a simpler option is to simple have a Processor template. Essentially running fabrication template that affects the items that are formed. Such as say let's call one blazing
    Well putting that template up makes weapons act they are flaming of some other fire based effect.


    Now while making a laser gun via a crafting system is just too tedious, I think that would be okay for making your own Digitools. You only need one and you'll put yiur resources into making such it's the best you can afford. Hence crafting it out of various components would be both in theme and not break the game by adding complexity for complexity's sake. So I'll take you for suggesting crafting but I just wouldn't follow it as intended.

    Also I think in your haste to encourage a crafting subsystem/ go to bed. Yiu didnt reply to what my previous comments contents about what disciplines I am working with. But it's fine I kinda do wish a crafting subsystem was practical.
    Last edited by Almarck; 2015-01-08 at 07:50 AM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    More to explain than to argue my case, most items wouldn't require 3 new components. Most similar items overlap most or all components, just using them in different ways, and when there is a healthy pool, you can design items no one had thought of before. At least consider the similar idea of devices communicating. You can still have a camera trigger a gun, you just need to say the camera can send a signal, and the gun can receive it.

    I don't think knowing what disciplines exist is important right now. Just make a tonne of items, and organize them later.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Eh, I've got a list of items so far.

    Permissions are the system I will be using to divide players into what they can and cannot get and in what order.

    It currently consists of the 4-5 categories divided into 4 LVLs each.
    LVL 1 is effectively level 1 spells and items.
    LVL 2 is 2nd through 4th levels and items.
    LVL 3 is 5th through 7th.
    LVL 4 is 8th through 9th.

    (Actually it's mprobably more like up to 7th level. spells, but that's rough equivalences)
    Categories are so far:
    Tools, Defenses, Weapons, Computers, and Nanomachines. I already described what the contents are.

    Players all get LVL 1 of every Category of Permissions upon taking their first Digitool.

    At level 3 they get 1 Permission to upgrade their understanding of 1 Category by 1 LVL. At every X levels, they may take another category, but cannot proceed to LVL 3 just yet. At level 8, they may select to upgrade to LVL 3s with their Permissions. And at 13, may get LVL 4.

    At least, how's how it works so far.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    You could have subcategories also, so ballistic and energy weapons can stilll be distinguished, and items can be sorted more nicely. Perhaps haviling Ballistics 2 would act as a gateway to those itemmms, bypassing the need for destruction 2. Maybe each category has 3 subcategories, and when you advance you can either learn one category, or two subcategories for fewer options overall, but access to the specific things you want. If you buy destruction after buying ballistics, ballistics is pushed up, so you'l have access to third level ballistics as soon as it comes available.

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Eh, that might be a little too complicated, mostly because there's not enough stuff at every level to warrant making subclasses for everything, atleat, not just yet.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Could you post your list of items?

    I may make the crafting system for use on the side, or as a prc, but more likely I'll lose interest or get busy with school.

    What are your plans for cybernetics and robots?

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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    Robots are already covered as a race with a a builder systemm. They're the stuff in my signature about playing. Tank.


    Cybernetics are basically slotless magic items when you get down to it. So. Yesh. They exist in pathfinder as their own items
    Last edited by Almarck; 2015-01-09 at 03:52 AM.
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    Default Re: Operator, Tech-based "Casting" Class. Non-Vancian

    So, major update. I have finished creating a list of various weapon related processes and introduced a new mechanic I call Variants. Essentially, when the object is to create a freeze rifle versus a laser rifle, they are treated as related, but separate Processes and organized together because of their close relationship between one another.

    The rules of this are on the second (or first) reply (depending on how you count it)


    No real utility Processes just yet, and I still need to figure out how I want to put in the various heavy weapon Processes.
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