Bring out your Homebrew!


Recruitment


It is a strange and turbulent time for Golarion. Clashes and delvings in the Worldwound have created and unleashed strange monsters and powers like never before. Word of the struggle between mortal and demon has brought visitors from the stars to join the fight or claim vacant real estate while the eyes of the world are distracted. And with their gold these visitors have brought their gods, whose presence is slowly becoming felt on this world...

Now more than ever, it's a time to be extraordinary.

Wotcher, folks. I've been wanting to try out some of my favorite homebrew, and towards that goal I'm starting up a game. Plan is to run a short adventure- a PFS module, maybe the first book of an AP, haven't decided- where I'll incorporate some of my homebrew as well as some other homebrew I like into the combats, NPCs, plot if possible.

In return for running this game, I'd like it if one of my chosen players would be willing to run a second game as GM after this is over, in which I can play as a PC using my homebrew. This second game can be any adventure or settings rules, doesn't have to be the same as mine.

I will be picking FOUR players. At this stage, I think we sort out what homebrew is approved; each will get an 'overpowered? broken? bloody stupid?' test from me. If you want to discuss over Skype, private message me your name.

Campaign will be set on Golarion, subject to someone showing me a homebrew setting that really sets me afire.

I've ran several PBP games and hosted two RL games that are on hold for the holidays, confident I can run an enduring and fun game. 1/day minimum posting rate offered and expected. I will use maps.

CHARACTER CREATION RULES

Level: 4
Race: Core + Featured + Homebrew. Homebrew monsters upon approval and upon presentation of a great backstory.
Class: All Paizo - ACG + Homebrew. Repeat, no ACG. Otherwise, go nuts. I can handle Synthesists.
Alignment: Preferable non-evil, go for it if you think you can justify it
Point Buy: 25
Hitpoints: Full at 1st, half rounded up then on
Traits: Two, one can be any campaign trait
Drawbacks: One, optional
Wealth: Average for level
Templates: None. Unless homebrewed, then mayyyyyybe
Backstory: Not needed at this stage
Personality: Not needed at this stage.

No official third party material, must be homebrew from forums, your own fevered imaginations, etc.

Goes without saying but should probably be stated that if you want Homebrew to be approved, must be able to send me it to look over and understand.

List of my permitted homebrew for this adventure
Sound Striker Bard Archetype
Mystic Sage Cleric Archetype
Mystic Warrior Inquisitor Archetype
Tovenaar Magus Archetype
Dawn Dancer Bard Archetype


What rp budget for home made races using the ARG creation method?


13rp

Just to rephrase to avoid confusion, that list of 'my permitted homebrew' is the permitted homebrew that comes from ME. Everyone else is free to ask for their own.


So... here's Xane.

A character that I originally put together waaaay back in 3.0 when templates were first aired. She's been allowed to play in a couple of games (One still running about on these boards, actually) and is a whole heap of clobberin' time fun. (^_^)

"Big and brassy!"
"Buffed and sassy!"
"Fit as a fiddle and ready to game!"

For your build I'll tone her down a little and split the templates over two levels each adding 'Warrior' NPC class to the template split for saves etc.

Thoughts, comments?


So; it's a paizo Barbarian with paizo templates?

Afraid that's not really 'homebrew' in the way I'm looking for for this game, sorry.

If you want to come up with a custom race or template or class for Xane, go for it.


I... do have ONE idea I'd like to test... lemme send it over to you. XD


How much fluff do you want for my homebrew race?


Minimum of how much there is for Kitsune.


You want homebrew? Well here is homebrew! :) (credit goes to Gobohorde)

CL4P-TPs:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.

Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there... 
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength. 
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. 
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet. 
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________ 
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________ 
Eccentric CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________ 
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

________________________________________________________
Favoured Class Options 
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create. 
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day. 
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. 
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm). 
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points. 
Rogue The rogue gains +1/6 of a new rogue talent. 
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Race Points: CL4P-TP
Constructed: 2rp 
Emotionless: -1rp 
Small: 0rp 
Normal movement: 0rp 
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp 
Cornered Fury: 4rp 
Eccentric: 1rp
Master Tinker: 2rp 
Darkvision: 2rp 
Penalty to Jump: -1rp 
Total: 10rp

There thats done! What do you guys think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed I can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas I had was natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.

The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes. 
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect. 
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.

now, what do i make him into??? Got to think on that one :)


Seems quite legit, go for it. Though I'd suggest adding an ability- +2 to the Perform skill of your choice. Gotta recognize those dance moves and them singing voices.


Done! Eccentric has been edited in 8)


Does this character peak tha' Dm's interest?

Wishin' every one all'a very bestest. (^_^)


Interesting character, but I really don't see any homebrew in there- the rules for Ocean Elves are set out by Paizo, the only question is 'whether or not they're allowable as a PC race'.

You're welcome to keep the race but go for a homebrew class or any such combination.


I am working on a race with a rapid metabolism. Would needing to eat twice as much be worth any points?


Nahhhh. Tie it to needing a special food each day and sure.


I have been working for some time on the idea for a Techomancer class.
They use a slightly changed form of

Reprograming:

Psychic Reformation
Discipline
[body-mind-affecting]
Level 1st

MANIFESTING
Manifesting Time 1 full round

EFFECT
Range
Target Self
Duration Instantaneous
Saving Throw None; Power Resistance No
Uses per day, Class level +Int mod

DESCRIPTION
When this Ability is manifested, the subject can choose to reprogram its mind and body. Making templates of new ability, skills, feats

Skills
The subject can move Class level+Int mode skill ranks (picking two or new skills and abandoning old ones or changing values up-to skill points spent if it chooses) It must have a temple of a skill to use this.

or
Change feat/s to ones it has a Template of.
1 at 1st level 2 at 5th and one more every 5 levels after that.
Max 5 at 20th.

or
The subject can choose to forget powers or spells it has replacing them with new ones it has a template for.

The subject must abide by the standard rules for selecting skills and feats, and so it cannot change feats for ones it doesn’t qualify for. Any change made must have been available at the level selected. For example, a 7th level subject who uses this ability to change a 2nd spell/power gained at 3rd level cannot select a 4th level power to replace it – he must choose a 1st or 2nd level power.

Reprograming is risky every time a Techomance dos it there is a 3% change of failer per use per day. 3% 1st use 6% second and so on. And so on, with a fail, the use is lost and suffers a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks for each [Accumulative]. In addition, the creature reduces its current and total hit points by 5 for each fail. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting or manifesting) for reprogramming fail in the same day. These penalties last for 24 hours.

With a number of uses each day, with it they allocated skill and feat pools, they can re-/program themselves.

Techomancer Android


Working on a Race

Shadow Cats:

Shadow Cats are a race of catfolk that linger in the depths of darkness and rarely come out into the light. It is said ,shadow cats can see death its self and follows it around feeding off the negative energy it leave behind.

Humanoid (catfolk) (0 RP)
Medium (0 RP)
Slow Speed (–1 RP)
Advanced Ability (4 RP)
Flexible Bonus Feat (4 RP)
See in Darkness (4 RP)
Claw (2 RP)
Deeper Darkness (3 RP)
Negative Energy Affinity (–1 RP)
Light Blindness (–2 RP)

let me know if this is cool


well I created this a long time ago I wonder if this is what you are looking for?

(everything is in the alias)


Johnny- interesting. I'd ask to restrict Reprogramming so you can only change feats granted through level progression/class bonus feats for levels in which you took the Technomancer class. Otherwise, go for it.

GM Bourgeoisx- evil ghostcats. Nice. Go for it.

Fuar- how much did you spend on the ice crystal? And we're not using gestalt.


GM Arkwright wrote:

Fuar- how much did you spend on the ice crystal? And we're not using gestalt.

I don't recall, also I probably am not really applying anyway I just thought about sharing the character, that's all.

my original creation was that each member of the race has a crystal, as it is a vital part of their life.


Ah sorry. It's an interesting idea, I'd suggest though that if you make it something racial like that you need to include it in the race builder; "While in your possession the bearer has immunity to Charm/Compulsion effects and it also has the power to remove these effects from others" is pretty significant, even with the cold-downside.


Hia, i got 2 main questions.
1: what do guns look like in your setting?
1, a: if i go with the Gun Scavenger archetype can i make a whole slew of different effects to chose from?
2: how are you for crafting? (especially mundane crafting)

1: Expanded:

After trying to figure out what i would build my Claptrap into one image got stuck in my mind. A Claptrap Sarg wearing a berret and smoking a cigar out of one of his exhaust pipes (despite it doing absolutely nothing, he is a robot. But the humans do it!) and wielding a rifle/machine gun of some sort (Double hackbut fits the image perfectly =^^=).
The other image i had was one wielding a Culvern (knocks him prone every time he fires) and having it blast him off his feet every time he fires, if i could figure out a way to swiftly stand after each shot...

1, a: Expanded:

If I were to build a gunslinger, musket master would be the best mechanically (purely because of free action reloading) but i would want to do something different, either the siege gunner (for the culvern dude) or gun scavenger.
The idea of the gun scavenger looks like fun! Especially combined with the idea of a Claptrap scavenging and building his own makeshift rifle :)
Except the only benefit it grants is +10 range or the scatter quality (ignoring the pistol whip >.>) for a vastly increased misfire chance...
I am wondering if i can create a whole slew of other effects, a dozen or so, so that every time it happens i can have it do something different, more options then simply a or b.
Power wise, considering all the drawbacks, like cost of bullets, reloading time, hackbut setup time, full-round change out time, small sized damage dice, and significant and increasing misfire chances, it shouldnt be too powerfull.

2: Expanded:

Whats your take on crafting? Both magical and mundane.
Magical: if you have the feats, can you pre-craft? Yay/Nay?
What about mundane crafting? I ask because Claptraps are proficent with any weapons they craft so i thought about creating something utilizing this, like a Claptrap wielding really weird and exotic weapons that he has crafted, like a giant Piston Maul and bringing it down on a foes head... or up into his nuts with a spring powered crunch... hes not that tall XD
A few other ideas:
A Claptrap wielding 2 Dwarven Waraxes and a Dwarven Boulder helm because he thinks hes a dwarf.
A metal Claptrap Druid wielding a RipSaw Glave. You cut down his forests, he saws you in half...
A Claptrap wielding all manner of exotic two-handed weapons that he chucks at people...

The only problem with mundane crafting is the time it takes to craft things. By my math, a character with 18 int and 4 ranks in craft (so an 11) would take about 9 weeks to craft a Mwk Piston Maul while a simpler Mwk Greataxe would take just under 8 weeks.
This is fine for pre-crafted equipment (if allowed) but would make it impossible to craft anything worthwhile after the game starts, something that might be fun for a Claptrap to do.

Hows this for a houserule?
Crafting Mundane equipment takes 1 week (5 days) per 500gp in the items cost. Items less than 500gp take perportionally less time (at a rate of 100gp per day or 12.5gp per hour) but the time must be spent in 2 hour increments minimum. You must supply half the items cost in raw materials.
As an example: a Masterwork Greatsword has a combined cost of 300 and so would take 3 days. Mwk Platemail costs 1650gp and would take 3 days and 1-1/2 hours.
Creating a simple leather armor (costing 10gp) would still take 2 hours as you still need to heat up the forge, set out your equipment, do prep work and clean up at the end, however, you could create 2 sets of leathers more effeciently within that time.

At the end of this time you make an appropriate craft check (Craft: Weapons for weapons, Craft: Armor for armors, Craft: Tools for a blacksmiths hammer or shovel ect, at the discretion of the GM) with a DC set according to the chart on the crafting skill page and DC 20 for any Mwk componet.
Success means you made the item while faliure means you failed to make the item in that time frame and must try again. Failure by 5 or more means the raw materials are ruined and failure by 10 or more results in a cursed item.

This puts it more in line with crafting magical items yet still half as fast. It also costs half as much compared to the old 1/3, and, most importiantly, simplifys the math considerably. You are no longer required to do long division and multiplication just to figure out how to craft a hammer...

Tl,dr: I am thinking of creating a Claptrap Gunslinger (most likely a Gun Scavenger) as well as creating more options for its Change Out ability.
I am also still looking at other classes and ideas as well as crafting.
I made a houserule for mundane crafting at the bottom of spoiler #3 that greatly simplifies and speeds up mundane crafting :)


1) If your character comes from Golarion, Emerging Guns. If your character comes from elsewhere in the universe, Commonplace Guns

2) Knock yourself out, just try to make sure you give up roughly what you make up for your gun scavenger archetype.

2) I'm happy to run with your mundane crafting rules. As for pre-crafting, you can craft up to half of your WBL before the start of the adventure.


Going to drop, just dont have the time sorry guys/girls


Massive post #2!!!

Gun Scavenger: Reloaded 1.0:

__________________________________________
Gun Scavenger: Reloaded
A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge.

Gunsmith: The gun scavenger's starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat to repair it. This ability works in all other ways like the gunslinger's gunsmith class feature.
___________________________________________
Go By Feel (Ex)
A gun scavenger's intuitive and unique style leaves her firearms prone to misfire, whether as as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm's misfire chance to 0; it can always misfire on a natural 1.
___________________________________________
Deeds

A gun scavenger gains the following deeds at the listed level.

Change Out (Ex) At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that she has collected during her travels. These parts (or mods) are similar to the ingredients of a spell component pouch and valueless. They might be a spare blade or a gyroscope or a broken pipe-turned barrel. Regardless she chooses one of the following and adds it to her firearm. Alternativly at 3rd level she can select 2 components but then she must also choose a drawback. These modifications are unstable and they increase the firearms misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost until this deed is preformed again. You may not choose the same modifications twice in a row and must choose a different set each time. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn't broken.

Components
1) Shrapnel Bullets: bullets partially fragment into shrapnel, with an increased chance to hit vulnerable areas. Double the critical threat range.
2) Longer Barrel: a longer barrel increases the range of the firearm by 10ft.
3) Gyroscope: this component grants no benefit but also does not increase the misfire chance every shot. Cannot be combined with other components.
4) Fragmentor: the firearm gains the scatter quality.
5) Acidic Mister: This mod sprays each bullet with an acidic mist, coroding the bullet and settling in the crevaces. Causes half the damage to be acid based.
6) Arc Generator: half of the damage dealt is Electricity.
7) Deep Freeze Chamber: a chamber inside the firearm instantly freezes the bullet befor firing it, causing half cold damage.
8) Molten Slag Bolts: turns the bulets to molten slag causing half the damage to be fire based.
9) External Capacity: an external bullet cartridge granting you space for one extra bullet before reloading.
10) Double-Packed Chamber: each chamber requires 1 extra dose of gunpowder but deals an extra point of damage for 1-handed firearms or 2 extra points for 2-handed firearms.
11) Reloader Funnel: reduces the reload time by 1 step.
12) Customized Blade Attachment: a spare blade or scavenged weapon aids in melee. Increase pistol whip damage by 1 size, and reduce its grit cost by 1. The Pistol Whip deed may also be used in a full-attack action.
13) Muzzle: the sound of a shot being fired is reduced to the equivelent of someone speaking.
14) Denser Bullets: smaller, denser bullets ignore 1 point of Armor or NA and 1 point of DR.
15) Bludgeoning bullets: any physical damage from fired bullets deals full damage to objects.
16) Perfectly Milled Barrel: the extra accuracy grants you +1 to hit.

This deed replaces the Quick Clear deed.

Defects
Too many modifications can cause unexpected complications as the added weight throws off the firearms balance or extra gunpowder builds up, eventually going off in a flashburn, or some other unintended complication. If you selected 2 Components from above then you must also select 1 Defect from the list below. The defect persists for as long as you gain the benefits from the modifications, the two are inherently linked and a consequence of modifing your weapons.

List of Defects
1) Stubber: -10ft range with a minimum of 5ft.
2) Lower Velocity: the critical damage multiplier is reduced by 1.
3) Weaker impact: 1-handed firearms do one point less damage while 2-handed firearms deal 2 less damage.
4) Unreliable: misfire chance starts 1 higher.
5) Cumbersome Reload: increase the reload time by 1 step. If the firearm already requires a full-round action, it now requires 2 full rounds to reload.
6) Overloaded: each shot requires an additional dose of blackpowder.
7) Volitile: when the gun misfires, it creates a flashburn (gun explodes but is not destroyed)
8) Inacurate: 1-handed firearms suffer -2 to hit while 2-handed firearms suffer -3 to hit.

This deed replaces the Gunslingers Initiative deed.

Jury-Rig (Ex) At 7th level, as a standard action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glamered, or thundering. If she spends 2 grit points, she can instead grant the firearm the flaming burst or stalking Enhancements. Multiple uses of this ability don't stack with themselves.

This deed replaces the targeting deed.
___________________________________________
Arbratary Aim

Starting at 2nd level, a gun scavenger's attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level).

This ability replaces nimble.

My Thoughts
[spoiler=]
To start off, this is a bit more powerful then the old gun scavenger, if only for the sheer versitility that it grants so i also replaced gunslingers initiative to try and bring it in line. (also thinking of replacing gunslingers dodge if i need to)
Next, it has A LOT of options. 16 customizations and 8 defects. This is more then what Piazo would put out and it just might be too many, but since this is homebrew... I wonder what you think?

Now a bit about this archetype.
It has some very key strengths, balanced out with some very real weaknesses/drawbacks.
Ill start with what keeps it in line.
#1. Accumulating misfires. This is its big one. Every shot has an additional chance of misfiring. A misfire is bad. First, you waste the action because you missed as well as the gold spent on the bullet, then you lose most of the class benefits, then you spend a full round action resetting your gun, THEN you spend more time reloading.
Or you can choose not to clear out the gun, but then you suffer -2 to hit/damage and your crit multiplier drops to 20/x2. You also gain a 20% chance of misfiring again (aka do nothing and lose your gun).
And this whole archetype revolves around misfiring at SOME point.

#2. You cannot just change out the gun if/when you feel like it, unless you are willing to either fire at a wall until you misfire (wastes gold and is noisy) or you spend a valuable resourse (grit) to reset it.
#3. You cant choose the same combination twice in a row. Im sure you could get some interesting combos (perfectly milled barrel and denser bullets? but you cant have the same setup on all the time. You have to vary it up at least some of the time (and honestly, thats the fun of the class)

The classes strengths
As for its strengths, i tried to keep the strength of the individual mods small, and have the combinations be where its strength lies (firing arc slag slugs? Sweet! Double-packed and fragmented for nice AoE damage?) including the ability to have dual element shots.
With 3 exceptions. The gyro turns it back into a regular gun.
The reloader is probably the strongest one (just because reloading is that strong) but no real way to weaken it.
The blade attachment makes it so you might actually want to use the pistol whip deed? (the weakest deed by far imo) So its a little stronger to try and encourage using it. (still cant use it 100% of the time tho)
And if you find yourself in a position where your loadout is useless? You can spend a grit and a full-round action to change your setup to something tailormade for your situation :)

What would draw me to the archetype and why i think it would be fun.
First off, its a scavengers/customizers dream. The archetype screams "I am unique and I have a unique gun!!!" where your gun is literally different from day to day or even in the same combat it can change.
The second thing is the options. There are loads of them and i can do fun little things with them, even at lvl 1 i have an impressive array to choose from and I dont have to stick with my choices.
I also just love the concept of a haphazard gnome or goblin firing a gun he made himself that is so far different from what its supposed to be that it fires in an electrically charged cone in front of him :)

The main thing i worry about the class, is the large amount of time you can spend doing nothing....
First shot: misfire.
Second round: change out.
Third round: reload, unlucky missfire again.
Fourth round: change out.
Fifth round: reload and shoot!

That can be a huge amount of time doing nothing....

Still, what are your guys thoughts on this???
Oh ya, still have to do some spellchecking...
Also, i added in a lot of flavour text. Too much?

[/spoiler]


1: sounds good, claptrap would probably be from elsewhere so commonplace.
1, a: just did XD i like it a lot to!!
2: sounds good :) Claptrap will probably do a decent amount of mundane crafting, not everything, just fun things :)


So

Cam James with the Claptrap
Rednal with his (i won't spoil the surprise)
GEM Bourgeoisix with his Shadow Cats

Any more takers?


Well the other game I was hoping to get I just could not get to grips with, all about undead, yikes!!, so I am back if I may, going to rethink my offering. want something new, so a race build my be fun.


Techomancer class.

A Techomancer uses Meta-technology to program skills, powers, spells and ability into there bodys and minds. The core of a Techomancer, is a Meta-technology device that is integrated into the body and mind of a Techomancer. This device is call the "Techomancer Lattice" and once it place will stay in place for life. Should the "Techomancer be killed the "Techomancer Lattice" just as inert and dead. The secret of of a "Techomancer Lattice" construction is held by the 'Uplifted Ones' and outsider race that must be contacted to gain access to its powers. This is done by a number of means, a dream, a incantation over a number of days, finding an object, each is particular to that Techomancer. But once chosen by the "Uplifted ones" a seed starts to grow with in the chosen, becoming over a number of weeks part of them. As it grows a Techomancer starts to learn intuitively how to use it.

Hit Die: d6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills
Skills 6+int
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Lattice,+2NA, Bonus feat, Skill Pool, Reprogramming.
2 +1 +3 +0 +3 Resistance Pool +1
3 +1 +3 +1 +3 Reprogramming +1
4 +2 +4 +1 +4 Virtual feat
5 +2 +5 +1 +4 Reprogramming +1
6 +3 +5 +2 +5 Resistance Pool +1
7 +3 +5 +2 +5 Virtual feat
8 +4 +6 +2 +6 Reprogramming +1
9 +4 +6 +3 +6 Resistance Pool +1
10 +5 +7 +3 +7 Virtual feat
11 +5 +7 +3 +7 Reprogramming +1
12 +6/+1 +8 +4 +8 Resistance Pool +1
13 +6/+1 +8 +4 +8 Virtual feat
14 +7/+2 +9 +4 +9 Reprogramming +2
15 +7/+2 +9 +5 +9 Resistance Pool +1
16 +8/+3 +10 +5 +10 Virtual feat
17 +8/+3 +10 +5 +10 Reprogramming +4
18 +9/+4 +11 +6 +11 Resistance Pool +1
19 +9/+4 +11 +6 +11 Virtual feat
20 +10/+5 +12 +6 +12 Virtual Stat +2 Resistance Pool +4 Reprogramming +8

Weapon and Armor Proficiency: Techomancer are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and Fire Arms. They are not proficient with any type of armor or shield and can never use Armor or shields, as doing so interferes with their Techomancer Lattice and renders it useless.

"Techomancer Lattice" [Ex] [Item]
This item grows from a seed to the body of a Techomacer, linking body and mind as one with it. This device take all ALL Magic item slots on a Techomancer. It is by means of this device that a Techomacer can manifest powers, use skills and Abilitys, cast spells embedded as Virtual resources. It is powered by the Techomancer's soul and so when this leaves the Techomancers body so the Lattice losses all power and becomes dead. Techomancer Lattice is keyed to that Techomancer only and can never be use by another being.

Natural Armour
At 1st level a Techomancer gains by means of their lattice a +2 bonus to natural armour.

Item Intergeneration.
Techomancers do not use items like a normal PC, their Techomancer Lattice take up all their item slots. To use a magic Item a Techomancer must strip it off its ability's and place them in that Item location on its Techomancer Lattice. This destroys the item in the process. [Artefacts can't be Integrated in this way] If a new item is integrated the powers of the old one is lost and the new ones taking there place in that lattice slot. Combined items must be crafted 1st and then integrated into the Techomancer Lattice.

Reprogramming [Ex]
At 1st level the Techomancer gains the ability to reprogram themselves. They can alter feats, skills and Stats they have, they can do this a fixed number of times each day. This action takes 10 mins to complete, any disturbance to this proses brakes and and the daily use is lost. The reprogramming processes can be rushed but every minute taken off the time, there is a 10% risk of failure, if this happens the Techomancer suffers -5 HP, -1 to all skill rolls and saves, as this fail overloads their lattice.
Reprogramming Uses per day, 1+Int mod,
Techomancer again more uses as they progress in levels. Each reprogramming area has its own rules see below.

Virtual Feats.
A technomacer can alter and change any Level Bonus or class Virtual feat by means of their Reprogramming ability, they must mean all the prerequisites of any feat taken. Once Altered a Feat is locked until changed once more by means of reprogramming.

Virtual Skills
A techomancer has two Skill sets, One is fixed, 2+int per level and is used in the normal way. The second is Virtual and can be added and subtracted to a roll as per the technomacers reprogramming ability.
This Virtual Skills is 2x techomancer level +Int mod. One daily use of reprogram can be used to move a number of Virtual Skill ranks to any skill, once done the skill points are locked in place for 24 hours. After which they revert back to the Virtual skill pool and can be reassigned. Resting makes no difference to the skill ranks location.

Resistance Pool
At 3ed level a techomancer gains a number of Resistance points they can place into save's, they can be moved with a dally use of reprogramming, once moved they are fixed in place for 24 hours.

Virtual stats
At 4th level a techomancer again their 1st level stat bonus, This then becomes a vurtal stat bonus that can be moved my means of a daily use of reprogramming. Once moved the stat is fixed for 24 hours. After which it can once more be moved with another use of reprogramming.

Virtual Slots:
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above. They again extra slots based on their intelligence score as per mage spells per day. In all other ways A technomacer acts as a Mage or Psion depending on if they use a spell in a slot or power in a slot.
They may use any Maga/magic/power feat they have if they have any, as per the feats description.

Spell Selection: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 10 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier. Bonus Power Points, Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Technomancer Slots Per Day
Level

[1]6 1 — — — — — — — —
[2]6 2 — — — — — — — —
[3]6 2 1 — — — — — — —
[4]6 3 2 — — — — — — —
[5]6 3 2 1 — — — — — —
[6]6 3 3 2 — — — — — —
[7]6 4 3 2 1 — — — — —
[8]6 4 3 3 2 — — — — —
[9]6 4 4 3 2 1 — — — —
[10]6 4 4 3 3 2 — — — —
[11]6 4 4 4 3 2 1 — — —
[12]6 4 4 4 3 3 2 — — —
[13]6 4 4 4 4 3 2 1 — —
[14]6 4 4 4 4 3 3 2 — —
[15]6 4 4 4 4 4 3 2 1 —
[16]6 4 4 4 4 4 3 3 2 —
[17]6 4 4 4 4 4 4 3 2 1
[18]6 4 4 4 4 4 4 3 3 2
[19]6 4 4 4 4 4 4 4 3 3
[20]6 4 4 4 4 4 4 4 4 4

All Technomancer feats are LOCKED feats, once taken they can not be changed as per the Reprogramming ability unless stated.

Feats:
Extra Reprogramming:
Prerequisite: Technomancer class.
Gain 2 more daily uses of Reprogramming,
This feat may be take once per 5 Technomancers levels.

Rapid Reprogramming:
You have leaned to reduce the risk of Reprogramming, the % chance of failure is reduced by 10%. This feat can be taken multiple times each time reducing the risk by 10% of the raw risk before any adjustments. Such as this feat.

Intelligent lattice.
A Technomancer can place a copy of their own mind in their lattice, Giving it the intelligence item quality with base stat score. With the Purpose of Defeat itself and its Technomancer and attack any one who would attack its Technomancer or tamper with the lattice if not its Technomancer. +4 Ego All other rules apply as in Intelligent items, ability's costs and Ego scores. With one change a Technomancer intelligent lattice can add new ability's if the Technomancer uses skills and feats and pays the cost as a crafter to do so. Should the lattice gain an ego core of 20+ then it takes over from the Technomancer running both body and lattice.


...hrm. Interesting.

Full wizard casting + pick from psion/psychic warrior list... but can't augment and limited to wizard spells-per-day minus the school bonus.

I wouldn't mind some more details about how reprogramming works- how many skillpoints can you move around (all? some?), and some language about only moving around feats gained during levels in which you were a technomancer.

Other than that... I kinda like it. I think you've balanced it against a wizard/etc fairly well.


Going to change the name to Cybermancer or Technomage as there already is a Techomancer Class.

I am doing some work on it now covering what you said.
Virtual skills is a pool.


Thinking now Technomage


withdrawing guys going to GM my own game.


SRG-B0T (thats a zero) or SargeBot as he is known :)
Here is what i have for him so far

Feats: Gunsmithing (bonus), Rapid Reload (Hackbut, bonus), PBS, Rapid Fire
Str 8
Dex 18
Con 14
Int 14
Wis 16
Cha 10
BAB: 4, Fort: 6, Ref: 8, Will: 4
3 grit
Skills: 6x level
FCB: +1 1/3 crit confirm

"Old Betty" is SargeBots Light Machine-Gun. When SargeBot was dumped in this world he was sorely dissapointed with the local firepower and has since done his best to build himself a custom-made machine gun from the parts available.
Mods:
Defect:
Misfire: 1-3

:

Old Betty is a Mwk Double Hackbut with a belt feed loading system connected to the keg of gunpowder on his back. (the belt feed has no real mechanical effect, just assembles the blackpowder, bullet and cartridge)
Damage: 2d10, Misfire: 1-3, Range: 50ft, Capacity: 2
Value: 650gp ((4000 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted)
Weight: 15lb (18 base x 0.75 small + 1.5 belt feed)
Old Betty must be set up as a full-round action prior to firing. Failure to do so results in a -4 to hit penalty and knocks the shooter prone.
Reloading is normally a move action.

"Thirsty" is SargeBots trusty sidearm and backup weapon. Overloaded with gunpowder and about as bulky as a rock, this pistol never-the-less spits golden death downrange and has been with Sarge since the begining (although it barely resembles the Atlas pistol it once was)
Mods: External Capacity, Double Packed
Defects: Overloaded
Missfire: 1-2

:

Thirsty is a Mwk Double-Barreled Pistol with the External Capacity and Double-Packed Barrels mods and the Overloaded defect resulting in 3 chambers with 3 doses of powder and 1 gold plated bullet in each. SargeBot carries 6 spare golden bullets in a small compartment in the handle.
Damage: 1d6+1, Misfire: 1-2, Range: 20ft, Capacity: 3
Value: 382.95gp ((1750 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted) + (1 base bullet x 0.1 crafted x 3 gold plated x 9 total) + (10 base gunpowder x 0.1 crafted x 9 doses) + (5 base hollow pommel x 0.5 crafted)
Weight: 5.63lb (5 base x 1.5 fluff x 0.75 small)
Thirsty normally fires single bullets but can be made to fire 2 shots at once with a -4 penalty to each shot.
Reloading is normally a standard action.

and with careful maintainence it will stay that way :)

SargeBot also carries what he calls his BoomKeg on his back. This contraption contains a massive and volitile keg of gunpowder, shot and the tools required to fuel and maintain his weaponry. As is everything else, it is custom made and heavilly modified.

:
The BoomKeg is a combination of everything SargeBot needs relating to guns. It contains a massive keg of powder (100 doses), a large pouch of shot holding up to 60 bullets, a built in gunsmiths kit and a bullet combiner attached to the belt feed that feeds his machine gun (20 cartridges max).

Value: 221gp ((1000 base powder x 0.1 crafted) + (1 base bullet x 0.1 crafted x 60 total) + ((12 base cartridge x 0.5 crafted) - 1 powder) x 20 total) + (15 gunsmithing kit)
Weight: 8lb (5 powder) + (1 bullets) + (2 kit)

The BoomKeg contains everything SargeBot needs to maintain, modify and fire his weaponry, however, having that much in one place can be dangerous! If the Keg is exposed to fire, electricity, or a misfire explosion, SargeBot must make a Ref save or the keg explodes, dealing 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half).
Also, the Keg weighs the same (8lbs) no matter how much powder, ammo and such is inside (the Keg sitll can only hold a maximum of 100 doses of powder, 60 bullets and 20 cartridges)
Powder is crafted at a cost of 1gp a dose, bullets at 0.1gp and cartridges are 5gp a piece (includes bullet).

The Keg just combines everything and makes it simpler so i have less paperwork to deal with. Also note that the exploding Keg gets a ref save because i am carrying it.
And having a massive keg of boompowder on your back is cool!

Total cost: 1153.95gp
Total weight: 28.63lb

That is also all i will be crafting, i have just under 5k left to spend which will probably include muleback chords, armor of some sort and a +1 enhancement for Old Betty (paying full price).
Probably something like a coat pistol chucked into my front pannel compartment too, completely hidden. Just in case.

Relevant rules:

Commonplace Guns wrote:
Commonplace Guns: early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price.
Gunsmithing wrote:

Gunsmith: gain gunsmithing feat. You can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Cafting Firearms: craft early firearms at half price. At GM’s discretion, craft advanced firearms at half price. Crafting takes 1 day of work for every 1,000gp (minimum 1 day).
Crafting Ammunition: craft bullets, pellets, and black powder at 10% price. If you have 1 rank in Craft (alchemy), craft alchemical cartridges at half price. Crafting takes 1 day of work for every 1,000gp (minimum 1 day).
Objects and saving throws wrote:

Objects and saving throws

"Unattended Non-Magical Items": Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Edit: hmmm. Alchemical cartridges are crafted at half price, not 10%. Will have to recalculate that part/rethink it...
... New price: 5gp per cartridge (12gp base x 0.5) - (1gp powder) the cartridge price includes the bullet. Price recalculated above. Should be correct :)

Thats what i got so far ^_^ still working at it and still very much interested!


Bugger, best of luck, Johnny.

@Cam- I like, keep it up!


Cancelling the game due to lack of interest, best of luck everyone.


Ya, i kind of wondered if that would happen :(
Makes me sad -__-

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