Son of the Spirit Mother

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Organized Play Member. 47 posts. No reviews. No lists. 3 wishlists. 1 Organized Play character.




I am about to start a steam punk campaign and have never played anything steam punk before. I am wanting to lean into the steam punk theme by crafting my own clockwork weapon that can change form between 2 or 3 different weapons.

My GM and I are going to get together this weekend to discuss it and hammer out the details but to be honest neither of us have much experience in creating custom items like this for a game, and I really want to make sure I can keep it balanced so I would like to get some feed back from others who do have experience in such matters.

How would you determine cost/item level? Like I have been using other similar items/rules from the game to guide me but this Clockwork Macuahuitl weapon really skews the numbers I have been figuring. A clockwork diving suit for example, which in my opinion would have to be far more complicated piece of machinery, is 2 levels less and requires less than half the gold of this weapon. Then there are the firearms that are combined with various types of melee weapons (effectively two weapons in one) that only cost around 10-13gp and are level 1.

What I have:
Clockwork Weapon
Price 80gp; Bulk 2; Hands 2; Group Varies
Proficiency: Martial Weapons

Change Form
Activate (1 action) Interact; With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.

Effect The weapon takes the shape of a Greatsword or Meteor Hammer. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

The weapon must be charged with a special cranking key crafted at the same time as the weapon once a day, usually during daily preparations.

I based the cost and level off of 1/3 the cost and level of a Shifting rune. Since I am restricting what it can change into down to two, maybe three forms I though a reduction in both would be appropriate.


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Can anyone please tell me why this weapon is level 8 and 550gp? Comparing it to a Greatclub, the only difference is remove the trait Shove and add Forceful and Versatile. It does have the clockwork trait as well but from what I can see that doesn't do/give anything to the weapon other than flavor. Is flavor really worth that much in gold and levels?


The Tempest-Sun Redirection feat states that it helps protect allies, but it only seems to offer protection to the caster. Am I missing something?


Does this feat continue to scale as you gain additional Holcyon Speaker feats? For example, with this feat, at level 12 I would have:

1x cantrip
2x 1st level slots
2x 2nd level slots
1x 3rd level slot

At level 14 with Holcyon Spellcasting Adept would it be?

1x cantrip
2x 1st level slots
2x 2nd level slots
2x 3rd level slots
2x 4th level slots
1x 5th level slot

Thank you!


So I am working on another character concept build. I am modeling his fighting style after the movie 300. He will wield a shortspear and shield and while his damage probably wont be as good as a two-handed build I want him to be able debuff as well. This is what I have so far and was wondering if any one knows of any other ways for a fighter to debuff.

Spoiler:

Race: Aasimar (Angel-Blooded)
Scion of Humanity
Immortal Spark
Class: Fighter
Archetype: Two-Weapon Fighter & Gladiator
Traits: Finding Haleen (Fighter), Indomitable Faith, Shield-Trained
Drawback: Overprotective
Misc Notes: Middle Aged Adjustments, Chaotic Good, Diety is Gorum, Weapon with Cruel property

Level & Feat
1. Improved Shield Bash, Two-Weapon Fighting
2. Weapon Focus (Spear)
3. Power Attack
4. Improved Bull Rush
5. Intimidating Prowess
6. Shield Slam
7. Cornugon Smash
8. Improved Two-Weapon Fighting
9. Dazzling Display
10. Greater Bull Rush
11. Shatter Defenses
12. Shield Master
13. Iron Will
14. Savage Display
15. Improved Iron Will
16. Step Up
17. Toughness
18. Following Step
19. Combat Reflexes
20.

What my thinking is that I get them shaken with Cornugon Smash and then on the following attack they gain the sickened condition as well as flat-footed against me, which makes it easier to keep shaken and sickened on them. Also makes it easier for me to bull rush them into a wall and make them go prone. This is my 1st attempt at a some what debuff build.


So I am building a concept character with swashbuckler and hate having to take a 1 level dip into fighter to be able to effectively pick up crane style. I found that if I put a Deep Red Ioun Stone in a wayfinder it will give me Improved Unarmed Strike which is just enough to not have to do the one level dip, but since the +2 to dex from the stone wont stack with a belt of dex I am essentially paying 8,000 for the feat, which is a little heavy especially at early levels when I need it. I was wondering if any one knew of any other way to get around or fulfill the feat pre-requirements for crane style?


So I came up with another character concept, a vampire magus. Now I know that a vampire is a +2 CR which isn't fair to other party members so I am looking at ways to possibly balance it out. One way for example is instead of rolling for stats (we roll 4d6 and drop the lowest die, 1's can usually be rerolled once per stat) I start off with all 10's like a point buy, and then am only given 6 points to spend (no 2 points = 1, 3 = 1, etc...) and then drop the vampire template over it, which would be how I became of heroic strength. example:
Human Vampire
Str 18 10 base + 2 (human) + 6 (vampire template)
Dex 14 10 base + 4 (vampire template)
Con -
Int 16 10 base + 4 (point buy) + 2 (vampire template)
Wis 14 10 base + 2 (point buy) + 2 (vampire template)
Cha 14 10 base + 4 vampire template

I was also thinking that some of my immunities could be bypassed if it is coming from a magical source, such as "Immunity to sleep" if it comes from a magic source (and not some herbal tea or what have you) I am subject to a saving throw because the magic of the spell is disrupting the magic that keeps me alive.

I don't have a whole lot of DM experience myself but would like to get feedback from some folks on if you think something like this would be enough to balance out the vampire.


So, as the subject says a character concept I have wanted to figure out for awhile is an elder barbarian, I think thematically it would be awesome. I would love to find a way to use Wisdom in place of Strength, to symbolize his transition from raw brute force to experienced style of fighting. Any ideas? I would either go human or tiefling (if tiefling then I may say that the bloodline has become so diluted that I show minimum influence of demonic/devil blood, i.e. mostly human blood). Does any one have any ideas on how to optimize this character? I don't like to min/max but I also don't want to build a character that is just gonna be a complete train wreck!


So I know it has been shot down before but I really want to find a way to make a Gnome rogue or slayer who can trip every one up then start sneak attacking them with a flying talon (I want it to be gnome for RP purposes). I know the -2 Str will give me 1 less to my trip but since I am using a weapon and get a +1 to attack, wouldn't that negate the -1 to cmb from being small? I have tried to google this to see if any one else has brought this up but found nothing on the subject.