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So. I know this has been done before, several iterations of it, actually, and although I really like the Machine Smith on the SRD, my GM thinks it is underpowered and lacks proper amounts of customization. He promised to make an archetype for it (a year ago when the character concept first came up), we just finished session two of a bi-monthly game and hes still preoccupied with naming sub-regions and making shops we will never visit. So I rolled up my sleeves and got to cracking. What I am going for: Somewhat of a Summoner/Alchemist blend. A character that creates a robot companion out of raw materials, rather than summoning it from another plane. We... actually have rules for summoning robotic eidolons (we commonly play in steampunk and cyberpunk settings, so we need rules for this sort of stuff) but that didn't feel right. I wanted to play Alex Vance and Dog. Not a Digital Summoner. Nitpicky, maybe. But it s a concept I really want to play. I created this by taking the summoner, taking away all of the mutagen and poison related abilities and discoveries, replacing those with a robotic animal companion, then scouring classes for appropriate abilities to make discoveries out of. Anyway, this is what I have (reduced text to only need to know stuff.) Engineer: [b]Class Skills: Swap Heal for Linguistics Class Features The following are class features of the Engineer Engineering: An Engineer gains a competence bonus equal to half her class level (minimum 1) to Craft (Mechanics), Knowledge (Engineering) and Disable Device checks. An engineer can create two special types of magical items- devices and bombs. Bombs are explosive splash weapons and is detailed in its own section below. (The rest of the engineering text is identical to the alchemy class feature) Mechanical Creation: The engineer, through time, patience, and a good bit of elbow grease, can craft a mechanical wonder to do his bidding. This can take a number of forms, although the most common is a robotic companion. If the creation is ever destroyed, it costs 100 GP per level and one week to craft a new one. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the engineer must choose to take a robotic companion rather than an animal. Robotic Companion Type: The creatures type changes to construct.
BAB: The robotic companion’s base attack bonus is the equal to the robot’s HD. Robotic companions do not gain additional attacks using their natural weapons for a high base attack bonus.
(I would like to note that the robotic animal companion rules are not my own, and thus not up for critique.) This ability replaces the Mutagen and Poison related class features of the Alchemist. Discoveries: An Engineer can not take any discoveries that utilize class features he does not posses, but can take the following rogue tricks as discoveries: (Core)
(APG)
(UCG)
New Discoveries: Repairing Touch(Ex): The alchemist gains the ability to repair damaged objects. As a standard action, she may touch a creature and apply 1 round’s effect of his spontaneous repairing discovery to that object; this counts toward his spontaneous repairing limit for the day. The engineer’s daily limit for hit points repaired by spontaneous repairing increases to 5 × his engineer level. An engineer must be at least 6th level and must have the spontaneous repair discovery or class ability before selecting this discovery. Relentless Machina (Ex): The engineer’s Mechanical Creation is considerably more difficult to destroy than normal. His creation is considered to have a Constitution score of 10, and no longer is destroyed at 0. Reducing it to 0 HP makes it inert and unusable until such time as it is repaired, but it is only destroyed at -10. Spontaneous Repairing (Ex): The engineer gains the ability to repair his creation rapidly and remotely. As a free action once per round, the creation can repair 5 hit points as if he had the fast healing ability. He can repair 5 hit points per day in this manner for every 2 engineer levels he possesses. If the creation is destroyed because of hit point damage and he still has repairing available from this ability, the ability activates automatically, repairing it for five damage, if this would prevent the creation being destroyed, it is not. Artificer’s Touch (Sp): You can cast mending at will, using your engineer level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two engineer levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your engineer level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Combat Programing (Sp) The Mechanical Creation gains a combat feat that it otherwise qualifies for. Weapons Module (Sp) The Mechanical Creation gains a weapon proficiency feat that it otherwise qualifies for. The robotic companion must have proper appendages or ports for said weaponry. Shoulder Mounts (Sp) The Mechanical Creation gains two shoulder weapon ports. It can only mount ranged weaponry that it is proficient with in these ports, and they must be one size category smaller than the Creation itself. If the engineer has the Storage Locker discovery, then he can store ammunition here that the creation can use to load his weapons with. Storage Locker (Sp) The Mechanical Creation has an empy chest compartment, capable of storing 50 lbs of appropriate sized gear if medium, or 75 lbs if large. Reinforced Chassis (Sp) The Mechanical Creation has been constructed with extra armor plating, granting it an extra +2 Natural Bonus to AC. Hardened Interior (Sp) The mechanical creation gains hardness 5. At 15th level, this increas to hardness 10. The engineer must be 10th level before selecting this discovery. Shield Ally (Ex): Whenever an engineer is within his mechanical creation’s reach, the engineer receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the creation is grappled, helpless or inert. The engineer must be 4th level before selecting this discovery. At 12th level, the creation can shield the engineer’s allies as well, and the engineer’s bonus goes up to +4. Teleportation (Su): At 6th level, as a standard action, an engineer can call his mechanical creation to his side. This functions as dimension door, using the engineer’s caster level. When used, the creation appears adjacent to the engineer (or as close as possible if all adjacent spaces are occupied). If the creation is out of range, the ability is wasted. The engineer must be 6th level to select this discovery. The engineer can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. Transposition (Su): An engineer can use his teleportation ability to swap locations with his creation. If it is larger than him, he can appear in any square occupied by the creation. The creation must occupy the square that was occupied by the engineer if able, or as close as possible if it is not able. The Engineer must be at least 8th level and have already selected the teleportation discovery to select this discovery. Repair Matrix(Su): The mechanical creation’s body gains the repair damage very quickly, giving it fast healing 1. The creation repairs 1 point of damage each round, just like natural healing. The repair matrix functions as long as the creation is not destroyed. This repairing is increased by 1 per round for every 2 addition levels the engineer takes (maximum 5). The engineer must be at least 12th level before selecting this discovery. Overdrive (Ex): The engineer outfits the core inside the mechanical companion to output more power on command, sending the companion beyond operational limits. As a swift action the engineer commands the core augmentation to activate, granting the creation a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the engineers’ hit dice. These rounds need not be consecutive. An engineer must be at least 4th level before selecting this discovery. Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the engineer to keep an eye out for the sudden and often lethal hazards of adventuring. The engineer gains a +2 luck bonus on Reflex saves and initiative rolls. Hardening Technique (Ex): The engineer learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the engineer creates gains an additional 5 hit points. Remote Detonation (Su): The engineer learns how to trigger the core in his mechanical companion to detonate. The resulting explosion deals 1d8 points of force damage per engineer level in a 20ft radius from the center of the companion’s location. The companion is immediately destroyed and must be rebuilt as normal. Using this ability is an immediate action. Thoughts, concerns, criticisms. I am most interested in hearing what people think of the discoveries, if they seem balanced, perhaps other options? ((Edited to cut out irrelevant or redundant information))
So, last weekend, my friend and I (both of whom swap DMing around) decided to playtest mythic a bit before our usual Sunday night game got started. I decided that I actually wanted to play, so he ended up GMing. To begin with, I made a level 5 Magus, tier 2 Archmage, 25 point buy build. With Mythic Weapon Finesse being an option, I decided to dump both Strength and Charisma. The only house rule we used were my friends equipment, and action points, which we never stopped using after Ebberon. As far as my character options went,
I am not going to lie, I am not particularly great at the number crunching specifics of the game, but I can give my opinion on how it felt. My DM decided to pit me against several waves of enemies, all at CRs that were not significantly below my level. The first wave he threw three CR 4's against me, which felt very easy, but gave me time to get buffed up, and I killed them with little real difficulty or damage to myself. He continued to throw enemies at me, slowly ramping up the CR every encounter, and every three or four waves handwaving a full rest + level up or tier up my way. Due to the combination of the Arcane and Mythic pools, both of which were powering my spells, I was able to cast spells almost ever round of combat, mitigating one of the biggest difficulties of the Magus class, burnout. Due to the fact that in play the fights took place one after the other, I only had to buff up the once, and thanks to Competent Caster, I was never endanger of losing a concentration check. While I dont feel that mythic gave my character a lot of power, persay, I did feel that it gave him longevity that I would have not otherwise had. My character was capable of taking out encounters that were of his CR and higher alone due to it. Im not sure how a different class would have fared, because Maguses can be short term damage powerhouses, but next time I will try something else.
So, I'm making Thargosh from Hordes into a mini-BBEG for my current horror campaign. For those that don't know him, he is an Ogrun who has had a shard of an dead dragon inside of him. Which, in the Iron Kingdoms, is sort of a big deal, as the dragons in that setting are more akin to Lovecraft's Elder Gods than Tolkien's Smaug. His mugshot:
So, what I am thinking is either Ogre with levels of Magus or Sorcerer (yes, I know I will have to tweak the stats around a bit, not a problem) or Ogre Mage, both options with the Half Dragon template on top, and maybe some Mythic if that gets released anytime soon. Max CR would be 10-11 Thoughts on which way I should go?
So, I'm running a game in Ustalav (Not Carrion Crown, just a semi sandbox thing) I'm stating out the towns, and I'm trying to collate what types of shops would be in the various cities and whatnot. You know, you have: Blacksmiths
Anything I'm missing? Im sure there is a good bit.
So. My campaign, which has been running for about a year and a half now, is coming to a close soon, and its going to be concluding with a giant battle that the PC's are apart of. Thing is, I think I may have bit off more than I can chew with four different factions taking place in this battle and... anyway. Let me break down the situation, and if anyone has any helpful hints on how to resolve things without just adjudicating that the PCs army wins or the bad guy's army wins, it would be appreciated. The battle will be taking place in and around the capital city of Anvilfall, the city itself goes down into the earth, rather than up into the sky (think a reverse of Sharn) with the ground level being the military/industrial/palace area of the city. The nobles and city administration, financial and educational institutions occupy the first two lower levels, the middle class occupies the third, and the last two are lower class citizens. The city's forces are majority human, and are heavily entrenched with artillery, mechs, tanks, and airships (two of which are ironclad). Most of the infantry are level 1's, but they also have special forces teams that quite skilled (between level 5-10). The PC's are on the side of a coalition lead by dragons (and for the most part, they have sworn fealty to specific dragons). They have a smattering of almost all races with them, humans, elves, dwarves, undead, orcs, drow. Pretty much everyone. They have a lot more highly skilled people than Anvilfall, but less basic infantry. Everyone is scattered and has to get to the battle separately, so, some might not make it, they also have far less tech than Anvilfall, although they do have some. The dragons are also prone to infighting (as in, in the very beginning of the battle one of them is going to attempt to assassinate the lead one. There is also the Eversoul Legion. The original enemies of the campaign, back before the pcs found out about the conspiracy controlling Anvilfall. They are an army of mechanized undead, basically Cryx from Warmachine. Some of their forces left and joined the draconic coalition, so numbers wise they are a bit depleted, but I think they will likely hold back until about half way through the battle, then start raising the fallen and move in. Then there is the Hydra Strain. Failed science experiments/aberrations. They are essentially the zerg/xenomorphs/tyranids. They are currently hived in the sewers of Anvilfall, taking and converting small amounts of vagrants from the lower sections of the city, when all hell starts breaking loose though, they are going to move out and defend. ...so... yeah. Thats the sitrep. Help? Any clarifications needed I can give.
So. This is my first post. Hi! I'm a (relatively) new DM, been playing for about 4-5 years, since the beginning of college, really. Anyway, I'm currently running a steam punk game, and I wanted to throw a Warhammer 40k Lictor at the players, at about a CR 10. Now, for those of you who don't play 40K, a Lictor is a large Tyranid creature that is essentially a stealth hunter. Quick, nimble, and deathly quiet for something their size. I started with a Drider, replaced it's weapons with a bunch of natural attacks, added in a few Illithid abilities, and got rid of the Drider's spell like abilities, from there, I advanced the monster as per the rules in the back of the book... but... I dunno. Comparing it to other CR10's... it just looks weak. Could anyone help me out here? I'm not sure exactly what I am doing wrong. Anyway, stats: Lictor CR10
Defence
Offence
Statistics Str 19 Dex 16 Con 18 Int 11 Wis 16 Cha 16 BAB +11 CMB +15 (+17 grapple) CMD 29 (+41 vs Trip) Feats Imp. Initiative, Skill Focus Stealth, Multiattack, Imp Grapple, Power Attack, Cleave, Great Cleave Skills Athletics +27 Intimidate +21 Perception +21 Stealth +24 Anyway, thank you very much. :-) |