Hello everyone! So I don't post in the forums very often but always find it helpful when researching homebrew stuff. Hopefully I can get the help I need here. I just began today on DMing for two small groups over here in S. Korea. I've also been playing Warhammer 40K and just love the Adeptus Mechanicus. Turns out they make TERRIFYING baddies in the world I've crafted and happened to be the first enemies the PCs encountered. Now I need to start jamming out stats and, quite frankly, I need help refining and correcting. Can I get some help putting this stuff together and stat it right? My current plans are:
(Later) Servitors: Augmented (humanoid) Commoner 1;
Vehicles and robots will have to be re-skinned from constructs later but I'm open to suggested stats for the Dunecrawler right now. POSTED HERE is what I've been able to put together for the Skitarii Ranger. There are some portions that I know will be incorrect like skills but that's why I'm reaching out. I am open to all criticism and suggestions. Current Skitarii Ranger: SKITARII RANGER CR 6
DEFENSE
Offense
Statistics
Combat Gear:
*Electricity Vulnerability (Ex) Electricity damage stuns an augmented creature for 1d4 rounds and does not bypass its spell resistance. A Fortitude save vs. a DC equal to half the damage taken negates the stunning effect. **Of Two Worlds (Ex) An augmented creature counts as both a creature of its type and a construct against effects specific to type. Any healing effects or repairs to an augmented only heal half damage, as they each only apply to the flesh or machine part of the creature. Spells only affecting objects can affect an augmented as well. Damaging magical effects must still overcome an augmented’s spell resistance. ***Augmentation Psychosis (Ex) An augmented creature that has a Wisdom score of 2 or less (including no score), is overcome with rage and gains the ferocity universal monster ability. This rage is identical to the barbarian’s rage ability, but it is permanent. When in a state of rage, effects that remove rage or calm rage make the augmented creature staggered for one round. Effects that raise the augmented creature’s Wisdom above 2 cure the rage and ferocity. If a Skitarii Ranger’s Wisdom score ever reaches 0, it becomes insane. The insanity, but not the rage, can be cured with appropriate healing magic. ***Repairs (Ex) An augmented creature can be healed by making an appropriate Craft check against a DC of 15 and paying a cost for materials of 10 gp per hit point to be healed. The repairs can heal no more than half of the creature’s total damage taken, and repairing the creature requires a full day. *****Limb Defense (Ex) Against damage directed specifically at a Skitarii Ranger's replaced limb (for example, attempts to sunder a limb, or attacks from foes that deal damage to the Ranger touching or attacking it), the Ranger gains DR 20/adamantine, and resist acid, cold, and fire 30. Against spells that specifically target a replaced limb (such as stay the hand), the Skitarii gains SR equal to 10 + it’s CR.
This dog-sized, spider-like robot has a plasma torch mounted on a stinger-like limb and gripping claws on its forelegs. Arachnid Robot CR 1
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES Tricks:
Link (Ex): A Ranger can handle their animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The Ranger may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Explode (Ex): If an arachnid robot is destroyed or takes damage while below half its maximum hit points, it must attempt a Fortitude saving throw with a DC equal to the amount of damage taken. If it fails, the robot explodes, dealing 2d4 points of plasma damage to all targets in a 10-foot-radius burst (Reflex DC 10 half). Half the damage dealt by plasma is fire damage, and half is electricity damage. This destroys the robot if it was still animate. The save DC is Dexterity-based. Fragile (Ex): When badly damaged, arachnid robots function poorly. An arachnid robot reduced to fewer than half its maximum hit points is staggered and moves at half speed. Further damage may cause the robot to explode. Plasma Torch (Ex): An arachnid robot can use its arm-mounted plasma torch in two ways. First, it can use the torch to make a ranged touch attack against a target within 15 feet, dealing 1d6 points of plasma damage on a successful hit. Alternatively, the robot can emit a 15-foot cone from its torch, dealing 1d4 points of plasma damage to all targets in the area of effect (Reflex DC 10 half). The robot’s plasma torch requires 1 full round to recharge between uses. Half the damage dealt by plasma is fire damage, and half is electricity damage. Ubiquitous pets of technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion’s tail stinger and doubles as a weapon. Under stress, an arachnid robot’s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery. Despite their scorpion-like appearance, arachnid robots’ ability to use their claws as an additional pair of legs when climbing or moving quickly has earned the robots the name “spiderbots”.
Pretty much like everyone else looking for a group around here. I am currently stationed in the US but have orders to Korea in the summer. I am looking for online groups, or any members looking to establish something in Korea. Long time veteren of 3.5 (eberron and FR), familiar with Pathfinder and novice with 5.0 Familiar with the roll20 site and have played multiple sessions there. Willing to learn new systems or settings as long as I get SOME kind of social time to play!
I am playing a gunslinger and was looking for a steampunky class to take the idea further, so I purchased 'Thunderscape' to investigate the Steamwright class. I looove the flavor there but I'm having some trouble making it cooperate with the gunslinger in my head. So the scenario at this point is the Experimental Gunsmith Archetype for Gunslinger at first level. At second level I'm toying with Steamwright for entry but I can't seem to understand if the weapon said gunslinger gets at 1st level will funcion with the steamwrights abilities. The weapon you get is separate from the options you get as the steamwright if I'm interpreting the writing correctly. Really, I would like to break down and rebuild the rifle you get from GS and turn it into a steamwright weaponized invention because that will jive with the story that's evolving, but I'm not sure how to make this happen, or even if it will work. I'm overwhelmed. Can I get some assistance on this? Further, how does mixing these two classes and their abilities work for combat. They very blatantly wrote a side bar with the following: "The firearms rules presented in this book are not intended to be compatible with those presented in Ultimate Combat. The firearms rules presented here are greatly simplified to encourage their use, as these weapons are fairly common in Aden and exist side by side with characters who utilize heavy armor (which the Ultimate Combat firearm rules render somewhat obsolete). That being said, if you prefer the Ultimate Combat firearms rules, by all means feel free to use them. Thunderscape campaigns would fall under the “Guns Everywhere” category of firearm rarity." So...Not helpful. It may just be that its late and I'm tired but I don't want to present this to my GM without having the details hashed out. Anyone care to lend a hand?
Hi all! I would like to construct a characterbased off a priest/paladin themed fire wielder. I saw that anime Helsing Ultimate and thought Alexander Anderson was such a wicked character that i wanted to translate that intensity into a holy flame wielder. Burning the heratics, unworthy and evil et. Etc. Im open to build suggestions but my rough build idea for this was paladin/silver flame pyromancer(eberron: five nations) and pyrokineticist. Im not building this for op because i get deep into the rp portion if the games. The paladin fits the theme but i suspect a cleric will mesh more effectively. I was thinking of a human with hidden talent or a psionic race of some kind. Its been a few years since ive attempted table top And ive never really played a caster like this before so im reaching out to the community for support. Feel free to suggest rule bending for entering classes or various requirements. Currently no level restrictions (a safe bet is lvl 10 to enter a local game). Open to magic items and cheese as long as it fits the theme. If you can justify it to the dm then anyting is possible right? Thanks in advance. |