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| Azual05-27-04, 01:01 PM | This is ( what i think) a COOL class. what makes it so cool is the sheer durability of the class. you can add any gadget you want to the list. Technomancer The Technomancer is a person whose intellect is based solely on engineering and machinery. He uses machines as his power. Here is his Game Rule Information. Hit die: d6 Alignment: Any Class Skills: A technomancer may choose any eight skills as class skills. Three of these skills must be Device oriented. (use magic device) one of these skills must be the new skill, Use Gadget (int). Skill at first level: (6+ int. mod.) x 4 Skill at other level: (6+ int. mod.) BAB: Good Saves: Will: Poor Reflex: Good Fort: Poor Class Features Proficiency : The Technomancer only gains proficiency with simple weapons and proficiency with only light armor. They are proficient with all their gadgets. Technomancers also gain proficiency with all crossbows and shortswords. First Gadget : at 1st level, A technomancer starts play with a special gadget of his own. He can choose one gadget from the 1st level Spy list And one gadget from the 1st level weapons list. Feel Free to Say YAY now. Gadget Preference : At second level, a Technomancer can choose which list he will get his gadgets from. If he chooses the Spy List, he gains Hide and Move Silently as class skills and gains proficiency with the short sword. He also gains a sneak attack bonus of +1d4 that increases by 1d4 every five levels. (max. +5d4 at level 20) He also can choose gadget only from the spy list. If he chooses the weapons list, he gains Climb and Tumble as class skills. He gains proficiency with the Longsword. He also can choose his gadgets only from the Weapons list. Gadgets : At second level, after the Technomancer chooses his Preference, he may choose a gadget from the list he has chosen. From levels second to fourth, he may choose any gadget that is listed on the first level list. At fifth – ninth, the second level list, and so on. On the use of gadgets : In order to use a gadget, you must succeed on a Use Gadget Check only once to master that Gadget. The DC of this Check is 20+the level of the Gadget + the number that corresponds to the gadget (a DC 22 Use Gadget check for a gadget like Dark Goggles.) You can take 20, but it requires 2 days of study. When you have mastered the gadget, you can craft more of these by succeeding on an identical Use Gadget check. For all items similar to normal counterparts, these gadgets are treated as masterwork items. For instance, Potshot is considered a masterwork Buckler. For all abnormal items, a price is given. Spy Gadget Tables: 1st Level: (1)Dark Goggles: A pair of goggles that grant 60 foot dark vision or double the dark vision of a creature already given that ability. 600GP 1lb. (2)Pot Shot: A small buckler that, when a button is pressed (a free action) becomes an automatically loaded repeating hand crossbow. It functions like a repeating crossbow in the area that it only has five ammo and requires reloading new canisters. Masterwork Buckler. (3)Sniper Sights: these sights are telescopes that latch on to any type of crossbow. They provide a +5 insight bonus to attack and damage to any crossbow held in two hands and shot at a range of 50 feet or farther. Note that this wont work on potshot since it is only held in one hand. 400 GP 1lb. This bonus is not applicable to creatures without discernable anatomies or creatures that are immune to critical hits. (4) Poison dagger: this ordinary dagger has a chamber in its hilt that holds any type of liquid poison. When a small button is pushed above the hilt, the chamber opens and the vial of poison oozes out. It takes 1 round for the poison to fully covere the blade, at that point, the next three attacks made with the dagger are treated as having the poison’s effect. It comes with a poison similar to homunculus venom. Dagger 50GP Weight same as normal dagger. (5) Magna ring: this ring emits a small magnetic pulse at the target. it can pull any metal object* (such as a key) to the user as long as he is within 20 feet.cannot weigh less than 2 pounds. (6)Listening Cone: when the long end of the cone is pressed against the wall, the next person who presses his ear to the short end of the cone will be able to hear as if he were in the room of which he was listening. The user can hear through up to 1 foot of stone or other material, the exception is any metal where the hearing ability is increased to 2 feet. The cone can be any size. 20GP 3lb. 2nd Level (1)Fogger: this small filter is about the size of one’s fist. It comes with a container of water that is about the size of one’s head. The container holds up to fifteen minutes of fog. When a button is pushed, the fogger creates a fog similar to the one detailed in the DMG. It starts in a five foot radius, then after two rounds, it becomes a ten foot radius, then after four rounds, a twenty foot radius where it stays . 400 GP weighs as much as 3lb. + the weight of a gallon of water. (2)Spider Boots: Two boots that grant you a +10 bonus to all climb checks and even allow you to spend 5 consecutive, full-round actions to climb 20 feet of vertical surface (like a wall). (3) Darkness Gloves: these gloves are used to spew a thick, gooey, black substance once a day that, when it hits air, turns into a globe of the deepest darkness. This globe functions like the darkness spell except it eliminates blind sense also. Duration is for four hours. 900 GP 3 lb. (4) Changer Cards: these cards are able to change their appearance, thus giving the user a definite advantage a Three Card Monty. Also, when they are thrown down on the ground with great force, they create an image that looks exactly like the technomancer. This effects is similar to the Major Image illusion spell. 500 GP each. The cost is for all 54 cards. (5) Sniper Crossbow: this type of crossbow is a masterwork version of a heavy crossbow. Its range has been strengthened to 160 ft. and it automatically comes with a masterwork version of the sniper sights. Which have an enhancement bonus of +7 rather than +5. this still is only applicable to shots fired over a range of 50feet. This bonus is not applicable to creatures without discernable anatomies or creatures that are immune to critical hits. (6)Mini Kit: A small spy kit that includes • A small sensor that alerts you of the presence of an intruder like the alarm spell when placed. (it makes a loud noise like a BEEP) • A quill that will not run out and can be used to write upside down. • A pinky sized light that gives you the illumination of a torch in a 10 foot cone. • And a piece of vellum that instantly copies the inscription that it is placed upon. 3rd Level (1) Iron Cloak: this item looks like a normal black cloak except that the inside is inlaid with a flexible iron, thus providing a +3 bonus to your AC. (2)Mold Key: this key, when one end is squeezed, fills all spaces in the key hole and allows you to make a replica of the key that will open the door as if you had the key. The mold key IS NOT the replica, it is to flimsy. (3)Blade Cards: are sharpened on the corners so much that, when thrown, deal 1d4 damage and have a range of 20 feet. (4)Grapple Bolts: this essentially normal case of bolts become small grappling hooks. They come with a special type off addition that adds onto any type of crossbow and looks like a spindle with a 100 foot length of thin, steel rope. When the bolt is shot, it works like a normal grappling hook except that it has a range of 100 feet. When the grappling hook is lodged in the wall, the wielder may remove the spindle holding the rope from the crossbow and attach it to any type of edifice that can hold the pressure of a lot of weight. If the person decides to use the rope that is now attached to the wall and the edifice as a zip line, it can hold up to 250 pounds. Weighs 3lb. 700 GP (5)Body Heat Goggles: these Goggles function like normal goggles except in darkness, they are able to read the body heat given off by all living creatures. This ability makes invisibility and concealment useless but any great amount of heat stuns the user for 1d4 rounds (note this can be neutralized by a DC 20 fortitude save). These goggles also sre useless when fighting undead or any other creature that doesn’t give off heat. 2500GP. 1lb. (6)Helio-backpack: as a full round action, a Technomancer may use this backpack to provide the blades like a helicopter. It takes one minute to start and when ready, it provides poor maneuverability and a fly speed of 40 feet. this has a wingspan that is the space as the technomancer and the blades that spin are blunted. this backpack provides 3 hours of flight a day. 4th level (1)Invisibility cloak: this looks like any iron cloak except when a catch is pushed on an onyx broach that is located around the neck, the cloak becomes clear along with the person wearing it. It functions like the greater invisibility spell except that if the cloak is pulled off the effect is instantly ended. You can be invisible for up to 5 minutes per day. (2) Magna Field: This gadget comes with 20 stakes. When you place the stakes in the ground, they attract all metal objects within a 20-40 foot radius to them. It has a pull force of 1000 pounds. When you activate one of these stakes, they can be used to tamper with the path of metal missiles or pull a charging warrior toward the center. These items can, essentially, pull opponents off their feet or disarm opponents. These fields are powered so that they last up to 3 hours per day. The strength and radius of the magna fields are detrmined by a bracer on the technomancer’s arm. The top button turns the fields on. The button marked “1” is minimal power. It has a radius of 20 feet and a pull strength of 100 Pounds (strength score 15). The button marked “2” has a radius of 30 feet and a strength score of 25 (pull strength 500 lb.). the final button is marked with a “3”. It has a radius of 40 feet and a pull strength of 35 Can pull up to 1000 lb.) 5 lb. each. Bracer 3 lb. 2500 GP for five and a bracer. (3) Spy Weapons: this special set of weapons includes a long sword, three daggers, and two short blades. These are all considered identical to the poison weapons. In addition, they are painted black and thus gain a +3 bonus to attack and damage when striking in darkness. (4)Technowings: this seemingly harmless backpack folds out to become a set of wings that can provide up to 3 hours of flight each day. These wings can be a replica of any type but their maneuverability doesn’t change. The wings grant average maneuverability and a flight speed of 60 feet. Wingspan is five feet to each side. 1000 GP. 20 Lbs. (5) Shadow Cloak: this cloak provides a + 10 bonus to hide checks in darkness. In addition, the user can assume a form similar to shadow body, a power outlined in the XPH. 1000 GP, same as normal cloak weight. (basically, I don’t know where they say how much a cloak weighs.) (6) Gadget Minion: this huge globe is about 3 feet in diameter. It looks like a big metal ball that seems to roll on its own (move speed: 50 Feet). When it reaches combat, the top unfolds to reveal a medium size golem that has a construct top and the now split globe as a form of locomotion. (if you have ever played Morrowind, it looks like a Sphere Centurion.) This Construct these stats: Hit Die: 5d10+20 (45 HP) Initiave: +3 Speed: 50 Feet AC: 20 (+2 dex, +5 Nat, +3 shield) Base Attack: +3/+3 Attack: Gladius (attached short sword) melee +5 (1d6) Full Attack: same Space: same as medium creature Special Attacks: Shock Shield (reflex 19 4d6 electricity damage, shield bash) Special Qualities: Construct traits, Damage Reduction 5/ adamantine, Saves: all +3 Stats: Str: 15; Dex: 15; Con: none; Int: none; Wis: 11; Cha: 9 The technomancer is only able to control three Minions at a time. 3000 GP each. 5th Level: (1) Technotentacles: this set of four tentacles act as normal human arms except that they have a claw attack that deals 1d4 damage. They can hold any type of one-handed weapon that you are proficient with and can even strike behind you. You control these devices mentally. 10000 GP. (2)Techno Boots: these boots subtract 5 feet from your speed but provide a +10 bonus to all jump checks and allow you to use a spell similar to the Pyrokintecist’s firewalk for up to 10 rounds per day. This is because small fire shooters come out of the sides and provide enough energy to fire walk. 5000 GP 10 lbs. (3)Goggles of Smartsight: these goggles can be used as telescopes. they also can be used to identify certain objects and give information on them. these are commonly use for relaying messages about weaknesses of strongholds just by looking at the stronghold. they hold upto five minutes of speech at a time and can recognize five images by pressing a button. You record your voice for the speech. these can also function like the Goggles of Minute Seeing. (4) Technofighter: this construct is similar to a Shield Guardian except that it has a Large Longsword instead of an arm. It works exactly like a shield guardian. Crafting is exactly the same as the procedure outlined on pg. 224 of the MM. (5) Perfect Spy: this Iron Cloak is able to make the user invisible and assume the form of shadow body (like the respective cloaks). In addition, the technomancer gains a +10 bonus to hide, move silently, bluff, and diplomacy Checks. Finally the cloak allows the use of Passwall (as the spell) once a day. 15000 GP. Same as normal cloak. (6) Construct Body: This +3 Full Plate is a special type of armor. It allows the Technomancer to become a construct, thus gaining all construct traits when he dons the armor. It also uses steam to increase the power and speed of the technomancer, providing a +5 bonus to strength and dexterity. He also gains DR 10/ Adamantine while the armor is worn. Cost: 25,000 GP. Normal full plate +25 lbs. Weapons Gadget List 1st Level (1) POPAxe: this semmingly normal rod becomes a blattleaxe whena butoon is pushed. 100 GP. 5 Lbs. (2)Pot Shot: A small buckler that, when a button is pressed (a free action) becomes an automatically loaded repeating hand crossbow. It functions like a repeating crossbow in the area that it only has five ammo and requires reloading new canisters. Masterwork Buckler. Weighs the same as a buckler and a hand crossbow (3)Missile Gloves: A pair of metal gloves that can shoot up to three Magic Missile attacks per day. Caster level is half Technomancer level (min. 1). Requires a Use Magic Device check to use (DC 10). The gloves are so heavy; a -1 penalty to Dex is added. While these are not magic, they are treated as magic because they use similar energy.300 GP. 5 Lbs (4)Fire Dice: A set of tiny die that, when thrown, deals 1d6 fire damage and stun every person within five feet for 1d4 rounds. a reflex save (DC 11) halves the damage and negates the stun*. Range is 20 feet. You can make more of these by spending 50 gp of materials and succeeding on a DC 15 Use Gadget check and spending 2 hours to make 6 dice. *targets who are not ready lose their dexterity bonus and take a -2 penalty on the reflex save. an example would be if you were sitting at a dice game and you threw the dice down, they would take the penalty. (5) Extending Bolts: when these seemingly normal bolts hit any type of shield, a spring loaded blade extends with great force out of the front of the bolt. This extends another foot towards the attacked, dealing 1d6 damage even if the attack missed but stuck in the armor. (you roll a 1d6 to see if the bolt sticks. On a roll of 4,5,6, the bolt has stuck to the armor). 50 GP each. Weighs same as normal bolts. (6)Short Blade Bracer*: A bracer that covers your whole forearm. When you press the palm of your hand (a free action) a short blade springs forth (a move action) and becomes a short sword. You can improve this weapon to become masterwork by paying 300gp in raw materials or paying a blacksmith 600 GP. this blade is not held in your hand like a normal short sword. it is held like a punching dagger would. this then increases the critical to x3. Masterwork Shortsword. 2nd Level (1) BOOMers: Five fist sized canisters than, when thrown, deal 2d6 fire damage and stun and blind creatures for 1d4 rounds. you can add a peice of rope to these boomers to act as a fuse. 50 feet of rope counts as one minute of fuse. You can make 5 of these by spending 200 GP and succeeding on a DC 20 Use Gadget check and three hours worth of crafting (2) Exploding arrows (or bolts): these missiles, when shot, land and explode, dealing 2d6 damage to every person within 5 feet. A DC 19 reflex save halves the damage. Weighs same as normal missiles. 60 GP each. (3) Fire Pies: A set of 20 pouches that, when placed on any substance, burst into flame when the seal is broken. This action does not hurt you. The flame deals 1d6 damage/round until put out*. Crafting 10 more of these is exactly similar to crafting the dice listed above. *The pies burn out in five rounds unless they meet another flammable substance (like a shirt). (4)Dragon Shooter: A bracelet that allows the user to fire a scorching ray* that deals 3d8 damage on a successful touch attack up to 3 times per day. Range is 40 ft. *not the spell. 500 GP. 5 Lbs. (5)Long Blade Bracer: This is a normal bracer until you press a button much like the short blade bracer listed above except it creates a long sword. two half blades appear then snap to gether. It requires 600 GP to become truly masterwork you can pay a blacksmith to make it masterwork for 800 GP. Masterwork Longsword. (6)Shield Bracer. This thick, flat piece of metal fits over your forearm. When a button is pushed, the piece of metal spins, revealing other flat pieces of metal that come to form one large metal shield. This is treated like a normal large metal shield. Masterwork Large metal shield. 3rd Level (1)Iron Cloak: this item looks like a normal black cloak except that the inside is inlaid with a flexible iron, thus providing a +3 bonus to your AC. 200 GP. (2) Helio-backpack: as a full round action, a Technomancer may use this backpack to provide the blades like a helicopter. It takes one minute to start and when ready, it provides poor maneuverability and a fly speed of 40 feet. this has a wingspan that is the space as the technomancer and the blades that spin are blunted. this backpack provides 3 hours of flight a day. 700 GP. 15 lbs. (3)Shield Cloak: In addition to this being an iron Cloak, this cloak also provides spell resistance 5. 1500 GP. (4)Spider Bomb: these mini-arachnids are about the size of your fist and come in sets of ten. These little things crawl to their enemy and grapple him. After grappling for 1 round, they explode, dealing 3d6 damage. They are otherwise equal to construct tiny monstrous spider*. (grapple is actually +5). To craft ten more of these, you must succeed on a DC 17 use gadget check, spend three hours of crafting, and spend 300 GP in materials. *no poison and you can only control 5 of these at a time. (5)Fire Breather: This bracelet is identical to the Dragon Shooter, except that it fires a 30-foot cone up to 3 times per day. It deals 4d6 damage. 1800 GP. 3 Lb. (6)Firecracker Whip: when you succeed on a grapple attempt against an enemy, the small Fire Pies ignite, dealing 2d6 damage for each round you grapple your victim. The pies function the same as normal fire pies. Masterwork Whip. 4th Level (1) Fireball shooter: this small cuff covers your wrist. When a button is pushed, a small shooter appears out and fires a small bead much like the fireball spell (caster level equal to ˝ technomancer level). This bead functions just like a fireball* and comes with 15 charges. After they are done, you can attempt to make 15 more charges by spending 500 GP on materials, six hours of crafting, and you must succeed on a DC 25 Use Gadget Check. *but isnt the spell. 2000 GP for bracer. (2)Spinning Saw blade: as a full round action, a huge spinning blade folds out from your huge iron pauldron, it extends to have a reach of five feet and the arm that extends the blade must be held in one hand. Basically, a large pipe with a blade extends from your shoulder and a small handle must be gripped to maneuver the blade. The saw deals 2d8 damage and can deal damage each round as long as you don’t move it*. The saw also gives the cleave feat as a bonus feat. the person being attacked must use a move action to take a step away, then another move action to continue moving. 900 GP. 15 lbs. (3)Fire blade*: this gadget connects to your longsword bracer or short sword bracer. When the sword is drawn, a small flamethrower emits a spout of flame that adds the Flaming special ability to the weapon. *if You have neither, you may roll again. no weight. 500 GP (4) Technowings: this seemingly harmless backpack folds out to become a set of wings that can provide up to 3 hours of flight each day. These wings can be a replica of any type but their maneuverability doesn’t change. The wings grant average maneuverability and a flight speed of 60 feet. Wingspan is five feet to each side. 1000 GP. 20 Lbs. (5)Technoarm: this huge, robotic arm looks like a steam emitiing machine. When it is out, it provides a +5 bonus to strength and a -3 penalty to dexterity. This does not hinder the use of any gadgets. 1200 GP. 30 lbs. (6)Melter Gloves: these gloves require a full round action to heat up and when they do, they seem to become red. Any metal that you touch becomes useless melted slag after 3 rounds of prolonged heat. This is commonly used to melt the bars of a jail cell or a lock. They require one minute of cool down. In that time, any other metal you touch will start to melt on contact. THIS INCLUDES YOUR OWN METAL WEAPONS AND ARMOR. When attacking metal creatures with these gloves, they are given a reflex save (DC 15 + tech's dex mod) to avoid taking 4d6 damage. 2200GP. 3 lbs. 5th level (1) Gadget Minion: this huge globe is about 3 feet in diameter. It looks like a big metal ball that seems to roll on its own (move speed: 50 Feet). When it reaches combat, the top unfolds to reveal a medium size golem that has a construct top and the now split globe as a form of locomotion. (if you have ever played Morrowind, it looks like a Sphere Centurion.) This Construct these stats: Hit Die: 5d10+20 (45 HP) Initiave: +3 Speed: 50 Feet AC: 20 (+2 dex, +5 Nat, +3 shield) Base Attack: +3/+3 Attack: Gladius (attached short sword) melee +5 (1d6) Full Attack: same Space: same as medium creature Special Attacks: Shock Shield (reflex 19 4d6 electricity damage, shield bash) Special Qualities: Construct traits, Damage Reduction 5/ adamantine, Saves: all +3 Stats: Str: 15; Dex: 15; Con: none; Int: none; Wis: 11; Cha: 9 The technomancer is only able to control three Minions at a time. 3000 GP each. (2)Techno Boots: these boots subtract 5 feet from your speed but provide a +10 bonus to all jump checks and allow you to use a spell similar to the Pyrokintecist’s firewalk for up to 10 rounds per day. this is because small fire shooters come out of the sides and provide enough energy to fire walk. 3000 GP. 10 lbs. (3) Technofighter: this construct is similar to a Shield Guardian except that it has a Large Longsword instead of an arm. It works exactly like a shield guardian. Crafting is exactly the same as the procedure outlined on pg. 224 of the MM. (4)Exploding Fliers: these small bombs are the same as the spider bombs but deal 5d6 damage and have a fly speed of 30 feet. To make Ten more of these, you must succeed on a DC 22 use gadget check, spend 6 hours crafting, and spend 500 GP in materials. (5)Nova bombs: these fist sized bombs come in sets of five. Each one, when set, explodes when you press a remote on your belt. When they explode, they deal 5d6 sonic damage to every creature within 10 feet and 3d6 sonic damage to every creature within 20 feet. You must be within one mile to use the remote on the bombs. If more than one set bomb is in the vicinity, both explode. To create five more of these bombs, you must spend 500 GP, 8 hours of work, and a DC 25 Use Gadget check. (6) Construct Body: This +3 Full Plate is a special type of armor. It allows the Technomancer to become a construct, thus gaining all construct traits when he dons the armor. It also uses steam to increase the power and speed of the technomancer, providing a +5 bonus to strength and dexterity. He also gains DR 10/ Adamantine while the armor is worn. Cost: 25,000 GP. Normal full plate +25 lbs. Gadget Extraordinaire : At 2nd level, he gains a +2 bonus to Use gadget checks. This increases to +4 at level 6, +6 at level 10, and so on until a +10 bonus at level 18. Technominion : At third level, you gain the ability to craft a Homunculus familiar-like creature. if has the same chart as the familiar but with one major difference. Share spells becomes Share Knowledge of Gadgets (allows it to use your gadgets). It loses deliver touch spells, but gains a +2 bonus to Int. it can speak with other animals, but it does gain a level in technomancer. Thus getting a gadget of its own. Other than that, it is the same. Spells : a technomancer has the same spell casting ability of a Artificer. This applies to spell lists, times per day, and restrictions of use. A technomancer can sell his items ONLY to other technomancers. |
| BigyrSatyr05-27-04, 02:33 PM | Lets say I'm rolling up a 1st level Teechnomancer. When rolling my gadget, I get some Dark Goggles. So I have no attack until 2nd level? I mean, seeing that the Technomancer is only proficient with gadgets and all that he has is some goggles... |
| Azual05-27-04, 02:43 PM | Originally posted by BigyrSatyr Lets say I'm rolling up a 1st level Teechnomancer. When rolling my gadget, I get some Dark Goggles. So I have no attack until 2nd level? I mean, seeing that the Technomancer is only proficient with gadgets and all that he has is some goggles... you're very right... i think , however, that ALL characters are proficient with simple weapons, if im not mistaken. he could use a dagger until the next level. if not, ill change the profciencies |
| Thorak05-27-04, 03:01 PM | Originally posted by Azual you're very right... i think , however, that ALL characters are proficient with simple weapons, if im not mistaken. he could use a dagger until the next level. if not, ill change the profciencies Simple weapon proficiency isn't a given for every character. That's why there's the Simple Weapon Proficiency feat; wouldn't make much sense if everyone got it regardless. Though maybe make up a limited set of weapons he can use, relatively simple tool-like weapons. Dagger, light hammer, light pick all seem fairly reasonable, and you could even justify at least Light crossbows as being gadgety enough that he'd have tinkered with them enough to be proficient. |
| Azual05-27-04, 03:19 PM | Originally posted by Thorak Simple weapon proficiency isn't a given for every character. That's why there's the Simple Weapon Proficiency feat; wouldn't make much sense if everyone got it regardless. Though maybe make up a limited set of weapons he can use, relatively simple tool-like weapons. Dagger, light hammer, light pick all seem fairly reasonable, and you could even justify at least Light crossbows as being gadgety enough that he'd have tinkered with them enough to be proficient. dont worry, iedited it so he has prfciency with ALL simple weapons... :D i really like these opinions. they arent< "you stink" |
| Krelios05-27-04, 03:28 PM | Skill at first level : (6+ int. mod.) x 4 Skill at other level : (6+ int. mod.) BAB : GoodAnd then you let it get a magic item every five levels... I'm not sure it's "unbalanced" or anything, but I don't know why anyone would want to play one... It just seems...wierd. A fighter BAB with rogue hitpoints, bard skills and a good reflex save? Then no class abilities, but a free magic item every fifth level--and it might not be useful. What if you were playing a Dwarf and got the darkvision goggles? Look at the artificer from Magic of Faerun (I think that's the book) for some more ideas. |
| Azual05-27-04, 03:37 PM | Originally posted by Krelios And then you let it get a magic item every five levels... I'm not sure it's "unbalanced" or anything, but I don't know why anyone would want to play one... It just seems...wierd. A fighter BAB with rogue hitpoints, bard skills and a good reflex save? Then no class abilities, but a free magic item every fifth level--and it might not be useful. What if you were playing a Dwarf and got the darkvision goggles? Look at the artificer from Magic of Faerun (I think that's the book) for some more ideas. i dunno why anyone would play him. i do know that wierd is the name for this class. definatly. but look. this guy as a spy could be VERY nasty. fire dice for instance, that explode when you push the one-side. put it someone's mouth, then push the one. or as divesions. he uses these items to sneak past any guard who peace bonds then preceeds to cause mayhem (or assassinations) on people. this guy is really a gadget wielding menace to all who seek quiet and solitude. i am thinking of adding a construct as a familar. maybe the sidekick that a Technomancer needs. tell me what you think |
| TheMightyMcClaw05-27-04, 03:38 PM | I would definitely recomend changing it from rolling to choosing gadgets.... the luck of the draw on class abilities is good for a game like Kobolds Ate My Baby, but gawky for D&D. |
| Azual05-27-04, 03:38 PM | Originally posted by Krelios What if you were playing a Dwarf and got the darkvision goggles? this is actually quite cool, it doubles the darkvision. |
| Azual05-27-04, 03:41 PM | Originally posted by TheMightyMcClaw I would definitely recomend changing it from rolling to choosing gadgets.... the luck of the draw on class abilities is good for a game like Kobolds Ate My Baby, but gawky for D&D. you must understand, you are going to get at least four of the six gadgets listed and it adds kind of like a feeling of chance to a class that i think all classes need. like the rogue, the rogue should have to roll a d6 to see what ability she gets just because you never know what will happen. i will, probably change that |
| Azual05-27-04, 03:44 PM | Originally posted by TheMightyMcClaw I would definitely recomend changing it from rolling to choosing gadgets.... the luck of the draw on class abilities is good for a game like Kobolds Ate My Baby, but gawky for D&D. also, fir every gadget you get, the only one's you dont reroll on doubles for are the ones that you have to craft to make more |
| Azual05-27-04, 04:37 PM | any other comments.... any... i feel sad:( |
| Azual05-27-04, 09:28 PM | Azual NEEDS opinions plese holy pelor HELP ME |
| Nyat05-27-04, 10:23 PM | :uh-huh: All right then, I guess I'll begin *ahem* Technomancer The Technomancer is a person whose intellect is based solely on engineering and machinery. He uses machines as his power. Here is his Game Rule Information. why is it called a Technomancer? It has no spellcasting abilities, and whenever you add "mancer" on the end of a class it is almost always refering to an arcane caster (I can't think of any case where its not). Hit die : d6 Alignment : any neutral Class Skills : Appraise, Concentration, Decipher Script, Disable Devise, Knowledge (Architecture and Engineering), Profession (any machine oriented), Spellcraft, use magic device, (new skill) use gadget (based on int) Skill at first level : (6+ int. mod.) x 4 Skill at other level : (6+ int. mod.) BAB : Good Saves : Will: Poor Reflex: Good Fort: Poor Hit dice: as a rogue, good. Alignment: why does it have to be neutral? Are good and evil people incapable of making things? Class skills: Why do they get decipher script? That has nothing to do with machins that I can think off. Change the profession to being any profession, since every class except fighters and barbarians get all profession skills as class (I think). Why do they get spellcraft? The class has no magic abilities from what your post says. Use magic device, I can understand that, they are good at using all devices I guess (though it still seems a little weird because of how they seem to rely on tech instead of magic). Use gadget, a skill made just for one class seems kind of weird. I suggest you give them craft (all of them) and open lock (even though that kind of treads on the rogues ground, but you dont seem to care about that). Skill points: drop to 4 + int bonus. The class has too few class skills and already has int as its primary score (I think, not really to sure if this class even has a primary score). Base Attack Bonus: I'm sure what you mean by "good" but I'm just going to assume you mean as a cleric/rogue because there is no reason why this class should have a fighters Base Attack Bonus. You should clarify it and replace "good" with "as a rogue" Saves: I'm not sure what to think of this, but I am curious. Why did you make the strong save reflex instead of will which is what most classes that use their minds have. Class Features Proficiency : The Technomancer only gains proficiency with simple weapons and proficiency with all types of armor. They are proficient with all their gadgets Gadget : at 1st level, A technomancer starts play with a special gadget of his own. He rolls a d6 from the 1st level gadget table and chooses the gadget that he rolls on. At fifth level, he can choose from the 2nd level list of gadgets. At 10th, he chooses from the third level table of gadgets. At 15th, he chooses from the 4th and at 20th, the 5th. In order to use the gadget, he must succeed on a Use Gadget check. He only needs to do this once and the Dc for this check is 10 + the level from which the gadget came from. Proficiencies: Why are they proficient with all armors? I see no reason for that. You should change it to proficient with light armor. Are other people not proficient with the gadgets? What is the penalty for using a gadget that you arn't proficient with? Gadget: I'm going to need to break this one up. "at 1st level, A technomancer starts play with a special gadget of his own. He rolls a d6 from the 1st level gadget table and chooses the gadget that he rolls on" What do you mean by 'and chooses the gadget that he rolls on'. Do you mean he rolls on the 1st level table and gets whatever he rolls? "At fifth level, he can choose from the 2nd level list of gadgets" So does he roll again or does he just pick any one he wants from the 2nd level list? From comments you have made I will be assuming that you must roll again. " At 10th, he chooses from the third level table of gadgets. At 15th, he chooses from the 4th and at 20th, the 5th" same as my previous question and statement about the 2nd level list. "In order to use the gadget, he must succeed on a Use Gadget check. He only needs to do this once and the Dc for this check is 10 + the level from which the gadget came from" The DC is only 10+the list level? So thats a maximum of DC15 at level 20. You might as well just say "each time you use a gadget roll a d20, on a natural 1 nothing happens". So am I correct to assume you only get a total of 5 gadgets by the time you are level 20? One from each list I would guess. What happens if you lose your gadget or someone steals it? You should probably put something in about replacing a lost item. You should probably also mention that the gadgets take up item slots (which they should). (1)Dark Goggles: A pair of goggles that grant 60 foot dark vision or double the dark vision of a creature already given that ability. Makes sense. I like it. (2)Pot Shot: A small buckler that, when a button is pressed (a free action) becomes an automatically loaded repeating hand crossbow. So its a buckler that is also a repeating handcrossbow with infinite ammo? You might want to change that so you still have to get ammo for it. Otherwise you have an item that creates matter, something that is impossible short of using magic, which this class doesnt seem to do. (3)Missile Gloves: A pair of metal gloves that can shoot up to three Magic Missile attacks per day. Caster level is half Technomancer level (min. 1). Requires a Use Magic Device check to use (DC 10). The gloves are so heavy; a -1 penalty to Dex is added. So now they do use magic? But nothing in the entire class write-up other than this and several other gadgets indicates the use of magic. And whats with the use magic device check? Is this a gadget (technology) or a magic item (not technology). If this is a magic item then it has nothing to do with technology and doesn't fit the class. Why does it give -1 to dex? Guantlets dont. Holding a tower shield doesnt. Is this item just a block of solid iron with your hands stuck in it? (4)Fire Dice: A set of tiny die that, when thrown, deals 1d6 fire damage and stun every person within five feet for 1d4 rounds. Range is 20 feet. You can make more of these by spending 50 gp of materials and succeeding on a DC 15 Use Gadget check and spending 2 hours to make 6 dice. :OMG! 5 ft' radius burst that stuns everything for 1d4 rounds and allows no save. So you can stun a God and he has no chance of resisting? Who cares about the damage. You just need to make sure you have a rogue in your group so he can do massive sneak attack action while the enemy is stunned, and then when they are gonna come out of it he takes a 5 ft. step away, rinse wash and repeat. So is the 6 dice you can make with 2 hours of work and 50 gp a set? Or can you then use each dice seperetally for the same effect? Either way, there is no reason that any mid level Technomancer with this gadget shouldn't be walking around with a bag of holding filled with a hundred ultra powerful dice. (5)Pole Belt: A black leather belt that, when the buckle is pushed, a long pipe springs out, going twenty feet up and twenty feet down (essentially a forty foot pole that allows you to slide down) it allows you to slide down any ledge that is at least forty feet tall.[/B] So its a belt buckle with a 40 ft. pole in it? How on gods green earth does that work?!?!?!?! And even if it did, how would one slide down it? The moment you begin sliding it falls over because there is nothing holding it up. Even if it did work, thats still a pretty lame ability, you get a 40 ft. pole, woot. Also, try to be more specific, what is the pole made of? (6)Short Blade Bracer: A bracer that covers your whole forearm. When you press the palm of your hand (a free action) a short blade springs forth (a move action) and becomes a short sword. You can improve this weapon to become masterwork by paying 300gp. So it takes a free action to push your palm and a move action for the blade to come out? Why not just say "It takes a move action to make the blade spring forth"? What exactly does pushing ones palm do? You never mention that there is anything on your palm to push, try adding more detail. And by paying 300gp it becomes MW? Who are you paying? Does it instantly become MW? Be more specific, so that you must spend an additional cost for materials or to higher a smith, and then it takes time to do the job. (1)BOOMers: Five fist sized canisters than, when thrown, deal 2d6 fire damage and stun and blind creatures for 1d4 rounds. You can make 5 of these by spending 200 GP and succeeding on a DC 20 Use Gadget check and three hours worth of crafting. So do you have to throw all five at once? If so, I imagine that would be incredibly hard...since they are all fist sized (assuming you are medium, if your a gnome....well I dont think you could even do it as a gnome). What is the range on the canisters? Does this have an area effect like the dice? You just say that is will "stun and blind creatures for 1d4 round", so do you even have to hit the creatures with it, how many creatures, etc.? And why would you ever want this over the fire dice (although this still has the same mechanic that is completely broken with the fire dice)? One canister costs the same as six dice (although I'm not really sure what that means because of the lack of specifics) it costs more time to make than the fire dice and is twice as hard to make. It does twice as much damage as the dice, but who cares about the damage? The stunning is the only part that really matters! Oh ya, this blinds people too. So now they cant see....while they can't move to do anything anyways. I can only see this as being more broken than the dice if it requires all 6 dice to have an effect and only 1 canister. (2)Spider Boots: Two boots that grant you a +10 bonus to all climb checks and even allow you to spend ten consecutive, full-round actions to climb 20 feet of vertical surface (like a wall).I'm going to assume that they only work when they are worn, because your description does not specify. So it gives a +10 bonus to climb checks and a climb speed of 1 (assuming you are using double actions each round)? This is one of the few gadgets that I think are not broken, in fact this is somewhat lame. The +10 would be nice, but since its doubtful you would have any ranks in climb its still rather useless. And the climb speed of 1 is outright worthless. You should change it so the item grants something like a climb speed of 5 feet or maybe 10. That way its still not as good as spiderclimb, but you can use it as much as you want. (3)Fire Pies: A set of 20 pouches that, when placed on any substance, burst into flame when the seal is broken. This action does not hurt you. The flame deals 1d6 damage/round until put out. Crafting 10 more of these is exactly similar to crafting the dice listed above. So if you place the pouch on a substance, and then break the seal which you never mention is actually on the pouches, something takes 1d6 damage each round until forever unless it is put out, but we dont know what is taking the damage, we do know that opening the seal doesnt cause you damage. But then what is taking the damage? Can this be used as a weapon? If so, then how? (4)Dragon Shooter: A bracelet that allows the user to fire a scorching ray that deals 2d8 damage on a successful touch attack up to 3 times per day. Range is 40 ft. Its not a scorching ray if it deals 2d8 damage with a range of 40 ft. Change it so that it says the bracelet can fire a stream of burning chemicals that can be used 3/day, have a range of 40 ft. and are ranged touch attacks that deal 2d8 fire damage. Its still kind of weak though, maybe pump up the damage. (5)Long Blade Bracer: This is a bracer until you press a button much like the short blade bracer listed above except it creates a long sword and requires 600 GP to become master work. This has the problems of the Short Blade Bracer and the reality altering abilities of the 40 ft. pole rolled into one! Seriously, how does one fit a longsword in a bracer? A short sword is kind of stretching it. But a 4 ft. long blade strapped to your arm. And then there are the horrible balance issues one would face when trying to fight in that way, you would need one really oddly weighted weapon. Although now that I look again I can see that it isnt a bracer with a long sword jammed in it, its apparently a bracer that can create a long sword. So after using it once is it useless? Or can you use it over and over to creat an infinite amount of longswords (which once again is creating matter which is not possible without magic). I'm just going to guess that you meant that it worked like the short blade bracer. But please be more detailed. (6)Mini Kit: A small spy kit that includes • A small sensor that alerts you of the presence of an intruder like the alarm spell when placed. • A quill that will not run out and can be used to write upside down. • A pinky sized light that gives you the illumination of a torch in a 10 foot cone. • And a piece of vellum that instantly copies the inscription that it is placed upon. I like this one, except for the fact that it uses 20th century technology which is a wee bit ahead of the DnD technology curve. The issues it has are 1.) You should specify that the senser uses the noise version of alarm and not the mental one. 2.) The quill is violeting that pesky no-matter creation thing. 3.) So after you use the vellum once you cant use it any more because it already has writing on it? (1) Armor X: An X shaped belt that looks useless until a button is pushed (a free action) and it becomes a Full Plate Piece of Armor. (a move action) Again the same problem as with the pole. You cant fit a suit of Full Plate into a belt. (2)Mold Key: this key, when one end is squeezed, fills all spaces in the key hole and allows you to open the door as if you had the key. So you instantly become better at picking locks than every rogue on the face of the planet? I dont think I really need to say any more on the topic. (3)Blade Cards: are sharpened on the corners so much that, when thrown, deal 1d4 damage and have a range of 20 feet. So each card does as much damage as a steel knife? Where is the technology? I just see some really sharp cards, no technology. And how many cards are in a deck? What happens when you run out of cards? What kind of damage do the cards do (my guess would be slashing)? Is the range that is given a range increment or the total range that they can be thrown? (4)Spider Bomb: these mini-arachnids are about the size of your fist and come in sets of ten. These little things crawl to their enemy and grapple him. After grappling for 1 round, they explode, dealing 3d6 damage. They are otherwise equal to construct tiny monstrous spider. (grapple is actually +5). To craft ten more of these, you must succeed on a DC 17 use gadget check, spend three hours of crafting, and spend 300 GP in materials. So if they keep on failing their grapple checks do they never explode? And can you build an army of them in your room and then unleash them upon the world? Do the constructs have poison as tiny monstruous spiders? Can you order them to bite people as tiny monstruous spiders instead of exploding? (5)Fire Breather: this bracelet is identical to the Dragon Shooter, except that it fires a 30-foot cone up to 3 times per day. It deals 4d6 damage. Pretty much the same as what I said for the Dragon Shooter. (6)Helio-backpack: as a full round Action, a Technomancer may use this backpack to provide the blades like a helicopter. It takes one minute to start and when ready, it provides poor maneuverability and a fly speed of 40 feet. So with this you just turn it on when you wake up and spend the rest of the day flying? Can you hit things with the blades? Over all, this is one of the more tame gadgets. (1)Firecracker Whip: when you succeed on a grapple attempt against an enemy, the small Fire Pies ignite, dealing 2d6 damage for each round you grapple your victim. What fire pies? The ones from a previous gadget? Can you grapple as if it were a wip? (2)Spinning Saw blade: as a full round action, a huge spinning blade folds out from your huge iron pauldron, it extends to have a reach of five feet and the arm that extends the blade must be held in one hand. Basically, a large pipe with a blade extends from your shoulder and a small handle must be gripped to maneuver the blade. The saw deals 2d8 damage and can deal damage each round as long as you don’t move it. The saw also gives the cleave feat as a bonus feat. Where did this "huge iron pauldron" come from? You never mentioned it before. Do you suddenly get one when you get this gadget? So if you hit someone with the saw and then dont move in the following rounds they continue to take damage? What if they move? You should also change it so you only get the cleave feat with the saw. Because holding the saw in one hand shouldn't allow you to cleave with the long sword strapped to your arm that you get from the Long Blade Bracer. (3)Fire blade: this gadget connects to your longsword bracer or short sword bracer. When the long sword is drawn, a small flamethrower emits a spout of flame that adds the Flaming special ability to the weapon. Is there any good reason why the bracer isnt burned/melted by the fire? And what if you never rolled the right numbers and thus never got the Short Blade Bracer of the Long Blade Bracer, do you just waste a gadget? (4)Technowings: this seemingly harmless backpack folds out to become a set of wings that can provide up to 3 hours of flight each day. These wings can be a replica of any type but their maneuverability doesn’t change. The wings grant average maneuverability and a flight speed of 60 feet. You should change it to this "This seemingly harmless backpack contains a folded pair of wings that will unfold on command. The wings can be used to give the user a flight speed of 60 for 3 hours/day, these need not be consecutive rounds. The wings have a wingspans of ***** feet, the user can only fly in areas that have enough room to fit the full wingspan" (5)Technoarm: this huge, robotic arm can be retracted, when a button is pressed, to look like a normal pauldron. When it is out, it provides a +5 bonus to strength and a -3 retraction to dexterity. All gadgets can be used while the arm is out. You should probably name the bonus given by the arm. And how can a "huge, robotic arm" be retracted into a pauldron? That makes no sense. Also, change the sentence "All gadgets can be used while the arm is out" to "The arm does not hamper the activation of other gadgets". (6)Melter Gloves: these gloves require a full round action to heat up and when they do, they seem to become red. Any metal that you touch becomes useless melted slag after 3 rounds of prolonged heat. This is commonly used to melt the bars of a jail cell or a lock. They require one minute of cool down. In that time, any other metal you touch will start to melt on contact. THIS INCLUDES YOUR OWN METAL WEAPONS AND ARMOR. Wow, that is really good for killing iron golems. And then if you used that with a grappler character.....But I think this one could actually work. You should probably change it to dealing some amount of fire damage that bypasses hardness. (1)Fireball shooter: this small cuff covers your wrist. When a button is pushed, a small shooter appears out and fires a small bead much like the fireball spell (caster level equal to ˝ technomancer level). This bead functions just like a fireball and comes with 15 charges. After they are done, you can attempt to make 15 more charges by spending 500 GP on materials, six hours of crafting, and you must succeed on a DC 25 Use Gadget Check. Look at what I wrote about the Magic Missile Gloves, the same holds true for this. (2)Techno Boots: these boots subtract 5 feet from your speed but provide a +10 bonus to all jump checks and allow you to use a spell similar to the Pyrokintecist’s firewalk for up to 10 rounds per day. So how exactly do these boots work? Because I have no clue. (3)Supreme Spy kit: this set of Masterwork thief’s tools is also a masterwork disguise kit, a spy kit, and comes with 40 caltrops. Wow, you get a gadget from a weaker level, and then some mundane items that cost chump change to a character that could get this gadget (level 20). This is just out right weak. (4)Exploding Fliers: these small bombs are the same as the Spider bombs but deal 5d6 damage and have a fly speed of 30 feet. To make Ten more of these, you must succeed on a DC 22 use gadget check, spend 6 hours crafting, and spend 500 GP in materials. Look at what I wrote about the Spider Bombs (5)Nova bombs: these fist sized bombs come in sets of five. Each one, when set, explodes when you press a remote on your belt. When they explode, they deal 4d6 sonic damage to every creature within 10 feet and 2d6 sonic damage to every creature within 20 feet. You must be within one mile to use the remote on the bombs. If more than one set bomb is in the vicinity, both explode. To create five more of these bombs, you must spend 500 GP, 8 hours of work, and a DC 25 Use Gadget check. I like it. But its probably way to weak for level 20. (6)Technoarmor: this armor may only be worn with the Technoarm, the technowings, and the Technoboots. It provides a +5 bonus to AC, a +20 bonus to Jump, a + 4 Bonus to Strength, and a -1 penalty to Dex. What if you never rolled the right thing to get any of those? Do you waste your best gadget? And you should try naming those bonuses. Extra Gadgets : At 2nd – 4th levels, the Technomancer can roll on the 1st level table for new gadgets. At 6th – 9th , the second level table. At 11th-14th, the third level table, and finally at 16th-19th, the fourth level table. At epic level (and only through 20-25) he can choose from the fifth level table. So you get one gadget every five levels? Except according to this you dont get one at level 1, which contradicts something from earlier. And you also say level 20 is epic, which is not true. Level 21 and higher is epic, not 20. And why do you have to roll to see what gadget you make? Is the Technomancer so dumb that he doesn't know what hes making or how to make anything he actually wants? You should probably put in a level 1 ability that makes the Technomancer's wisdom 2, no matter what it was before. Gadget Extraordinaire : At 2nd level, he gains a +2 bonus to Use gadget checks. This increases to +4 at level 6, +6 at level 10, and so on until a +10 bonus at level 18. Why? A large bonus to this skill isn't needed under the current rules. A technomancer can sell his items ONLY to other technomancers. Again, why? Are they afraid of money? Are they afraid of other people? In short. Try using more detail, specifics, common sense, and maybe even a spell-checker. This class looks underpowered for the most part, but then it has some glaringly broken gadgets that would reck the game. It is also completely under developed. Why do they have proficiency with all armor? Why do they have a Base Attack Bonus higher than an expert? Do they use magic or not? And how do you pull a freaking 40 ft. pole out of your belt buckle!?!?!?!?!?! |
| Azual05-28-04, 09:40 AM | ok..... im thinking of adding a Construct Familiar (like a gadget like homunculus) or the Technomancer gains the ability to tweak his gadgets. ex. the technomancer has Potshot, a grappling hook, and 50 feet of rope. he would be able to modify the potshot to shoot the hook up and then pull him up the wall. hence, modifying the gadget. |
| Azual05-28-04, 10:49 AM | [QUOTE]Originally posted by Nyat :uh-huh: why is it called a Technomancer? It has no spellcasting abilities, and whenever you add "mancer" on the end of a class it is almost always refering to an arcane caster (I can't think of any case where its not). frankly i have NO idea. any ideas on changes to the name would be really helpful. Gadgeteer. the mideval -Q. plese help. [B]Hit dice: as a rogue, good. Alignment: why does it have to be neutral? Are good and evil people incapable of making things? this counts as neutral good AND neutral evil. a person who spend most of his time in a lab is not going to have a strict set of disciplines or the time to be a rebel. Class skills: Why do they get decipher script? That has nothing to do with machins that I can think off. Change the profession to being any profession, since every class except fighters and barbarians get all profession skills as class (I think). Why do they get spellcraft? The class has no magic abilities from what your post says. Use magic device, I can understand that, they are good at using all devices I guess (though it still seems a little weird because of how they seem to rely on tech instead of magic). Use gadget, a skill made just for one class seems kind of weird. I suggest you give them craft (all of them) and open lock (even though that kind of treads on the rogues ground, but you dont seem to care about that). for decipher, the technomancer spend plenty of time readind CONFUSING stuff. he knows how to make a senrtence he doesn't undertand intelligble. i dunno about spell craft, probly have to change that to bluff and sleight of hand (to hide his gadgets from guards and such) HE HAS to have profession that is machine oriented HE WORKS WITH MACHINES ALL THE TIME. Use Gadget is extremely important b/c his whole class is based on gadgets and there is no "use tech device" skill. im porbably going to give them craft and open lock. Skill points: drop to 4 + int bonus. The class has too few class skills and already has int as its primary score (I think, not really to sure if this class even has a primary score). no nononononono half his abilities require sklills, high ones. Base Attack Bonus: I'm sure what you mean by "good" but I'm just going to assume you mean as a cleric/rogue because there is no reason why this class should have a fighters Base Attack Bonus. You should clarify it and replace "good" with "as a rogue" good is on pg. 22 of theplayer's handbook Saves: I'm not sure what to think of this, but I am curious. Why did you make the strong save reflex instead of will which is what most classes that use their minds have. i think that reflex makes him more of a rogue. which he is pretty much based on. Proficiencies: Why are they proficient with all armors? I see no reason for that. You should change it to proficient with light armor. Are other people not proficient with the gadgets? What is the penalty for using a gadget that you arn't proficient with? OTHER people are not prefifcient with a complicated peice of machinery that semmes to do everything wrond when youy press a button. noticed that he needs alot of defence. he also gets gadgets that can become heavy armor. i figured when the gadget came, he already had the armor out of neccesity of prtection. plus, he soend his time studying technology, armor has less of chance of cutting you than a weapon. he studies armor(which is technology) because he studues all technology. (except for swords) ________________________________________ __________ What do you mean by 'and chooses the gadget that he rolls on'. Do you mean he rolls on the 1st level table and gets whatever he rolls? "At fifth level, he can choose from the 2nd level list of gadgets" ________________________________________ ___________ he rolls for the gadgets he gets at every level. if he gets doubles, he can either keep the double, or roll again. i like this because i makes a sense of "chance" this is rolled FOR EVERY LEVEL 1-25 (25 being epic) So am I correct to assume you only get a total of 5 gadgets by the time you are level 20? One from each list I would guess. What happens if you lose your gadget or someone steals it? You should probably put something in about replacing a lost item. You should probably also mention that the gadgets take up item slots (which they should) Makes sense. I like it. you can build another one. you have the knowlege to make it... understand with the knowledge to use it. the gadgets are treated like masterowrk couterparts to the normal weapons. So its a buckler that is also a repeating handcrossbow with infinite ammo? You might want to change that so you still have to get ammo for it. Otherwise you have an item that creates matter, something that is impossible short of using magic, which this class doesnt seem to do. its not infinite. it comes loaded... it has 5 ammo... its still. repeating crossbow. you still have to reload after five shots So now they do use magic? But nothing in the entire class write-up other than this and several other gadgets indicates the use of magic. And whats with the use magic device check? Is this a gadget (technology) or a magic item (not technology). If this is a magic item then it has nothing to do with technology and doesn't fit the class. Why does it give -1 to dex? Guantlets dont. Holding a tower shield doesnt. Is this item just a block of solid iron with your hands stuck in it? ok... basically it shoots a spell simialr to magic mistle. have you played morrownd? on there, there is this armore called dwemer, its really heavy and with a full set, you look like a machine. with pipes and guages and other things, its REALLY heavy. what im trying to say is that the hude gloves are like little machines that fire missles but thier cartged up with (not magic energy) but energy. the missles are crafted from pure, raw energy. :OMG! 5 ft' radius burst that stuns everything for 1d4 rounds and allows no save. So you can stun a God and he has no chance of resisting? Who cares about the damage. You just need to make sure you have a rogue in your group so he can do massive sneak attack action while the enemy is stunned, and then when they are gonna come out of it he takes a 5 ft. step away, rinse wash and repeat. So is the 6 dice you can make with 2 hours of work and 50 gp a set? Or can you then use each dice seperetally for the same effect? Either way, there is no reason that any mid level Technomancer with this gadget shouldn't be walking around with a bag of holding filled with a hundred ultra powerful dice. sry, forgot the reflex, its DC 11. not hard, any slug can do it. its basicallymade for diversions and quick escapes. So its a belt buckle with a 40 ft. pole in it? How on gods green earth does that work?!?!?!?! And even if it did, how would one slide down it? The moment you begin sliding it falls over because there is nothing holding it up. Even if it did work, thats still a pretty lame ability, you get a 40 ft. pole, woot. Also, try to be more specific, what is the pole made of? ok it comes out, about six inches, then rings on the inside of the buckle, really thin and strong rings extend out and attack to the ceiling and to the floor. its the magic if technongy. sticky stuff sticks to the ceiling and floor, instant fire pole. So it takes a free action to push your palm and a move action for the blade to come out? Why not just say "It takes a move action to make the blade spring forth"? What exactly does pushing ones palm do? You never mention that there is anything on your palm to push, try adding more detail. And by paying 300gp it becomes MW? Who are you paying? Does it instantly become MW? Be more specific, so that you must spend an additional cost for materials or to higher a smith, and then it takes time to do the job. ok, you know haw spiderman shoots his web, same idea here, the move action basically means that you can move WHILE its extendting. understand. you can move and extend the blade at the same time. you pay 300 GP in raw materials then the use gadget check DC 15 lets you make it master work. So do you have to throw all five at once? If so, I imagine that would be incredibly hard...since they are all fist sized (assuming you are medium, if your a gnome....well I dont think you could even do it as a gnome). What is the range on the canisters? Does this have an area effect like the dice? You just say that is will "stun and blind creatures for 1d4 round", so do you even have to hit the creatures with it, how many creatures, etc.? And why would you ever want this over the fire dice (although this still has the same mechanic that is completely broken with the fire dice)? One canister costs the same as six dice (although I'm not really sure what that means because of the lack of specifics) it costs more time to make than the fire dice and is twice as hard to make. It does twice as much damage as the dice, but who cares about the damage? The stunning is the only part that really matters! Oh ya, this blinds people too. So now they cant see....while they can't move to do anything anyways. I can only see this as being more broken than the dice if it requires all 6 dice to have an effect and only 1 canister. while the dice have a close range effect, these canisters arent really ment to be thrown, they are really for setting down in a popualr area, walking away, and a minute later it explodes. witht he fire dice, people know you did it. this is much more covert. this clas is NOT MEANT FOR COMBAT. its covert. fire dice are made to be hidden to seem harmless. I'm going to assume that they only work when they are worn, because your description does not specify. So it gives a +10 bonus to climb checks and a climb speed of 1 (assuming you are using double actions each round)? This is one of the few gadgets that I think are not broken, in fact this is somewhat lame. The +10 would be nice, but since its doubtful you would have any ranks in climb its still rather useless. And the climb speed of 1 is outright worthless. You should change it so the item grants something like a climb speed of 5 feet or maybe 10. That way its still not as good as spiderclimb, but you can use it as much as you want. So if you place the pouch on a substance, and then break the seal which you never mention is actually on the pouches, something takes 1d6 damage each round until forever unless it is put out, but we dont know what is taking the damage, we do know that opening the seal doesnt cause you damage. But then what is taking the damage? Can this be used as a weapon? If so, then how? ok for all my gadgets, the borken ones are obviously: mold key: cannot open magic locks, cannot open the lock, its too flimsy. it can only make a replica. Armor X: it works like the belt, WHY DO ALWAYS HAVE TO ASK QUESTIONS? i have no idea WHY it morks it just does, use you imagination. Balde cards: slashing, they are actually armor caosted in apaer, so they are, infact, steel knives. they come in packs of 52 and cant really be broken.. think of 52 steel knives that are cards. Spider bomb: they only explode when they grapple, they have no poison, and they reply to mental commands. this only allows you to control five at a time. no more the helio backpack: :D dadadadada inspector gadget dadadadadadada ok they only provide 4 hours of flight. the blades, when they hit something make you spin, not chop throught the item. Technowings have a wingspan of 10 feet :D :D my borther is Srecmon GET OFF THE COMPUTER il get the rest later. :D |
| Azual05-28-04, 11:42 AM | [ Where did this "huge iron pauldron" come from? You never mentioned it before. Do you suddenly get one when you get this gadget? So if you hit someone with the saw and then dont move in the following rounds they continue to take damage? What if they move? You should also change it so you only get the cleave feat with the saw. Because holding the saw in one hand shouldn't allow you to cleave with the long sword strapped to your arm that you get from the Long Blade Bracer. Is there any good reason why the bracer isnt burned/melted by the fire? And what if you never rolled the right numbers and thus never got the Short Blade Bracer of the Long Blade Bracer, do you just waste a gadget? if i didnt get the bracers, i'd probably let a reroll. the fire surrounds the blade. it isnt 2000 degrees, maybe enough heat to boil water but not enought toi melt a SWORD. You should change it to this "This seemingly harmless backpack contains a folded pair of wings that will unfold on command. The wings can be used to give the user a flight speed of 60 for 3 hours/day, these need not be consecutive rounds. The wings have a wingspans of ***** feet, the user can only fly in areas that have enough room to fit the full wingspan" You should probably name the bonus given by the arm. And how can a "huge, robotic arm" be retracted into a pauldron? That makes no sense. Also, change the sentence "All gadgets can be used while the arm is out" to "The arm does not hamper the activation of other gadgets". ok what ever. Wow, that is really good for killing iron golems. And then if you used that with a grappler character.....But I think this one could actually work. You should probably change it to dealing some amount of fire damage that bypasses hardness. it requires prolonged touch, by then, the iron golem wiol have tossed you into a corner. So how exactly do these boots work? Because I have no clue. they are machines that enhance muscular ability. What if you never rolled the right thing to get any of those? Do you waste your best gadget? And you should try naming those bonuses. i would reroll ywet again. Why? A large bonus to this skill isn't needed under the current rules. dunno, you need a bonus to learn new gadgets.... i forgat that didnt i. you can gain proficientcy with a gadget as long as there is another technomancer to teach you. and there you succed on a use gadget check (dc= 20+ level of gadget+ number required for roll)ex ample to use fire dice, it requires a 20+1+4 for a 25 Again, why? Are they afraid of money? Are they afraid of other people? other technomancers are the only ones who can accutratly appraise the item. a blacksmith is going to go "what the *beep* is this thing" and throwit on a trash heap(while there are exceptions) whitle a technomancer will be able to recognize the gadget on sight (or reasearch) In short. Try using more detail, specifics, common sense, and maybe even a spell-checker. This class looks underpowered for the most part, but then it has some glaringly broken gadgets that would reck the game. It is also completely under developed. Why do they have proficiency with all armor? Why do they have a Base Attack Bonus higher than an expert? Do they use magic or not? And how do you pull a freaking 40 ft. pole out of your belt buckle!?!?!?!?!?! i dont know its the magic of engineering. lol :D i could use some help. pehaps you could post some alterative gagets. i'd like some in put tata :behold: |
| Azual05-28-04, 11:45 AM | bottom line... this character is for roleplaying, not for hack and slash. he can be the most nonchalant fighter and the most daring spy. your chioce on whether tyou like it or not. |
| Azual05-28-04, 01:28 PM | i have now edited the class. check it out Nyat your imput REALLY improved this class :D :D |
| Azual05-28-04, 07:16 PM | people say hes unbalenced... now that i have fixed most of the broken things. what else needs to be improved... i could really use some help. like Nyat he helped ALOT noone else seems to want to |
| Ricter05-29-04, 03:29 PM | Originally posted by Azual Alignment : any neutral The only alignment that would make sense is lawful, as I can't see someone chaotic and being interested in creating things. Neutral just doesn't make any sense. Class Skills : Appraise, bluff, Concentration, Decipher Script, Disable Devise, Knowledge (Architecture and Engineering), Sleight of hand, Profession (any machine oriented), , use magic device, (new skill) use gadget (based on int) Skill at first level : (6+ int. mod.) x 4 Skill at other level : (6+ int. mod.) Needs the craft skill. BAB : Good Which means... Gadget : at 1st level, A technomancer starts play with a special gadget of his own. He rolls a d6 from the 1st level gadget table and chooses the gadget that he rolls on, this is repeated at level 2 and so on to level 4. At fifth,- ninth level, he can choose from the 2nd level list of gadgets*. At 10th- 14th, he chooses from the third level table of gadgets. At 15th -19th, he chooses from the 4th and at 20th-25th, the 5th. In order to use the gadget, he must succeed on a Use Gadget check. He only needs to do this once and the DC for this check is 20 + the level from which the gadget came from. You can take twenty on this check but it requires 2 days of study. *keep in mind that he only rolls at 1st, 5th, 10th, 15th, and 20th. the other levels he gets to choose what he wants. and he may go back to an earlier list if he wants to. This gave me a migraine reading it. You really, really need to rephrase this. Gadget Tables: These items reallly need to be specified. For example, what is the buckler made out of? A technomancer can sell his items ONLY to other technomancers. Because... You also failed to associate a price with the gadgets. |
| Azual05-29-04, 05:02 PM | i would really doubt that a level 1 technomancer is going to have ADAMANTINE BUCKLERS ok? does the PH specify on what material is used? i didnt think so. basically its the buckler thats listed in the PH. about the gadgets... its really very simple... on 1st, 5th, 10th, 15th,and 20th levels, he rolls on the respective tables. 1st=1st level table 5th=2nd 10th=3rd 15th=4th 20th=5th on 2nd - 4th levels, he can choose the gadgets he gets. these can only be on the 1st level table. on 6th-9th, he can choose any gadgets from the second AND first tables. and so on and so forth.......... . this is about as complicated as figuring out that druid spells are not limited by arcane spell failure chance b/c they are divine. the neutral alignment (you didnt read this whole thread, did you?) is bacause if you live and work in a lab, practicing your fighting skills with gadgets and learing how to build them, you dont have much free time to start a rigid set of laws and infrasructure. also, YOU CAN STILL CHOOSE LAWFUL NEUTRAL. im not stopping you. im sorry. i kind of went: :rant: there.... by the way, TY for pointing out that i need to add the craft skill. also, all materials and prices for gadgets (and weights) should be chosen by the DM because i am REALLY lazy, i dont want to be ranted at, and i have the knowledge (and memory) of a lobotimized goldfish. so there :D |
| Galeros05-29-04, 05:08 PM | One problem I have is that they have no way of maing thier inventions. Meaning that once they are all used, they have no more.:( |
| Ricter05-29-04, 08:31 PM | Originally posted by Azual i would really doubt that a level 1 technomancer is going to have ADAMANTINE BUCKLERS ok? does the PH specify on what material is used? i didnt think so. basically its the buckler thats listed in the PH. Then say it follows the normal rules for a buckler. BTW, the PH says metal. Not only that, but it specifies the hardness and hp on pg 136, which is all you need. about the gadgets... its really very simple... on 1st, 5th, 10th, 15th,and 20th levels, he rolls on the respective tables. 1st=1st level table 5th=2nd 10th=3rd 15th=4th 20th=5th on 2nd - 4th levels, he can choose the gadgets he gets. these can only be on the 1st level table. on 6th-9th, he can choose any gadgets from the second AND first tables. and so on and so forth.......... . this is about as complicated as figuring out that druid spells are not limited by arcane spell failure chance b/c they are divine. First, I suggest you learn how to read before you insult someone, considering your english skills. I never said I didn't understand what happened, I implied it was difficult to understand. There's a big difference there that you completely failed to notice. This description here should replace the one in the actual thread. the neutral alignment (you didnt read this whole thread, did you?) is bacause if you live and work in a lab, practicing your fighting skills with gadgets and learing how to build them, you dont have much free time to start a rigid set of laws and infrasructure. also, YOU CAN STILL CHOOSE LAWFUL NEUTRAL. im not stopping you. Yes, I did read the whole thread. Just because I read something doesn't mean I agree with it. im sorry. i kind of went: :rant: there.... Then you wonder why people don't respond to your class... by the way, TY for pointing out that i need to add the craft skill. also, all materials and prices for gadgets (and weights) should be chosen by the DM because i am REALLY lazy, i dont want to be ranted at, and i have the knowledge (and memory) of a lobotimized goldfish. so there :D Alright, that's your choice. |
| Shadezz0fHades05-30-04, 08:41 AM | Hmm Can you hit someone with goggles? I say its intersting and provokes many reactions. It really makes me go :uh-huh: |
| HyperactiveBuffalo05-30-04, 10:48 AM | The only alignment that would make sense is lawful, as I can't see someone chaotic and being interested in creating things. Neutral just doesn't make any sense. my only true problem with anything on this board was this quote. one word man, Artists. Artists definately have chaotic tendencies, while being quite creative. --- my biggest complaint about the class is that its too restricting, it seems like some fun to play, but you need to open it up. the uber spy who relies on his inventions to help him out is a good archtype but you need to open the class up to other expressions too, or make it a prestige class. perhaps allowing a character to choose which inventions she gets, limiting the number of inventions, and giving them some feat selection or creation ability as well. the idea of giving them an extended skill list, or allowing them to choose skills like an expert does might help too. here are some archtypes to demonstrate what I mean: Lawful Neutral: Lawful Good: want, at all costs, to remove the chaotic taint brought to the world by the evil. See the value of nature, but have no qualms improving upon it. invent, and use purpose built devices to remove the harmful aspects from the world, considering themselves shepards into a new age. Lawful Evil: sees Order as being the only way to perfection. tend to become 'golem master' style inventors, preferring to replace the flawed aspects of nature that surround them with logic, and coldness. they make friends only of those who think the same as they do, will go to great lengths to remove their own flaws, becoming more like the machines they create. Neutral Good: wishes to make a perfect melding of the natural world, and technology. they build these machines to help those around them. Love nature, and wish to help it, and improve upon it with technology. see evil as harmful to the world, be it the evil of new technologies, or the corrupting influence of ancient liches. Chaotic Neutral: Free Spirited Artist. invents for the sake of creation. extremely passionate about her work, and driven by an internal energy to fill the world with lasting beauty. this character type could envision a steampunk Utopia. Chaotic Good: sees the beauty in the world but wishes to destroy the evil that exists there to better showcase that beauty. tend to create inventions which better mankind, rather than damaging it, but are not above hurting those that stand against them. Chaotic Evil: the beautiful monstrosity comes to mind. if anyone knows Vampire the Masquerade, think Tzimisce. a person who looks at the world in an alien way, evil but at the same time has a passion for what beauty they see. the Tzimisce from Vampire the Masquerade, or the Zerg from starcraft give a good idea of this personality type. Fiends tend to go this route occasionally too. look in the book of vile darkness for inspiration. they could think of the world that exists as flawed, they wish to refine it and give it a perfection of form and function. |
| Azual05-30-04, 11:41 AM | i have to say, that isd a REALLY cool idea, being able to choose ypur skills. how about, you get 8 skills to choose, three of which MUST be device oriented, then, you can customize the character. Richter... :angel: i was wondering.... i think i broke down what Nyat was asking and explianed all this. then i explained it to you. then, if you had read what i said to nyat, you would understand. the truth is, i see its really ANY alignment, my mistake. finally, i really think that choosing your own gadgets would be REALLY cool, im probably going to put this class on word and refine it. im going to give it a Spy list and a Weapon list. at first level you choose from both at second you have to choose which to specialize in. most of the gadgets are gong to come from Dragon issue # 316 i think i can really improve the class by adding weight and price for the gadgets also. so finally richter will be happy and it make me happy that everyone is happy. it might take a while so hold on to your butts provided by you friendly lobotmized goldfish :D |
| HyperactiveBuffalo05-30-04, 12:36 PM | seems reasonable. perhaps Any Profession, Any Craft, Concentration, and 6 others of your choice. |
| Azual06-03-04, 10:09 PM | ok... i have a HUGE problem. i cant think of any more gadgets. if oyu have ANY ideas, please give your imput. i need: spy-type gadgets for characters level 15-19 and 20-25 and weapons type gadgets for caracters level 1-25 ty i hope i get ALOT of gadgets! :D |
| Azual06-04-04, 10:31 AM | aww c'mon someone HAS to atleast say SOMETHING |
| Ricter06-04-04, 03:04 PM | Watch Bond movies and other spy flicks. There's sure to be a ton of ideas there. Also check out the spell list and make gadgets that replicate minor spells. |
| Azual06-04-04, 06:49 PM | Originally posted by Ricter Watch Bond movies and other spy flicks. There's sure to be a ton of ideas there. Also check out the spell list and make gadgets that replicate minor spells. i know... i am using Elder Scrolls' DWEMER as a kind of mid-evil touch and trust me, i am addicted to bond fliks |
| Karrde06-04-04, 09:02 PM | This is a really cool idea, i might ask my DM if i can play one. However, i think that this class needs to be moved a bit closer to the gadgets and a bit farther away from . . . well . . . anything else. I suggest more gadgets, which do more useful stuff, that CANT be emulated by a set of magic items. For example, the gloves of magic missle can easily be emulated by a wand of missles, and the boots of jump can be emulated with boots of striding and springing. You need to put more thought into things that make it different from a rich and well equiped rouge with good magic items. Also, make sure there's a save on your flashbangs, anyone who can simply toss a grenate at a 30th level monk, stun them, and walk up and slit their throat is wayyyyy overpowered. |
| Azual06-05-04, 11:23 AM | Originally posted by Karrde This is a really cool idea, i might ask my DM if i can play one. However, i think that this class needs to be moved a bit closer to the gadgets and a bit farther away from . . . well . . . anything else. I suggest more gadgets, which do more useful stuff, that CANT be emulated by a set of magic items. For example, the gloves of magic missle can easily be emulated by a wand of missles, and the boots of jump can be emulated with boots of striding and springing. You need to put more thought into things that make it different from a rich and well equiped rouge with good magic items. Also, make sure there's a save on your flashbangs, anyone who can simply toss a grenate at a 30th level monk, stun them, and walk up and slit their throat is wayyyyy overpowered. on the gadgets ty i think that this coulks become a cool class im trying to make a gadget list the really makes people feel like they have ch9oice. it should be posted by around 2:00 today though i really have to work. about the flashbangs, if you are talking about the Fire Dice, i think they have a DC 11 reflex save to aviod damage. thank you so much for the support |
| Ricter06-05-04, 12:46 PM | The fire dice lack a reflex save in your original post. That is what s/he is refering to. |
| Azual06-05-04, 01:22 PM | YAYAYAYAYAYAYAYAYAAAAAAAAAAAAAAAAAAAAAAA AAAAY! finally yes finally... i have finished editing the Technomancer. its MUCH longer. hohahahahahaaha |
| Azual06-08-04, 02:48 PM | i changed it... doesn't anymone wnat to comment i think its cooler |
| Azual06-08-04, 09:56 PM | :invasion: HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA |
| Azual06-09-04, 01:25 PM | bump hoohahah... anybody? :twitch: |
| Galeros06-09-04, 01:27 PM | I like the changes you have made.:) |
| DaTedinator06-09-04, 01:42 PM | I think it would help if you would get a table (http://boards1.wizards.com/showthread.php?s=&threadid=215083). Those always help me when I'm looking at a class. |
| Azual06-09-04, 09:04 PM | ok... im sorry but i am table challenged i need takes and editorials on the content not on the way its shown.... :D sry |
| DaTedinator06-09-04, 09:28 PM | Well, if you click on the word Tables in my previous post, it'll take you to a Core Class Template so that all you have to do is fill in the stuff. It takes a wee bit of practice, and hitting the space or backspace button alot, but once you can do it, it helps ALOT. ;) |
| Azual06-09-04, 09:30 PM | Originally posted by DaTedinator Well, if you click on the word Tables in my previous post, it'll take you to a Core Class Template so that all you have to do is fill in the stuff. It takes a wee bit of practice, and hitting the space or backspace button alot, but once you can do it, it helps ALOT. ;) ok... that very nice... :twitch: but could you plese JUST GIVE ME YOUR CRITIQUE OF THE CLASS |
| DaTedinator06-09-04, 09:42 PM | Originally posted by DaTedinator I think it would help if you would get a table (http://boards1.wizards.com/showthread.php?s=&threadid=215083). Those always help me when I'm looking at a class. Note the "Those always help me" part. I really am sorry, but just can't evaluate a class (at least, can't evaluate it sanely) unless I have a table. You want me to see if I can make it for you? Then I can help you. Again, I'm sorry, I'm just bad enough at balancing things as it is... |
| Azual06-09-04, 11:34 PM | Originally posted by DaTedinator Note the "Those always help me" part. I really am sorry, but just can't evaluate a class (at least, can't evaluate it sanely) unless I have a table. You want me to see if I can make it for you? Then I can help you. Again, I'm sorry, I'm just bad enough at balancing things as it is... ok... ill get a table tommorrow.. its kinda late. |
| cman222702-26-06, 02:50 AM | :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: and now this is a :crazy:(crazy) cool class in my opinon. it has been 2 years when is that chart coming????????? |
| demonic_dante02-26-06, 12:55 PM | One problem I have is that they have no way of maing thier inventions. Meaning that once they are all used, they have no more.:( galeros is very correct, you should have a system for building the gadgets you have, so that for a level you have been finding out how to make a gadget, and from that point on you can make it freely (not that it doesn't cost anything). Other than that, great class |
| Jenrock02-26-06, 02:43 PM | I think this class is cool and has great promise. You can rest assured that one will be my next character, and I will tell you how it works out. Good job. |
| TekknoMancer02-26-06, 03:31 PM | I feel I'm particularly well qualified to comment on this thread. :P Anyhow, another poster made a pair of techie classes that are really good. Here's the Tech Warrior (http://http://boards1.wizards.com/showthread.php?t=200501) and the Inventor (http://boards1.wizards.com/showthread.php?t=297060) . I think they're both very well thought out classes. |
| Kobold_Ur_Priest02-26-06, 04:43 PM | Well, I'll help if you decide to write him out as an actual character,.... I have a few cool ideas.... |
| tunagolem02-26-06, 06:15 PM | A thin sheet of lead that blocks all detect spells. A small rewinding robot that can move in one direction and has a mirer on it's top. A small gramophone that lets you play bardic music. A stinkbomb that recharges. A porteble toothhole. Roller skates that can add 40' to your speed three times per day. A lightning thief. 50% of taking no damage from electricety. can use that amount of damge with a touch attack. |
| Kobold_Ur_Priest02-26-06, 06:16 PM | you, my friend, should be smacked....hard. A Portable TOOTH Hole.... -_-' |
| tunagolem02-26-06, 06:19 PM | Change BAB to m. full BAB+6 skill+spells+sneak attack (reduced)+special powers= :eek: I think that he shold have a reduced psicrystal (half level or level -4) |
| Kobold_Ur_Priest02-26-06, 06:22 PM | Oh my god. dont bring psionics into this, that will just ruin the hell out of things. |
| tunagolem02-26-06, 06:42 PM | If youd check the psicrystal you'll see it's very simular to the familiar but a construct. There is nothing psionic about it. The tooth hole: Ranged touch or kiss. 2 minutes ontil it hurting. Fort DC 15 or 1d6 con every minute later. Heal destroys it. Greater restoration takes it out. restoretion heals the con damage. made for creative role playing. |
| DarkRhystar02-26-06, 07:10 PM | Why not call it a Technologist instead of a Technomancer? |
| Kobold_Ur_Priest02-26-06, 07:10 PM | i know what it is, but i dont care for it. and the tooth hole thing just sounds dumb, no offense. the only thing similar to that, which makes sense is the thing for deagons. |
| Kobold_Ur_Priest02-26-06, 07:30 PM | Why not call it a Technologist instead of a Technomancer? sounds good |
| tunagolem02-26-06, 07:57 PM | Of course tooth hole can be used on dragons (no SR). Why not call it a Technologist instead of a Technomancer? I see no problem in Technomancer, it does have artifecer spells. |
| Kobold_Ur_Priest02-26-06, 09:41 PM | no i mean there is an item for dragons which makes a safe zone in one of their teeth. |
| Lotus Crane02-26-06, 10:08 PM | Please table and format this better; at a glance I can't tell if this is supposed to be a 20-level base class or a 5-level prestige class. Also, without caring whether it's balanced or not, full BAB on a scientific-roguish skill type seems just plain weird. I'd say medium BAB, with a lot more class special abilities (not just free devices), and possibly a medium (if you're familiar with them from other D20 games) or good Will save. |