Send in the Clones (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Rerecros

06-19-07, 02:21 PM
"Look, if you have a clumsy child, you make him wear a helmet.
If you have death-prone children, you keep a few clones of them in your lab!"
-Dr. Thaddeus S. "Rusty" Venture

Xerographers are typically mages who delve into necromancy as a means to prevent their own deaths, but without losing their humanity by becoming lichs. They often use their powers for people whose fields of employment have a high mortality rate at high costs. Many also prepare clones for their more powerful servants, partly so their skills aren't lost, and partly to make sure that if they ever betray them, upon their unnatural death they will return to the Xerographer's lab. Xerographers are not necessarily evil, but they are rarely good. Some of the more insidious Xerographers prepare clones not for the sake of who they clone, but to make empty vessels for outsiders, incorporeal undead and other beings to inhabit, often at the expense of the being the duplicates resemble.

Requirements
To qualify to become a Xerographer, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 19 ranks, Spellcraft 19 ranks.
Feats: Craft Wondrous Item.
Special: Must be able to cast the spell "clone".

Class Skills
The Xerographer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.


Xerographer Hit Die: 1d4

lv BAB Fort Refl Will Special Spells per Day
1st +0 +0 +0 +2 Advanced Cloning --
2nd +1 +0 +0 +3 Rapid Growth Rate +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Return Unscathed +1 level of existing arcane spellcasting class



Class Features
All the following are Class Features of the Xerographer prestige class.

Weapon and Armor Proficiency
Xerographers gain no proficiency with any weapon or armor.

Spells per Day/Spells Known
When a new Xerographer level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast "clone" before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast "clone" before he became a Xerographer, he must decide to which class he adds each level of Xerographer for the purpose of determining spells per day.

Advanced Cloning
For 1000 GP, a Xerographer can create a cloning tank out of glass and steel filled with alchemic fluids (the exact specifications to which are determined by the PC and the DM). This tank replaces the material components required for the clone spell and can be reused indefinitely. Each tank is keyed into a specific person's biology, and cannot be used to clone any other being than the one for which it was designed. When fully developed, the duplicate contained is preserved as though under a gentle repose spell, however breaking the seal on the tank ends this effect and the duplicate decays as normal. When the appropriate soul enters the duplicate body, the seal automatically breaks and releases the clone.
The price above is one for a tank designed for a small or medium sized creature. Other sized tanks are also possible; 500 GP for creatures sized under small, 2000 GP for a large creature, 4000 GP for a huge creature, 8000 GP for a gargantuan creature and 16000 GP for a colossal creature.

Rapid Growth Rate
Whenever a Xerographer casts "clone", duplicates only require 2d4 days to develop.

Return Unscathed
Any character who is cloned no longer looses experience or constitution points.

Questions? Comments?
teshen

06-19-07, 08:29 PM
Other than the fact that this class removes the penalty for death... its awesome.

After reading another thread, though, I feel the need to state I'm not being sarcastic... it really is awesome. I read the Venture Brothers quote and laughed...
Stumpy_the_Tall

06-20-07, 08:44 AM
I like it. Seems like it would be great for one of the groups I run with. They're always dying or doing stupid things.

Just seems like it's a little too good. I see a lot of benefits but no downsides. What are you giving up to get all the goodies? Full casting progression seems a little off is all. Maybe 2 of the 3? I'd almost say the last one seeing you get to cheat death with it but even if you took the first two only you're still getting a lot of bang for your buck.

In short I'd remove the first level's casting progression (Lorewise you can say he had to forgo his arcane studies to research cloning) but keep the rest as is.

Just may have to try this out and see just how reckless our group gets after they can die without penalties :P.
teshen

06-20-07, 03:43 PM
Just seems like it's a little too good. I see a lot of benefits but no downsides. What are you giving up to get all the goodies? Full casting progression seems a little off is all. Maybe 2 of the 3? I'd almost say the last one seeing you get to cheat death with it but even if you took the first two only you're still getting a lot of bang for your buck.
Yes... but think of the level you are going into this at.

Skill requirements require that you be at least level 16... then its 17-19 for this prc. And much like wizard, all the numbers of this class suck... base attack, hit die, skill points, saves... wayfinder comes to mind. It's focused on teleportation, which is cool in theory, but I've never heard of anyone actually taking it. 2/3 casting just bites. Clone (http://www.d20srd.org/srd/spells/clone.htm) is good, but it has its downsides...

I don't know if the extra loss of a caster level is worth it with all the five to ten full casting prcs out there...

When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. . . The spell duplicates only the original’s body and mind, not its equipment.

So when you die and you soul flies to your clone and you just pop out of the tank... you are left without your stuff... which could be a significant chunk of wealth lost... having to fight to get it back doesn't really net you all that much, except the stuff you already had before you died.
WIUGamers

07-08-07, 01:02 AM
This is a good PrC. I know necromancy is delved in sometimes, but this is a new look on it. I like it. Good Job.