[3.Tome Homebrew Elementals] Mages in Black

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virgil
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[3.Tome Homebrew Elementals] Mages in Black

Post by virgil »

Working on a new campaign setting for after the current one in Gatejammer reaches its conclusion in about two months from now.

The superficial glance of the world is one of the faux medieval fantasy many are used to. There are orcs, halflings, etc. An important thing is that there is no magic. There's a bit of cultural superstition, but otherwise it's distinctly naturalist (different from scientific). Low magic to the point of being an atheist's historical fanfiction, were it not for the owlbears and girallons.

This is only the superficial level. Our PCs are going to be mages of one flavour or another, members of an extremely secretive order of spellcasters. The purpose of the party, and the council as a whole, is to suppress all knowledge of the existence of magic from muggles.

The reason for the secrecy is the Other Side. Simply knowing about magic weakens the border between the Material and the Other Side, permitting hostile entities from the Other Side to reach through and attack/invade. Knowing more about magic weakens it further, but the damage to the border is one of diminish returns, and sufficient knowledge will stop doing any damage. The best analogy is to describe the border as a spider web; knowing about magic is like an open palm pressing against the web, stretching and weakening the border. Not enough to permit anyone or anything through, but a large number of people knowing creates a large number of hands pressing together, which can tear open a huge hole. Learning more about magic keeps the total force unchanged, but the palm becomes a fist, increasing the pressure on an area and chances of tearing open a hole to the Other Side. Mages have tightened their fist to a fine enough point to go between the holes in the web, and so cause no damage.

The mages have learned that extradimensional spaces are far enough removed such that knowledge doesn't cause any damage, so they hold council meetings and train new members in mage mansions and the like.

The hostile force of the Other Side? Elementals. From the standard elementals, to golems (after inhabiting local statuary), to elemental outsider elite forces, to the genie overlords commanding the destruction of the Material plane. Magic as a whole is based on elementalism, making every available class some flavour of the elemental wheel.

So as to break from the well trod ground of Ancient Greece's four/five model, I'm going with something closer to the Seven Chakra elements.
  • Earth - Includes fear and protection
  • Water - Minions and domination
  • Fire - Most combat focused, improves sight and speed
  • Air - Healing
  • Life - Telepathy, electricity
  • Death - Illusions, non-undead necromancy
  • Time/Space - Buffs, time/space magic
The current idea is to make a class for each element, as well as a subcategory in the form of a sphere+Tome feat (increased access with level) that each character gets one of; forming a kind of multiclassing. Tome feats aren't going to be available otherwise.
Last edited by virgil on Sun Mar 02, 2014 10:17 pm, edited 2 times in total.
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Post by RadiantPhoenix »

Didn't TNE decide that Ghost was a better name than Death for such an element?
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Post by Josh_Kablack »

Earth gets protection, Fire gets improving sight and speed, Air and Life get healing. So exactly which buffs are left for Time/Space?

I would suggest concepting this out by starting with sets of exemplar monsters for each element, and then designing classes to interact with and/or emulate the magic of those critters.
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Post by virgil »

Typo on the life element; should be electricity. That other can be death, shadow, ghost or whatever. Life can be electricity, light, etc. It's a rough category for the element. As for time/space being buffs, that's supposed to mean support is the focus, which includes metamagic, bardic music like bonuses, as well as teleportation and haste/slow effects and the extradimensional stuff.
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Post by virgil »

The Root Mage is supposed to be a full-fledged class. Every character gets to choose a sub-element in addition to their class, Elemental Fear being one of them.

Root Mage
Hit Die d12
Base Attack Bonus Medium
Saves Good Fort, Poor Reflex, Medium Will
Skill Points 4+Int
Class Features
  • Weapon & Armor Proficiency Root mages are proficient with all simple and martial weapons, as well as all types of armor and shields.
    Spells A root mage casts arcane spells as a beguiler, which are drawn from the root mage spell list. The spell list includes every Wu Jen earth spell, the Nature domain, the Earth domain, and the Protection domain.
    Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A root mage's connection with the earth, however, allows you to avoid any chance of arcane spell failure as long as you restrict yourself to armor made of wood or stone. This connection does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
    Earth Supremacy (Su) You gain a +2 bonus to any size dependent roll you make (such as Bull Rush, Overun, Demoralize, etc) so long as you are touching the ground. This bonus increases by +1 every even level. In addition, you gain a +1 insight bonus to attack and damage rolls whenever both you and your opponent are touching the ground, which increases every third level.
    Woodland Stride (Su) Gained at 2nd level.
    Pillar of Earth (Sp) Gained at 2nd level. Able to cast shillelagh & tetsubo of earth at will.
    Trackless Step (Su) Gained at 3rd level.
    Earth's Embrace (Su) Gained at 3rd level. The first five points of damage from any wooden source is converted to non-lethal damage. At 5th level, this increases to ten. This includes wood weapons, treant slam attacks, and the like. At 7th level, this expands to stone and earth materials, such as earth elementals, clay golems, and falling onto stone. At 9th level, all damage from such sources is converted to non-lethal. At 12th level, this extends to all metal.
    Divine Health (Su) Gained at 4th level.
    Spikes (Sp) Gained at 5th level. Cast the spell spikes at will. At 7th level, the spell can target stone weapons.
Elemental Fear
Automatically have maximum ranks in the Intimidate skill.
At level 1, you can demoralize multiple people without penalty.
At level 3, you can demoralize a single target in line of sight up to close range as a swift action.
At level 5, you can pinpoint any character that is scared, frightened, or panicked up to 60' away. Also, gain a +2 morale bonus to attack and damage against such characters.
At level 7, demoralize lasts for a round per level.
At level 9, gain frightful presence.
At level 11, any creature who becomes scared (or worse) by you is blind and deaf except in regards to you.
Spells When your level matches the level associated with the spell below, you gain it as a spell-like ability up to once per day. When you exceed the level of access by two, you can cast that spell 3/day as a spell-like ability. When you exceed it by four or more, you can cast the spell at will. For example, at level 7, you can cast fear 1/day, haboob 3/day, and both cause fear and gaze of terror at will.
1 Gaze of Terror
3 Cause Fear
5 Haboob
7 Fear
9 Phantasmal Killer
11 Entomb (Earth subtype, crushing damage)
13 Insanity
15 Desert Binding
17+ Something, something
Last edited by virgil on Mon Mar 10, 2014 12:19 am, edited 4 times in total.
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Post by CatharzGodfoot »

I know that it's possible to argue endlessly about elemental associations, but consider:
[*]Fear is usually associated with fire and death, not earth.
[*]Improved sight and speed are usually associated with air, not fire.
[*]Life, water, and sometimes fire are usually associated with healing, not air. (I'm still not clear on whether 'life' is a typo.)

That said, something that combines traditionally earthy things with fear and necromancy would be pretty neat (a 'grave' or 'underworld' sphere).
In that vein, you might want to mix things up a bit more in your spheres. Spheres are usually supposed to be thematic, but with versatility.
Last edited by CatharzGodfoot on Wed Mar 05, 2014 4:41 am, edited 1 time in total.
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Post by RadiantPhoenix »

Fear is associated with earth in Golden Sun, probably because earth gets all the death-related stuff (like revive)

Dark Dawn is the first time wind gets a good healer, though.
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Post by virgil »

Water Mage As per the Summoner from the Tome of Fiends, except the Summoner is considered to be [water] aligned for purposes of Aura, Summon.

Domination (Water)
Automatically have maximum ranks in the Diplomacy skill.
At level 1, you gain the telepathy special quality.
At level 3, you can stop fights before they start. You emit a continual sanctuary effect (DC 10+half level+Cha modifier). Any creature that makes the save is immune to this ability for 24 hours. This is a mind-affecting, language-dependent, charm effect.
At level 5, you are under the effects of a continual water breathing spell and gain a swim speed equal to your land speed, as does anyone under the effects of your mind-affecting effects
At level 7, you can rebuke humans as a cleric of equal level. This is a mind-affecting charm effect.
At level 9, the sense motive DC to discern someone as charmed or dominated by you is increased by 10.
At level 11, none of your mind-affecting effects are restricted by creature type.
Spells When your level matches that of the associated spell, you gain it as a spell-like ability usable 1/day. When you exceed the level by two, you can cast the spell 3/day. When you exceed the level by four, you can cast the spell at-will.
1 Hypnotism
3 Suggestion
5 Modify Memory
7 Dominate Person
9 Nixie's Grace
11 Geas
13+ Something
Last edited by virgil on Sun Mar 16, 2014 12:22 am, edited 3 times in total.
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Post by Dogbert »

My two cents:

Approach the elements from the esoteric POV regarding elemental associations:

Air: Intellect, knowledge, inspiration, freedom, movement and transportation, illusion and deceit, male connotations, etc.
Earth: Wisdom, stability, nurturing, peace, the unmovable/indestructibe, female connotations, etc (I can't remember much about this one)
Fire: Energy, temperament, passion, sex, male connotations, vigor and physical puissance, violence, etc.
Water: Change, adaptability, cleansing, healing, psionics, the unstoppable, crossing over between worlds, female connotations, etc.

I remember a friend and I were planning on organizing the spell lists according to elemental criteria back when we were more deeply into DnD.

Good luck.
Last edited by Dogbert on Mon Mar 17, 2014 4:42 am, edited 3 times in total.
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Post by virgil »

Meh, I'm tired of Aristotle's views being the Alpha and the Omega of elemental depictions in game. It was either the seven chakras or the five Chinese elements, which I put up for vote with the players that were going to be in this campaign. At which point, the associations are based on the Chakras, which I already very loosely listed.
Last edited by virgil on Mon Mar 17, 2014 8:12 pm, edited 1 time in total.
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Post by virgil »

Testing out a new direction for the seven 'elements', basing them closer to the chakra as described in the Avatar series.

The current idea is that the players play normal classes, without Tome feats. Each player chooses an element they're tied to, gain a benefit, and Sphere Access. Their most recently acquired spell is 1/day, their 2nd most recent spell is 3/day, and all older spells are at-will.

Earth
* Maximum ranks in Intimidate
* Earth Supremacy - (Su) You gain a +2 bonus to any size dependent roll you make (such as Bull Rush, Overun, Demoralize, etc) so long as you are touching the ground. This bonus increases by +1 every even level. In addition, you gain a +1 insight bonus to attack and damage rolls whenever both you and your opponent are touching the ground, which increases every third level.
  • 1 Gaze of Terror
    3 Cause Fear
    5 Stone Shape
    7 Fear
    9 Stoneskin
    11 Earthquake
Water
* Maximum ranks in Diplomacy
* Gain amphibious special quality & water breathing
  • 1 Hypnotism
    3 Suggestion
    5 Water Breathing
    7 Control Water
    9 Sympathy
    11 Mass Suggestion
Fire
* Maximum ranks in Spot.
* Sight is unimpeded by fire or smoke, lose any light blindness or light sensitivity traits, and are immune to dazzling and magical blindness.
  • 1 Darkvision
    3 Flame Blade
    5 Body Blaze
    7 Widened Firestride Exhalation
    9 Overland Flight
    11 Heroes' Feast
Air
* Maximum ranks in Heal & Jump.
* Can perform all applications of the Heal skill as a standard action.
  • 1 Gust of Wind
    3 Suggestion
    5 Gaseous Form
    7 Charm Monster
    9 Magic Jar
    11 Grasping Hand
Sonic
* Maximum ranks in Bluff & Listen.
* You have the telepathy special quality
  • 1 Shatter
    3 Sensitivity to Psychic Impressions
    5 Clairaudience/Clairvoyance
    7 Glibness
    9 Channeled Sound Blast
    11 Discordant Malediction (includes regular speech)
Light
* Maximum ranks in Sense Motive.
* You have Bardic Knowledge as a bard of equal level.
  • 1 Quickened Detect Magic
    3 See Invisibility
    5 Modify Memory
    7 Phantasmal Wasting
    9 True Seeing
    11 Project Image
Cosmic
* Maximum ranks in Use Magic Device
* Xxx, no idea
  • 1 Protection from [Alignment]
    3 Rope Trick
    5 Magic Circle
    7 Dimension Door
    9 Major Creation (created vegetable matter is permanent)
    11 Mage's Magnificent Mansion
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Post by virgil »

Every player begins with a ‘muggle’ class, something that can pose as insignificant and nomadic in the normal world. Exactly what is available depends on the setting. Do we go for iron age with extra isolation? Do we go for early renaissance for the ease of familiarity?
Part of the rule is that the masquerade needs to be deep enough such that it being taboo is not enough; awareness of magic needs to be suppressed sufficiently that a value judgement can’t be made by muggles. Cultural manipulation will obviously be present, and there will be different mage factions who have different ideas on how to keep magic suppressed.
  • Enlightenment - Suppress & deny all superstition, so when they are exposed to magic their own cognitive biases will wave it off as having had too much to drink
  • Religion - Promote a superstition so different from real magic that exposure will be interpreted down a completely different venue.
  • Nationalism - The direct approach, engendering blind, unquestioning loyalty to the tribe with push toward developing society to support the infrastructure necessary for the MiB to move/suppress in plain sight
All but the religion angle will encourage advancement away from isolated city states stuck in the iron age, so I’m encouraged to have it be during the late middle-ages to early renaissance and the players will be with the Enlightenment faction.
Here is the current list of the ‘mundane’ classes, all itinerant by nature, the party will start out with. I need to cull the list down to about four or five, as uniqueness will be covered by the fact they’ll take another class (like Scientist, Knight, etc) at level 4 and the combination will permit a variety of different characters.
  • Proof-Reader
    Clockmaker
    Minstrel
    Teacher
    Tinker
    Rat-Catcher
    Messenger
    Mason
    Thug
    Knacker
    Pilgrim
    Refugee
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Post by virgil »

The class below is only a first draft; it still needs to be play-tested.

Thug
Base Attack Bonus As per Fighter
Saving Throws Good Fort, Poor Reflex, Poor Will
Skill Points 4+Int
Class Skills Climb (Str), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str), Use Rope (Dex)
LevelBenefits
1Street Fighting, Rage, Brute, Wrecker
2Curb Stomp, Grit, Stout
3Sucker Punch, Brutal, Iron Stomach

Streetfighting: You are considered proficient with any improvised weapon and gain a bonus to attack and damage with such weapons equal to your level.
Rage: As a barbarian of equal level
Brute: Your Strength is considered 4 points higher for carrying capacity, ability checks, and skill checks.
Wrecker: Gain Improved Sunder as a bonus feat.
Grit: As a swift action, gain DR 5/nonlethal until the beginning of your next turn.
Stout: Gain a +4 bonus against poison & disease
Curb Stomp: Any opponent you flank provokes an AoO when they are successfully attacked by an ally.
Sucker Punch: When you successfully attack a flat-footed opponent, you may spend a swift action to automatically make the attack a confirmed critical for nonlethal damage.
Brutal: If you deal 10 or more damage with a single attack, you may spend a swift action to make the target sickened until they spend a full-round action to recover.
Iron Stomach: Whenever forced to make a saving throw against poison or disease, gain 2d6 temporary hit points.
Last edited by virgil on Tue May 20, 2014 5:15 pm, edited 3 times in total.
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Post by virgil »

Same situation for this class...

Troubadour
Base Attack Bonus As per Rogue
Saving Throws Poor Fortitude, Good Reflex, Good Will
Skill Points 6+Int
Class Skills Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (Int), Language, Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), Tumble (Dex)
LevelBenefits
1Classically Trained, Fascinate, Foreigner, Quick Change
2Mock, Tale of Overcoming Hardship, Quick Draw
3Prank, Shanty, Tale of Revenge

Classically Trained The character has maximum ranks in Perform.
Fascinate The character can target up to their level in creatures within 90’ able to hear and see each other, and able to pay attention to them. The distraction of a nearby combat and other dangers prevent this ability from working. If the targeted creatures fail a Will save with a DC equal to the character’s Perform check result, they are fascinated for as long as the character concentrates. A creature cannot be the target of this ability more than once every 24 hours. This is a mind-affecting compulsion effect.
Foreigner With a Gather Information (DC 10) check interacting with a community, the character becomes sufficiently familiar with the language of the area (-5 to Charisma-based skill checks if the language is otherwise unknown) and is considered local for Knowledge (Local) skill checks. In addition, the character is proficient with the racial weapon of the primary demographic. The benefits of both last until the ability is used in a different community.
Quick Change Able to make a Disguise check as a standard action without penalty.
Mock As a full-round action, the character can target a number of creatures equal to their level who can see and hear them up to 90’ away and fail a Will save with a DC equal to the character’s Perform check. Failure sends the creature into a barbarian rage without the bonuses. The rage lasts until they spend a standard action and make a successful Will save (DC 10+½ level+Cha mod). This is a mind-affecting compulsion effect.
Tale of Overcoming Hardship Grant a single re-roll to any failed saving throw made within the next 24 hours to any who listen to your tale for an hour and have an Intelligence of 8 or higher. A character cannot benefit from more than one Tale of Overcoming Hardship at a time.
Quick Draw Gain Quick Draw as a bonus feat.
Prank Using a standard action and a blanket or similar item, force an adjacent enemy to make a Reflex save (DC 10+½ level+Dex mod) or be blinded until they or an ally spends a full-round action to remove the material.
Shanty While singing, all allies within 60’ of the character who can hear the song and join in can use the minstrel’s Perform check instead of the following: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments.
Tale of Revenge Grant Favored Enemy as a 1st level ranger for 24 hours to any who listen to your tale for one hour and have an Intelligence of 8 or higher. A character can only benefit from one Tale of Revenge at a time.
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Post by Korgan0 »

A few nitpicky things- the incidental benefits for the various elements don't seem balanced at all, with specifically air and to a lesser extent fire seeming somewhat underpowered relative to the others, especially earth. It looks like you're trying to balance it by making the spells given less impressive, thus pushing earth mages towards a more "martial" style or whatever, but ultimately with a bit of thematic flexibility i can see earth having access to the requisite high-level spells, and i can readily see mages of all seven elements (except possibly cosmic) having thematic access to a martial mage playstyle. Also, brute is kinda fiddly- flat DR might be a better idea.

Another thing to note is that if you envision the PCs consistently and often doing the whole MiB thing with memory wipes and disguises and secret storefronts and junk, then every element should be able to perform in that role adequately, and it seems that some of the elemental spheres are a bit lacking in that department. Also, if having that sphere access is that big a part of your character, both in theme and role, then it seems appropriate to grant more than one spell per level, or at least allow for some choice, since right now they seem somewhat flat and lacking.

Also, why no combat/skill feats? I obviously understand forbidding supernatural/metamagic feats, but i don't see the presence of combat/skill feats as being in any way detrimental to the premises of the setting given that they rarely result in outright supernatural abilities, and if you envision the martial mage as being a viable concept then something equivalent or at least similiar to tome combat feats seems practically mandatory.
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Post by virgil »

The elements are random construction of what looked good, because right now there isn't any standard to compare them to.

The comment on Brute, I think you mean Grit for the DR thing? I guess that can work to avoid fiddliness.

As everyone needs to contribute to the secrecy thing, it's my intention to just make everyone capable at hiding the Truth. An independent trait to help with policing the masquerade might work.

As for no Tome feats, it's to make up for the fact that there's going to be a fair bit of powers given at the start, so I'm afraid that Tome feats will push things over the edge.

Universal PC Traits
Mage Sight Can use read magic & detect magic at will as a spell-like ability. Spellcraft is a class skill which they have maximum ranks in.

Seal of Silence An arcane mark that grants a +10 bonus to Disguise checks for a specific cover identity (as dispensed by the Initiates of Thanatos) and a +10 bonus to both deliver and discern secret messages. Also magically compels the bearer to be unable to directly speak/write on the subject of magic.

Secret Paradigm Eschew Materials is a bonus feat. No arcane spell failure from armor. Conceal Spellcasting inherently known, with sentient observers untrained in Spellcraft at a -10 Notice.

True Magick Spell slots as a 1st level wizard, otherwise following the standard rules for spellcasting. At level 3, they become 2nd level spell slots. They become 3rd level spell slots at level 5.

Archives of the Quorum Illuminati Repository and requisition storehouse of all spellbooks, all spells converted into arcane spells by a geometer. Access and distribution on a per-mission basis.
Gather Information
Subtlety The fact questions are being asked is itself a fact, generally that of DC 15, which can be raised to DC 25 if the asker accepts a -5 penalty to their Gather Information check
Trailing As per urban tracking. Each check is 1 hour of questioning.
  • Thorp - DC 5 - 1d3 checks
    Town - DC 10 - 1d4+1 checks
    City - DC 15 - 2d4 checks
    Metropolis - DC 20 - 2d4+2 checks
    DC Modifiers
    • Per 3 in group (-1)
      Per 24hrs since search (+1)
      Quarry hiding (+5)
      primary racial demographic (+2)
      not primary or secondary racial demographic (-2)
      30min per check (-5)
Suppression Sometimes you don't mind if someone knows, but do mind if more find out. Spend 1d4+1 hours (or instant if suppressing yourself), make an Intimidate check vs DC 15 to raise the DC to get information by +5; every 10 points this is exceeded raises the DC by 5. Failing to suppress will actually reduce the DC by 5. Matching the base DC but not the suppressed DC will reveal that the information is being suppressed; at which point, the character can specifically target the person who knows to get them to spill the beans

Interviewing
Base DC 10+level+Wis modifier; -5 when loyal, -5 for public information, +5 for dangerous information.
Interrogation: Intimidate for quick and direct question.
Subterfuge: Bluff to get the information through a verbal minefield, with an opposed Sense Motive check to notice the attempt before it's too late.
Banter: Diplomacy is direct route, but a lot more friendly and requires social atmosphere.
Test the Waters: Sense Motive to know if they know; making a DC 15 means they don't know what you were asking, and DC 25 will make it so they don't know you asked anything at all.
Last edited by virgil on Tue May 20, 2014 2:22 pm, edited 1 time in total.
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Post by virgil »

Tinker
Base Attack Bonus As per Rogue
Saving Throws Poor Fort, Good Reflex, Poor Will
Skill Points 4+Int
Class Skills Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex), Profession (Wis), Search (Int)
LevelBenefits
1Jury Rig, Scavenging, Journeyman, Trapfinding
2Trap Sense, Know Your Product, Prankster
3Sales Pitch, Hoodwinker, Sabotage, What’s Mine is Yours

Jury Rig: With one minute of work, you can repair a broken item as if using the make whole spell, but will show obvious signs of its temporary repairs. This is a temporary fix, and the item will return to its original state whenever the user rolls a natural 1 while using it.
Scavenging: So long as debris and trash is available, reduce the cost & time to craft an item by 75%. The crafted object will show its quality and its base hit points and hardness will be half the regular value.
Journeyman: Have maximum ranks in Disable Device and Craft.
Trapfinding: Gain a bonus to skill checks to detect and disable traps equal to level.
Trap Sense: Gain a bonus to Reflex saves and AC against traps equal to your level.
Know Your Product: When crafting a weapon or armor, you can add the personal touch to it and make yourself proficient with it, regardless of other circumstances. Any other person who uses the object treats it as jury rigged, and it will gain the broken condition if they roll a natural 1 while using it.
Prankster: Setting a trap is a full-round action that provokes an AoO. Artisan’s tools for the occasion are required to produce a proper trap. Such traps fill a 5’ square, cannot share a space with another such trap, and is chosen from the following list.
  • Tripwire mechanical; location trigger; no reset; Atk +10 melee touch (trip); Search DC 15; Disable Device DC 15
    Bucket mechanical; location trigger; no reset; Reflex DC 15 avoids; Search DC 22; Disable Device 18; dumps alchemical flask, dye, or foul-smelling material on subject
    Alarm Bell mechanical; location trigger; no reset; noise Listen DC -5; Search DC 20; Disable Device 15
Sales Pitch: While in conversation, and attempting to make a trade, you can force an adjacent creature that can hear and see you to be fascinated if they fail a Will save (DC 5+½ level+Cha mod). Once fascinated, the subject will be willing to sell their most valuable physical possession on their person for any proffered item that is worth 1gp or more. Unfair deals will not be recognized as such until pointed out by another person.
Hoodwinker: As per Prankster, with the following additional traps to select from.
  • Crossbow mechanical; location trigger; no reset; Atk +10 (1d6/x3, bolt); Search DC 20; Disable Device DC 20
    Snare Trap mechanical; location trigger; no reset; Atk +5 melee touch (net); Search DC 20; Disable Device 20
Sabotage: The sabotage feature of the Disable Device skill can be applied to any item, including weapons and armor, to gain the broken condition after 1d4 rounds of use.
What’s Mine is Yours: You can perform the Disarm maneuver against any object that isn’t closely worn (armor, boots, rings, etc). Loose items, tucked in a belt or loosely attached (brooch or necklace) have a -5 to their AC. Fastened items, such as sheathed weapons, cloaks, or pouches, have a regular AC.
”Broken Condition” wrote:Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
  • If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
  • If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
  • If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
  • If the item is a wand or staff, it uses up twice as many charges when used.
  • If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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virgil
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Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Rat Catcher
Base Attack Bonus As per Rogue
Saving Throws Good Fort, Good Reflex, Poor Will
Skill Points 6+Int
Class Skills Handle Animal (Cha), Notice (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)
LevelBenefits
1Feral Empathy, Hunting Companion, Sneak Attack +1d6
2Camouflage, Swift Tracker, Stab & Grab
3Pestilent Health, Ten in One Blow, Sneak Attack +2d6

Hunting Companion: Begin play with a companion selected from the following list: rat, cat, owl, viper (tiny), terrier (as per weasel, remove attach, add diehard & track as bonus feats). The companion gains the abilities of an an animal companion by a druid of equal level and a familiar for a wizard of equal level. In addition, the companion threatens as a medium creature in combat.
Feral Empathy: Has maximum ranks in Handle Animal
Camouflage: With a full-round action, using available materials and survival equipment, the target creature will blend in with their environment and gain a +4 bonus to Stealth checks until they move more than 10’ from their location.
Swift Tracker: Suffer no penalty for tracking with the Survival skill when moving at normal speed, and only a -5 penalty when moving twice normal speed.
Stab & Grab: After a successful sneak attack, you may perform a sleight of hand maneuver as a swift action with a +4 bonus.
Ten in One Blow: Melee weapons are treated as area attacks against swarms.
Pestilent Health: Immune to all diseases, but the body retains it when exposed until cured.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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