Scaling Item Creation Feats and 'Commander' feats (for Necro

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Judging__Eagle
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Scaling Item Creation Feats and 'Commander' feats (for Necro

Post by Judging__Eagle »

Well, we've all seen the Races of War scaling combat feats and one skill feat, so lets see what we can whip up for spell casters.

Well, I wanted some magical crafting feats and I wanted to write up a pair of feats that a necromancer wizard could use, my group has a player that wants to play a necromacer that can lead an army of undead.

Magical Goods Crafter [Craft]

Magical Goods are very common among societies where magic is well known, and those that can craft them enjoy the wealth the crafting such items brings as their consumable items are always in demand:

Benefit: You can create magical items that have a finite amount of uses before they are useless (Ex. Wands, Scrolls. Potions etc.) You count as having the appropriate item creation feat, but you must have all other pre-requisites needed to create the item.

Magical Item Crafter [Craft]

Magical Items are very common among societies where magic is well known, and those that can craft them enjoy the wealth the crafting such items brings as their reusable items are always in demand:

Benefit: You can create magical items that do not have a finite amount of charges before they are useless (magical jewellery, magical equipment, magical rings, magical clothing, homunculi, wonderous architecture and/or constructs). You count as having the appropriate item creation feat, but you must have all other pre-requisites needed to create the item.

Magical Artisan [Skill: Craft]

You are able to craft magical items or goods more effecifiently than others.

This is a Skill feat that scales based on your ranks in the Craft skill

Benefit:
You need 25% less time to craft any magical item

Skill Rank: Benefit
4: You may spend 25% less XP than normal when crafting
9: You may spend 25% less Gold than normal when crafting
14: You may sacrifice any number of magical items in order to provide you with either the Gold, Time or Experience needed to craft an item. You must provide the other requirements yourself.
19: You may spend 50% less Gold, XP or Time when crafting an item. You may select which discount you will have for any item that you are crafting. This discount replaces the discount you would normally recieve.




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[edit: the original stuff]
Caster level: Benefit

1: You gain the Brew Potion feat
5: You gain the Craft Wand Feat
10:You can Craft any Rod, Ring or Staff that uses Charges
15: You are able to channel any of your unused daily spells in order to not consume a charge in an item that uses charges, you must still pay any experience or expensive component; the item used acts like a focus if the spell normally needs one.



This is a [Caster] feat that scales based on the total levels in all caster levels that your character has up to a maximum of your hit dice.

Benefit: You gain the benefit of the Craft Wonderous Item feat.

Caster level: Benefit

1: You gain the Craft Arms and Armour feat
5: You gain the Craft Magical Traps feat
10:You can Craft any Rod or Ring that does not use charges
15: You are gain the Craft Construct feat and can craft Wonderous Architecture
[/i]
[/old stuff]



Well, that's that, now to write a pair Necromantic commander feats that I wrote up based on stuff out of Tome of Necromancy.

They're a bit long, but they scale pretty well; and a wizard will probably take both if they want to elad an army of undead.

Necromantic Commander [Caster or Command]

You command a small warband of undead minions that can eventually grow to be a massive army.

This is a feat that can be used as either a Caster feat based on total Caster levels or a Command feat bsaed on Base Attack Bonus.

Benefit:
All Necromantic effects that you use have their save DCs changed to 10 + 1/2 of your BaB or Caster level (which ever is greater) + Your Charsima Modifier. Any Necromantic effects that do not use or allow a saving throw have their durations doubled.

Caster level/Base Attack Bonus: Benefit

1/+1: Undead see you as one of their own; Unintelligent undead never attack you except in self-defense and intelligent undead are willing to parlay with you at least once. You take gain a bonus to any Charisma-bsd skill checks equal to your Caster Levels or Base Attack Bonus when dealing with undead and an equally large penalty to the same when talking to living creatures.

5/+6: Select one type of undead (Such as Skeleton, zombie or Grave Mote), you may have this type of undead as minions the CR of any that join you at any time may not be greater than your CR - 2. You may have a total number of minions equal to your Charisma modifier.

10/+11: For every three Caster levels or 3 points of BaB you may select one type of undead. You may have minions of these undead types so long as their CR is equal to your CR-4, you are limited in number of minions among each type of undead to a maximum of your Charisma modifer (so, if you have 10 caster levels with a charisma Modifier of +3, you may have you minions selected at 5th level (max of 3), plus up to 3 other undead types that are CR 6 (a max of 9, but they must be no more than 3 of each selected type).

In addition, you may have twice as many undead minions that you selected at the Caster levels 5/BaB +6 benefit.

15/+16: You are able to command armies of undead. You may have one type of undead as your minion for every Caster level or point of BaB that you have. The CR of these selected undead may not exceed your CR - 6.

You may spend an 8 hour ritual to turn any dead creautres within one hundred feet per Caster Level or point of BaB into Skeletons or Zombies under your command.

Necromantic Leader [Caster or Command]

You have a small cadre of elite undead cohorts.

This is a feat that can be used as either a Caster feat based on total Caster levels or a Command feat bsaed on Base Attack Bonus.

Benefit: You may afect any undead with mind-affecting effects, despite their normal immunities.

In addition, as a standard action you can grant any undead that can see or hear you a bonus or penalty to to their attack and damage rolls equal to one half your Caster Level or BaB, with a minimum of +1 or -1 with no maximum.

This benefit or penalty only lasts one round and the character may perform this action as often as they wish.

Caster level/BaB: Benefit

1/+1: Undead never attack you except in self defense.

You may impose your will upon undead by making an intimidate check upon any undead within 30 feet, plus 10 feet per point of charisma modifier.

Any Shaken Undead count as if they were rebuked and any undead Frightened count as if they were commanded or turned. Undead that count as if they were Panicked may be destroyed or can instead become permanently commanded.

You may control a number of undead with the Frightened/Commanded result whose Hit Dice do no exceed your own.

5/+6: You are always accompanied by a cohort who must be an undead creature whose CR is always equal to your CR - 2. You may have up to your Charisma Modifer in alternate undead cohort , but you cannot be accompanied by more than one while adventuring. The other undead cohorts that you have remain at a safe location that you may designate before each adventure.

Anytime that you level up, you may choose to add a new

If you have any abilities that grant you more cohorts than your Charisma Modifier, you may choose to forgoe that benefit and instead all of yor cohorts are equipped with equipment as if they were a PC of your CR and can have a minimum of 10 intelligence.

10/+11: Your undead cohorts gain equipment as if they were PCs of their CR. Their CR does not increase by 1 and your undead cohorts may take class levels even if they are not intelligent. If they are intelligent and they take lvls in a class that cast spells, they gain a profane bonus to one mental ability equal to 1/2 your Caster Levels or BaB.

15/+16: You may have any of your undead cohorts adventure in your place (and they may be accompanied by one of your other cohorts if you so choose). Any experience that the cohort earns in your place may be used to earn them new levels or you may spend an hour debriefing them upon their return and reclaim half of the experience that they earn for yourself.

This ability may be used by a character to send out each of his cohorts with his undead minions in order to wage war and thus earn him more power while remaining in his stronghold.


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Of course, they're a bit powerful, but the mechanics are sound and you could very well change either to stuff like Dwarven Commander or Druidic Leader or whatever so that a large variety of characters can gain armies based on caster levels or BaB, with almost any class save rogues being decent warband leaders.
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Catharz
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Re: Scaling Item Creation Feats and 'Commander' feats (for N

Post by Catharz »

I'd make the item crafting feats [skill] feats, kyed off the "Craft" skill.

Also remember that there are lots of single-use and charged wonderous items.

Also, I think that what items a character can craft is limited by the item's caster level, which means that you could give the ability to craft every item at level 1 and they'd still be forced to make level-appropriate things.
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Judging__Eagle
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Re: Scaling Item Creation Feats and 'Commander' feats (for N

Post by Judging__Eagle »

Well, they can't craft stuff with a higher caster level than what they have.

I simply give them the feats to craft items really early on.

Hmm, keying it off of the Craft skill would allow me to keep with the original idea that "total" caster progression levels can be added up when crafting an item.

So that high level character able to craft stuff; so, the 3rd lvl wizard/3rd lvl cleric/9th lvl mystic theurge is just as able to craft stuff as the 8th lvl wizard/7th lvl cleric or the 15th lvl wizard or cleric.

Hmm, I'll have to toss in all of the single-use Wondrous Items into their own category. Alongside the lvl 5 tier of Magical Goods crafter seems fine.
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Judging__Eagle
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Re: Scaling Item Creation Feats and 'Commander' feats (for N

Post by Judging__Eagle »

updated the crafting feats.
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Brobdingnagian
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Re: Scaling Item Creation Feats and 'Commander' feats (for N

Post by Brobdingnagian »

Now we just need some Meta-Magic feats.
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