Author Topic: Homebrew Setting: Magipunk (brainstorming -- input needed)  (Read 82420 times)

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #100 on: January 24, 2012, 08:16:40 PM »
So am I!  :)
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Offline Nanshork

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #101 on: January 24, 2012, 08:24:06 PM »
If it wasn't for the two Synthevolovers in the group already then I'd be contemplating going after it depending on how it comes out.

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #102 on: January 24, 2012, 08:24:47 PM »
Hey, why not? Every synth is different.
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Offline Nanshork

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #103 on: January 24, 2012, 08:28:27 PM »
Well then let's see how it comes out!

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #104 on: January 24, 2012, 08:31:17 PM »
What's happening to all my pictures????
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Offline veekie

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #105 on: January 26, 2012, 10:02:18 AM »
Whats the host for them?
Everything is edible. Just that there are things only edible once per lifetime.
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Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #106 on: January 26, 2012, 10:17:38 AM »
Some were random, but most were on TinyPic.
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Offline veekie

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #107 on: January 26, 2012, 10:21:07 AM »
Probably a server issue on their end. Switch hosts?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Sneaky_Sable

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #108 on: January 27, 2012, 02:04:02 PM »
It's the GHOST OF SOPA PAST!! OooOOooooooOOooo..

Okay, serious time:

Regional Feats
Burned Soldier [Regional]
The incredible heat of the desert has granted you some resistance to similarly hot things.
Regions: Jarrash
Benefit: You gain fire resistance 3.

Frozen Knight [Regional]
You've spent so much time on the ice that you're used to chill temperatures.
Regions: North
Benefit: You gain cold resistance 3.

There's a trio of supplements that most seem to have forgotten, or just outright ignore. Sandstorm, Frostbite, and Stormwrack... Or "How to get lost in the desert", "How to freeze to death", and "How to send your party to a watery grave".

Sandstorm have "Heat Endurance" and Frostbite had "Cold Endurance" that may be applicable in these situations better then granting Fire / Cold resistance.

COLD ENDURANCE [GENERAL]
Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can
exist with ease in low-temperature environments.
Prerequisite: Base Fortitude save bonus +2.
Benefi t: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as
described in Cold Dangers, page 8). You also gain a +2 bonus on saving throws against cold effects.
Cold Endurance doesn’t provide any level of resistance to cold damage.

HEAT ENDURANCE [GENERAL]
Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you
can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
Benefi t: You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up
to 120° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 1
(see Protection against Heat, page 14 Sandstorm).



Also, Regional Feats. Are those a "You get one free at character creation depending on where you're from"? If so, Well-Connected looks like the winner for Unique.
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Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #109 on: January 27, 2012, 02:26:20 PM »
Thing is, those endurance feats exist anyway and are available for taking.  I wanted entirely new feats, and so those two were born.  If you have better ideas to replace them then be my guest.  :)

And I wrote Well-Connected with Unique in mind :D
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Offline Sneaky_Sable

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #110 on: January 27, 2012, 03:10:43 PM »
The trick is, having Cold Resist # doesn't protect you from the effects of a cold environment. It applies against the non-lethal damage that exposure would cause, but it doesn't provide against any other effect the cold would have. Cold Endurance allows one to ignore all the effects of normal cold at its lightest degree, and be considered partially protected at later stages of the cold.

Ultimately, your Regional feat is superior in that it actually grants Cold Resistance, which applies to any cold damage, not just a chilly winter.


(Oh, and apply everything I said above about [Cold] to [Fire] too.)
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Offline Garryl

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #111 on: January 27, 2012, 03:25:42 PM »
IIRC (which I probably don't as I've never read Sandstorm of Frostburn), Heat/Cold Protection level 3 doesn't kick in until you have resistance 5 to fire/cold, and you don't get any protection level for resistances until then.

Offline Sneaky_Sable

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #112 on: January 27, 2012, 03:29:40 PM »
Cold / Fire Resistance grants Cold Endurance Level 3 once you hit Resist 5.

It also applies against any non-lethal damage (as stated above)

To give an idea as to how bitterly tooth-numbingly cold Cold Endurance 3 protects: Cold Protection Level 3 protects completely against "Extreme Cold", which is -20F to -50F. Ehh, I hate typing, so here's Commander CopyPasta!

Extreme Cold: Unprotected characters take 1d6 points of cold damage per 10 minutes (no save). In addition, an unprotected character must make a Fortitude save (DC 15, +1
per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell. A partially
protected character takes damage and makes saving throws once per hour instead of once per 10 minutes.
A character must have a level of protection of 3 or higher to be protected against extreme cold. Level 2 is considered partial protection; level 1 is considered unprotected.
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Offline Shiki

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #113 on: January 27, 2012, 03:55:37 PM »
Do you have anything written on the Planar Pioneer already, sirpercival? :curiousemote

Oh, and also on the Dodger + Holomancer one?
« Last Edit: January 27, 2012, 04:03:39 PM by Shiki »

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #114 on: January 27, 2012, 05:58:31 PM »
I'll take a look again at the heat/cold rules (via sandstorm & frostburn) and possibly adjust the feats.

Planar Pioneer is up next, posted tonight or tomorrow.  I had some ideas about the dodger/holomancer, which was going to be shadowy.  Shadowpouncing, for example.  I'm not sure what else, but lots of darkness and shadow, kind of like an anti-holomancer.
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Offline Shiki

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #115 on: January 27, 2012, 06:16:07 PM »
Sketch I just did for dodger + holomancer:

ENTRY REQUIREMENTS
Skills: Arcana 6 ranks, Perception 10 ranks, Stealth 10 ranks.
Invocations: Darkness invocation.
Special: Bend light, and versatility class features.
(add or remove etc)

TABLE: Class Name   HD: d6
   Base
   Attack   Fort   Ref   Will
Level   Bonus   Save   Save   Save   Special               Spellcasting
1st   +0   +0   +2   +2   Ambiant shadows, hide in plain sight,      +1 level of existing invocation-using class
               shadow jump (move), versatility
2nd   +1   +0   +3   +3   Sneak attack +1d6            +1 level of existing invocation-using class
3rd   +2   +1   +3   +3   Shadow jump (pounce)         +1 level of existing invocation-using class
4th   +3   +1   +4   +4   Sneak attack +2d6            +1 level of existing invocation-using class
5th   +3   +1   +4   +4   Shadow jump (swift)         +1 level of existing invocation-using class
6th   +4   +2   +5   +5   Sneak attack +3d6            +1 level of existing invocation-using class
7th   +5   +2   +5   +5   Shadow jump (immediate)         +1 level of existing invocation-using class
Class Skills (6 + Int modifier per level): etc

Ambiant Shadows (Su) is basically constant blur (cloak of shadow! etc) if you are near/in shadows; starts at 20% @1st and increases by 5% per level after, so it stops at 50%.

Versatility.. etc. Your level in this PrC/2 (round up).

Shadow Jump (Su); you can jump indefinitely because else it is dumb. Jumping starts as a move action, then you get to pounce (Coherent Light pounce is the awesomeness), after you can do it as either swift or move, and @7th you can do it as immediate. However, you can only jump once per round, else it's too dumb. The distance you can jump is up to 10 ft. + 20 ft. per level, so @1st you can jump 30 ft. or less per jump, and @7 150 ft. or less per jump.


This is pretty much not complete though.

edit: fuk formating
« Last Edit: January 27, 2012, 06:22:06 PM by Shiki »

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #116 on: January 27, 2012, 06:53:12 PM »
I like it!  I'll take it and run with it. :)
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Offline Nanshork

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #117 on: January 28, 2012, 10:40:54 AM »
I actually did some digging just for you sirpercival ( :P) about what kind of Warforged substitution levels could exist for Morphling and I realized that Warforged completely negates an ability tree that ends with a capstone.

Morphic Reserves (level 7), Improved Morphic Reserves (level 14), and Morphic Apotheosis (level 20) are all irrelevant because Warforged are immune to exhaustion and fatigue. 

Whether or not you make racial substitution levels won't affect my decision about character race, but if you get the urge to there's a start.

Offline sirpercival

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #118 on: January 28, 2012, 12:06:33 PM »
That is an excellent catch, and I'll almost certainly make racial sub levels to address it.
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Offline AyeGill

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Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
« Reply #119 on: January 28, 2012, 01:00:19 PM »
How about these Warforged racial sub levels for Morphling:
Level 7 - Lose morphic reserves, use Transformation to transform into Constructs
Level 11 - Lose Improved Morphic Reserves, get Specialized Form
Level 20 - Lose Morphic Apotheosis, get Customized Form
Specialized Form: At level 11, the Warforged MorphlingTransformer must select one creature whose form he can assume with Transformation. This form does not have to be an animated car, but it is recommended. He must also chose morph abilities with a total cost equal to his con modifier, which he has the required level to assume. Whenever he uses Transformation to assume the selected form, he also gets the benefits of the selected morph abilities, for as long as he stays in that form. Every second level from level 11 on, he may choose another form and another set of Morph abilities if he so desires.
Customized Form: At level 20, the Warforged Morphling can choose another form and another set of morph abilities for his specialized form. However, this time, he may choose morph abilities with a total cost equal to twice his con modifier.