Author Topic: Synthevolver [base] (Magipunk)  (Read 42306 times)

Offline sirpercival

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Re: Synthevolver [base] (Magipunk)
« Reply #60 on: January 10, 2012, 05:14:28 PM »
Hey, has anyone read the Hyperion Saga by Dan Simmons?  (If you haven't, you should.)  What do you think of me giving mechanosynths a fast-time evolve?  Basically it would be haste at stage II, something swiftblade-y at stage III, and then the final evolve would be time stop.
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Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #61 on: January 10, 2012, 05:15:33 PM »
Sounds pretty boss.
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Offline sirpercival

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Re: Synthevolver [base] (Magipunk)
« Reply #62 on: January 10, 2012, 10:54:34 PM »
Swarm: Your body parts can separate into a swarm of tiny-sized creatures. You gain the swarm subtype, but lose any flight speed that you might have had.

You realize that this is basically the deleted scene from Army of Darkness, right?  :lmao
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Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #63 on: January 11, 2012, 07:20:00 AM »
Swarm: Your body parts can separate into a swarm of tiny-sized creatures. You gain the swarm subtype, but lose any flight speed that you might have had.

You realize that this is basically the deleted scene from Army of Darkness, right?  :lmao

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Offline phaedrusxy

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Re: Synthevolver [base] (Magipunk)
« Reply #64 on: January 11, 2012, 10:49:42 AM »
Swarm: Your body parts can separate into a swarm of tiny-sized creatures. You gain the swarm subtype, but lose any flight speed that you might have had.

You realize that this is basically the deleted scene from Army of Darkness, right?  :lmao
It sounds like there are a lot of deleted scenes from that movie... I don't know that I've seen the one you're talking about. But yeah, it sure sounds like something that would fit in thematically. :D
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Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #65 on: January 11, 2012, 10:51:43 AM »
Evil Ash: Oh, you wanna know? 'Cause the answer's easy! I'm BAD Ash... and you're GOOD Ash! You're a goody little two-shoes! Little goody two-shoes! Little goody two-shoes!
[begins to sucker-punch Ash]
Evil Ash: Goody little TWO-SHOES! Goody little TWO-SHOES! HEHEHEHEHE!
[honk honk honk]
Evil Ash: GOODY LITTLE TWO-SHOES! GOODY LITTLE...
Ash: [cocks shotgun and points it under Evil Ash's nose]
[nods head and shoots him]
Ash: Good. Bad. I'm the guy with the gun.


All that was preceeded by one of the Tiny Ash clones jumping into Ash's mouth. See, now I have the vision of the Primordial Soup Biosynth looking for a disguise, and then just liquifying and pouring herself down the throat of a larger creature. Though, that's more "The Stuff" then any other horror movie.

Holy Hoover Dam. The Biosynth is about 75% of all of my favorite horror movies!
« Last Edit: January 11, 2012, 10:53:45 AM by Sneaky_Sable »
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Offline phaedrusxy

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Re: Synthevolver [base] (Magipunk)
« Reply #66 on: January 11, 2012, 01:52:51 PM »

Holy Hoover Dam. The Biosynth is about 75% of all of my favorite horror movies!
If they could spread a zombie-spawning plague, they'd be perfect...
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Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #67 on: January 11, 2012, 02:05:39 PM »

Holy Hoover Dam. The Biosynth is about 75% of all of my favorite horror movies!
If they could spread a zombie-spawning plague, they'd be perfect...

See: Pheromones
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Offline phaedrusxy

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Re: Synthevolver [base] (Magipunk)
« Reply #68 on: January 11, 2012, 02:10:30 PM »

Holy Hoover Dam. The Biosynth is about 75% of all of my favorite horror movies!
If they could spread a zombie-spawning plague, they'd be perfect...

See: Pheromones
It's not contagious, though... I think adding a bite that can give the target ghoul fever could be fun... even if the biosynth doesn't ever get control of their "spawn".  :smirk
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Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #69 on: January 11, 2012, 02:12:30 PM »

Holy Hoover Dam. The Biosynth is about 75% of all of my favorite horror movies!
If they could spread a zombie-spawning plague, they'd be perfect...

See: Pheromones
It's not contagious, though... I think adding a bite that can give the target ghoul fever could be fun... even if the biosynth doesn't ever get control of their "spawn".  :smirk

True, though if you stand near the open air intake of a major corporation and activate your pheromones, there's a good chance your GM is either going to hate you seriously, or make about 500 Willpower saves. I prefer an "under control" zombie apocalypse thank you very much.

Though, want some fun? Vampire Synthevolver. :)
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Offline littha

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Re: Synthevolver [base] (Magipunk)
« Reply #70 on: January 15, 2012, 08:03:47 PM »
One more thing that sprang to mind, You probably either need more class skills or less skillpoints/level. As it stands if you have 22+ int (not inconcevable especially considering the evolves) you have to start taking cross class ranks in things or several different professions. Not necessarily a bad thing but worth considering as you stated an intent to make this a skill using class more than a combat brute.
If you knock the skill points/level down I would bump up the BAB.

One other thing I noted was that as the armblade and armbolt are natural attacks they cannot be used multiple times a round, perhaps this was what you were aiming for but the wording on the armlaser and armgrenade suggest otherwise. Though at the moment you could wield an (autoloading) hand crossbow or something in the other hand and go Crossbow/Crossbow/Crossbow/Armbolt as a full attack which is rather cool.

Offline sirpercival

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Re: Synthevolver [base] (Magipunk)
« Reply #71 on: January 15, 2012, 08:08:41 PM »
I'll check the skills thing, maybe add a few more class skills.  If I dropped the SP and upped the BAB, how do you think this class compares to Morphling?

The armblade and armbolt are indeed natural attacks, but you get more of them based on your Evolution 0 ability (just like the other nat attacks from evolution 0).  That is, of course, unless you use the armlaser or armgrenade.  :)
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Offline littha

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Re: Synthevolver [base] (Magipunk)
« Reply #72 on: January 16, 2012, 10:38:19 AM »
I think morphling probably needs more morphs but to me it rather seems like Sorcerer vs Wizard again, Morphling should be playing off of its versatility where as synthevolver should have more strait power but less options in a fight.

I had forgotten about the evolution 0 bonus... that means you could go Crossbow/Crossbow/Crossbow/Armbolt/Armbolt/Armbolt/Armbolt or if using the bite or slam (the better of the melee evolution 0 because they dont require a hand) you could dual wield and pull off significantly more attacks...

Main hand/Main hand/Main hand/Offhand/Offhand/Slam/Slam/Slam/Slam

Then add haste and feats like snap kick for additional attacks on top. Quite cool but you will have to watch the damage output carefully.

Offline Jackinthegreen

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Re: Synthevolver [base] (Magipunk)
« Reply #73 on: January 24, 2012, 08:11:16 PM »
I'm kinda curious about the mechanosynth features.  Specifically, at 2nd level a mechanosynth becomes immune to sleep effects.  At 8th level, they gain the living construct subtype, and thus several immunities including sleep effects.  I'm guessing you just wanted to push the sleep immunity up further?

Offline littha

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Re: Synthevolver [base] (Magipunk)
« Reply #74 on: January 24, 2012, 08:14:00 PM »
It is supposed to represent progression, to show that you are becoming more mechanical over time. Biosynth has the same, Darkvision is granted by the Aberration type anyway.

Offline Sneaky_Sable

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Re: Synthevolver [base] (Magipunk)
« Reply #75 on: January 24, 2012, 08:51:23 PM »
I'll check the skills thing, maybe add a few more class skills.  If I dropped the SP and upped the BAB, how do you think this class compares to Morphling?

The armblade and armbolt are indeed natural attacks, but you get more of them based on your Evolution 0 ability (just like the other nat attacks from evolution 0).  That is, of course, unless you use the armlaser or armgrenade.  :)

I'd be cool with more Class Skills :) Having 22+ blah skill points per level just means that you're at a +50 or so to all skill rolls, and unless you take a feat that says "Add your Int Mod to all attack or damage rolls" then there's limited usefulness in combat. Though mind you, you could easily bluff an opponent into falling onto his sword, or persuade oxygen to avoid your foes... Or give a cross class lute performance so spectacular that it makes Baby Odin cry.

I'm kinda curious about the mechanosynth features.  Specifically, at 2nd level a mechanosynth becomes immune to sleep effects.  At 8th level, they gain the living construct subtype, and thus several immunities including sleep effects.  I'm guessing you just wanted to push the sleep immunity up further?

It may just be the difference between "You are immune to sleep effects, but you still need to sleep" vs. "You are immune to sleep effects, and you do not sleep"

It is supposed to represent progression, to show that you are becoming more mechanical over time. Biosynth has the same, Darkvision is granted by the Aberration type anyway.

Yeah. Percival, would that mean an extension of Darkvision, say from 60 to 90 or so?
« Last Edit: January 24, 2012, 08:59:34 PM by Sneaky_Sable »
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Offline sirpercival

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Re: Synthevolver [base] (Magipunk)
« Reply #76 on: January 24, 2012, 09:05:34 PM »
No, littha was right -- you get one feature to show that you're slowly moving away from your original type.
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Offline Garryl

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Re: Synthevolver [base] (Magipunk)
« Reply #77 on: February 20, 2012, 04:05:46 PM »
Mayhaps some class features other than evolutions, so as to avoid the Wizard/full casting PrC problem? And level 1 feels a little bleh to me (you get a natural attack, which is okay, and Great Fortitude). A level 1 Synth is like a level 1 Monk with armor and weapon proficiency instead of the bonus feat.

Offline sirpercival

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Re: Synthevolver [base] (Magipunk)
« Reply #78 on: February 20, 2012, 05:23:45 PM »
Hmm... ok.  I had been worried about the wizard problem.  I'll think about more class features; in the meantime, do you have any suggestions?
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Offline littha

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Re: Synthevolver [base] (Magipunk)
« Reply #79 on: February 20, 2012, 07:34:51 PM »
Probably some utility features that or something offensive. As it stands they can become tough or hard to hit but the offensive side is a little lacking (other than damage).

Possibly some kind of crowd control abilities.