Author Topic: Synthevolver [base] (Magipunk)  (Read 42311 times)

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #80 on: February 23, 2012, 01:38:17 PM »
The problem with BFC is that everything I can think of would just be an evolve.  Just like other stuff I could think of.

At the moment, I'm at this point:
~Fast ability healing (scaling up to naberius)
~Messing with opponents' DNA.  Not sure what sort of effects this will have or how to implement it.

EDIT: Ok, I have an idea.
« Last Edit: February 23, 2012, 04:40:53 PM by sirpercival »
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #81 on: February 24, 2012, 09:42:03 PM »
OK, the new class features are up, let me know what you think.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #82 on: February 24, 2012, 11:53:43 PM »
Mutagenic strike is nice and actually fits the BFC thing I mentioned earlier when combined with the Armlaser or Armgrenade.

Other than that:
- Healing hp/hour is hard to track and not all that useful
- Extreme resilience wording should be: Gains Fast Healing 1 not "He heals 1 point of ability damage every round." as it is a preexisting ability
- Does the class really need 3 capstones?
- Manipulating DNA makes little sense for Mecanosynths

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #83 on: February 24, 2012, 11:59:44 PM »
Mutagenic strike is nice and actually fits the BFC thing I mentioned earlier when combined with the Armlaser or Armgrenade.

Other than that:
- Healing hp/hour is hard to track and not all that useful
- Extreme resilience wording should be: Gains Fast Healing 1 not "He heals 1 point of ability damage every round." as it is a preexisting ability
- Does the class really need 3 capstones?
- Manipulating DNA makes little sense for Mecanosynths

OK, I'll change it so that resilience scales more intuitively.  I'll also axe Extreme resilience in terms of that.

And, sure it does -- they're injecting nanobots.  What else would the borg do?

EDIT: And it isn't hp healing, it's ability damage healing.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #84 on: February 25, 2012, 12:04:12 AM »
Ah, completely missed that. One word can make all the difference.

Still, I wouldn't track anything on a x/hour basis just because of the difficulties with the paperwork.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #85 on: February 25, 2012, 12:04:54 AM »
Ah, completely missed that. One word can make all the difference.

Still, I wouldn't track anything on a x/hour basis just because of the difficulties with the paperwork.

Agreed, I fixed it.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #86 on: February 25, 2012, 01:06:12 AM »
Now we're cooking with gas thinking with portals brewing with class features!

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #87 on: February 25, 2012, 07:26:37 AM »
Now we're cooking with gas thinking with portals brewing with class features!

Lol.  I take it you approve of the changes?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #88 on: February 25, 2012, 02:22:06 PM »
Yes. Yes I do.

I would, however, like an ACF that trades away Mutagenic Strike for something else of similar usefulness. I don't think it fits all character concepts that would otherwise be thrilled with the Synth.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #89 on: February 25, 2012, 02:30:19 PM »
Yes. Yes I do.

I would, however, like an ACF that trades away Mutagenic Strike for something else of similar usefulness. I don't think it fits all character concepts that would otherwise be thrilled with the Synth.

Well, it's always been my intention to have ACFs.  What do you think might be similarly useful?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #90 on: February 27, 2012, 09:06:39 PM »
OK, I added Improved Mutagen (which was on the table, but I forgot to write it before), and an ACF and associated feat.  Hopefully it pleases :)

Note that as written, a 20th-level synthevolver in a crowd of synthevolvers could share her final evolve with others who met the prereqs.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #91 on: February 27, 2012, 09:18:53 PM »
Looks awesome, I would make the relevant stat Con rather than Cha as the offensive version is based off of that and Cha enforces MAD and deincentifies that choice. Same with the pheromone evolves now I think about it, the DC is likley to be low if its Cha based (if I had a Cha based ability on a Synthevolver I probably wouldn't take more than 12-14 Cha anyway, with no Cha ability it would be a dump.)

Offline Sneaky_Sable

  • Legendary Member
  • ****
  • Posts: 1361
  • Watching Ponies
    • View Profile
    • DOUBLE EXPOSURE
Re: Synthevolver [base] (Magipunk)
« Reply #92 on: February 27, 2012, 09:21:36 PM »
Except that the pheromone evolves can equally be applied to Charisma as well. It can be argued that they're a poison, hence linking them to Constitution, except that they're more of a charm effect, which would tie it to Charisma. Even in the later states, it's still destroying their willpower more then poisoning them. Linking it to Charisma is a solid choice.

The offensive version linked to Con bears little relevance on the ACF. It being linked to Charisma emulates a leadership effect. Most Synthevolvers that go for the ACF are planning on having a 1,000,000 Charisma anyway.
« Last Edit: February 27, 2012, 09:24:35 PM by Sneaky_Sable »
Link to my homebrews

(Offsite server may be unstable. Report broken / unresponsive link with Post Upvote button)

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #93 on: February 27, 2012, 09:26:53 PM »
It makes it more of a specialised build thing rather than just an option. That is fine if that was the aim, I am taking the offensive version regardless.
« Last Edit: February 27, 2012, 09:35:56 PM by littha »

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #94 on: February 27, 2012, 09:45:07 PM »
It's Cha because that's what the Marshal auras that it's based on use.  What else uses Con besides the mutagenic strike that the auras are replacing?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #95 on: February 27, 2012, 10:13:48 PM »
/nods approvingly. If you want, here are a few more minor auras you could include. I originally made them for my Divine Mind remake.

Blitz: Bonus to damage rolls against flat-footed opponents.
Combat Tactics: Bonus to damage rolls on attacks of opportunity.
Determined Manifester: Bonus on rolls to overcome power resistance.
Distant Aim: Bonus to ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
Lethal Strike: Bonus to damage rolls on confirmed critical hits.
Long Haul: Bonus to Strength for the purpose of carrying capacity. Bonus to checks and rolls modified by the Endurance feat.
Reliable Strike: Double bonus to percentile miss chance rolls.
Sublime Focus: Bonus on skill checks made as part of maneuvers.
Tough It Out: Double bonus to current and maximum hit points. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
Warning Shout: Bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. Still considered denied Dex to AC.


Edit: Also, maybe at 20th level, you only have to drop a number of auras equal to the stage of the evolve, rather than all of them?

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #96 on: February 27, 2012, 10:16:44 PM »
It's Cha because that's what the Marshal auras that it's based on use.  What else uses Con besides the mutagenic strike that the auras are replacing?

Improved Primordial Soup
Armgrenade
Armlaser
Armbeam
Armbomb
Heavy Artillery

The martial auras are about force of presence and inspiring commands. Messing with people's DNA seems more like poison.
« Last Edit: February 27, 2012, 10:19:59 PM by littha »

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #97 on: February 28, 2012, 09:28:42 AM »
Well, the armX evolves are likely to be coupled with mutagenic strike and not aura.  As far as presence vs poison, I don't necessarily agree... most things that have to do with an aura have to do with force of will or personality.

I hear what you're saying, but I think I'd like to leave it as Cha (at least for now, and see how it works out).
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #98 on: April 28, 2012, 11:00:15 AM »
I'm making a table so I can actually read and remember what evolves are available. Mechanosynth soon to come.

Edit: Extended Phase Disjunction refers to Planar Shunt, and vice-versa.

Biosynth
NameStagePrerequisitesBenefits
Arm Membranes1--+10 on jump checks, 30' average glide speed
   Wings2Arm Membranes30' fly speed (perfect)
Badger Claws2--30' burrow speed
Boost3See text+10' to all movement speeds; stacks
Bright Soul2Non-evil+4 saves vs. negative energy and death
   Font of Light3Bright SoulImmune to negative energy, +4 saves vs. Necromancy
      AscensionFinalFont of Light, good alignmentGain Half-Celestial template
Chameleon1--+4 Stealth and Persuasion
Dark Soul2Non-goodHealed by negative energy, +4 saves vs. positive energy
   Shadowed Being3Dark SoulImmune to positive energy, gain fast healing 2 in darkness
      DamnationFinalShadowed Being, evil alignmentGain Half-Fiendish template
Dispersion2NoneBecome a swarm
   Advanced Dispersion3DispersionImmune to weapons as a swarm, gain swarm attack
Elven Eyes1--Low-light vision
   Blindsight2Low-light visionGain 30' blindsight
Extra Reserves1Base Fort +3Immune to fatigue
Fast Twitch Muscle1--+2 Dex; stacks
   Improved Fast Twitch Muscle2Fast Twitch Muscle+4 Dex; stacks
      Greater Fast Twitch Muscle3Improved Fast Twitch Muscle+6 Dex; stacks
Fins1--+8 on swim checks
   Gills2FinsBreathe underwater, 30' swim speed
Junk DNA1--Count as another race; stacks
Long Arms2--+5' reach
Metasynth3--Gain a stage 1 evolve, change it with 10 minutes of concentration
PerfectionFinalSee text+10 to all ability scores
Pheromones1--Use Charm Person Cha mod/day; stacks
   Enhanced Pheromones2PheromonesPheromones act as Charm Monster
      Extraordinary Pheromones3Enhanced PheromonesPheromones act as Dominate Person
         Enthralling PheromonesFinalExtraordinary PheromonesPheromones act as Dominate Monster
Pixie Skin1--+2 Cha; stacks
   Improved Pixie Skin2Pixie Skin+4 Cha; stacks
      Greater Pixie Skin3Improved Pixie Skin+6 Cha; stacks
Primordial Soup2--Become an ooze, gain engulf
   Improved Primordial Soup3Primordial SoupSlam and engulf attacks cause paralysis
Reinforced Tendons1--+2 Con; stacks
   Improved Reinforced Tendons2Reinforced Tendons+4 Con; stacks
      Greater Reinforced Tendons3Improved Reinforced Tendons+6 Con; stacks
Slow Twitch Muscle1--+2 Str; stacks
   Improved Slow Twitch Muscle2Slow Twitch Muscle+4 Str; stacks
      Greater Slow Twitch Muscle3Improved Slow Twitch Muscle+6 Str; stacks
Spell-dodge1Base Ref +4Gain Evasion
   Spell-miss2Spell-dodge, base Ref +8Gain Improved Evasion
Spell-shrug1Base Fort +4Gain Mettle
Spell-slip2Base Will +4Gain Slippery Mind
Spider Hair1--+4 on climb checks, tremorsense 20'; stacks
   Spider Legs2Spider Hair30' climb speed, +50' to tremorsense range
Swiftness1--+10' to land speed; stacks
Tentacles2--Gain two tentacle attacks with +5' reach; stacks
Toughened Flesh1--+1 natural armor; stacks
   Tougher Flesh2Toughened Flesh+3 natural armor; stacks
      Toughest Flesh3Tougher Flesh+5 natural armor; stacks
         AnkylodermFinalToughest Flesh+20 natural armor
Troll Blubber2--Fast healing 3; stacks
   Troll Skin3Troll BlubberFast healing becomes regeneration/fire or acid; stacks
      SyntharrasqueFinalTroll SkinUnbeatable regeneration, regenerate from practically anything

Mechanosynth
NameStagePrerequisitesBenefits
Adamantium3--Slam or armblade is adamantine for bypassing DR
Aluminum Flesh1--HD becomes d10
   Steel Flesh2Aluminum FleshHD becomes d12
      Titanium Flesh3Steel FleshHD becomes d20
         Adamantine FleshFinalTitanium FleshHD becomes 4d6
Armbolt1Evolution 0Replace Evolution 0 with a ranged attack; stacks
   Armgrenade2ArmboltArmbolt strikes in a 30' burst
      Armbomb3ArmgrenadeArmgrenade also deafens and knocks back creatures
   Armlaser2ArmboltArmbolt strikes in a 120' line
      Armbeam3ArmlaserArmlaser also blinds and stuns creatures
         Heavy ArtilleryFinalArmbeam or ArmbombArmbolt attack causes death, unconsciousness, or stunning
Blades1--Slam attack deals slashing damage
Case-Hardened Steel1--Gain energy resistance 5 to all types; stacks
   Fire-Hardened Steel2Case-Hardened SteelResistances increase by 10; stacks
      Radiation-Hardened Steel3Fire-Hardened SteelBecome immune to one energy type
         GammasteelFinalRadiation-Hardened SteelImmune to all energy damage and force damage
Cold Iron2--Slam or armblade is cold iron for bypassing DR
Fiber-optic Shroud1Stealth 6 ranksUse Invisibility on self at will
Holographic Shroud2Stealth 12 ranksUse Greater Invisibility on self at will
InexorableFinalSee textSlam or armblade bypasses all DR and regeneration
Memory Module1--+2 Int; stacks
   Improved Memory Module2Memory Module+4 Int; stacks
      Greater Memory Module3Improved Memory Module+6 Int; stacks
Phase Disjunction1--Become incoporeal for 1 round at a time
   Extended Phase Disjuction2Phase DisjunctionPlanar Shunt is usable 1 minute/level each day
      Instant Phase Disjunction3Extended Phase DisjunctionBecome incorporeal indefinitely as an immediate action
Planar Shunt1--Become ethereal for 1 round/level each day
   Extended Planar Shunt2Planar ShuntBecome incorporeal for 5 rounds at a time
      Rapid Planar Shunt3Extended Planar ShuntBecome ethereal as an immediate action
Pneumatic Calves1--+10 on jump checks, 5' fly speed (average)
   Impulse Soles2Pneumatic Calves50' fly speed (average)
      Rocket Soles3Impulse Soles90' fly speed (average)
         Booster SolesFinalRocket Soles300' fly speed (average)
Quick-time1Dex 13+3 on initiative checks; stacks
   Fast-time2Dex 15, Quick-timeGain Haste for 1 round/level/day
      Greater Fast-time3Dex 17, Fast-timeGain an extra standard action instead of an extra attack from Fast-time
         PauseFinalDex 19, Improved Fast-timeUse Time Stop for Dex mod rounds/day
Ramset1--+8 to resist trip, bull rush, and grapple, can't be pinned or pushed far
   Reinforced Ramset2RamsetImmune to trip, bull rush, and grapple
      Colossus3Reinforced RamsetImmune to any forced movement
Reflective Coating1Stealth 6 ranksUse Mirror Image at will
Repeller1--+1 deflection to AC
   Enhanced Repeller2RepellerDeflection bonus to AC increases by 2
      Fortified Repeller3Enhanced RepellerDeflection bonus to AC increases by 3
Silver2--Slam or armblade is silver for bypassing DR
Spikes1--Slam attack deals piercing damage
Stabilizer1Base Fort +5Stabilize automatically at negative HP
Subcutaneous Shielding1--+3 saves vs. spells
   Implanted Shielding2Subcutaneous ShieldingSave bonus vs. spells increases to +6
      Spellcrystal Shielding3Implanted ShieldingGain SR 11 + level
         Spellcrystal SheathFinalSpellcrystal ShieldingImmune to spells that allow SR
Subdermal Sheeting1--Gain DR 2/-
   Subdermal Kevlar2Subdermal SheetingGain DR 5/-
      Subdermal Plating3Subdermal KevlarGain DR 10/-
         Subdermal ArmorFinalSubdermal PlatingGain DR 30/-
Synthetic Fiber1--+2 Str; stacks
   Improved Synthetic Fiber2Synthetic Fiber+4 Str; stacks
      Greater Synthetic Fiber3Improved Synthetic Fiber+6 Str; stacks
Synthetic Mesh1--+2 Con; stacks
   Improved Synthetic Mesh2Synthetic Mesh+4 Con; stacks
      Greater Synthetic Mesh3Improved Synthetic Mesh+6 Con; stacks
Synthetic Nerves1--+2 Dex; stacks
   Improved Synthetic Nerves2Synthetic Nerves+4 Dex; stacks
      Greater Synthetic Nerves3Improved Synthetic Nerves+6 Dex; stacks

« Last Edit: April 29, 2012, 02:37:08 PM by Garryl »

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Synthevolver [base] (Magipunk)
« Reply #99 on: April 28, 2012, 03:56:16 PM »
Mechanosynth evolves seem a little on the iffy side. There are a few really good ones, and a lot of mediocre ones. All of the bypassing DR evolves, for instance. You could put all 5 of them together in a stage 1 evolve and no one would bat an eye. The Aluminum Flesh line is almost strictly inferior to Synthetic Mesh under normal hit die rules (with the way the rerolls work, you do wind up slightly ahead in hit points on average, but you lose out on everything else that a higher Con score can bring you).

Unlike Bios, Mechs have very few evolves that aren't part of a chain. Other than the DR-bypassing evolves, there's exactly one stage 2+ Mech evolve that doesn't require a lower stage evolve first. Most of the Mech evolves (other than a fun few stage 1s) are just numerical upgrades, but Bio has a few more interesting ones.

Also, the extended planar shunt/phase disjunction have their effects mixed up. Might want to fix that.