I've got a picture for each type that can select it, the castle is Rook from Demigods and the other two are city mechs from Dragonmech, which is a 3rd party D&D supplement involving mechs and evil moon stuff.
I also got the idea from Dragonmech. And don't worry about changing it a lot, I don't mind.
"living" city- requires you to be Colossal+ and undead, construct, or elemental
Can let people live inside, has x amount of space for sufficient housing for medium creatures, with it increasing by x each size increment above Colossal+(was going to use city mechs in dragonmech, but you can do whatever). Housing for a larger size class costs twice the previous in space(for instance, housing for a large creature costs 2 space instead of 1). Does not start out with comfortable housing. Can change internal structure with meditation over the course of 24 hours, but cannot heal damage. Can communicate with people inside and vice versa but not very quickly. After has lost 1/3 health, people inside will start to take damage. Starts with one of below options and can gain more over course of class.
market- gets money based on amount of people not in party inside you from percentage payed by shopkeepers(probably smaller amount then housing), can sell items for higher amount as well as buy things for lower prices due to innate knowledge of market since it's inside you and you can observe it
Housing- Housing that forms inside is now comfortable enough that people will buy if you charge rent. Selling is inadvisable due to legal implications of selling bits of your body, up to GM how high rent can go before people start leaving or don't rent.
battlements- ranged attacks can be fired by inhabitants, and range of attack by inhabitants is doubled, and then increased by original range again each size above Colossal+
communications- allows inhabitants to use aid another action on living city for mental skills as well as just plain communicate with character and other inhabitants as if right next to each other.
craft- can give up space worth one creature of a particular size to create a same-sized workshop with masterwork tools for one craft skill and any similar ones (example is woodworking and bowcrafting or weapon and armor making). Tools cannot be removed from workshop and workshop does not come with raw materials or fuel for forges/ovens/etc. Can reverse process to regain space.
Servitors- ability to make 1 unseen servant per unit of space and control them or grant control of them to people.
Troops- can make and maintain 1 human skeleton for every 3 space, but skeletons type and subtype is same as living city and immunities, resistances, and DR type(but not amount) are changed to living cities' as well.(probably some better way to do this)
Siege weapons-
Slaughterhouse- allows one to butcher and sell killed beings made of flesh or of the plant subtype at a rate of ? gp for medium creatures, with each size category above medium selling for double the next smallest and each size category below selling for half the next largest. Dragons sell for double the price, aberrations sell for 1/2 the price, and undead and constructs made of flesh sell for 1/4 the price.
menagerie- allows one use space to store living(includes animate undead and constructs) non-sapient creatures, and sell them at any time for x gp per hd. Certain creatures may be higher or lower at DM's discretion.
prison- prison for sapient creatures and interrogation. Uses space food each prisoner.
cooperative casting chamber- check dragonmech for cooperative/combined casting feat, all casters in this chamber can use it.(didn't check before lost interest)
Weapon of the people- allows you to have a ranged or melee weapon you wield gain a +1 enhancement bonus per x HD of people inside you(assume the average person has 1 HD unless stated otherwise). Enhancement bonus can be also be spent on these enchantments(constructs get ones involving animating, spells, and that only affect the weapon; undead get ones involving negative/positive energy, negative levels, fear, and life/death; and elementals get ones involving planes, elements, and acid/electricity/sonic/fire/cold)
Upsize- you grow one size category. You may choose this option more then once
Exradimensional Structure- Changing size has no effect on the amount of space you have. In addition, people inside you can no longer be damaged if you are.
Bulwark- you are no longer damaged by environmental conditions, and the people inside you are not affected either. Environmental conditions includes temperature, weather, wind, and natural meteors.(The natural meteors because that's what the city mechs in Dragonmech are supposed to protect from) |
Pathfinder
all +1 Conserving Distance Allying Bane Benevolent Courageous Cunning Defending Distance Furious Guardian Huntsman Jurist Keen Ki focus Limning Lucky Menacing Merciful Mighty cleaving Mimetic Neutralizing Reliable Valiant +2 Advancing Anarchic Axiomatic Designating, lesser Furyborn Holy
Ki intensifying Stalking Unholy +3 Lucky, greater Reliable, greater Repositioning Speed +4 Brilliant energy Designating, greater Nimble shot
undead +1 Conductive Cruel Deadly Ghost touch Grayflame Heartseeker Ominous Vicious +2 Defiant Disruption Glorious Invigorating Lifesurge Wounding +5 Vorpal
construct +1 Adaptive Called Conserving Countering Dispelling Glamered Impervious Throwing Spell storing Returning Seeking +2 Anchoring Endless Ammunition Impact Negating +3 Nullifying Spellstealing Transformative +4 dancing Second Chance
elemental +1 Corrosive Flaming Frost Grounding Quenching Shock Thawing Thundering Planar Phase locking Seaborne Shocking burst +2 Corrosive burst Dispelling burst Flaming burst Icy burst Igniting +3 |
D&D 3.5
Also gains spell-like ability usable 1/day per HD at start/end(don't know which to pick) of class depending on type. Has caster level equal to HD
Construct- can cast animate objects, but ability has a range of long instead of medium, and can animate 4 objects per caster level
Elemental- can create 5 5-foot cubes per HD of elemental matter within a range of long. Blocks must be touching either the ground or another block, although they can be held up from any side(this means you can make ceilings, not just walls and floors). Elemental matter has the hardness of stone, and a different ability depending on your elemental subtype. Air- You may designate any number of creature who can pass through the matter freely, as well as attack and see through it. You can change who is allowed at will. Fire-?(not sure, only things I can think of is cause damage, but that would invalidate structures; or produce illumination, but that wouldn't be as good as the rest) Water- You can spend a standard action to move any number of blocks 5 feet. Earth- Has hardness and hit point per inch of adamantine.
Undead- can cast animate undead, but ability has a range of long instead of touch
|
This thing is mainly supposed to be a support class, although that doesn't mean you can't carry an army with you to do battle. It just doesn't really help you attack directly.