Kelleris
Explorer
Ferrix said:I'm thinking along the lines of a straight human monk of some kind.
Amazing! Someone who can resist the siren's song of novelty!
Sollir, the device design guidelines are below. If you want fewer, more powerful devices you will probably be upgrading a lot of them. It's kinda free-form right now, though; just see how many metamagic levels it would be and ask me. Sorry I can't be more specific, but I feel like I've got a dozen things to work on at once.
My desire to play had gotten the best of me when I started recruiting. I'm kinda hoping that once we all have workable characters I can finish everything else up behind the scenes. Unfortunately, that means that you'll likely need to ask me lots of questions. Sorry about the dust and "Under Construction" signs, anyway.
Dromus Prep Thread said:I let you make them, and then approve them and add them to my ever-growing list of devices to choose from. I'll be available for contact here and via e-mail if you need any help, and if you're truly pressed for time I can do this part for you if you can give me a general idea of what you want each device to do.
The rules are pretty simple. I'm attaching a rough spell effects classification chart - it lists various basic spell effects, and rates them according to the Wizard's, the Cleric's, and the Technologist's ability to manifest that particular effect. For instance, if an effect has a 2 for Technologists, a 1 for Clerics, and a 3 for Wizards and you have a Wizard spell in mind you want to use as the base of the device's effect, you would increase the "spell level" by 1 to make up for a technologist's slightly-reduced ability in that area. If it had been a cleric spell, you would have instead reduced the spell level by 1 for this purpose. Zeroes are a special case: they represent minus 3 levels, basically things that that character class just can't do (Wizards and healing spells, for instance).
Once you have a phantom spell level, price it as below, and see what type of device selection will be required:
1st level - 5 (gadget)
2nd level - 10 (gadget)
3rd level - 15 (gadget)
4th level - 15 (technology)
5th level - 30 (technology)
6th level - 45 (technology)
7th level - 45 (artifact)
8th level - 90 (artifact)
9th level - 135 (artifact)
The numbers up there, from 5 to 135, are the costs for activating an instantaneous effect at that level. If it instead has a duration, divide that number by 5 to find the per-time unit cost. Technologist devices do not have per-level durations - they have a time unit (1 round, 1 minute, 10 minutes, 1 hour) and must be paid for as a swift action to keep them going.
Upgrades are like metamagic feats from the PHB/SRD - gadgeteer upgrades are +1 levels, technologist upgrades +2 levels, and artificer upgrades +3 levels.
Whew. That's the, uh, short version.
EDIT: Removed the attached documents. They're in the Rogue's Gallery thread, here.
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