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Dromus Prep Thread
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<blockquote data-quote="Kelleris" data-source="post: 1738435" data-attributes="member: 19130"><p>Oh, and one more thing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Zeltrachaon and that other one (you know who you are), the Technologist is done as a class, except that, well, there are no devices to choose from. That's because I pretty much just pulled the Technologist out of my DM's hat, so making devices will be what I politely call a "player-directed activity."</p><p></p><p>That means 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.</p><p></p><p>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 <em>minus 3</em> levels, basically things that that character class just can't do (Wizards and healing spells, for instance).</p><p></p><p>Once you have a phantom spell level, price it as below, and see what type of device selection will be required:</p><p></p><p>1st level - 5 (gadget)</p><p>2nd level - 10 (gadget)</p><p>3rd level - 15 (gadget)</p><p></p><p>4th level - 15 (technology)</p><p>5th level - 30 (technology)</p><p>6th level - 45 (technology)</p><p></p><p>7th level - 45 (artifact)</p><p>8th level - 90 (artifact)</p><p>9th level - 135 (artifact)</p><p></p><p>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.</p><p></p><p>Upgrades are like metamagic feats from the PHB/SRD - artificer upgrades are +1 levels, technologist upgrades +2 levels, and technomancy upgrades +3 levels.</p><p></p><p>Whew. That's the, uh, short version.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 1738435, member: 19130"] Oh, and one more thing! :D Zeltrachaon and that other one (you know who you are), the Technologist is done as a class, except that, well, there are no devices to choose from. That's because I pretty much just pulled the Technologist out of my DM's hat, so making devices will be what I politely call a "player-directed activity." That means 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 [I]minus 3[/I] 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 - artificer upgrades are +1 levels, technologist upgrades +2 levels, and technomancy upgrades +3 levels. Whew. That's the, uh, short version. [/QUOTE]
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