New PC Class: Spelljack. Please check if balanced!

Leopold

NKL4LYFE
This is for the daemonforge setting. I want to know if this class is 'balanced' enough to be made into a real PC Class. Please look it over and all comments questions and concerns are welcome. Go to town on this and tear it apart!

The Spelljack


Spelljacking is the study of the manipulation of magical energy through
the
use of elaborate clockwork machinery. Those individuals who practice
the
craft are called spelljackers. A spelljacker is part scientist, part
sage,
and part wizard. They are well versed in advanced mathematical
theories and
scientific lore and have spent hundreds of hours documenting the unique
properties of everything from minerals to tidal pressures to the
effects of
time. Ultimately, they apply all their knowledge into the construction
of
strange mechanical devices called spelljacks, that can be manipulated
and
modified to produce arcane spells. Spelljackers do not gain spells,
instead
they gain the knowledge of how to create devices capable of producing
them.
Through research and study a spelljacker acquires the calculations and
theories he needs to modify his spelljack.

A spelljack is a bizarre mechanical device comprised of various gears,
switches, levers, pulleys, spinners, and counterweights. Although they
come
in various shapes and sizes, the most common resembles a long wooden or
metal
staff crossed with the insides of a cuckoo-clock. Each spelljack is
unique to
its creator. A typical spelljacker spends a great deal of his time and
patience carefully constructing and modifying his spelljack. As he
increases
in level so does his ability to modify and operate the complex
machinery and
so does his ability to produce spells.

Adventurers: Many Spelljackers take up adventuring as way to study new
events, search out strange materials and substances, and otherwise
acquire
information about the world that they can apply towards improving their
spelljacks and their craft.

Characteristics: Spelljackers are scholars and manipulators of
machinery, and
magic. They develop like sorcerers, but most have a thinking process
regarding the nature of magic, that is more closely attuned with a
wizard.

Background: Like wizards, spelljackers spend years studying and
laboring to
improve both their knowledge and their craft and they are always well
educated. Because of the uniqueness and extreme individuality involved
in
crafting spelljacks, most spelljackers are highly competitive among
themselves and do not often get along.

Races: While anyone can take up the craft of spelljacking, those
individuals
with gnomish blood are more readily drawn to it.

Other Class: Spelljackers do not have a lot in common with other
classes,
with the exceptions of rogues with whom they share an affinity for
tools and
tinkering. They get along fairly well with anyone who seeks knowledge
or is
otherwise curious, but their patience can wear thin around barbarians
and
fighters or other characters whose obvious lack of subtly regarding
destruction of researchable creatures, they find a little annoying.



Game Rule Information:
Spelljackers have the following statistics.
Abilities: Intelligence is the most important ability to a spelljacker
because it determines his ability to modify his spelljacks, both by
giving
him additional skill points and by allowing him to figure out how to
create
spells. To modify a spelljack to cast a spell, the spelljacker must
have an
intelligence of 10 + the spell’s level. The DC to resist a
spelljackers spell
is equal to 1o+ the spell level + his Intelligence bonus. Constitution
is
also important because it helps with the spelljackers low hit points
and
Strength is important to lift a spelljack as they get heavier with more
modifications.
Alignment: Any
Hit Die: d4

Class Skills: Alchemy (Int), Concentration (Con), Craft (Int),
Knowledge
(Any) (Int), Spelljacking(Int, exclusive skill), Profession (Wis),
Spellcraft
(Int), Use Magic Device (Cha).
Skill Points at 1st level: 4+ Int modifier) x 4
Skill Points at Each Additional Level: 4+ Int modifier.
New Skill: Spelljacking. This skill is what determines a
spelljacker’s
success when he attempts to modify his spelljack. It is a class
exclusive
skill that works in conjuction the Craft Spelljack ability.

Class features
All of the following are class features of the Spelljacker.

Weapons and Armor: Spelljackers are only proficient with simple
weapons.
Since they spend most of their time studying and researching they are
therefore not proficient with armor or shields. However, unlike most
spellcasters, heavy armor does not interfere with a spelljackers
ability to
operate his spelljack because he only needs his fingers to switch the
levers
that release the spells. Wearing gloves interferes with the process
slightly
(10% chance per spell of unwinding the spelljack) and gauntlets
interfere
with the process a little more (20% chance per spell of unwinding the
spelljack.

Spells:
The amount of arcane spells a spelljacker can produce with his
spelljack per
level is identical to the amount of spells a sorcerer of the equivalent
level
knows. However, spelljacks need to be wound once per day and can only
be
prepared to hold a certain amount of spells per winding. The maximum
amount
of spells a spelljacker can wind at one time is equal to the amount of
spells
a sorcerer of equivalent level can cast per day.
Winding a spell jack takes two full hours of attentive labor. During
this
time the spelljack is oiled and small latches and gears are reset and
realigned as the spelljack is prepared for its next day of
spellcasting.
Because a spelljack is a clockwork device, time plays an important role
in
the winding process and attempting to prematurely wind a spelljack
causes it
to become inoperable until 24 hours have passed. The normal winding
time for
a spelljack is once every 24 hours during the same time period as
designated
by its creator.
Winding a spelljack clears it of any remaining spells.
Releasing a spell from a spelljack is identical to using a
use-activated
item. That means that the spelljacker can release a spell without
provoking
an attack of opportunity and does not require concentration. It can
also be
triggered as a partial action... all three of these features are huge
advantages.
Specialization: Like a wizard, A spelljack can opt to specialize in
a
single school of magic.

Craft Spelljack: Creating a spelljack similar to creating a magic item
in
that it takes time and money. However, crafting a spelljack is an
ongoing
process and because each one is unique, the crafter’s ability always
determines the quality of the spelljack. The success of crafting is
determined by a Knowledge (spelljacking) check. The base value of a
spelljack
built from hardwood and metal components is 100 gp. Such a spelljack
has an
AC of 15, an hardness of 5, 15 hit points and weighs 5 lbs.

The base DC for a spelljacker to properly research and add a new spell
modification is the 10+ the level of the spell. Each modification adds
one
pound per spell level to the overall weight of the spelljack. The
spelljacker
is permitted to attempt adding the modifications for new spells upon
attaining a new level. If he fails, the modification doesn’t work but
the
overall weight of the spelljack still increases. Additionally, if the
modification to be added is a spell that normally requires material
component, the spelljacker must add it at the time of the modification.
The
cost of adding the components as part of the modification is equal to
the
spells level x10 x the cost of the components for a single use. Then
from
that point on, the spelljacker need not use the components when
triggering
that spell from the spelljack.
Spelljackers can also make a variety of other modifications to their
spelljacks, Use the following chart to determine the total cost of
creating
spelljacks and modifications.
Knowledge
Physical Minimum level (Spelljacking)
Experience Added
Modification of Spelljacker DC Cost
Points Weight
+1 hit point 2+ 15
300gp -25 2lb
+1 Hardness point 3+ 18
400gp -30 1lb
Shed light ( 4+ 20
250gp -10 1lb
+1 AC bonus 5+ 20
500gp -35 1/2lb
Weight Reduction
(per pound) 6+ 28
1,000gp -250 -1lb
Shed light (60ft) 8+ 25
500gp -25 -
Energy Resistance
(+1 bonus per type) 10+ 35
250gp -25 1/10lb


Special Materials: Sometimes, spelljackers use rare metals and
expensive
materials to build their spelljacks. These materials are expensive
but
provide certain benefits.
Adamantium: This metal increases the spelljack’s base hardness by
+15 and
its base hit points by +25. The cost of an adamantium spelljack is
+5,000gp.
Mithral: This metal increases the spelljacks hardness by +10 , its
hit
points by +15, and decreases its weight by 5 lbs (1lb minimum). The
cost of
a mithral spelljack is +4,000gp.
Darkwood: This wood decreases a spelljack’s weight by –10lbs (1lb
minimum).
The cost of a darkwood spelljack is +2,000 gp.
Halas: This metal increases the spelljack’s hardness by +5 , its hit
points
by +10 and decreases the spelljack’s weight by 15lbs (1lb minimum).
The cost
of a halas spelljack is +7,500.

Metamagic Feats: If a spelljacker chooses to take metamagic feats, they
are
applied to the construction of spelljack. Each feat increases the
weight of
the spelljack by 1 lb..

Magically Modifying a Spelljack: Attempts to magically modify
spelljacks
interfere with the precise mechanisms of the device and cause it to
become
non-functional. Additionally, spells that displace the weight of a
spelljack
by alter gravity, such as levitation and featherfall throw them out of
whack.
A spelljack that is the target of a spell of this nature must make a
Fortiude
save against the spells DC or become prematurely unwound, losing any
prepared
spells until the next winding period.

Damaged Spelljacks: Damaged spelljacks run the risk of prematurely
unwinding
and losing all their prepared spells. The chance for accidentally
unwinding a
damaged spelljack is equal to the percent to which it has been damaged.
For
example, an average 1st level spelljack (15hp max) that is damaged by
10 hit
points has a 66% chance of unwinding each time its owner attempts to
use it
to release a spell. A spelljack that has been damaged can be repaired
by
making a successful knowledge (Spelljacking ) check with a DC = 15 + %
of
total damage X 1/2. For example, the DC to repair a spelljack that has
been
damaged by 60% of its total hit points would be 21. A spelljack that
has
lost all its hit points or has been otherwise destroyed cannot be
repaired.

Salvaging another character’s spelljack: While spelljackers have no
need for
spellbooks, they have a great need for spelljack parts. A spelljacker
that
comes into the possession of another character’s spelljacker can
attempt to
take it apart and salvage it for parts. The DC to salvage another
person’s
spelljack is 20+ the level of its creator. A successful salvage allows
the
spelljacker to apply 50% of the spelljack’s total value to any future
modification costs he will incur when he works on his own spelljack
until the
total amount is spent. Damaged spelljacks can be salvaged to provide
25%
value towards the reduction of materials costs. A destroyed spelljack
is
worthless.

Using another character’s spelljack: A spelljacker can attept to
trigger a
spell from an opponents spelljack by making a successful
Knowledge(spelljack)
check (DC 30+ spell level). If he succeeds the spell works normally, if
he
fails, the spelljack prematurely unwinds.

Non-spelljacker’s attempting to use a spelljack: To determine the
effects of
a non-spelljacker roll %d and consult the chart below. The character
can
attempt to make a Reflex save (10+spell level) for half damage from
potentially dangerous spells.
d% Result
01-75 The spelljack unwinds prematurely.
76-80 The spelljack becomes damaged for 2d4 hp.
81-90 A random spell discharges in the general area.
91-99 A random spell discharges and hits whoever is fiddling with the
device.
00 The spelljack explodes doing 1d6 damage per level of the
highest spell stored to anyone in a 30 ft radius from the spelljack.

Multiple Spelljacks: Because of their extremely sensitive mechanics, no
two
spelljacks can be placed within a 30 ft. radius of each other without
becoming damaged. When multiple spelljacks are placed together, they
must
each make a Fortitude save (DC 10+ the creator's level of the other
spelljack). If they fail they take 1d6 damage per the creator's
level of the
opposing spelljack. If they succeed the damage is halved.
 

log in or register to remove this ad

That's a very neat idea, I like it a lot. I'm not sure exactly how balanced it is, because there are a lot of rules to it, but I guess the big things are these -

Spelljacker doesn't suffer AoO and can't lose concentration when casting. (Nice bonus but not as big as you'd think, pretty much every spellcaster I've seen automatically makes defensive casting checks, so it's only those who ready actions that it's good against, and I don't see many people doing that in campaigns I've been in.)

Spelljacker has a big, reasonably delicate mechanical device that he has to use to cast spells - this is a pretty big negative, as is the cost of all the modifications, of course wizards usually have to pay to put spells in their spellbooks... so as long as the cost is comparable, it's not a big deal.

Pay for spell components once (cost * 10 * level of spell) and then never need to again. I think this is actually the biggest benefit I've seen to the class (over a sorcerer). I think that having to pay 50 times the cost of a 5th level spell's material component is a pretty hefty cost to balance out never needing it again. Eventually it'll be a benefit, but really, how long will it take to cast the same 5th level spell 50 times? A hell of a long time. And 9th level spells? 90 times? Youch. On second thought this might be too much. There are spells with material components worth 5000gp... do you expect someone to spend 450,000gp to be able to cast it? That's a little ridiculous.

Maybe you need to make it a set cost, like 10-20 times the original cost. Also, how do you deal with XP costs?

It's a really cool and unique idea, I applaud you. However, it is rather complex, so it's easy to make mistakes. I recommend making a 1st level spelljacker, outfitting as you would if you were playing him, then raise him to 5th, give him the appropriate amount of treasure based on the DMG and make sure he has enough money to do eveerything he should by that level, do the same at 10th, 15th and 20th, and adjust things accordingly.

-The Souljourner
 

thank you for the comments. This is what I was looking for. I didn't do this but rather the group on the Daemonforge web site did. I wanted to post it here and hear the comments of the people and see what came up. Your right about the massive amount of cash needed to cast the spell into the staff..that certainly is allot to makeup for it in the long run. Perhaps the X15 would be a better way instead of level*10 etc..
 


Remove ads

Top