Forger

The Tinker Gnomes Need a class, come help work out a balance

Some questions for your pondering:

  • Should it be a Base class? or a Prestige class?
  • Should it be exclusive to the tinker Gnomes? or can anyone take it? do they need to be in high regard with the Tinkers?
  • Is there a particular system in existance that captures your ideas of what a Forger should be able to do?
  • Does the Forger play like a martial class (fighter) or does it suit to have minor spells as well (bard/paladin)?
  • What type Golems? should it be limited to? MM, but not Dungeon/Dragon mag?
  • Should the golems gain feats as they gain HD?
  • Should they gain Skills?

Come share your ideas of what these revolutionary small folk can do!

Prototype Forger (Subject to approval):

Game Rule Information

Forgers have the following game statistics

Abilities: Intelligence and Wisdom are important for Forgers because it aids in crafting golems. Charisma is important for Forgers to power the UMD skill.
Alignment: Any.
Hit Die: d6.
Class Skills: The Forgers class skills (and the key ability for each skill) are Disable Device (Int), Listen (Wis), Knowledge (Architecture And Engineering) (Int), Open Lock (Dex), Profession (Mechanical Engineer) (Int/Wis), Ride (Dex), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Gold:(4d4)×10 gp (Average: 100 gp)

Class Features: All of the following are class features of the Forger.

Weapon and Armor Proficiency: A Forger is proficient with all simple weapons and light armor

Fooling With Nature: At 1st level, Allows the creation of golems, see below for more information

Someones Gotta Do it: At 1st level, (Coming Soon)

Lifeforge Affinity: At 1st level, (Coming Soon)

Lifeforges Blessing: At 5th level, With enough focus, it becomes obvious that if you modify the formula for your golems, you can allow them to benefit from half the effect from cure and heal spells.

Manipulate Energy: At 10th level, (Coming Soon)

Forced Construction: At 15th level, (Coming Soon)

Reinforcements: At 20th level, 1/week you may spend all of your creation points in a standard action, you may distribute these points in any way you want, any golem you create has modification points equal to your forger levelx2. These golems only last for 1 round per level

Level BaB Fort Ref Will Creation Points(Per Day) Special Abilities
1 0 0 2 0 1 Someones gotta do it, Fooling with nature, Lifeforge Affinity
2 1 0 3 0 2
3 2 1 3 1 4
4 3 1 4 1 6
5 3 1 4 1 8 Lifeforges Blessing
6 4 2 5 2 10
7 5 2 5 2 12
8 6 2 6 2 14
9 6 3 6 3 16
10 7 3 7 3 18 Manipulate energy
11 8 3 7 3 20
12 9 4 8 4 22
13 9 4 8 4 24
14 10 4 9 4 26
15 11 5 9 5 28 Forced construction
16 12 5 10 5 30
17 12 5 10 5 32
18 13 6 11 6 34
19 14 6 11 6 36
20 15 6 12 6 38 Reinforcements

Creating Golems:

To create a Golem, you must first obtain 100 pounds in raw material per golem HD as appropriate to the type of golem you want. It takes 1 Full round action to create a golem. When you make a golem, you must spend any or all of the modification points, any left over after creation are lost to that golem for the day. A golem lasts for 24 hours. You may salvage parts from a golem by rolling… (Coming soon)

Material Cost
Wood 1
Bronze 2
Silver 3
Clay 5
Stone 8
Iron 13
Adamatine 21
Mithril 34
Golem Template
HD: 1d10
Speed: 20ft.
BaB: 0
AC: 5 Natural
DR: 2 DR (adjusts to construction material)
Attacks: 1 Slam (1d6 damage)
Saves:
Fort: 0
Ref: 0
Will: 0
Stats:
Str: 14
Dex: 20
Con: -
Int: -
Wis: 11
Cha: 1
Skills: (2+int)x4 at 1HD, (2+int) at every other
Special Qualities:
Lowlight/Dark 60ft.
Immunities:
Mind effects
Poison
Sleep
Paralysis
Stun
Disease
Death Effects
Necromancy Effects
Criticals
Nonlethal Damage
Ability Damage
Ability Drain
Fatigue
Exhaustion
Energy Drain
Any effect the requires fort save
Massive damage
Proficiency: Natural weapons
Special: Cant be raised, Cant be healed normally, A golem cannot wear standard Armor or Shields

Size increases by HD increase Stats by:
+2 Str -2 Dex, +1 Natural Armor (stacks with everything from the Forger class)

Wood: +2 Str -2 Dex, +3 Natural Armor, 3 DR/Slashing, Fire Vulnerability
Bronze: +2 Str -2 Dex, +5 Natural Armor, 5 DR/adamantine
Silver: +2 Str +4 Dex, +5 Natural Armor, 5 DR/adamanite
Clay: +4 Str, -4 Dex, +10 Natural Armor, DR 10/adamantine, Spell immunity, Cursed Wound
Stone: +4 Str, +13 Natural Armor, DR 10/adamantine, -10 ft. Base speed
Iron: +6 Str -4 Dex, +17 Natural Armor, DR 15/adamantine, Spell immunity
Adamantine: +6 Str -6 Dex, +50 HP, +17 Natural, DR 20/-
Mithril: +2 Str +6 Dex, +17 Natural Armor, DR 15/adamantine, Magic Absorb*

*Magic Absorb allows you to absorb your HD in spell levels per day, you can then turn this energy into any bard spell, standard durations apply, treat your CL equal to your HD.

Modifying you golem

Modifications allow a forger to further increase the power and flexibility of a created golem. Each modification must be purchased at the time of creation. You can have any enhancement allowed by your forger level (see below) up to your golems current limit (see below).

Modification limit per golem is: Forger Levelx2

Modifications

1 Point

Bite:
Gain a bite attack. Deals damage equal to a size appropriate shortsword (min small sized). you require the appropriate number of appendages to take this

Claws:
Gain one set of claws. Deals damage equal to a size appropriate Dagger (min small sized). you require the appropriate number of appendages to take this

Hit Die:
You can increase your golems hit die. multiple applications stack. you receive a size increase at HD: 4, 7, 10, 13, 16, 19.

Improved Damage:
Raises a single type of natural attack by one step. multiple applications dont stack

Improved Natural Armor:
Increases your golems natural armor by 2. multiple applications dont stack

Magic Attack:
Your golems natural attacks are considered magic for the purpose of overcoming DR

Reach:
Your golems reach is increased by 5 ft. this can be taken multiple times, each escalating the cost, 2, 3, 5, 7, 12, 19 etc

Resistance:
Gain resistance 5 to a single element, this increases by 5 every 5 levels

Riders Seat:
You may sit on your golem and take no panalties

Skilled:
Increase a skill by its HD

Slam:
Gain a slam attack, equal to a size appropriate longsword (min small sized). you require the appropriate number of appendages to take this

Tracker:
Your golem gains track as a bonus feat and a competence bonus to its survival skill equal to its HD

Wing Buffet:
Gain 2 wing attacks, equal to a size appropriate dagger (min small sized). you require the appropriate number of appendages to take this

2 Point

Ability Increase:
Increase an ability by 2

Constrict:
On a successful grapple by "grab", deal damage equal to the attack that started the grapple

Energy Attacks:
Your golem gains an extra 1d6 elemental damage chosen by the forger at the time of modification.

Flight:
Your golem gains a set of wings and can fly at a speed depending on your current size, Medium or smaller have good, large has average and huge and higher have poor. Fly speed equal to base land speed

Grab:
Pick a natural attack, you can start a grapple as a free action when you hit with that natural attack

Immunity:
Pick an energy, you are immune to that energy, golem must have 10 HD to pick this

Limbs:
Gain another set of limbs, if used as feet, gain 10 ft speed, if used as arms, can add extra natural attacks or can wield additional weapons, The cost increases each time you use this modification. 4, 6, 10, 16, 26, 42 etc

Rake:
You can make 2 rake attacks while grappling, damage equal to a size appropriate dagger

Rend:
When you make 2 successful claw attacks in the same round. damage equal to a claw attack plus 1-1/2 str

Trample:
Gain trample feat

Tremorsense:
Tremorsense out to a range of 30 ft.

Trip:
When you make a bite attack, you can start a trip as a free
action

Weapon Training: gain simple weapon proficiency, 2 additional points spent gains martial proficiency

Training:
Your golem now gains 1 feat, you must still fulfill all requirements for the feat chosen

3 Point

Blindsense: Gain blindsense out to 30 ft.

Burrow:
Gain a burrow speed equal to half base speed

Swallow Whole:
Gain the ability to swallow enemies one size smaller and lower

4 Point

Fast Healing:
Gain fast healing 1, for each additional 4 points you can increase the fast healing amount by +1

Increased Size:
Increased size by one, stat changes:+8 bonus to Strength, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity in addition to any changes for the size, spend 6 more points to gain 2 size increases, gaining a +16 bonus to Strength and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. these bonus do not stack with itself and overlaps the bonuses for a single increase.

Pounce:
Your golem can make a full attack after a charge attack

Spell resistance:
Gain spell resistance 11+Forger level

Things i may incorporate:

  • Exploding golems
  • Better customizing of size
  • Something possibly akin to the ranger weapon choice, only you would be picking different paths of golem creation (Suicide golems vs guardian golems?)
  • Add paper golems? make it the specialty of the suicide golems?

EDIT:

  • Placed a limit on amount of arms.
  • Added modifications to acquire feats.
  • Added possible future ideas as per forum users preferences.
  • Changed a few modifications and the way modification points are worked out.
  • Stole wes' Mekkineer format to keep consistency
  • HUGE format changes!
  • Added specific material as to HOW to make a golem and HOW to modify one
  • Added base template for golems.
  • Begun work on material based modifiers
  • Added a way to half benefit from cure and heal spells at level 5
  • Changed the minimum sized a golems natural attack would go to, small (had some issues with golems doing 0 damage at first level)
  • Major modification on the workings of the golems

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