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GeneForge RPG, Converting to 3.5 D&D Standards


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Greetings. Well, to start, a little information about myself, I have been playing Jeff's games since exile, have always loved them, and ever since I started playing D&D years back have been wanting to create one of Jeff's worlds in the D&D format. Well, now I am doing so. I have already completed a decent amount of work towards creating a GeneForge campaign setting. I have, in the past, cleared this with Jeff, so long as it was used for entertainment purposes, not monetary gain (of course).

 

Now that I am in the design process I would like the input of fellow fans to help enrich and expand the world I am envisioning. So, for all of you who are interested, here are some basics.

 

The game will be divided into three respective books, though this is tentative. The first, and most expansive, will be the Shaper's Tome. The Shaper's Tome will contain all of the collective knowledge the of the shapers, from the art of shaping (the rules for actually doing so in the D&D setting), the known creations, new classes, and overall, the main setting and storyline for the RPG.

 

The second book will be Barzahl's Journal, which will contain the story of Barzahl, his rise, and fall, and the creation of canisters, and the abilities that can be shaped into a human. The GeneForge will not be mentioned in this book.

 

The third book I have not yet come up with a name for, thought about something like the Taker's something or other. This book will contain all of the information surrounding the geneforge, the actual affects it has upon one who uses it, what can go wrong, etc... It will also contain a new type of shaping, allowing one to shape specific aspects of a creation (or oneself), rather than random bombardment hoping for a better result (as the shapers do).

 

Obviously, a lot of work is going to be required in order to accomplish this. What I am asking for, is some ideas, a little help, and pretty much whatever you can offer.

 

I have a rough sketch done of how the shapers... shape. I have a relatively extensive list of the different aspects of a creation you can affect, though new ideas are always welcome. I can post any of my work done so far on this setting if anyone would like to see where I'm at.

 

I have started a basic concept of how "magic" spells would work, and some ideas on spells. I differ slightly in this then Jeff's original concept. Instead of using arcane magic to cast spells, all of the shaper's ability to cast would be reliant upon shaping creations in some way which would give the desired affect. Example: A fireball would be hundreds of flying insects infused with fire that essentially fly out and quickly die by the same fire that they produce.

 

I have no real usable artwork for several creations such as the reptilian craft that you sail in on in... GeneForge 3? 2? You all know the one I'm talking about. Really, the only usable graphics I have are the ones that can be found within Jeff's games, the creation surveys, the maps, etc...

 

I also have no real artwork on items. Shaped armor, living tools, etc...

 

I'm sure I'm forgetting a dozen things here, but I'm sure they'll come up later.

 

So. Artwork? Input? Questions? Ideas? All welcome.

 

Oh. As an afterthought, I should note that I have some capability with Photoshop, however it is mainly limited to editing, rather then creating.

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Wikipedia is your friend, Sssharxx.

 

Anyway, I'm afraid I can't help you, since I've never done D&D 3.5. However, I can tell you that this isn't the first time someone's attempted to convert Geneforge to D&D. Such attempts tend to vanish after a period of time. It's a lot of effort, and from what I can remember, reception tends to be mixed, at best.

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Originally Posted By: Nioca
Anyway, I'm afraid I can't help you, since I've never done D&D 3.5. However, I can tell you that this isn't the first time someone's attempted to convert Geneforge to D&D. Such attempts tend to vanish after a period of time. It's a lot of effort, and from what I can remember, reception tends to be mixed, at best.


I understand that, better then most, as this is not the first time I have picked up this project, however, combined with a bit of foresight from my previous failed attempts, I am now further along then I have ever been. I am also working with a friend (who has never played GeneForge) actually playing D&D, in a process of creating this world, which also gives me the perspective of someone not biased by actually knowing the GeneForge world.

D&D is Dungeons and Dragons. It is a pen and paper role playing game which allows you to use your imagination in order to play the game, thereby removing the limitations that video games have.

I prefer 3.5 because I don't have any 4.0 books, but I do own virtually every 3.5 book. That and 3.5 was fine how it was. In my opinion, there was no reason for another version to be released.

Ok. I've been a little vague, so let's start with some basic things that most of you will have an opinion on. If you were a shaper and you were creating say, a clawbug, what modifications would you want to give it, excepting the ones already obvious (bigger, stronger, faster)

Or, I am currently working on the sea creations of GeneForge, something that Jeff has virtually ignored, yet is essential for any well rounded world. I have a few basic ideas, living ships, even galleons. Variations that can submerge, with their crew on board. Any ideas?

Just so we're all on the same page here, this a basic list of some of the modifications you could do to a creation that I have come up with:

Advantages:

* Strength
* Dexterity
* Constitution
* Intelligence
* Wisdom
* Charisma
* Hit Dice
* Mobility
* Vision Normal, Lowlight, Dark, BlindSight, BlindSense, Tremorsense
* Senses Smell, Hear, Touch, See, Taste
* Physical Form Ethereal, Gaseous,
* Physical Resistance
* Psychic Resistance
* Elemental Resistance
* Chemical Resistance
* Physical Ability
* Psychic Ability
* Elemental Ability
* Chemical Ability
* Larger Size

** Water Breathing
** AntiMagic
** Invisibility
** Ability to Shape
** Extra Limb


Disadvantages:

* Strength
* Dexterity
* Constitution
* Intelligence
* Wisdom
* Charisma
* Hit Dice
* Mobility
* Physical Weakness
* Psychic Weakness
* Elemental Weakness
* Chemical Weakness
* Smaller Size

** Mindless
** Mutated Limb

EFFECT SEVERITY:

Very Minor (1 - 50)
Minor (51 - 70)
Moderate (71 - 85)
Severe (85 - 97)
Mortal (98 - 99)
Godly ( 100 )

MOBILITY EFFECTS:

None (1 - 50)
Walking
Burrowing
Swimming
Climbing
Flying
Hovering
Teleportation

PHYSICAL EFFECTS:

None (1 - 50)
Harder/Softer Skin
Regenerative/Degenerative
Slashing
Piercing
Bludgeoning
All Mundane Damage

PSYCHIC EFFECTS:

None (1 - 50)
Clairsentience (51 - 59)
MetaCreativity (60 - 69)
Psychokinesis (70 - 80)
Psychometabolism(81 - 90)
Psychoportation (91 - 95)
Telepathy (96 - 100)

ELEMENTAL EFFECTS:

None (1 - 50)
Fire
Ice
Air
Earth
Shadow
Light

ALCHEMICAL EFFECTS:

None (1 - 50)
Poison
Acid
Disease
Paralysis
Blinding
Stunning

TO SORT:

Limb Regrowth
Fusion (Absorbing Creations)
Draining
ShadowMeld
Detachable Limbs/Regenerative/Returning/Grappling
Detonation Upon Death/At Will
Vampiric: Draining/Regenerative
Respawning/Parasitic/Host
Basic Limb Mutation (Pincer to Sword etc.)
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Originally Posted By: ShortBus
Any ideas?

 

i have some ideas, being a Professional Geneforge scripter(hey i can call myself whatever i want) for example different attributes that affect the same type of creation like does it glow? is it a slightly different color? does it act different in combat? does it like a different type of food? is its attack different? how many attacks does it have? what level do you have to be to make it? is it easy to control?

and if you had this many good things would have the same amount of disadvantages? are there disadvantages? when you get to a certain level are you able to make rediculously powerful creations(like Unbound Ones)? when making creations is there a chance of mistakes? ok i probably have ideas but i can't think of any more.

 

 

Quote:
ELEMENTAL EFFECTS:

 

None (1 - 50)

Fire

Ice

Air

Earth

Shadow

Light

 

 

 

don't forget magic

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Originally Posted By: Unbound Draykon
are there disadvantages?


Yes. The list above has some of them, and many of the things that are vague, such as "Elemental Weakness" can be related to the list labeled Elemental Affects.

I appreciate the input, I can definitely use a couple of those that I had not thought of, base color variations, food preference, instead of "magic" think I'll go with "essence" as an elemental affect, hadn't thought about it. The entire glowing thing, well, it could be either infused with light, allowing it to act as an organic torch, or it could be infused so far with essence that it glows (like the canister affect).

The control system is under the schematics of the game, I have some of the basic written up, however the entire process for shaping is not complete, so I've yet to dot the i's and cross the t's. Can't finish that till I get a good list of possible outcomes.

The more you modify a creation, yes the harder it becomes to control. The weaker you make one, the easier. When you reach a certain level, yes you can create ridiculously powerful creations, however you would not be the only one in the game capable of such. and yes, there is always a chance for mistakes.

Thanks for the input Draykon, I can definitely use some of it.

Oh and for all of you who have ideas on new creations, this is a perfect place to post them. I've come up with a few simplistic ones. Example: a small scarab infused with fire used for lighting fires.

Variations are always welcome as well: I removed the lightning aspect of the Kyshakk and figured why would serviles push all those carts you see in the mines, if a kyshakk could pull one ten times larger?
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Originally Posted By: ShortBus
Variations are always welcome as well: I removed the lightning aspect of the Kyshakk and figured why would serviles push all those carts you see in the mines, if a kyshakk could pull one ten times larger?


Because serviles are smaller, cheaper, easier to control, and can breed? And because they can't shoot lightning at you?
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You could have a rogue check on the really powerful or independant creations where at the start of it's turn you roll to see whether you still have control or whether it turns against you, likewise you could have a regain control check. The more powerful the creation the higher number you need to roll to keep/regain control.

 

I don't see the huge difficulty in porting it over to D&D it seems willingly receptive to the idea, the problem is how tedious it is to balence and get looking good.

 

Sharx

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Luckily I'm willing to take the tedious side. It helps that I know both GeneForge and D&D pretty intimately. As far as looking good, I have a couple artists that I personally know in mind, but no takers as of yet.

 

Well, I have a system in mind for rogue tendencies, but rolling each round would become very tedious. I was thinking more along the lines of only when external influences might affect your control: weather, overwhelming odds, another shaper attempting to take control, etc...

 

The entire Kyshakk/Servile thing, highly depends on the scale of your project as to which is more efficient, doesn't it? Regardless, that was simply an example to show ideas about variations.

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  • 2 weeks later...

Well, it's been a few days so I'm going to take a double post in hopes that people will see another post and regain a little bit of interest on this topic. I have recently started working on storyline and have come up with what I think is a pretty good variations of canister rewards for quests. There will be, of course, weaker canisters in between these rewards, but these are the major abilities. These abilities are for an "agent" outsider, whether they be a rogue or swashbuckler or pretty much any dexterious outsider. These do not grant the ability to shape to an outsider, they only give them abilities, like Lankin? The rebel from G3. These are not complete nor tested and balanced. They are simply tentative. The name John Hawk is the name of the character who this campaign is prepared for. You can essentially replace it with He/She. I have more concepts half-done. I'll post more on this when I actually have them in a form that anyone except me can read.

 

Agent: Fire

 

1st Canister:

Essence Points Gained: 10

 

Affect: Burning Touch: As a standard action John Hawk may engulf one of his hands in flames. His unarmed attacks with that hand are treated as armed and deal 2d6 points of fire damage as a touch attack.

 

Secondary Affect: John Hawk gains a +3 bonus on all saving throws against fire and heat effects and also gains resistance to fire +5

 

Essence Cost: 1/round, 1 upon activation.

Augmentation: For every additional Essence Point spent upon activation, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Until released.

 

2nd Canister:

Essence Points Gained:

 

Affect: Bolt of Fire: As a standard action John Hawk can launch a bolt of fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 4d6. He must have his Burning Touch ability already activated in order to perform this.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +8 and his resistance to fire +10

 

Essence Cost: 2

Augmentation: For every additional Essence Point spent, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Instantaneous

 

3rd Canister:

Essence Points Gained:

 

Affect: Engulf Self: As a standard action John Hawk may engulf his entire body in flames. While aflame, his Charisma score increases by 4, and he can make a melee touch attack equal to his Burning Touch ability at no cost to John, and he gains damage reduction 5/magic. If he is struck in melee, the attacker takes 2d6 points of fire damage. If John's Burning Touch ability is already activated, John may activate this ability as a free action rather than a standard.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +10 and his resistance to fire +15

 

Essence Cost: 10 upon activation, 2/round aflame.

 

Duration: Until released

 

4th Canister:

Essence Points Gained:

 

Affect: Flame Nova: John Hawk gains the ability to create a massive burst of raging flames around himself, burning everything in the area. As a standard action he can use this ability to deal 10d6 points of fire damage in a 30-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + John's Cha modifier) for half damage. Anyone who fails the Reflex save must also make a Fortitude saving throw (same DC) or die due to extreme shock from the overwhelming heat. He must have his Engulf Self ability activated in order to use this ability.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +15 and his resistance to fire +20

 

Essence Cost: 30

Augmentation: For every additional Essence Point spent, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

 

Duration: Instantaneous

 

Agent: Ice

 

1st Canister:

Essence Points Gained: 10

 

Affect: Freezing Grasp: As a standard action John Hawk may freeze one of his hands. His unarmed attacks with that hand are treated as armed and deal 2d6 points of cold damage as a touch attack.

 

Secondary Affect: John Hawk gains a +3 bonus on all saving throws against cold effects and also gains resistance to cold +5

 

Essence Cost: 1/round, 1 upon activation.

Augmentation: For every additional Essence Point spent upon activation, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Until released.

 

2nd Canister:

Essence Points Gained:

 

Affect: Ice Weapon: As a full round action John Hawk can create a weapon formed from Ice. He must have his Freezing Grasp ability already activated in order to perform this. This ice weapon does not melt from atmospheric conditions, however it can be melted if subjected to 10 points of fire damage. All ice weapons have a hardness of ten, and deal an extra 2d6 of ice damage in addition to their base damage.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +8 and his resistance to cold +10

 

Essence Cost: 2

Augmentation: For every additional 5 Essence Points spent, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Permanent

 

3rd Canister:

Essence Points Gained:

 

Affect: Freeze Self: As a full round action John Hawk may freeze his entire body. While frozen, his natural armor bonus increases by 4, and he can make a melee touch attack equal to his Freezing Grasp ability at no cost to John, and he gains damage reduction 5/magic. If he is struck in melee, the attacker takes 2d6 points of cold damage. If John's Freezing Grasp ability is already activated, John may activate this ability as a standard action rather than a full round action.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +10 and his resistance to cold +15

 

Essence Cost: 10 upon activation, 2/round frozen.

 

Duration: Until released

 

4th Canister:

Essence Points Gained:

 

Affect: Frost Nova: John Hawk gains the ability to abruptly freeze the very air around himself, freezing everything in the area. As a standard action he can use this ability to deal 10d6 points of cold damage in a 30-foot-radius emanating from himself. Any creature or object caught in the effected area can make a Fortitude saving throw (DC 15 + John's Cha modifier) for half damage. Anyone who fails the Fortitude save must also make a Will saving throw (same DC) or die due to extreme shock from the overwhelming cold. He must have his Freeze Self ability activated in order to use this ability.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +15 and his resistance to cold +20

 

Essence Cost: 30

Augmentation: For every additional Essence Point spent, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Instantaneous

 

Agent: Acid

 

1st Canister:

Essence Points Gained: 10

 

Affect: Acidic Touch: As a standard action John Hawk may secrete an acidic ooze from his hand. His unarmed attacks with that hand are treated as armed and deal 2d6 points of acid damage as a touch attack. This acid does double damage against metal.

 

Secondary Affect: John Hawk gains a +3 bonus on all saving throws against acid effects and also gains resistance to acid +5

 

Essence Cost: 1 upon activation.

Augmentation: For every additional Essence Point spent upon activation, the damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Instantaneous

 

2nd Canister:

Essence Points Gained:

 

Affect: Acidic Globule: As a standard action John Hawk can throw a glob of acid at any target in line of sight with a range increment of 15 feet. This effect is a grenade like weapon, and is treated as a ranged touch attack. It deals 4d6 points of acid damage to a creature or object directly hit with it, and 1d6 points of damage to all creatures within a 5 foot radius to the square hit. This acid deals double damage against metal.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +8 and his resistance to acid +10

 

Essence Cost: 2

Augmentation: For every additional Essence Point spent, the damage increases by 1d6, and for every 2d6 this power is augmented, the splash damage increases by 1d6. John Hawk cannot increase this ability more times than his character level.

 

Duration: Instantaneous

 

3rd Canister:

Essence Points Gained:

 

Affect: Acidic Wave: John Hawk gains the ability to create a wave of acidic slime, originating from his body that violently spreads out in a 10 foot radius. The slime devours flesh and organic materials upon contact and even dissolves metal. The slime deals 2d6 points of damage per round. On the first round of contact, the slime can be scraped off of a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). 10 points of damage must be applied to the slime before it can be successfully removed. This slime dissipates by itself in a number of rounds equal to John Hawk's character level.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +10 and his resistance to acid +15

 

Essence Cost: 10

Augmentation: For every 2 additional Essence Points spent, the radius of this ability increases by 5 feet, the damage by 1d6 and the hit points of the slime by 2. John Hawk cannot increase this ability more times than his character level.

 

Duration: Instantaneous

 

4th Canister:

Essence Points Gained:

 

Affect: Ooze Form: John Hawk gains the ability to assume an ooze-like form, changing his own anatomy. When in this form his type changes to ooze for determining what effects and items can affect him. He becomes immune to sneak attacks, flanking, poison, sleep, paralysis, stunning, and all mind influencing effects. In addition he may compress his body enough to squeeze through an inch-wide crack. He cannot expand inside a space that offers any resistance, however. Furthermore, he learns to manipulate his facial features, gaining a competence bonus equal to his character level on disguise checks. While in this form, he may use any of his abilities to their full augmentable extent without any essence cost.

 

Secondary Affect: John Hawk's bonus to saving throws increases to +15 and his resistance to acid +20

 

Essence Cost: 30 upon activation, 3/round

Augmentation:

 

 

Duration: Until released

 

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Well, D&D works around a system of energy types. Fire/Heat, Ice/Cold, Water, Shadow, Light, etc... So, these first few are just adaptations of elements and energy types. In the platform of D&D spells and spell-like abilities are converted into schools of magic and subtypes, for example the fire agent's burning touch would be considered to be evocation(fire), and as such deals fire damage. Damage without a subtype caused by magic spells could be considered to be "energy" damage, but generally an energy type is specified. There will be quite a few more canister lists as I progress in world creation, but these are more for a campaign setting, allowing the person running the game (also known as the DM) to customize for his players want. There will be, in fact, a itemized list of different abilities you can give a person from canisters, however these are more like the major ones you might receive from completed quests for say, the takers. I hope that answered your question.

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I have recently acquired another player in my campaign. She wanted a psionic agent. This is the incomplete class, as I have yet to figure out the essence requirements or the ability to follow these three, yet I feel that this particular class was well made compared to the others I have. Any ideas on a fourth ability?

 

NOTE: In case you haven't been following, the name Shoshanna can be replaced with he/she. These rules were made for a specific character.

 

TERRA: Telekenetic

 

1st Canister:

Essence Points Gained: 10

 

Primary Affect: Sonic Missile: Shoshanna gains the ability to release a powerful sonic missle at her foes as a standard action. The missle deals 3d6 points of damage to each creature or object she targets. She cannot target the same creature multiple times with this ability. This sonic energy ignores a target's hardness.

 

Secondary Affect: Shoshanna gains a +2 bonus to her intelligence.

 

Essence Cost: 1/target

Augmentation: For every Essence Point Shoshanna spends she may augment this ability to target an additional target. Shoshanna cannot increase this ability more times than her character level.

 

Duration: Instantaneous

 

2nd Canister:

Essence Points Gained:

 

Affect: Inertial Barrier: Shoshanna gains the ability to create a field of force surrounding her in a 5 foot orb. She gains DR 10/- against all projectiles that attempt to enter this field. In addition, any creature attempting to attack her in melee must make a strength check (DC 10 + Shoshanna's character level + her Wisdom modifier) or the attack merely glances off of the field. Shoshanna does not incur any penalties for attacking or firing a projectile while encased in the barrier. Activating this ability is a full round action.

 

Secondary Affect: Shoshanna gains a +2 bonus to her Wisdom.

 

Essence Cost: 10 upon activation + 1/round

Augmentation: For every extra Essence Point Shoshanna spends per round, the DR vs projectiles increases by 1 and the DC of the strength check for all melee attackers increases by 1. She may not augment this ability more times than a number equal to her character level.

 

Duration: Until released.

 

3rd Canister:

Essence Points Gained:

 

Affect: Manipulate Inertial Barrier: Shoshanna gains the ability to alter her Inertial Barrier in a variety of ways. She may choose to create an Inertial Barrier around any character or object within 60 feet to which she has a direct line of sight to. If she moves outside of this range, the barrier fades. This Inertial Barrier may grant the bonuses listed above to an ally. She must pay the Essence Points for this barrier as if she were creating it around herself. Furthermore, she may choose to turn the barrier inward effectively restricting a creature's ability to move. While inside an Inertial Barrier created in this way a character must make a strength check (DC 10 + Shoshanna's character level + her Wisdom modifier) or become immobilized, complete unable to move. The target may make one strength check per round, and if successful is still oppressed by the force of the barrier. The movement speed of the target is reduced by half. Shoshanna may choose to implode an inward Inertial Barrier upon a creature dealing 8d6 points of damage for BLANK Essence Points. In addition she may choose to violently expand any Inertial Barrier which she has created, including her own, creating a wave of force that has a radius of 20 feet from the point of origin and deals 4d6 points of damage to everything within it's range. This use of Inertial Barrier requires BLANK Essence Points.

 

Secondary Affect: Shoshanna gains a +2 bonus to her Intelligence.

 

Essence Cost:

Augmentation: In addition to the augments listed beneath Inertial Barrier Shoshanna may spend 3 Essence Points to increase the damage dealt by 1d6 for either type of barrier and for every 2d6 she increases the damage, the range of the expanded barrier is increased by 5 feet. Shoshanna may not augment this ability more times than her character level.

 

Duration: Until released

 

Hey everyone. Don't worry, I know it's been a while since I posted but I'm not done yet. Just had to put it on the back burner for a week or so. Anyways, I'm back up and running now so expect a few bits here and there.

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  • 3 weeks later...

Well, here is a teaser Shaper class. It is, unrefined. Sadly, these forums cannot support a table-grid format, so the class is portrayed as a list instead.

 

SHAPER

Description:

Adventures:

Characteristics:

Alignment: Shapers, with few exceptions, are nearly all of a lawful alignment. The life of a Shaper demands self-discipline and mental control, and has little to no room for mistakes or doubt. The very art of shaping itself requires intense concentration and strict caution.

Religion: Though some shapers have been known to hold to one diety or another, most reject the concept of religion. The sect, overall, feels that religion often leads to fanaticism, which is dangerous when one can alter the very fabric of life.

Background: Though a shaper can have come from any walk of life, once it is discovered that one has the ability to shape, they are taken from their homes, whether by force or freely, and brought to an academy to learn the ways of the shapers. Ultimately, all Shapers taught in the art spend their earlier years in seclusion from the rest of the world.

Races: Humans are the only known race with the inborn ability to shape, and unlike wizardry, is not an ability that can be learned. With the current influence that Shapers have over the lands, it is not likely that this will ever change.

Other Classes: Shapers, being a highly secretive sect, tend to work either alone, or with another of their own sect. Shapers will, from time to time employ the abilities of outsiders towards their own goals, yet they rarely see them as anything more then pawns.

Role: Shaper’s are one of the most versatile classes. The ability to create and alter life forms to serve a specific purpose allows for great adaptability. Unfortunately, Shapers themselves tend to be physically frail, and rely upon their creations for protection.

 

GAME RULE INFORMATION

Shapers have the following game statistics.

Abilities: Intelligence determines how powerful a creation a Shaper can make, and as such, is the most important attribute for any Shaper. Wisdom allows a Shaper to control the more powerful creations he can create, allowing for one to reach their full potential without losing control. Charisma is important in order to calm rogue creations and to bargain with those outside of the sect.

Alignment: Any, normally lawful.

Hit Die: d4.

 

CLASS SKILLS

The Shaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Shaper devices only, Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) X 4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

 

Level

 

1st

Base Attack Bonus +0

Fort Save +0

Ref Save +0

Will Save +2

Special: Shape Essence, Shaping Specialization

 

2nd

Base Attack Bonus +1

Fort Save +0

Ref Save +0

Will Save +3

Special: Shaper's Boon

 

3rd

Base Attack Bonus +1

Fort Save +1

Ref Save +1

Will Save +3

Special: Essence Cloud

 

4th

Base Attack Bonus +2

Fort Save +1

Ref Save +1

Will Save +4

Special: Pacify Creation

 

5th

Base Attack Bonus +2

Fort Save +1

Ref Save +1

Will Save +4

Special: Battle Shaping

 

6th

Base Attack Bonus +3

Fort Save +2

Ref Save +2

Will Save +5

Special: Extend Range: 120 Feet

 

7th

Base Attack Bonus +3

Fort Save +2

Ref Save +2

Will Save +5

 

8th

Base Attack Bonus +4

Fort Save +2

Ref Save +2

Will Save +6

Special: Berserk Creation

 

9th

Base Attack Bonus +4

Fort Save +3

Ref Save +3

Will Save +6

 

10th

Base Attack Bonus +5

Fort Save +3

Ref Save +3

Will Save +7

Special: Extend Range: 360 Feet, Improved Battle Shaping

 

11th

Base Attack Bonus +5

Fort Save +3

Ref Save +3

Will Save +7

 

12th

Base Attack Bonus +6/+1

Fort Save +4

Ref Save +4

Will Save +8

Special: Command Creation

 

13th

Base Attack Bonus +6/+1

Fort Save +4

Ref Save +4

Will Save +8

 

14th

Base Attack Bonus +7/+2

Fort Save +4

Ref Save +4

Will Save +9

Special: Extend Range: 1,000 Feet

 

15th

Base Attack Bonus +7/+2

Fort Save +5

Ref Save +5

Will Save +9

Special: Greater Battle Shaping

 

16th

Base Attack Bonus +8/+3

Fort Save +5

Ref Save +5

Will Save +10

Special: Absorb Creation

 

17th

Base Attack Bonus +8/+3

Fort Save +5

Ref Save +5

Will Save +10

 

18th

Base Attack Bonus +9/+4

Fort Save +6

Ref Save +6

Will Save +11

Special: Extend Range: 1 Mile

 

19th

Base Attack Bonus +9/+4

Fort Save +6

Ref Save+6

Will Save +11

 

20th

Base Attack Bonus +10/+5

Fort Save +6

Ref Save+6

Will Save +12

 

Shape Essence:

 

Shaping Specialization: (INCOMPLETE) Character path that determines the type of creations he/she can create. Though not limited to this specialization, gains bonus when shaping creations under this category

 

Shaper's Boon: Any creation directly under the control of it's Shaper uses it's Shaper's will save in place of it's own whenever it is subject to going rogue or another Shaper is attempting to take control of it.

 

Essence Cloud: (INCOMPLETE) cloud of essence surrounding character, various abilities derived. healing, curing, etc... increases with level

 

Pacify/Berserk/Command/Absorb Creation: Beginning at 4th Level a shaper may attempt to pacify a creation. (INCOMPLETE) works similar to cleric's ability to turn/rebuke. Based upon charisma and HD

 

Battle Shaping: Bonus feats, allows a shaper to shape during battle. With improvement, removes penalties given to creations made this way

 

Level

Essence Points

1st

2

2nd

6

3rd

11

4th

17

5th

25

6th

35

7th

46

8th

58

9th

72

10th

88

11th

106

12th

126

13th

147

14th

170

15th

195

16th

221

17th

250

18th

280

19th

311

20th

343

 

 

I have a pretty decent database of creation statistics and descriptions that I would like to post, however I am too lazy to convert them from table-grid format just for the sake of posting them. One of these days I'll start a website which contains all of my progress with this project...

 

NOTE: The abilities listed from canister progressions earlier have had their essence cost modified, as I decreased the scale of how much essence one has. I.E. a thahd used to cost 20, now it cost 4. The ability costs have been modified similarly.

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