Echo Forger (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Echo Forger
Rating: Not rated
(Rate this class)
Status: 100% Vital Class Features, 60% Context and Background.
Editing: Constructive edits welcome

Echo Forger[edit]

An echo forger is a special type of mage who specializes in object conjuration spells. Though they are considered mages to some extent, they are also quite capable in physical combat.

Making a Echo Forger[edit]

An Echo Forger is master craftsman of sorts, able to duplicate any physical (inanimate) object they have seen. However, their 'echoes' are mere imitations, shadows, of the real objects. As such they aren't as durable, nor are they as (truly) magnificent as the true weapon.

Abilities: An Echo Forger's most important abilities are his wisdom and constitution. However, good dexterity, intelligence and strength are also useful. Wisdom improves the effectiveness of the conjurations. Constitution makes the Echo Forger more durable in battle. Intelligence is used for crafting and the likes and therefore is quite important in the steps of crafting as well as appraising. Dexterity and strength make the Echo Forger more effective in battle, nothing more.

Races: Humanoids and fey are the most likely types of races to take a liking to this type of magic. However, monstrous humanoids and dragons are less likely to take an interest in such, yet it's still plausible.

Alignment: Any non-evil and non-chaotic.

Starting Gold: 5d6×10 gp (155 gp).

Starting Age: Simple as Rogue.

Table: The Echo Forger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Craft
Points/Day
Fort Ref Will
1st +0 -1 -1 +2 Trace, Code 5
2nd +1 +0 +0 +3 Bonus Feat 10
3rd +2 +0 +0 +3 Physical Reinforcement 15
4th +3 +1 +1 +4 20
5th +4 +1 +1 +4 Bonus Feat 25
6th +4 +2 +2 +5 Projection 30
7th +5 +2 +2 +5 35
8th +6/1 +3 +3 +6 Bonus Feat 40
9th +7/2 +3 +3 +6 Magical Reinforcement 45
10th +8/3 +4 +4 +7 Alteration 50
11th +8/3 +4 +4 +7 Bonus Feat 55
12th +9/4 +5 +5 +8 Biological Reinforcement 60
13th +10/5 +5 +5 +8 65
14th +11/6/1 +6 +6 +9 Bonus Feat 70
15th +12/7/2 +6 +6 +9 Biological Projection 75
16th +12/7/2 +7 +7 +10 80
17th +13/8/3 +7 +7 +10 Bonus Feat 85
18th +14/9/4 +8 +8 +11 Immediate Echo 90
19th +15/10/5 +8 +8 +11 95
20th +16/11/6/1 +9 +9 +12 Reality Marble, Bonus Feat 100

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge Arcana (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magical Device (Cha).

Class Features[edit]

All of the following are class features of the Echo Forger.


Weapon and Armor Proficiency: A Echo Forger is proficient, normally, with all simple and martial weapons. However, they are also proficient with any weapon they replicate using their Projection ability.


Code: Echo Forgers have a personal unspoken code of conduct where they will not use their specialty in conjuration for selfish, materialistic gains (such as wealth).


Notes: The concentration checks made by an Echo Forger are considered to be free actions and do not provoke attacks of opportunity. The length of time any of an Echo Forger's abilities remains in effect is equal to a number of hours equal to five times their wisdom bonus with a minimum duration of 5 hours. Craft Points = CP (-This may be repeated within some of the ability descriptions so as to remind the reader.-)


Bonus Feat: An Echo Forger can get a bonus feat of his choice.


Trace: Trace is a special technique used by Echo Forgers to find out the properties of a single object. Concentration checks must be made each time something threatens to break the Echo Forger's train of thought. The DC of these concentration checks are listed in the PHB according to the circumstances. On the first turn the Echo Forger discovers the idea behind the matter at hand (e.g. the inspiration and plans upon which the item was made). The second turn of tracing allows the Echo Forger to discover the basic structure of the object. The third turn gives the Echo Forger all information regarding the materials used in the object. The fourth is the point at which the techniques. of the object production, are unveiled. The fifth turn bestows the Echo Forger with the knowledge of the weapon's years of existence. The moment an Echo Forger fails a concentration check, they may choose to stop the process or continue from the point at which they failed. Any object traced is permanently stored in the Echo Forger's 'mental database' and information can be recalled at any time.


Projection: The technique of projection is quite similar to the common mage's style of conjuration, however, the Echo Forger alters this style and produces a whole other form of crafting. Any projected item must have been traced beforehand.


The Echo Forger has a number of craft points. These points are used for the sol purpose of crafting, the Echo Forger way. The number of points used in crafting varies on the object's size, detail, and other properties (both physical and magical). Any item created from Projection has half the hardness and HP of its base.


(According the object's statistics, not the creature using the weapon.)

Fine to Small = +1 CP

Medium = +2 CP

Large = +4 CP

Huge = +8 CP

Gargantuan = +16 CP

Colossal = +32 CP


(Does the weapon have reach or the ability to trip [etc.]?)

Extended Function = +1 CP


(Is the object's design more complex than normal?)

Detail = +1 CP


(Is the object of masterwork quality?)

Masterwork = +1 CP


(Is the material used in the object not of a normal base [steel, iron, hide, etc.])

Exotic Substance = +3 CP

AC

0 to 2 = +0 CP

3 to 4 = +1 CP

5 to 6 = +2 CP

7 to 8 = +3 CP

9 to 10 = +4 CP

etc...


Max Dexterity

0 to 5 = +1 CP

6 to 10 = +2 CP

11 to 15 = +3 CP

etc...


Max Damage Based on the Weapon

1 to 10 = +1 CP

10 to 20 = +2 CP

21 to 30 = +3 CP

31 to 40 = +4 CP

41 to 50 = +5 CP

etc...


Critical Range

20 = +0 CP

19 = +2 CP

18 = +4 CP

17 = +6 CP

etc...


Critical Multiplier

x2 = +0 CP

x3 = +2 CP

x4 = +6 CP

x5 = +14 CP

etc...


Weight

+1 CP/5lbs. (Round Down)


Weapon Enchantments

Price Modifier = x

Weapon Enchantment = +2x CP


1 lbs of Ammunition = +1 CP


Physical Reinforcement: An Echo Forger can alter the physical properties of an object, eliminating many of its flaws. However, the more an Echo Forger modifies an object, the more volatile it becomes due to the tremendous amount of energy. After ten modifications, the weapon shatters after impact. The duration of the reinforcements is equal to 5 times the Echo Forger's wisdom modifier (in hours). This duration is halved each time a reinforcement is added.


+1 die size = +2 CP

+1 hit = +1 CP

+1 critical range = +2 CP

+1 critical multiplier = +3 CP

+10ft range = +1 CP


+1 AC = +1 CP

+1 Max Dex = +1 CP

-1 Armour Check Penalty = +1 CP

-5% Arcane Spell Failure = +1 CP

Type Lower (Heavy to Medium, Medium to Light, Two-handed to One-handed) = +3 CP


+5 Hardness = +1 CP

+5 HP = +1 CP


Magical Reinforcement: An Echo Forger can bestow an object with magical properties appropriate for their level (this immediately excludes epic weapon enhancements). However, every time an enhancement is added, the hardness of the weapon decreases by 2.


Weapon Enchantments

Price Modifier = x

Weapon Enchantment = +5x CP


Alteration: An Echo Forger can manipulate the form of a weapon so that it better suits the situation. An example would be transforming a huge sword into a dagger.

The duration of the altered state is equivalent to the Echo Forger's wisdom modifier.

It costs 2 CP to change the weapon's type or size.


Biological Reinforcement: An Echo Forger can manipulate not only physical objects but their own attributes.

Cosmetic Changes have a CP cost of 0.

Ability Score Changes have a CP cost of 4/point.

Sense Augmentations have a CP cost of 4. The specified sense has twice the strength/effectiveness as normal. (e.g. eye sight is altered and vision range is doubled and the Echo Forger is no longer hindered by sight impediments like darkness.)

An Echo Forger may only have five physical alterations at a time. Each time an Echo Forger exceeds this capacity, they take 2 constitution damage.


Biological Projection: An Echo Forger can introduce new biological properties to their own body, at a cost of course. If the new feature has a clear purpose (such as an extra arm), 10 CP is needed for such a projection and the projection deals 2 constitution damage to the Echo Forger. However, if the new feature is cosmetic and nothing else, it costs 5 CP and does 1 constitution damage.


Immediate Echo: As an Echo Forger advances in level, they learn the effectiveness of using their abilities as responses to another person's action. All of en Echo Forger's abilities become immediate actions and do not require concentration checks.


Reality Marble: The Echo Forger is able to create a small marble that, when crushed, transports everyone in a 50ft radius of the marble to another plane. This plane reflects the Echo Forger's inner soul, as such, equipment is strewn across it. Anything the Echo Forger ever made is recorded in this plane. Since it is the Echo Forger's personal dwelling drawing any weapon in this plane is a free action for the Echo Forger. Also, no other person may draw the weapons which lie in this plane. The plane is also sealed off and can only be accessed via the Reality Marble. The only was to return to the original plane is for the Echo Forger to willingly re-seal the plane or for him to die. An Echo Forger can create a Reality Marble in a time of five straight days of meditation. An Echo Forger may only hold one Reality Marble at a time.



Ex-Echo Forger[edit]

An Ex-Echo Forger is no penalized for cross classing or advancing to a prestige class. However, if an Echo Forger were to disobey their code they would be stripped of all their conjuration powers.


Campaign Information[edit]

Playing an Echo Forger[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: An Echo Forger is not typically apart of any religion in particular, but holds a degree of respect for those associated with the worship of the Earth.

Other Classes: An Echo Forger can be of any class, social group, religious sect or otherwise. This fact makes interacting with an Echo Forger a typical everyday experience. They are treated as any other person would be. However, when in battle, they may be mistaken for gods of sorts due to the nature of their weapons and how they can summon them on a whim.

Combat: An Echo Forger's role in combat can vary from a weapon/armour supplier to a sniper to a front-linesman. Typically they experiment between a variety of positions.

Advancement: An Echo Forger typically would become a fighter. However, it is not unheard of for an Echo Forger to expand their magical proficiency.

Echo Forgers in the World[edit]

If you don't have something that can beat it, make something that can.
—Emiya Shirou, Human Echo Forger

Daily Life: Typically Echo Forgers lead normal lives. They rarely abuse their powers for their own gain, regardless of alignment.

Notables: Emiya Shirou.

Organizations: None.

NPC Reactions: NPCs have mixed reactions when they discover the nature of an Echo Forger. Some can be intensely repulsed by this deviation of magic while others can be ecstatic at the usefulness of an Echo Forger.

Echo Forger Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in knowledge (history) can research Echo Forgers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge History
DC Result
5 Echo Forgers are able to use a type of conjuration to summon forth objects.
10 Echo Forgers can also manipulate existing objects as well as themselves.
15 Echo Forgers are fabled to have been guardians of the world.
20 An Echo Forger's talents are hereditary.

Echo Forger in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

Typically PCs and NPCs can work well as fighters or support units who craft weapons or tools for the more robust units.

Adaptation: A more mage-oriented class.



Back to Main Page3.5e HomebrewClassesBase Classes

Broom Icon.svg.png This base class does not adhere to D&D Wiki's layout standards.
You can help D&D Wiki by formatting this page to make it conform to the layout standards.
This comment does not reflect on the content of this class, only the layout. To improve the layout of this class please use the Base Class Preload and touch up the formatting to match the layout standards.

Edit this Page | All base classes that need to be wikified | All pages that need to be wikified | All pages needing to be wikified from June 2009


This article has been tagged since June 2009.

Stub Logo.png This base class needs a fuller description.
You can help D&D Wiki by filling in more elements of the description to bring it up to the same level of detail as a typical base class.
This comment does not reflect on the quality of the content, only the quantity. The class may reflect an excellent concept that could simply use more elaboration.

Edit this page | All classes needing to have a description added | All classes needing to have a description added from June 2009


This article has been tagged since June 2009.

Stub Logo.png This base class is a stub.
You can help D&D Wiki by filling in more details of this class to bring it up to the same level of detail as a typical base class.
This comment does not reflect on the quality of the content, only the quantity. There is a good chance that the creator of this class has abandoned it, leaving it in need of someone who is willing to take over where that person left off.

Edit this page | All base class stubs | All stubs | All stubs from June 2009


This article has been tagged since June 2009.

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors