Talk:Journals

From Full Metal Alchemist d20

Hello all. I would like to share a FANTASTIC class system I found and have been using for a few months in my games. We can work together to tweak it or even completely revamp it. I think it would be great if we could integrate this system with yours, but one step at a time. This, I believe will be a huge step forward. If you all find this acceptable, I would like to have some ideas on additional transmutations I can add. I would like to thank sirwayne for the prototype to work with.

 LVL    BAB     FORT   REF   WILL             SPECIAL                                      TECHNIQUES             
 1      +0       +2    +0     +2        Rudimentary Formulae, Basic Circles                           2                     
 2      +1       +3    +0     +3        -                                                             3                     
 3      +2       +3    +1     +3        -                                                             3                     
 4      +3       +4    +1     +4        Skill Focus(1+INT MOD),Bonus Feat(see below)                  4                     
 5      +3       +4    +1     +4        Standard Circles                                              4                     
 6      +4       +5    +2     +5        Intermediate Formulae                                         5                     
 7      +5       +5    +2     +5        Efficient Decomposition                                       6                     
 8      6/1      +6    +2     +6        Bonus Feat                                                    6                     
 9      6/1      +6    +3     +6        -                                                             7                     
 10     7/2      +7    +3     +7        -                                                             7                    
 11     8/3      +7    +3     +7        Advanced Formulae                                             8                     
 12     9/4      +8    +4     +8        Bonus Feat                                                    9                     
 13     9/4      +8    +4     +8        -                                                             9                     
 14     10/5     +9    +4     +9        Skill Mastery                                                 10                    
 15     11/6/1   +9    +5     +9        -                                                             10                    
 16     12/7/2   +10   +5     +10       Legendary Formulae,Bonus Feat                                 11                    
 17     12/7/2   +10   +5     +10       -                                                             12                    
 18     13/8/3   +11   +6     +11       -                                                             12                    
 19     14/9/4   +11   +6     +11       -                                                             13                    
 20     15/10/5  +12   +6     +12       Bonus Feat                                                    14                    
 

HD: d6 or d8?\\ SKILLS: (4+INT MOD)x 4\\ Appraise, Concentration, Craft, Disable Device, Decipher Script, Heal, Knowledge, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot

Proficient with all simple weapons, no armor, and guns

Alchemy (Ex): Saving Throw DC= 10+ 1/2 Alchemist lvl+ INT MOD

  • Line of touch must be established from circle to the object to be transmuted

Alchemy involves three steps: understanding the makeup, breaking it down, and rebuilding it as something else.

  1. Comprehension: In order to transmute any given material, an alchemist must roll an Appraise check to properly identify the material he or she is attempting to transmute.When attempting a transmutation on a living being, the alchemist must instead roll a Heal check for comprehension(no check required for transmutations targeting oneself).
  2. Decomposition: In most cases,this is simply step two in the three-step process,however, some alchemists (e.g. Scar and even Ed at one point) stop abruptly at this stage to damage or destroy an object or even a person. Special rules apply in the case of decomposition. Because of how strenuous is to stop at stage two,the alchemist cannot spontaneously decide to decompose. First,an attack roll is made.If it hits, the alchemist deals d4/2 alchemist lvls of damage (Fort save, for the sake of balance, not logic, will half the damage).See below for special rules on decomposition specialists like Scar.
  3. Reassembly: After an equivalent exchange is made (DM discretion on what is equivalent), the end product is formed as per the technique's details (and, of course, any acceptable modifications specified by the alchemist, this is a game of freedom after all).

Transmutations (Ex): An alchemist may perform a number of transmutations equal to his or her level+CON MOD per day.

Formulae(Ex): Alchemists utilize transmutations in the form of formulae. He or she starts off with 2, and gains more through leveling up or research (pay in time,cash,and XP, similar to wizard) or by choosing the Additional Formula feat. These formulae are divided and subdivided into schools (Shaping,Bio-Organic,Atmospheric)and tiers (Basic,Intermediate,Advanced,Legendary).

Bonus Feats: The alchemist may select Skill Focus or any feat with the [Alchemy] tag. He or she must still meet all of the prerequisites.

Basic Circles: Transmutation circles take a full round to draw and activate.

Standard Circles: Transmutation circles take a standard action to draw and activate.

[Alchemy] Feats

  • Additional Formula: the alchemist gains one additional formula of any tier and school he or she currently has access to
  • Alchemic Focus: increase the DC of all transmutations of a particular school (or decomposition) by 1 (can be gained multiple times, different school each time)
  • Alchemic Focus, Greater: (prereq.Alchemic Focus) increase the DC of all transmutations of a particular school (or decomposition) by additional 1 (can be gained multiple times, different school each time)
  • Extra Transmutations: the alchemist may perform an additional four transmutations per day (can be gained multiple times)
  • Violent Decomposition: whenever the alchemist utilizes decomposition offensively,he or she deals two additional dice of damage. If the target was a living creature, that creature suffers 1 point of bleeding damage per round per decomposition. This bleeding can be stopped with a Heal check against the decomposition's save DC or through alchemic healing.
  • Savage Decomposition: (prereq.Violent Decomposition)the alchemist nows deals another two dice of damage and deals 1 point of CON damage per decomposition.
  • Maximize Transmutation: As maximize spell, except that instead of using up higher slots (there is no slot system) one must instead use up four transmutation uses instead of one. Also, for this and all other "metamagic" feats adapted for FMA,the casting time remains the same even though alchemy can be likened to the spontaneous casting of a sorcerer.
  • Quicken Transmutation: As quicken spell, except that one must expend five transmutation uses instead of one.
  • Empower Transmutation: As empower spell, save for that one must expend three transmutation uses instead of one.
  • Widen Transmutation: As widen spell, save for that one must utilize five transmutation uses instead of one.

Hand of Destruction (Prestige Class)

HD:d10\\ Skills: 4 + INT MOD\\ Appraise,Concentration,Craft,Decipher Script,Disable Device,Heal,Intimidate,Jump,Listen,Profession,Search,Spellcraft,Spot,Survival

Proficent with all simple and martial weapons, light and medium armor

Requirements

  • BAB:+4
  • Skills: Appraise 6 ranks,Disable Device 6 ranks,Heal 6 ranks,Spot 4 ranks
  • Feats: Improved Unarmed Strike, Improved Grapple
  • Special: Must possess the ability to perform alchemic decomposition.
 LVL     BAB       FORT  REF  WILL     SPECIAL                                                          AC BONUS 
 1       +1        +2    +2   +0       Difficult Alchemy,True Decomposition,Unarmed Damage                 +0
 2       +2        +3    +3   +0       Skilled Grappler                                                    +1
 3       +3        +3    +3   +1       Destructive Strike                                                  +1
 4       +4        +4    +4   +1       Improved Grab,Bonus Feat (see below)                                +2
 5       +5        +4    +4   +1       Improved Decomposition                                              +2
 6       +6        +5    +5   +2       Controlled Decomposition                                            +3
 7       +7        +5    +5   +2       Lethal Decomposition,Bonus Feat                                     +3
 8       +8        +6    +6   +2       Rapid Grab                                                          +4
 9       +9        +6    +6   +3       Destructive Pin                                                     +4
 10      +10       +7    +7   +3       Fatal Decomposition,Bonus Feat                                      +5

Difficult Alchemy (Ex): The Hand of Destruction learns no new formulae whilst taking levels in this class, nor can he or she research new ones (the Hand of Destruction still, however, benefit from the Additional Formula feat). Anytime that the Hand attempts to perform a full transmutation, instead of just using decomposition, he or she must expend two transmutation uses as opposed to one.

True Decomposition (Ex): The Hand of Destruction becomes much more skilled at decomposition than the average alchemist. Instead of dealing d4 damage per two alchemist levels, the Hand deals d6 per class level. He or she may either use his or her alchemist levels or Hand levels to determine this damage,but not both (these levels do not stack). Also, the attack roll to decompose becomes a touch attack.

Unarmed Damage: The Hand of Destruction deals unarmed damage as a Monk of his or her class level. This stacks with any Monk levels he or she may already possess.

Bonus Feat: The Hand of Destruction may choose any feat from either the fighter's bonus feat list or the following: Violent Decomposition, Savage Decomposition,Extra Transmutations,Additional Formula. The Hand must still meet all prerequisites of the feat.

AC Bonus: This number is added to the Hand's AC as a Dodge bonus when wearing light or no armor.

Skilled Grappler(Ex): The Hand adds 1/2 his or her class level to all grapple checks.

Improved Grab(Ex): Whenever the Hand succeeds at a normal melee attack (not a decomposition), he or she may attempt to start a grapple with that target as a free action.

Destructive Strike(Ex): As a standard action,the Hand may perform an unarmed attack,and if this attack hits, perform a decomposition against that same enemy.

Improved Decomposition(Ex): The Hand nows deals d6 damage per class level plus 1 damage per die to objects.

Controlled Decomposition(Ex): The Hand of Destruction gains more subtle and elaborate uses for decomposition. The Hand may decompose one 5 square foot worth of matter (nonliving) per class level. The Hand may use this ability to blast holes in walls or in the ground,form a crude ladder with a partially decomposed wall, destroy obstacles, et cetera. The Hand may either use this ability by touching the object, or by forming a line of effect to the target(the intervening area can be destroyed or the Hand may choose instead to decompose a "nominal" line which deals no damage until it reaches the target area or object). For more elaborate controlled decompositions, the DM may have the Hand roll an appropriate skill check (e.g. Craft or Disable Device).

Lethal Decomposition(Ex): Whenever the Hand decomposes a living creature, he or she deals d6 damage per class level plus 1 damage per die.

Rapid Grab(Ex): Whenever the Hand succeeds at a grapple check, he or she may begin a pin attempt as a free action. This can only be attempted once per grapple.

Destructive Pin(Ex): Whenever the Hand pins a creature, he or she may immediately perform a deomposition against that creature. The Hand may only do this once per opponent per round.

Fatal Decomposition(Ex): Once per day per five class levels (so when this ability is attained, the Hand may perform it twice per day), the Hand may attempt to decompose a living creature's vitals, such as the heart or brain. In order to use this ability, the Hand must first pin the target, then spend two transmutation uses. The target takes double decomposition damage and, even if the creature survives, it must then succeed at a Fort save (DC 12 + Hand of Destruction class level + Hand of Destruction CON MOD) or instantly die.

Good stuff

There's some good stuff in here. We should reformat this so it's readable in the page and then work it over. I'm nervous about the times-per-day limit. --Scott Price 21:59, 20 Feb 2007 (EST)