Author Topic: Everything - Mechs for D&D  (Read 16930 times)

Offline SorO_Lost

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Everything - Mechs for D&D
« on: March 08, 2017, 10:58:06 AM »
Do you want Mecha in D&D?

Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o as an expansion to their Return to Expedition Peaks. And while d20 Modern's rules are compatible with D&D 3.5 (DMG146) and serve as an excellent supplement series for a time-based expansion it does have some scaling problems. Like how can people wear armor that gives them 100hp extra hit points and 12d6 weapons? It requires a little bit of adoption of course. So I reworked the scale of things, altered damage, replaced the idea of limited equipment slots & wealth checks with an upgrade point system, and so on to created a modified version of Modern d20 mixed with homebrew. Then I fluffed it all up in Harem porn cool Safe-For-Work images because why not? Flavor is mutable if you like clothing and Gundams or something. :p
The full content of this thread it's self is still WIP but will set up four new base classes as well as several new feats, maneuvers, spells, and creatures to better address mecha related media.



Technomagic doesn't work because the components say that it does, it works because magic says it does. A wizard doesn't need to understand any advanced sciences or the complex line of refineries and factories needed to make a basic silicone chip. Rather technomagic is created by the will of the user and magic fills in any logical gaps such as physics. Like a fireball is the physical manifestation of the caster's desire to see his opponents set on fire but the mage himself probably has no real understanding of thermodynamics.

It's a blend of technological devices and magical items. So when you try to imagine a circuit board for a technomagic cell phone instead visualizing it as a machine made lamented metals and plastics from top to bottom so you have access to install each component part. Try picturing it twisted and rolled up because you don't have to install anything. Components like batteries are replaced by the simple wood and steel that can be found in a wand's handle. The need for heat sinks vanish as processors are replaced with enchanted gemstone rocks (or in the case of Leuk-o's servant, incorporeal outsiders). Technology lets us harness the laws of nature but magic allows us to break them.

For presentation and even game introduction purposes these classes come from the world of Benjakel. This world may be floating in space in your campaign just as easily as it could be it's own outerplane or an alternative dimension (see plane shift, PHB262). Benjakel was a peaceful planet ruled by a draconic emperor monarchy. It's 12 most densely populated cities functioned more closely to Eberron's world with minor magic items being commonly available while it's more isolated regions and smaller kingdoms have a more Faeruniun description. However the peace only lasted a few centuries before beasts, both biological and mechanical, from untold depths in the abyss invaded the realm and it's people were forced to adept and create new methods to overcome the challenge faced for their survival.



Content
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« Last Edit: December 31, 2018, 11:40:56 PM by SorO_Lost »

Offline SorO_Lost

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Mechs for D&D - Class - Magitech Knight
« Reply #1 on: March 08, 2017, 10:58:23 AM »
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Magitech Knight
Hit Die: d4
LevelBABSavesClass FeaturesMagitech (spells)
1+0+2/+0/+2Heart Hybrid Core, Tech I---
2+1+3/+0/+3Bonus Feat---
3+2+3/+1/+3Magitech2
4+3+4/+1/+4Tech II2/1
5+3+4/+1/+4---2/2
6+4+5/+2/+5Corruption Armament3/2/1
7+5+5/+2/+5---3/2/2
8+6/+1+6/+2/+6Tech III3/3/2/1
9+6/+1+6/+3/+6---4/3/3/2
10+7/+2+7/+3/+7Bonus Feat4/3/3/2/1
11+8/+3+7/+3/+7---4/4/3/2/2
12+9/+4+8/+4/+8Tech IV4/4/4/3/2/1
13+9/+4+8/+4/+8---4/4/4/3/3/2
14+10/+5+9/+4/+9Bonus Feat5/4/4/3/3/2/1
15+11/+6/+1+9/+5/+9---4/4/4/4/3/3/2
16+12/+7/+2+10/+5/+10Tech V4/4/4/4/4/3/2
17+12/+7/+2+10/+5/+10---4/4/4/4/4/3/3
18+13/+8/+3+11/+6/+11Bonus Feat4/4/4/4/4/4/3
19+14/+9/+4+11/+6/+11---4/4/4/4/4/4/3
20+15/+10/+5+12/+6/+12Code Breaker4/4/4/4/4/4/4
Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility,
popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int),
Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex),
Speak Language (int), Spot (wis), Tumble (dex).

Skill Points Per Level: 4 + intelligence modifier, x4 at the first level as normal.

Proficiency: An Magitech Knight is proficient with simple weapons & personal firearms and gains the mecha operation and mecha weapon proficiency feats. You're also proficient in any upgrade-awarded weapon and your basic firearm (see tech).

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Bonus Feat: At the second level and every four levels thereafter (see table) the Magitech Knight gains one bonus feat that she meets the prerequisites to chosen form the following list: Advanced firearms proficiency, dead aim, double tap, shot on the run, strafe, advanced mecha operation (this automatically adjusts to whatever size mecha the hybrid heart core provides), hair trigger, mecha crush, mecha flint, mecha sweep, mecha trample, mecha weapon boost, stun mecha, thruster blast, or any of the magitech feats listed below.

Magitech (spellcasting): At the 3rd level the Magitech Knight learns how to cast arcane spells. The Magitech Knight casts spells like a sorcerer using her charisma and full level for caster level. They suffer from arcane failure chances with normal armor (but not mecha armor gained from upgrades). And they have have an equal number of known spells and slots per day as according to the table (0th~6th). The Magitech Knight can actually learn any spell, infusion, or power from any class list using the level order SLAs use (ie wizard>cleric) but if they do not currently know a given spell they they must make appropriate use magic device checks as if it it's on their spell list. Finally, casting a spell consumes a number of Hybrid Points equal to the spell's level if the spell (or power/infusion) appears on the bard or psychic fighter lists otherwise it costs twice that. Augmenting powers in this way also uses hybrid points instead of power points.

Corruption Armament (Su): At the sixth level the Magitech Knight gains a very special weapon unique to them that they can summon (or dismiss) as a free action during their turn. It deals 1d6 per Magitech Knight level, 20/x3 for critical profile, and it consumes 1 Hybrid Point per two levels for each attempted attack. When you gain this Class Feature you can choose for it to take the form of a melee weapon that ignores 1/2 DR (rounded down) and adds your strength modifier to damage, or you can choose for it to be a ranged weapon with a range increment of 30ft.

At the 6th level choose one weapon special ability (WSA) with a "+1" cost and your Corruption Armament gains this ability. For every even level (8th, 10th, 12th, etc) you can change your selection and the total modifier of WSA(s) you can choose increases by +1. For example at the 14th level you could select Holy Flaming Frost, a +4 equivalent. In addition, one point of damage per die is actually "magical corruption damage" which directly damages the target's life force. Corruption damage can only be healed by expending spell energy, healing one point per spell level spent.

Code Breaker: The ultimate ability of a Magitech Knight is their Code Breaker, a powerful magic deconstructing effect. Choose one target you can see within 100ft that you have a clear line of effect to, that target's spell slots and prepared spells are expended and all spell buffs end. This extends to all forms of magical supplements except Hybrid Points such as all supernatural maneuvers are no longer readied, all shaped soul melds dissipate, all pacts with visages are cleared, and so on. For each none-epic spell level they were currently unable to cast they take 2d6 corruption damage and due to the nature of the HHG, Magitech Knights must also make a Fortitude Save against being slain. The target of this horrendous effect is entitle a Will Save to resist it's magical-removing effects and reduce the damage to 1d6 per inaccessible spell level. The Save DC for this ability is 10 + 1/2 the Magitech Knight's level + her charisma modifier. Using this ability consumes one Hybrid Point per two Magitech Knight levels and deals 1 point of ability burn to the user's charisma.



Limited-Access Upgrades: Knight's Magitech
For Magitech Knights whom magically conjure their mecha around them.
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Reminder, this class can select these upgrades as well as the general upgrades found in the post below.
« Last Edit: December 31, 2018, 11:26:47 PM by SorO_Lost »

Offline SorO_Lost

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Mechs for D&D - Class - Ragna-Mail Pilot
« Reply #2 on: March 08, 2017, 10:58:43 AM »
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Ragna-Mail Pilot
Hit Die: d6
LevelBABSavesClass FeaturesManeuvers/Stances
1+1+2/+0/+0Heritage, Maneuvers, Ragna-Mail, Tech I3 (1)
2+2+3/+0/+0 Light of Mana or Norma Bonus4 (1)
3+3+3/+1/+1Heritage (looks)5 (1)
4+4+4/+1/+1Tech II5 (2)
5+5+4/+1/+1---6 (2)
6+6+5/+2/+2Blue Song6 (2)
7+7+5/+2/+2Heritage (skills)7 (2)
8+8+6/+2/+2Tech III7 (2)
9+9+6/+3/+3Emotional8 (2)
10+10+7/+3/+3---8 (3)
11+11+7/+3/+3Heritage (ability)9 (3)
12+12+8/+4/+4Red Song, Tech IV9 (3)
13+13+8/+4/+4---10 (3)
14+14+9/+4/+4Heritage (feat)10 (3)
15+15+9/+5/+5---11 (3)
16+16+10/+5/+5Tech V11 (4)
17+17+10/+5/+5Heritage(wings)12 (4)
18+18+11/+6/+6Gold Song12 (4)
19+19+11/+6/+6---13 (4)
20+20+12/+6/+6Ace Pilot13 (4)
Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility,
popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int),
Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex),
Speak Language (int), Spot (wis), Tumble (dex).

Skill Points Per Level: 4 + intelligence modifier, x4 at the first level as normal.

Proficiency: A Ragna-Mail Pilot is proficient with simple weapons & personal firearms and gains the mecha operation and mecha weapon proficiency feats. You're also proficient in any upgrade-awarded weapon and your basic firearm (see tech).

Heritage: As part of the process to learning how to summon the incarnate needed to forge a mail the Pilot discovers any magical heritage in their blood from decades of interbreeding and criss-crossed ancestry. However the dominant trait isn't a reflection of genetics but of spiritual choice. Consult the table to the right to discover your heritage (true neutral characters may choose any one). It influences part of the Ragna-Mail's visual design (such as appearing brightly colored for celestials or scale-patterns for dragons), and it can provides a +2 racial bonus to a skill or other bonuses, such as wings (30ft good), depending on your level.
XGoodEvilLawfulChaotic
HeritageCelestialFiendishDragonFey
SkillDiplomacyIntimidateGather InfoBluff
Ability+3 Wis+2 Str+2 Cha+2 Int & +1 Con
FeatAvenging StrikeRapid AssaultVital RecoverySudden Recovery

Light of Mana or Norma: Some Ragna-Mail Pilots have enough magical capacity that they can choose to develop magical abilities while others may to simply choose not to and instead focus on martial prowess and piloting abilities. At the first level you may choose light of mana, opening the option of obtaining spell-like abilities and supernatural maneuvers (see below), or Norma, opening the ability to obtain specialized feats more extraordinary maneuvers (see below). At the second level of this class you gain one of the following benefits
Light of Mana: Gain two sorcerer cantrips as a spell-like ability, each is usable three times per day (cl is equal to your Pilot level).
Norma: You gain one bonus mecha, ragnamail, or fighter bonus feat. This feat can be retrained every three levels of Ragna-Mail Pilot for free both in cost & time. In addition your Ragna-Mail Pilot levels count as fighter levels to determine which feats you can qualify for.


Maneuvers: The Ragna-Mail Pilot learns and uses maneuvers similar to a warblade however they must choose one of their disciplines when they first enter this class. They can access the Para Pilot and Emotional disciplines plus any one other discipline already allowed in the campaign with one small limitation. If they choose norma (see above) to gain an extra feat then the discipline cannot be supernaturally based (like devoted spirit or desert wind) but if they choose light of mana to obtain spell-like abilities then the chosen discipline must include supernatural maneuvers.

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Emotional Music: Music can calm or excite the heart and focus or cause the mind to fall to disarray. Each Ragna-Mail Pilot finds or develops a personally favored tune that allows them a deeper access into their subconscious and emotions as the level up (see table). Norma require a special ring they can create to help them channel their frail powers but this ring doesn't interfere with other magical ones worn. It takes a one round action to activate and can only be used once per day per point of your charisma modifier (minimum 1).
Blue (Ariel's Angelic Step - Villkiss Vanish): Your ragna-mail turns blue and then vanishes, this effects works similar to teleport using your pilot level for the caster level to determine range. This ability can also be used to transport your self across the planes or even larger distances without limit however the transportation time is increased to 2d4 days per planar shift (example from an outer plane to inner or inner to elemental).
Red (Michael's Light Barrier - Arzenal Flames): Your ragna-mail is cloaked in a red barrier while a masive beam sword appears in an empty hand. This works similar to the Magitech Knight's melee version of the Corruption Armament without WSA except it's base damage 2d6 plus 1d6 per four Pilot levels. However opponents strike you with non-reach melee weapons or natural weapons also take this damage. This effect lasts for until the end of your next turn or can be renewed to last another round as a free action but expends another song usage.
Gold (Uriel's Last Judgement - Discord Phasers): Your ragna-mail turns solid gold as numerous sections open up and expend revealing hidden reality warping weaponry. This works similar to the Magitech Knight's ranged version of the Corruption Armament without WSA except it's base damage 1d6 per Pilot level and it only fires once.

Emotional (Su): Once per day per point of your charisma modifier (minimum 0) you can use an emotional maneuver without expending a swift action.

Ace Pilot (Ex): You can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. You can also have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.



Limited-Access Upgrades: Pilot's Emotional Ragna-Mail
For emotionally driven pilots.
(click to show/hide)
Reminder, this class can select these upgrades as well as the general upgrades found in the post below.
« Last Edit: December 31, 2018, 11:28:10 PM by SorO_Lost »

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Mechs for D&D - Class - Dragride Dragoon
« Reply #3 on: March 08, 2017, 10:59:36 AM »
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The Drag-Ride Dragoon
Hit Die: d6
LevelBABSavesClass FeaturesBuild Points
1+0+0/+2/+0Drag-Ride, Tech I, Trapfinding, Panels(wood)3
2+1+0/+3/+0Improved Flanking, Dragon Style6
3+2+1/+3/+1-12
4+3+1/+4/+1Tech II18
5+3+1/+4/+1Panels(stone)24
6+4+2/+5/+2Military Riposte (1d6)30
7+5+2/+5/+2-36
8+6/+1+2/+6/+2Tech III42
9+6/+1+3/+6/+3-48
10+7/+2+3/+7/+3Panels(metal)54
11+8/+3+3/+7/+3Military Riposte (2d6)60
12+9/+4+4/+8/+4Tech IV66
13+9/+4+4/+8/+4-72
14+10/+5+4/+9/+4-78
15+11/+6/+1+5/+9/+5-84
16+12/+7/+2+5/+10/+5Tech V, Military Riposte (3d6)90
17+12/+7/+2+5/+10/+5-96
18+13/+8/+3+6/+11/+6-102
19+14/+8/+4+6/+11/+6-108
20+15/+10/+5+6/+12/+6???114
Skills: Appraise (int), Balance (dex), Bluff (cha), Climb (str), Craft (int), Computer Use/Decipher Script (int), Diplomacy (cha), Disable Device (int), Gather Information (cha), Hide (dex), Intimidate (cha), Jump (str), Knowledge[streetwise/local] (int), Listen (wis), Move Silently (dex), Navigate/Survival (int), Open Lock (dex), Profession (wis), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Swim (str), Treat Injury/Heal (wis), Use Magic Device (cha), and Use Rope (dex).
Skill Points Per Level: 6 + intelligence modifier, x4 at the first level as normal.

Proficiency: Drag-Ride Dragoons are proficient with simple weapons & personal firearms and gains the mecha operation and mecha weapon proficiency feats. You're also proficient in any upgrade-awarded weapon and your basic firearm (see tech).

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Trapfinding: Drag-Ride Dragoon are trained in how to setup and deploy specialized traps as well as disassemble others. They can use the Search skill to locate traps when the task has a Difficulty Class higher than 20 without needing to use their mechas.

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Improved Flanking (Ex): A Drag-Ride Dragoon is opportunistic, they maintain situational awareness and time their attacks with an ally's allow them to better flank their opponent. They +4 bonus on attacks instead of a +2 bonus on attacks (other characters flanking with the rider don't gain this increased bonus).

Dragon Style (Su): At the second level the Drag-Ride Dragoon recruit is promoted and is experienced enough to choose his class-type of Drag Rides. Bahamut-Class Drag Rides focus on speed while Tiamat-Class & Fafnir-Class focus on offense and defense. The Typhon, Azi Dahaka, Lindworm classes however are a little different. They can manipulate probability, steal their opponent's abilities, or take advantage in a sword device's access to an extra dimensional pocket space. The choice unlocks a special ability added to your Drag-Ride, which ever it may be, and over time becomes more powerful as you obtain more levels.


Military Riposte (Ex): While an opponent is distracted with their own attacks the Drag-Ride Dragoon can retaliate against them with an enhanced effect. The Drag-Ride Dragoon deals +1d6 precision damage to any opponent who performed a harmful action against them or an adjacent ally last round. It doesn't matter if the ally moves on their turn in the current round, only that they were beside you during the last round. This damage improves by +1d6 every four levels.



Limited-Access Upgrades: Drag-Ride's Configurations
Channeling materials and magic into a fabricator can be pretty handy.
(click to show/hide)
Reminder, this class can select these upgrades as well as the general upgrades found in the post below.
« Last Edit: January 01, 2019, 11:07:25 PM by SorO_Lost »

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Mechs for D&D - Class - Quixotic Slayer
« Reply #4 on: March 08, 2017, 11:09:46 AM »
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Quixotic Slayer
Hit Die: 1d12
LevelBABSavesClass FeaturesSpells (augment)
1+1+0/+0/+0Augmented Form, Tech I- (1d4)
2+2+0/+0/+0Aura, Energized Blow- (1d4)
3+3+1/+1/+1Mettle- (1d4)
4+4+1/+1/+1Tech II, Lifeforce Spells0 (1d6)
5+5+1/+1/+1Increased Power0 (1d6)
6+6+2/+2/+2Divine Mercy1 (1d6)
7+7+2/+2/+2-1 (1d6)
8+8+2/+2/+2Tech III1/0 (1d6)
9+9+3/+3/+3Evasion1/0 (1d6)
10+10+3/+3/+3Increased Power1/1 (1d8)
11+11+3/+3/+3Tech IV1/1/0 (1d8)
12+12+4/+4/+4-1/1/0 (1d8)
13+13+4/+4/+4Seraphic Retribution1/1/1 (1d8)
14+14+4/+4/+4-2/1/1/0 (1d8)
15+15+5/+5/+5Increased Power2/1/1/1 (1d10)
16+16+5/+5/+5Tech V2/2/1/1 (1d10)
17+17+5/+5/+5-2/2/2/1 (1d10)
18+18+6/+6/+6Divine Acknowledgement3/2/2/1 (1d10)
19+19+6/+6/+6-3/3/3/2 (1d10)
20+20+6/+6/+6Increased Power3/3/3/3 (1d12)
Skills: Balance (dex), Climb (str), Intimidate (cha), Jump (str), Knowledge[religion] (int), Search (int), Sense Motive (wis), Spot (wis), Swim (str).
Skill Points Per Level: 2 + intelligence modifier, x4 at the first level as normal.

Proficiency: Quixotic Slayers are proficient with simple and martial weapons as well as personal firearms and gains the mecha operation and mecha weapon proficiency feats (if relevant). You're also proficient in any upgrade-awarded weapon.

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Aura (Su): A Quixotic Slayer has aura of their alignment equal to their level allowing detection spells to better recognize them.

Energized Blow (Su): At the second level a Quixotic Slayer can call upon their lifeforce and channel them existing weaponry for a devastating attack. By expending half their hit dice in hit points as a free action as part of an attack they can add their charisma bonus to an attack roll and their Quixotic Slayer level to a damage roll for a single attack. Half of this bonus damage is dealt as corruption damage and the damage gains their alignment descriptor allowing them to bypass some forms of damage reduction. The ability can be used once per round and cannot be used with an area-based attack (such as missiles or beams).

Deathless Mettle (Ex): A Quixotic Slayer can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negates the effect. Also whenever you'd make a save against an effect that would kill you outright, if you are augmented you can add your augmented die to the roll.

Lifeforce Spells: At the 4th level a Quixotic Slayer gains a very limited number of divine spells to spontaneously cast. The table above represents both the number of spells known as well as the number of slots they have per day of each level. Their spellcasting ability is based off charisma and their caster level is equal to 1/2 their Quixotic Slayer levels. They can choose any spell off the paladin or ranger spell list to learn. However casting a spell consumes 2hp per spell level and this loss of life cannot be reduced or prevented.

Divine Endurance (Su): Each day a Quixotic Slayer can heal a total number of hit points of damage equal to her Savage Slayer level x her Charisma bonus as a swift action. They can split this healing up however they wish but it can only be used to heal them selves. In addition, by expending five points worth of healing they can cure fatigue, exhaustion, one point of ability damage, or cure a disease.

Increased Power (Ex): Increase your augmented die each time you obtain this class feature by one size. For example, 1d4 -> 1d6 -> 1d8 - > 1d10, up to a maximum of 1d12. As before this extra die roll can only be used while using your transformed, or augmented, state which drains hit points to use. This dire power also comes with a steep cost, your augmented form consumes one extra hit point per turn each time you obtain this forcing you to carefully balance your mortality against your effectiveness.

Seraphic Retribution (Su): As a standard action and by expending 20hp you can cause one target to take the value of his fortitude, reflex, and will save modifiers as damage (min 0). Creatures unable to cast divine spells take twice this damage on a failed will save, the DC is ten + one half your levels in Savage Slayer + your charisma modifier. You can use this ability a number of times per day equal to your charisma modifier.

Divine Acknowledgement: Your deity acknowledges your help and service giving you pseudo divine powers. You add your augment to any save against energy drain, ability damage/drain, mind-affecting attacks, and shape-altering effects. Your hit points improve by +2 per level (max is still 10 if rolled), you also gain DR 5/epic and fire resistance 5.



Quixotic Hunter
Similar to the Ur-Priest it's possible for a nonbeliever to be manipulated by a cunning deity.
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Limited-Access Upgrades: Slayer's Divine Spellware
This upgrades enhance your divine connection and your deity's influence over you.
(click to show/hide)
Reminder, this class can select these upgrades as well as the general upgrades found in the post below.
« Last Edit: January 07, 2019, 10:58:53 PM by SorO_Lost »

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Mechs for D&D - Class - Reserved
« Reply #5 on: March 08, 2017, 11:10:02 AM »
Reserved.
« Last Edit: December 31, 2018, 11:41:39 PM by SorO_Lost »

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Mechs for D&D - General Upgrades
« Reply #6 on: March 26, 2018, 06:10:20 PM »

Upgrades

Access
The mech classes in this thread can only choose upgrades with a Tech Level (TL) of 1 but at the fourth level and every four levels thereafter they can increase the Tech Level they can choose. So for example, an 8th level Magitech Knight can choose TL2 infrastructure, weapons, armor, equipment, and so on. All mech classes can access the basic upgrades but other upgrade types can only be accessed by certain classes, see the their class features for guidance. Finally if an upgrade has a limited ammunition usage, all ammunition is replenished for each new combat-based encounter.

Points
Each upgrade below costs a certain amount of points. In general upgrades of the same name or type (such as a sensor 'class', or plating) don't stack with each other through you can increase ammunition this way. A plus sign (+) is used to note which ones stack with them selves.



Basic Upgrades

Armor
Even your mech/supermode needs to wear it's own armor.
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Mecha Mobility
These upgrades allow you to surpass the limits of a humanoid form, such as adding multiple legs or wings.
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Sensors
Keensenses & Darkvision? I'm afraid you're barely wading waist deep in the ways you can perceive the world.
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Defensive Equipment
You can also equip your mech/supermode with additional defensive items by using upgrade points.
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Mecha Miscellaneous
These upgrades are too diverse to easily categorize.
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Mecha Weapons
You can buy appropriately sized weapons but what fun would a mech/supermode be without new toys?
(click to show/hide)
« Last Edit: December 31, 2018, 11:34:43 PM by SorO_Lost »

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Mechs for D&D - Maneuvers, & Other Stuff
« Reply #7 on: May 01, 2018, 02:26:33 PM »
New Special Attack: Autofire
Technomagic weapons with an auto firing rate are meant to take advantage of Modern's Autofire as a special attack.
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Skills
New uses for old skills as well as patching compatibility.
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Feats
New and old Feats for everyone.
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Starship Captain
Ever wanted your own flying base but found Stronghold Builder's Guide a little too complicated?
(click to show/hide)



Equipment
New technomagical items.
(click to show/hide)
« Last Edit: December 26, 2018, 02:23:32 PM by SorO_Lost »

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Mechs for D&D - Rules & Misc
« Reply #8 on: November 09, 2018, 11:23:41 AM »
Spells
New Spells because I can't claim 'everything' without expanding your spellbook.
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« Last Edit: January 11, 2019, 12:18:06 PM by SorO_Lost »

Offline SorO_Lost

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Mechs for D&D - Reserved
« Reply #9 on: November 09, 2018, 12:01:11 PM »

New Disciplines & Maneuvers
New maneuvers for mecha upgrades as well as emotional boosts.
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« Last Edit: January 11, 2019, 12:17:27 PM by SorO_Lost »

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Re: Everything - Mechs for D&D
« Reply #10 on: November 09, 2018, 02:08:16 PM »
Creatures
Little constructs designed to pulverize opponents.
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Templates
Enhance creatures into Technomagic so they can upgrade too.
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Sample Builds
Some sample builds to help get things rolling.
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« Last Edit: January 11, 2019, 12:16:50 PM by SorO_Lost »

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Re: Everything - Mechs for D&D
« Reply #11 on: January 11, 2019, 12:14:39 PM »
Yep, I needed a new post yet again.

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« Last Edit: January 11, 2019, 12:16:15 PM by SorO_Lost »