Author Topic: Monado Classes  (Read 5641 times)

Offline oslecamo

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Monado Classes
« on: April 17, 2018, 07:21:18 AM »


In a distant world, the homs people were in the brink of extinction when faced with an army of killer bots and automated mechas collectively known as the Mechon. When all hope seemed lost however, they managed to steal and convert some enemy machines found a mighty artifact sword that gave them enough power to be able to face the robot armies and their mechas while on foot. Their battle still rages, and Mechons have spilled to the rest of the universe, but at least now defeat is no longer a certainity, and the followers of the Monado now grant some hope to all who would face mechas without mechas of their own.

Note: Monado classes that allow to pick and use maneuvers can use pilot maneuvers whitout needing to pay the base energy cost. If the maneuver adds an extra option to spend energy beyond the maneuver's base energy price, the base class may pay HP instead.


Index:
Monado Mage
Monado Maiden
Monado Master
Monado Medic
Monado Myrmidon
Monado Phalanx

(click to show/hide)
« Last Edit: February 28, 2019, 02:43:16 AM by oslecamo »

Offline oslecamo

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Re: Monado Classes
« Reply #1 on: October 24, 2018, 02:53:22 AM »
Monado Master

This is the power of the Monado!
-Shulk, Monado Master

Although the Monado has many followers that dedicate their talents to it, some can truly tap its essence and directly channel its power. This demands a brilliant mind to understand the Monado’s workings and thus they fight in particularly cunning ways.

Class Skills
The Monado Master's class skills are Bluff, Craft(any), Concentration, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Swim, Tumble
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int

Hit Dice:d8

Level
Base
Attack Bonus
Fort
Save
Will
Save
Ref
Save

Special
1st+0+0+2+2Mark of Monado, Monado Replica, Monado Power
2nd+1+0+3+3 Spirited, Spirit, Slash Attack +1d6
3rd+2+1+3+3Monado Power
4th+3+1+4+4Artificial Art
5th+3+1+4+4Spirit, Slash Attack +2d6
6th+4+2+5+5Monado Power
7th+5+2+5+5Artificial Art
8th+6/+1+2+6+6Spirit, Slash Attack +3d6
9th+6/++3+6+6Monado Power
10th+7/+2+3+7+7Artificial Art
11th+8/+3+3+7+7Spirit, Slash Attack +4d6
12th+9/+4+4+8+8Monado Power
13th+9/+4+4+8+8Artificial Art
14th+10/+5+4+9+9Spirit, Slash Attack +5d6
15th+11/+6/+1+5+9+9Monado Power
16th+12/+7/+2+5+10+10Artificial Art
17th+12/+7/+2+5+10+10Spirit, Slash Attack +6d6
18th+13/+8/+3+6+11+11Monado Power
19th+14/+9/+4+6+11+11Artificial Art
20th+15/+10/+5+6+12+12The Future Does not Belong to You
Weapon and Armor Proficiencies: Simple weapons and Light Armor.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Master would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.

Monado Replica: There is only one Monado in known existence, but it is still a very advanced machine and after extensive work you’ve managed to craft a copy customized to your needs. It is a two-handed weapon dealing 1d12 slashing damage plus 1d12 damage per 5 class levels and can project a blade of energy granting it a minimum of 5 mu reach, and it has bonus against being disarmed equal to 20+PL. It counts as a Masterwork Weapon and can be further enhanced by magic as such. If anybody else tries to wield it they lose 1d12 HP per round bypassing all defenses and it will only work as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials. You can’t maintain more than one Monado Replica at the time since it demands constant minor fine tuning and maintenance to your person.

Plus each class level pick one of the following benefits for your Monado Replica, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
(click to show/hide)

Monado Power: The Monado is a mighty weapon, in particular against all those of mechanical nature. At levels 1, 3, 6, 9, 12, 15 and 18 the Monado Master learns one of the following options that can only be used while wielding the Monado. Using each is a standard action unless noted otherwise, and once used you can’t activate Monado Power again until you hit an enemy five times with your Monado Replica. If either provided a lasting effect, it ends earlier if you use Monado Power Again.
(click to show/hide)



Spirited: Each level of Monado Master increases the max number of spirit points of the player by 6. In  addition whenever "Spirit" appears on the table the Monado Master learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Monado Master counts as a Real Pilot for spirit cost purposes.

Slash Attack: This works as Sneak Attack progressing as shown in the table, except it only works with the Monado Replica and can affect constructs. Against mechas and gargantuan or bigger creatures that somehow gained immunity to critical hits, Slash Attack still deals half damage.

Artificial Art: The Monado is so much more than a weapon At levels 4, 7, 10, 13, 16 and 19th level the Monado Master gains one bonus feat they qualify for or gains any (maneuver or stance)+(spell or power) from the cleric/wizard/psion/psionic warrior list of a level no higher than ½ PL. They count as having IL/CL/ML equal to PL for the purpose of this ability. Each such maneuver must wait X rounds before it can be used again while a power/spell can be used once every X minutes, where X is their level. Each of this choices may be changed with 1d12 hours of tinkering. Either way they can only be used while wielding the Monado Replica and any maneuver/spell/power DCs become Int based as well as well as when any ability score is called for, Int may be used.

The Future Doesn’t Belong To You: At 20th level the Monado Master becomes immune to all divinations and salient divine abilities and 1/day as a free action enter a state for 1 hour where he can use Monado Power at will and maintain multiple Monado Power effects.
« Last Edit: March 11, 2019, 10:15:39 PM by oslecamo »

Offline oslecamo

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Re: Monado Classes
« Reply #2 on: October 24, 2018, 07:30:54 AM »
Monado Phalanx

I'm on fire! Did you see me? Did you see what I did!? !
-Rayn, Monado Phalanx

Many of the Monado followers are genius, talented prodigies, grizzled veterans, natural leaders. The Monado Phalanx is neither of that. Instead they are big burly dumb fighters, but that just makes them much better at the key tactical role of taking hits.

Class Skills
The Monado Phalanx’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice:d12

Level
Base
Attack Bonus
Ref
Save
Fort
Save
Will
Save

Special
1st+1+0+2+2Mark of Monado, Gunlance, Amateurish Art
2nd+2+0+3+3Bonus Feat
3rd+3+1+3+3Spirited, Spirit
4th+4+1+4+4Bonus Feat
5th+5+1+4+4Spirit
6th+6/+1+2+5+5Bonus Feat
7th+7/+2+2+5+5Amateurish Art
8th+8/+3+2+6+6Bonus Feat
9th+9/+4+3+6+6Spirit
10th+10/+5+3+7+7Bonus Feat
11th+11/+6/+1+3+7+7Spirit
12th+12/+7/+2+4+8+8Bonus Feat
13th+13/+8/+3+4+8+8Amateurish Art
14th+14/+9/+4+4+9+9Bonus Feat
15th+15/+10/+5+5+9+9Spirit
16th+16/+11/+6/+1+5+10+10Bonus Feat
17th+17/+12/+7/+2/+5+10+10Spirit
18th+18/+13/+8/+3+6+11+11Bonus Feat
19th+19/+14/+9/+4+6+11+11Amateurish Art
20th+20/+15/+10/+5+6+12+12Strong body, Strong Heart, Bonus Feat
Weapon and Armor Proficiencies: Simple and Martial weapons, firearms, Light, Medium and Heavy Armor, Light, Medium and Tower Shields.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Phalanx would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.

Gunlance: Subtly inspired by the Monado, you can combine a firearm, melee weapon and shield of your choice all into one. A 1st level Monado Phalanx can get a free martial weapon, automatic rifle with a clip and a light, heavy or tower shield for their first gunlance, but it's a one-time deal. It can be used as either at any time, so for example you could shoot it in your turn, then when an enemy tried to pass by you make a melee Aoo and if anybody attacked you it would offer protection as the shield too! The Gunlance takes both hands to wield properly and you suffer any of the shield penalties. Thanks to its nature, the Gunlance also has a minimum melee reach of 5 mu, ranged attacks with it gain the Brutal property and also a bonus against being disarmed equal to 20+PL. It also counts as Masterwork and can be magically enhanced, except you only need to pay once to upgrade both weapons and the shield plus you may make different selections for each. So for example for 8000 GP you could make the melee weapon bit a +1 Frost, the firearm bit a +1 Flaming and the Shield bit a +1 Light Fortification. If anybody else tries to wield it, it just counts as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials. When making a replacement you can change the specific firearm/melee weapon/shield, and you can dismantle an old Gunlance to use the component items for something else with 1d12 hours of work, including transfering magic enhancements to a new gunlance (otherwise any magic enhancements are lost). You can’t maintain more than one Gunlance at the time since it demands constant minor fine tuning and maintenance to your person.

Plus each class level pick one of the following benefits for your Gunlance, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
(click to show/hide)

Amateurish Art: At levels 1, 7, 13, 19 the Monado Phalanx learns two maneuvers and stance of a school of their choice of a level up to half their IL, rounded up, and can use Con for any DCs and specific abilities that call for an ability score, each must wait 4 rounds before it can be used again and the Monado Phalanx only has IL equal to half their class level, rounded up. They can change those stances and maneuvers with 1d12 hours of training.

Bonus Feat: When this shows up on the table, the Monado Phalanx learns one bonus feat they qualify for. They can change any of those feats with 1d12 hours of training.

Spirited: Each level of Monado Phalanx increases the max number of spirit points of the player by 8. In  addition whenever "Spirit" appears on the table the Monado Phalanx learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Monado Phalanx counts as a Super Pilot for spirit cost purposes.

Strong Body, Strong Heart: At 20th level the Monado Phalanx becomes immune to all ill mental effects and gains a permanent Deathward effect plus 1/day after dying he can return to life completely restored and become completely immune to all damage and ill effects for 1 hour.

(click to show/hide)
« Last Edit: October 29, 2018, 08:30:03 AM by oslecamo »

Offline oslecamo

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Re: Monado Classes
« Reply #3 on: October 24, 2018, 07:31:20 AM »
Monado Medic

I won't lose anyone on the field!
-Sharla, Monado Medic

Trained in both guns and healing arts, Monado Medics are support specialists that keep the followers of the Monado going no matter how grievous their wounds.

Class Skills
The Monado Medic’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Heal, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Spellcraft, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice:d8

Level
Base
Attack Bonus
Ref
Save
Fort
Save
Will
Save

Special
1st+0+0+2+2Mark of Monado, Spellcasting, Ether Rifle, Auxiliary Art
2nd+1+0+3+3 Spirited, Spirit
3rd+2+1+3+3Auxiliary Art
4th+3+1+4+4Auxiliary Art
5th+3+1+4+4Spirit
6th+4+2+5+5Auxiliary Art
7th+5+2+5+5Auxiliary Art
8th+6/+1+2+6+6Spirit
9th+6/++3+6+6Auxiliary Art
10th+7/+2+3+7+7Auxiliary Art
11th+8/+3+3+7+7Spirit
12th+9/+4+4+8+8Auxiliary Art
13th+9/+4+4+8+8Auxiliary Art
14th+10/+5+4+9+9Spirit
15th+11/+6/+1+5+9+9Auxiliary Art
16th+12/+7/+2+5+10+10Auxiliary Art
17th+12/+7/+2+5+10+10Spirit
18th+13/+8/+3+6+11+11Auxiliary Art
19th+14/+9/+4+6+11+11Auxiliary Art
20th+15/+10/+5+6+12+12Getting Hotter
Weapon and Armor Proficiencies: Simple weapons and firearms, Light and Medium and Heavy Armor.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Medic would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.

Spellcasting: A Monado Medic learns and casts spells as a Divine Pilot of same level.

Ether Rifle: The Monado Medic starts the game with an Ether Rifle, which works as a Masterwork Hunting Rifle having a bonus equal to 20+PL against being disarmed. Instead of normal ammo it draws in ambient ether energy to shoot. However after firing as many bullets as its normal clip size, then it Overheats and can’t be used anymore until the Monado Medic spends a fullround action to cool it down. The Monado Medic may cool it down as a fullround action even it’s not Overheating, which resets the Overheat count. If anybody else tries to wield it, it just counts as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials plus a normal firearm to use as base. When making a replacement you can change the specific firearm, and you can dismantle an old Ether Rifle to transfer magic enhancements to a new Ether Rifle (otherwise any magic enhancements are lost). You can’t maintain more than one Ether Rifle at the time since it demands constant minor fine tuning and maintenance to your person.

Plus each class level pick one of the following benefits for your Ether Rifle, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
(click to show/hide)

Auxiliary Art: The Monado Medic is adept at shooting people so hard she heals them! Or sometimes just kills them anyway. At levels 1, 3, 4, 6, 7, 9, 10, 12, 13, 15, 16, 18 and 19 the Monado Medic picks one of her known spells. By shooting at a target as a fullround action, and if she hits instead of normal damage she may cast one of her Auxiliary art spells in the target even if that spell normally couldn’t be cast in other people! She may also either deal normal Ether Rifle damage or instead heal the target by the same amount of damage. If the target is inside the Ether Rifle’s first range increment, you can ignore their SR and increase any DC by 4 if you hit. Flying mechas and gargantuan or bigger creatures are automatically hit by Auxiliary Arts. Using Auxiliary Art counts as as an extra number of shots equal to spell level for the purpose of the Ether Rifle Overheating. Auxiliary Arts can even be used to bring a dead creature back to life provided they haven’t been dead for more than 1 round per PL by doubling the Overheat rate. Any or all of the Auxiliary Art picks may be changed with 1d12 hours of meditation.

Spirited: Each level of Monado Medic increases the max number of spirit points of the player by 5. In  addition whenever "Spirit" appears on the table the Monado Medic learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Monado Medic counts as a Real Pilot for spirit cost purposes.

Getting Hotter: At 20th level the Monado Medic can Cooldown her Ether Rifle as a move or swift action plus 1/day as a free action can enter a state where she can use Auxiliary Arts as a standard action and her Ether Rifle will never overheat.


« Last Edit: October 29, 2018, 08:29:45 AM by oslecamo »

Offline oslecamo

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Re: Monado Classes
« Reply #4 on: October 24, 2018, 07:32:22 AM »
Monado Mage

Witness my true power!
-Melia Antiqua, Monado Mage

The Monado rallies ancient and charismatic users of magic to serve as well, their long arcane training giving them expertise in multiple elements.

Class Skills
The Monado Mage’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Spellcraft, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice:d6

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+2+2Mark of Monado, Spellcasting,
2nd+1+0+3+3 Spirited, Spirit
3rd+1+1+3+3Arcane Arts
4th+2+1+4+4Arcane Arts
5th+2+1+4+4Spirit
6th+3+2+5+5Arcane Arts
7th+3+2+5+5Arcane Arts
8th+4+2+6+6Spirit
9th+4+3+6+6Arcane Arts
10th+5+3+7+7Arcane Arts
11th+5+3+7+7Spirit
12th+6/+1+4+8+8Arcane Arts
13th+6/+1+4+8+8Arcane Arts
14th+7/+2+4+9+9Spirit
15th+7/+2+5+9+9Arcane Arts
16th+8/+3+5+10+10Arcane Arts
17th+8/+3+5+10+10Spirit
18th+9/+4+6+11+11Arcane Arts
19th+9/+4+6+11+11Arcane Arts
20th+10/+5+6+12+12Your destruction is inevitable!
Weapon and Armor Proficiencies: Simple weapons, Light Armor.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Mage would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.

Ether Staff: The Monado Mage starts the game with a special weapon which works as a Masterwork staff having a bonus equal to 20+PL against being disarmed and allows the Monado Mage to add her Cha mod to concentration checks, and when the Monado Mage casts a spell that would demand an attack roll (even a ranged one), she can add her staff’s attack bonus to the attack roll as well as any SR penetration roll. Due to its construction, it has a minimum melee reach of 5 mu. If anybody else tries to wield it, it just counts as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials plus a normal staff to use as base. When making a replacement you can transfer magic enhancements to the new Ether Staff (otherwise any magic enhancements are lost). You can’t maintain more than one Ether Staff at the time since it demands constant minor fine tuning and maintenance to your person.

Plus each class level pick one of the following benefits for your Ether Staff, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
(click to show/hide)

Spellcasting: A Monado Mage learns and casts spells as a Arcane Pilot of same level. Any armor she is proficient in does not interfere with her spellcasting.

Arcane Arts: At levels 1, 3, 4, 6, 7, 9, 10, 12, 13, 15, 16, 18 and 19 the Monado Mage picks one of the following options. Each may only be picked once and can only be used 1/minute and all demand the Monado Mage to be wielding her Ether Staff to use unless noted otherwise. The picks may be changed with 1d12 hours of meditation.

(click to show/hide)

Spirited: Each level of Monado Mage increases the max number of spirit points of the player by 7. In  addition whenever "Spirit" appears on the table the Monado Mage learns one Spirit.

Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Monado Mage counts as a Super Pilot for spirit cost purposes.

Your destruction is inevitable!:At 20th level  ignores SR, resistance and immunity against spells with the same element as her current Elemental Orbs, plus 1/day as a free action she can enter a 1-hour Endless Burst, that works as an Elemental Burst except she can use Ether Burst and Ether Blast without ending it.
« Last Edit: October 29, 2018, 08:29:26 AM by oslecamo »

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Re: Monado Classes
« Reply #5 on: October 24, 2018, 07:33:03 AM »
Monado Myrmidon

We may die if we take a stand here. But staying gives us the chance to change our destinies.
-Dunban, Monado Myrmidon

Veterans of life, Monado Myrmidons have lost friends and family to mechon and often had their own bodies crippled, yet they never despair nor lost faith in the Monado, not only pushing forward with blade and other talents, but doing it with calm style and elegance, fighting with such grace one may even think they're simply dancing with their opponents.

Class Skills
The Monado Myrmidon’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Swim
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: x6+ int

Hit Dice:d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+2+2Mark of Monado, Dance Code, Blossom Blade, Spellcasting, Smite Mechon
2nd+2+0+3+3Lay on Feet, Spirited, Spirit
3rd+3+1+3+3Astra Art
4th+4+1+4+4Blossom Dance
5th+5+1+4+4Spirit
6th+6/+1+2+5+5Astra Art
7th+7/+2+2+5+5Blossom Feat
8th+8/+3+2+6+6Astra Art
9th+9/+4+3+6+6Spirit
10th+10/+5+3+7+7Astra Art
11th+11/+6/+1+3+7+7Blossom Feat
12th+12/+7/+2+4+8+8Spirit
13th+13/+8/+3+4+8+8Astra Art
14th+14/+9/+4+4+9+9Blossom Feat
15th+15/+10/+5+5+9+9Spirit
16th+16/+11/+6/+1+5+10+10Astra Art
17th+17/+12/+7/+2/+5+10+10Blossom Feat
18th+18/+13/+8/+3+6+11+11Spirit
19th+19/+14/+9/+4+6+11+11Astra Art
20th+20/+15/+10/+5+6+12+12Dance with me!
Weapon and Armor Proficiencies: Simple and martial weapons, katana Bastard Sword, Light, Medium and Heavy Armor.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Master would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.

Dance Code: Some dance out of their hearts and souls, a Monado Myrmidon develops their dance from hard-earned experience, self-discipline and carefully observing the world around them. A Monado Myrmidon can use Wis instead of Cha for Diplomacy, Intimidate and Perform. A Monado Myrmidon must spend 1 hour every day dressing neatly and taking care of their looks, in particular keeping long fabulous hair. Failure to do so means losing their Monado Myrmidon abilities for 24 hours.

Blossom Blade: No matter how hard a mecha is, a weapon fashioned from their own plating will certainly be able to slash it! The Monado Myrmidon starts the game with a special weapon crafted from the remains of a destroyed mecha which works as an one-handed melee slashing and/or piercing non-reach weapon they’re proficient with having a bonus equal to 20+PL against being disarmed plus +1 damage per rank in Perform they have as long as they only have one hand wielding anything. Due to its construction, it has a minimum melee reach of 5 mu. If anybody else tries to wield it, it just counts as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials plus a normal staff to use as base. When making a replacement you can transfer magic enhancements to the new Blossom Blade (otherwise any magic enhancements are lost). You can’t maintain more than one Blossom Blade at the time since it demands constant minor fine tuning and maintenance to your person.

Plus each class level pick one of the following benefits for your Blossom Blade, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
(click to show/hide)

Spellcasting: A Monado Myrmidon learns and casts spells as a Magitech Knight of same level. Any armor he is proficient in does not interfere with his spellcasting.

(click to show/hide)

Smite Mechon: Once per day, a Monado Myrmidon can call out to the powers of his cause to aid him in his struggle against his enemies. As a swift action, the Monado Myrmidon chooses one target within sight to smite. If this target is a Mecha or a construct or a gargantuan/bigger creature, the Monado Myrmidon adds his Wis bonus (if any) to his Blossom Blade attack rolls and adds  his Monado Myrmidon level to all Blossom Blade damage rolls made against the target of his smite. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess while using the Blossom Blade.

In addition, while Smite Mechon is in effect, the Monado Myrmidon gains a deflection bonus equal to his Wis modifier (if any) to his AC against attacks made by the target of the smite while wielding the Blossom Blade. If the Monado Myrmidon targets a creature that is not of the relevant type, the smite is wasted with no effect.

The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Monado Myrmidon rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Monado Myrmidon may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Lay On Feet: Only somebody truly brave could walk and dance with such confidence and elegance. Beginning at 2nd level, a Monado Myrmidon becomes immune to Fear effects, allies whitin 20 mu gain a +4 bonus against fear effects while the Monado Myrmidon is conscious and not prone, plus the Monado Myrmidon can harm mechas, constructs and creatures of gargantuan/bigger size by touch. Each day he can use this ability a number of times equal to 1/2 his Monado Myrmidon level plus his Wis modifier. With one use of this ability, a Monado Myrmidon can make a valid target lose 1d6 HP for every two Monado Myrmidon levels he possesses as a standard melee touch attack with minimum reach 5 mu. If the Monado Myrmidon targets a creature that attacked an allied from the Monado Myrmidon in the previous round, Lay on Feet can be used as a swift action. Despite the name, Lay on Feet may also be used with hands and arms or even a headbutt, although the Monado Myrmidon’s upper body will usually be too busy striking elegant stances with their Blossom Blade.

Astra Art: At levels 3, 6, 8, 10, 13, 16 and 19 the Monado Myrmidon gains an Astra Art. They work as Gifts from a Magitech Knight of same level that apply to Lay on Feet instead of Lay on Fists, with the Monado Myrmidon counting as LE, and can be changed with 1d12 hours of dancing.

Blossom Dance: At 4th level as a standard action the Monado Myrmidon may make a basic attack with their Blossom Blade and cast a Monado Myrmidon spell, or as a fullround action full attack with their Blossom Blade and cast a Monado Myrmidon spell. Either way the spell must normally take a standard action or less to cast.

Blossom Feat: At levels 7, 11, 14 and17 the Monado Myrmidon gains a Bonus Feat they qualify for, which can be changed with 1d12 hours of Dancing.

Dance with me!: The best dancer is not the one that memorizes every step but the one that can adapt their steps to any dance. At 20th level when the Monado Myrmidon uses Lay on Feet they can change one of their spirits, spells, maneuvers or bonus feats with no need of action. At 20th level 1/day as a free action they may change all of their known spirit, spells, maneuvers and bonus feats to another valid configuration.
« Last Edit: January 07, 2019, 11:16:34 PM by oslecamo »

Offline oslecamo

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Re: Monado Classes
« Reply #6 on: October 24, 2018, 07:33:19 AM »
Monado Maiden

Let's press on, and on and ON!
-Fiora, Monado Maiden

If anyone would have doubts left about the righteousness  of the Monado's crusade against the Mechon, one only needs to look at the Monado Maidens. Having their bodies composed of mostly or even fully the same robotics as the Monado's enemies, their minds are kind, understanding and mercyful, fighting valiantly to protect their living companions from the Mechon threat using their own weapons.

Class Skills
The Monado Maiden’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Swim
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: x6+ int

Hit Dice:d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+2+2Iron Heart, Mark of Monado, Automatic Arts
2nd+2+0+3+3Spirited, Spirit
3rd+3+1+3+3Automatic Arts
4th+4+1+4+4Spirit
5th+5+1+4+4Automatic Arts
6th+6/+1+2+5+5Bonus Feat
7th+7/+2+2+5+5Automatic Arts
8th+8/+3+2+6+6Spirit
9th+9/+4+3+6+6Automatic Arts
10th+10/+5+3+7+7Bonus Feat
11th+11/+6/+1+3+7+7Automatic Arts
12th+12/+7/+2+4+8+8Spirit
13th+13/+8/+3+4+8+8Automatic Arts
14th+14/+9/+4+4+9+9Spirit
15th+15/+10/+5+5+9+9Automatic Arts
16th+16/+11/+6/+1+5+10+10Spirit
17th+17/+12/+7/+2/+5+10+10Automatic Arts
18th+18/+13/+8/+3+6+11+11Bonus Feat
19th+19/+14/+9/+4+6+11+11Automatic Arts
20th+20/+15/+10/+5+6+12+12One hit kill...or something
Weapon and Armor Proficiencies: Simple and martial weapons, Light, Medium and Heavy Armor.

Iron Heart: Unless the character was already an Android, Cyborg or other construct, their base race changes to Cyborg as most of their original body is replaced by robotics, probably because they got gravely wounded on a mechon attack. Either way a Monado Maiden counts as a Super Robot of Monado Maiden level except her HP is based on her HD instead of base Super Robot progression, and she’s her own “pilot”, and she can’t take neither the Growth nor Miniaturization upgrades. This includes access to Arsenal options as a Super Pilot of the same level. Her in-built melee weapons have a minimum 5 mu reach. A Monado Maiden can fly on her own if she has the correct upgrade/accessory (overriding Mark of Monado, see below), but will consume energy at 5 energy per 5 mu moved unlike the normal rate and cannot recover energy by any means while airborn. A Monado Maiden automatically qualifies for the Funnels feat. She can change her upgrades with 1d12 hours of tinkering provided she has somebody eles of equal or higher PL to help.

Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Master would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes.



Automatic Arts: The Monado Maiden picks two martial schools and at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19 she learns one maneuver and one stance from either (the stance can be from one of the chosen schools and the maneuver from the other, if there’s not a valid stances in the school for that level, she can learn a maneuver instead), provided they’re not of higher level than ½ her PL, rounded up. Like mechas, she must pay 5 energy per maneuver level (or 5 energy per stance level to enter it) when using each but otherwise does not need to recharge them. Those schools and maneuvers may be changed with 1d12 hours of tinkering  provided she has somebody else of equal or higher PL to help.



Spirited: Each level of Monado Maiden increases the max number of spirit points of the player by 8. In  addition whenever "Spirit" appears on the table the Monado Maiden learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Monado Maiden counts as a Super Pilot for spirit cost purposes.

Bonus Feat: At levels 6, 10 and 19 the Monado Maiden gains a Bonus Feat they qualify for. Those feats may be changed with 1d12 hours of tinkering  provided she has somebody else of equal or higher PL to help.



One hit kill... or something: at 20th level the Monado Maiden only spends 40% energy for maneuvers, and once per day as a free action she can enter a state where she can use maneuvers without spending energy for 1 hour.

« Last Edit: April 05, 2019, 11:43:29 PM by oslecamo »

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Re: Monado Classes
« Reply #7 on: October 24, 2018, 07:33:50 AM »
Reserved.

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Re: Monado Classes
« Reply #8 on: October 24, 2018, 07:34:08 AM »
Reserved just in case.

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Re: Monado Classes
« Reply #9 on: October 24, 2018, 07:34:27 AM »
And one more for good luck.

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Re: Monado Classes
« Reply #10 on: October 25, 2018, 01:17:16 AM »

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Re: Monado Classes
« Reply #11 on: October 25, 2018, 03:37:52 AM »
And Monado Mage as well.

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Re: Monado Classes
« Reply #12 on: October 29, 2018, 08:40:37 AM »

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Re: Monado Classes
« Reply #13 on: November 01, 2018, 02:27:22 AM »
Monado Maiden all charged up!

Offline YuweaCurtis

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Re: Monado Classes
« Reply #14 on: March 11, 2019, 09:59:05 AM »
Not sure the feat option of Artificial Art is equal to the other... Maybe the cooldown evens it out.
Do the manuever/stance gained by Automatic Arts has to be from the same school, cause it sounds like it.

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Re: Monado Classes
« Reply #15 on: March 11, 2019, 10:14:37 PM »
Not sure the feat option of Artificial Art is equal to the other... Maybe the cooldown evens it out.
It's probably a bit weaker in general in terms of raw power, but considering it can be any feat, that's quite a lot of versatility and can be changed with just some downtime.

Do the manuever/stance gained by Automatic Arts has to be from the same school, cause it sounds like it.

They can be from either of her chosen schools, will clarify.

Offline YuweaCurtis

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Re: Monado Classes
« Reply #16 on: May 09, 2019, 09:02:13 AM »
As Monado Maiden is written now you can just switch all her manuevers for higher level ones.

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Re: Monado Classes
« Reply #17 on: May 09, 2019, 11:55:36 PM »
Intended, since the Monado Maiden only learns 10 maneuvers and 10 stances total from two schools and doesn't have much else in offensive terms. Plus with the way maneuver energy cost scales, you really don't want them all to be as high level as possible.