(https://i.imgur.com/KybR1H9.png) | Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o (http://archive.wizards.com/default.asp?x=dnd/dnd/20061020a) as an expansion to their Return to Expedition Peaks (http://archive.wizards.com/default.asp?x=dnd/d20m/20060505a). 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 | (https://i.imgur.com/qNn5QGL.png) |
(https://imgur.com/mYNCQp5.png) | 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. |
(https://imgur.com/ooysHcp.png) | 1: Magitech Knight (http://minmaxforum.com/index.php?topic=17848.msg321650#msg321650) Magitech Knights are the pinnacle of Tensor-like experiments into transmutation augmentation. They are a gish type class obtaining 6th level spells and powers drawn primarily from the Bard & Psychic Fighter lists as well as an augmented mode for direct combat. This fighting mode functions as a swiftly summoned magical mecha suit worn over their body giving them increased defenses, new weapons, enhanced senses, as well as other adaptions and tools for fighting in various situations and overcoming circumstances. |
(https://imgur.com/eS7fw3r.png) | 2. Ragna-Mail Pilot (http://minmaxforum.com/index.php?topic=17848.msg321651#msg321651) Ragna-Mail Pilots fly around on mechanical mounts that can shift and change to wrap around its rider to transform into an assault mode. They function as mounted martial adepts with a mecha-related amplified state to give them new weapons and extra defenses. As the progress they awaken their own magical ancestral heritage and get supernatural abilities as well as learn martial maneuvers. Including new blade magic from two new disciplines. One is based on using technomagical gear and incorporates combo-style attacks while the other is almost exclusively boosts & counters themed around emotional states and responses. |
(https://imgur.com/gPfzqmL.png) | 3. Dragride Dragoon (http://minmaxforum.com/index.php?topic=17848.msg321652#msg321652) Dragride Dragoons function as the support corp. The working formation is like that of the Rogue Class. They use standardized mechs for enhanced combat but they can also set up support stations and bases. Build traps and fortifications as well as disable nasty surprises left by the enemy. They may be less magical than their counterparts, but with enough preparation they can easily overcome the difference. |
(https://imgur.com/USRKOuB.png) | 4. Quixotic Slayer (http://minmaxforum.com/index.php?topic=17848.msg321653#msg321653) The Quixotic Slayer is the divine restitution. Even the deities of Benjakel got in on things and developed powerful modules to gift to their agents. A Slayer doesn't summon a mecha to use rather they become one. They specialize in bringing down more powerful creatures, such as true dragons, necromantic spellcasters, angelic hosts, psionic mindflayers, and other extremely challenging creatures. Most of their abilities relay on consuming their hit points, but almost every aspect that they can roll becomes more powerful. |
(https://imgur.com/USRKOuB.png) | 5. Exo Solider (http://minmaxforum.com/index.php?topic=17848.msg321654#msg321654) The Exo Solider is a five level long PrC. It obtains it's own technomagic weapons and a bare bones battle suit, it serves as an excellent way for existing characters to branch into technomagic without having to recreate their character. |
(https://imgur.com/1XgWcNO.png) | 6. General Upgrades (http://minmaxforum.com/index.php?topic=17848.msg333941#msg333941) All technomagic classes, creatures, and even some feats operate on a point system. Due to the forum's 60k character limit class specfic upgrades are in the same post as their class while all general shared upgrades are in their own post. Classes gain 4 upgrade points per level which can be used to buy new mecha gear. There is a general pool of upgrades to choose from as well as individualized options for each of the Classes to make them feel even more unique. Access to the tech is controlled by a tech level which splits the twenty level system into five separate access points as well. |
(https://imgur.com/LOTwiSH.png) | 7. Skills, Feat, & Equipment (http://minmaxforum.com/index.php?topic=17848.msg334527#msg334527) Incorporating Modern & Dragonstar content I've greatly expanded on this technomagic content giving you stuff to influence and interact with technology if it is present in your game. This includes notes on Skill transitions if you want to go full modernized content without increasing the number of available skills. New Feats for the Classes as well as new Sorcerer & Evocation-based options to round out Spontaneous Spellcasting compared to prepared casters for the dragonic world of Benjakel. Why combat caster supremacy when you can simply join them? |
(https://imgur.com/LOTwiSH.png) | 8. Spells & Maneuvers (http://minmaxforum.com/index.php?topic=17848.msg338075#msg338075) New Spells straight from the black hole exploring Ultimate Magus named "Darkmatter" expand on concepts that appear too infrequently in the official rule books. Modern's spell descriptions also appear, their full entries can be found in Modern's SRD, if you're incorporating a full modernization of materials. I also wrote two new disciplines for martial adepts. One of these schools is full of emotional boosts and should be open to any martial adept as a discipline substitution while the other focuses on getting the most out of your mecha. |
(https://imgur.com/R3dZED7.png) | 9. The DM's Post (http://minmaxforum.com/index.php?topic=17848.msg338076#msg338076) New Creatures & Templates such has "half-robot" & mutants that use an upgrade point system as well as some randomized battle drones were also added. A collection of builds based on the technomagic classes in this thread are also posted allowing you to easily incorporate them. One day I'll even add the so called invaders. |
(https://imgur.com/LOTwiSH.png) | 10. Meta Post (http://minmaxforum.com/index.php?topic=17848.msg338079#msg338079) And finally the last post deals with the meta content. Like abbreviated reminders of how some of the new options work and clarifications on my really short descriptions. Some already known WIP content is housed there as well. |
(http://i.imgur.com/1FBtx15.png) | After Benjakel was attacked by its invaders and the initial creation of technomagic. The spellcasters of Benjakel stole part of their enemy's abilities and created the Heart Hybrid Gear (HHG). The HHG Core it's self is a small egg-like device implanted in the body of a magically potent creature. Once incorporated the host can call out their HHG's name to summon complex and highly advanced technomagic armor. The advanced gear allows them to effectively combat the invading forces for a limited amount of time each day. | (http://i.imgur.com/BASJPwN.png) |
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Heart Hybrid Gear: At the 1st level the Magitech Knight can summon or dismiss a special worn armor that is simply referred to as a mecha by calling out it's name (determined by the player) as a swift action. This works similar to mecha as presented in d20 Modern's Future supplement with a few minor changes if you are familiar with it. The mecha gives it's wearer, also called pilot or operator, a number of hit points which are subjected first when it's wearer takes damage. The mecha's extra hp can be healed using magic but the amount healed from the healing subschool is halved, the repair line of spells (Eberron) however work at their full rate. If the wearer takes enough damage to deplete the extra hit points then the mecha becomes destroyed for the day but it can reconstitute it's self on the following day. The mecha can only be enhanced, altered, or upgraded through Upgrades and other technomagic Feats & Spells that appear in this thread. For example, it is impossible to cast Animate Object or Magic Weapon on it. At the first level the mech armor provides a +4 equipment bonus to strength, a number of hit points equal to the Magitech Knight's constitution modifier times five, and provides damage reduction 2/-. You also gain a slam attack as a primary natural attack that deals 1d4 plus your strength modifier at medium. The Magitech Knight also gains four upgrade points per level that can be spent on upgrading it's size, infrastructure, equipment, and such (see upgrading below). Hybrid Points: A Magitech Knight's mecha transformation, spellcasting, and certain other class features consume a number of "Hybrid Points". You gain two points, plus your charisma modifier, for each level of this class each day which is also your maximum value you can have at any given time. For the purposes of determining your charisma modifier for this effect you are to exclude anything with a duration. Such as most spells (but not, for example, a cloak of charisma which bestows it's benefit indefinitely while worn). Starting on the round you transform and at the start of each round while wearing your mecha you lose one Hybrid Point. When you cast a spell you lose one or two points per spell level (see spellcasting). Certain effects, such as your corruption armament, can also consume your Hybrid Points. If you would consume more points than you have then you are automatically slain, dropping dead as you consumed the last of your life energy. You may still be resurrected as normal. | (http://i.imgur.com/efNzZIr.png) (http://i.imgur.com/Utc7Q03.png) (http://i.imgur.com/aquN6Dg.png) |
(http://i.imgur.com/sp6yJWo.png) | 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. |
(http://i.imgur.com/n7U8LNl.png) | 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. | (http://i.imgur.com/dRJeVe7.png) |
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. | (https://i.imgur.com/ZWbTR49.png) |
(https://i.imgur.com/C4YA4FQ.png) | 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. |
| (https://imgur.com/FCMrp93.png) (https://imgur.com/V0tnaeo.png) "Size doesn't matter." ~Someone who got stepped on probably. |
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(https://imgur.com/poklX7R.png) | As the fights spread across Benjakel's war ravaged world the need for troops that could be quickly deployed without the need of teleport grew. It was discovered that even lower level adepts could gather their magical power to slowly craft an airplane-like mecha. In doing so they would awaken the magical heritage of their blood as well as create a mana-forged emphatic machine known as a Ragna-Mail. The result was impressive and they would later come to dominate the skies. | (https://imgur.com/VLzU4Cj.png) |
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(https://imgur.com/apUU89Z.png) | 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. |
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Ragna-Mail: The first level the Ragna-Mail Pilot creates his device called a ragna-mail. This mail can be transformed back and forth from it's assault and mount modes as a move action. Once forged the ragna-mail sits in an extra dimensional space that can normally only accessible by its creator. It can be called or stowed away as a move action and emerges in an empty space chosen by the Pilot provided it's within 30ft and it takes another move action to walk over and mount or dismount it while it's in mount mode. It's mount mode, or default state, functions as a object and non-intelligent mount with a fly speed that is double it's assault mode (which by default is 30ft) and you substitute it's hardness with it's damage reduction and resistances. You can attempt mode ride checks with it such as cover and fast mount/dismount but you also need to make checks to remain saddled. It takes two hands to fully pilot it but in a pinch you can use one hand, if you do all ride checks that round have a -10 penalty. You can only use a single ranged mecha weapon, chosen at each level, while in mount mode and you do not gain any other benefits unless it applies to the weapon used. If you are dismounted the mecha will automatically attempt to return to you for one round, after that it vanishes back into it's extradimensional space. Its assault mode is a humanoid exoskeleton that envelopes the rider granting them the full protection of the mecha. This works similar to mecha as presented in d20 Modern's Future supplement with a few minor changes if you are familiar with it. The mecha gives it's wearer, also called pilot or operator, a number of hit points which are subjected first when it's wearer takes damage. The mecha's extra hp can be healed using magic but the amount healed from the healing subschool is halved, the repair line of spells (Eberron) however work at their full rate. If the wearer takes enough damage to deplete the extra hit points then the mecha becomes destroyed for the day but it can reconstitute it's self on the following day. The mecha can only be enhanced, altered, or upgraded through Upgrades and other technomagic Feats & Spells that appear in this thread. For example, it is impossible to cast Animate Object or Magic Weapon on it. The pilot can use their mecha's mount mode indefinitely but they can only maintain the energy expenditure for it's assault mode for ten rounds per point of their charisma. The mecha has a number of hit points equal to the Ragna-Mail Pilot's level times six and provides damage reduction 2/- & a 30ft fly (average) fly speed while in its assault mode. The Ragna-Mail Pilot also gains four upgrade points per level that can be spent on upgrading it's size, infrastructure, equipment, and such (see upgrading below). | (https://imgur.com/Yft4XoW.png) (https://imgur.com/wWVjcTn.png) |
(https://imgur.com/z9zIm79.png) | Tech: The Ragna-Mail Pilot can select from the base & ragna upgrades for their tech. Initially the Ragna-Mail Pilot can only choose upgrades with a Tech Level (TL) of 1 but at the fourth level and every four levels thereafter the Ragna-Mail Pilot can increase the TL they can choose. So for example, an 8th level Ragna-Mail Pilot can choose TL3 armor, sensors, weapons, and so on. In addition, the Ragna-Mail Pilot can create a single firearm for usage when not wearing her mech that only she can use at the first level. This takes the form of a single shot gun that deals 2d6 ballistic damage or less and comes with unlimited ammo. Similar to mech weapons, the Ragna-Mail Pilot can upgrade the damage (2d6->2d8->3d6) or firing rate (single->semi->auto) limitations in their firearm. |
(https://imgur.com/wIHs9az.png) | 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). |
(https://imgur.com/FCaLpFp.png) | 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. |
(https://imgur.com/MGCFpOk.png) | 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. |
Cost | TL | Name | Benefit |
2 | 1 | Alumisteel | Your Ragna-Mail provides DR 4/-. |
This easy-to-acquire alloy is lightweight and reasonably strong. | |||
1 | 1 | Goshenite: Catholic Undertone | Your mecha gear gains ghost touch, offering better defenses against incorporeal creatures as well specialized offensive measures. |
Goshenite is the white to colorless variety of Beryl. | |||
1 | 1 | Jet Obsidian: Shared Forlorn | You gain a supernatural touch attack that fills the target with self-doubt, they lack confidence, perceiving them selves as homely, tongue-tied, an inept lover, and incompetent in every social and sexual aspect of life. They gain a -8 penalty to charisma checks and skills for one hour, this penalty is reduced by 1 for every point of their wisdom modifier. |
Obsidian is a volcanic glass, born literally of forceful fiery energy. | |||
1 | 1 | Andesine: Invigorated Mesh | Add your charisma score to your mech's hit points. |
Andesine is a light blood-hued silicate mineral. | |||
4 | 2 | Duralloy | Your Ragna-Mail provides DR 8/-. |
Duralloy is harder, heavier, and more durable than alumisteel. | |||
2 | 2 | Morganite: Coveted Skinsight | You gain an extra supernatural sight similar to x-ray vision with a range of 30ft but it cannot see through skin membranes allowing you to identify people through thin walls and other obstacles. |
Morganite is the pretty peachy-pink variety of beryl. | |||
2 | 2 | Serendibite: Introvert's Secrecy | You gain immunity to divinations and other forms of technological and supernatural senses that would discern details about you outside of your present location. Sensors simply see a black/gray static field. |
Serendibite is an extremely rare silicate mineral with a reflective black surface. | |||
6 | 3 | Vanadium | Your Ragna-Mail provides DR 12/-. |
This is ductile and malleable metal is arranged into a cylindrical shape at a molecular level allowing it to compress to slow down impacts. | |||
3 | 3 | Chrysoprase: Rebounding Regret | As a supernatural effect each time you are struck with a nonmagical effect your opponent suffers from rebounding retribution through their mind. This deals 10 points of damage, minus their strength (if ranged) or dexterity (if melee) modifier. This is a mind-affecting attack. |
Chrysoprase is an apple-green variety of chalcedony containing nickel. | |||
4 | 4 | Chrysoberyl: Embyro's Ecstasy | You gain a supernatural touch attack that can force a target prone and filled with orgasmic bliss rendering them defenseless for three rounds. The duration is reduced by 1 for every ten points of constitution they have and is broken if they harmed. |
Chrysoberyl is a light yellow aluminate of beryllium. | |||
8 | 4 | Neovulcaniume | Your Ragna-Mail provides DR 16/-. |
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of surprising resilience. | |||
5 | 5 | Tanzanite: Perverse Disarmament | You gain a supernatural touch attack that disrobes a target - removing their armor, weapons, magical items, clothing, and so on. - who has less than half their hit points remaining on a failed save. Anyone who saves against this is immune for 24 hours. |
Tanzanite is the blue and violet variety of the mineral zoisite. | |||
10 | 5 | Megatanium | Your Ragna-Mail provides DR 20/-. |
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium is exceedingly hard and durable. | |||
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(https://imgur.com/Ax9KH6u.png) Goshenite | (https://imgur.com/KAN12D2.png) Jet Obsidian | (https://imgur.com/J3zJMvI.png) Andesine | (https://imgur.com/s0l9flK.png) Morganite | (https://imgur.com/XLf8Uan.png) Serendibite | (https://imgur.com/DeTfDlU.png) Chrysoprase | (https://imgur.com/um2fw4W.png) Chrysoberyl | (https://imgur.com/dnBuQ6H.png) Tanzanite |
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(http://.png) | The ground troops of Benjakel are invaluable for war efforts. They may be less specialized in single combat but large numbers of determined soldiers moving as a single unit can often be better than any single hero in the history books. A member of the Drag Rider infantry uses a mass produced standardized mecha frame with a specialty core summoned through a technomagical weapon called a sword device. The ease of access allows them to focus on cultivating other talents and support roles.[/size] | (http://.png) |
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Drag-Ride: The first level Drag-Ride Dragoon have mastered how to bond to and use a sword device. This device is actually part of a larger machine which is forged along side it and stored in an extra dimensional space linked to those sword device. Once bonded the device will not work with anyone else's soul (this cannot be circumvented with use magic device or even physical clones). It takes a move action to use the sword device and the user must be free enough to raise it to the sky. Upon activation the mecha segments are pulled out of the space and equipped around the user granting them various effects. This works similar to mecha as presented in d20 Modern's Future supplement with a few minor changes if you are familiar with it. The mecha gives it's wearer, also called pilot or operator, a number of hit points which are subjected first when it's wearer takes damage. The mecha's extra hp can be healed using magic but the amount healed from the healing subschool is halved, the repair line of spells (Eberron) however work at their full rate. If the wearer takes enough damage to deplete the extra hit points then the mecha becomes destroyed for the day but it can reconstitute it's self on the following day. The mecha can only be enhanced, altered, or upgraded through Upgrades and other technomagic Feats & Spells that appear in this thread. For example, it is impossible to cast Animate Object or Magic Weapon on it. Unlike other technomagic classes the design comes form the sword device rather than the user. The hit points granted, damage reduction, weapons, and even upgrade choices are entirely reliant on the sword device used (see below). The Drag-Ride Dragoon still gain upgrade points as normal but uses them for other technomagical options. | (https://imgur.com/1bMwkxZ.png) (https://imgur.com/1yJd17x.png) (https://imgur.com/Ofmr1cr.png) |
(https://imgur.com/GkEKn53.png) | Tech: Initially Drag-Ride Dragoon can only choose upgrades with a Tech Level of 1 but at the fourth level and every four levels thereafter the Drag-Ride Dragoon can increase the TL they can choose from. So for example, 8th level Drag-Ride Dragoon can choose options listed of TL3 choices. When Drag-Ride Dragoon obtain a new tech level they can bond to a new sword device. Normally Drag-Ride Dragoon can only bond to one sword device at a time and so upon doing so they lose access to their previous Drag-Ride. In addition, the Drag-Ride Dragoon can create a single firearm for usage when not wearing her mech that only she can use at the first level. This takes the form of a single shot gun that deals 2d6 ballistic damage or less and comes with unlimited ammo. Drag-Ride Dragoon cannot upgrade this gun like other technomagic classes but they can upgrade to better ones. |
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. | (https://imgur.com/mnhdS2l.png) |
(https://imgur.com/jJaMnrE.png) | 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. |
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Cost | TL | Name | Information |
0 | 0 | Normal | This is a synopsis of your basic panels. |
(https://imgur.com/E1wE5U8.png) | |||
Wood: 10hp & 5 hardness, gains +10hp/rnd (max 20). Stone: 10hp & 7 hardness, gains +10hp/rnd (max 30). Metal: 10hp & 10 hardness, gains +10hp/rnd (max 40). | |||
2 | 2 | Superior | Increases the quality of the material and assembly. |
(https://imgur.com/lRrYWHS.png) | |||
Wood: 15hp & 6 hardness, gains +10hp/rnd (max 25). Stone: 15hp & 8 hardness, gains +10hp/rnd (max 35). Metal: 15hp & 12 hardness, gains +10hp/rnd (max 45). | |||
4 | 4 | Masterwork | Increases the quality of the material and assembly. |
(https://imgur.com/Bag0Wcq.png) | |||
Wood: 20hp & 7 hardness, gains +10hp/rnd (max 30). Stone: 20hp & 10 hardness, gains +10hp/rnd (max 40). Metal: 20hp & 14 hardness, gains +10hp/rnd (max 50). | |||
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(https://imgur.com/TnetIj7.png) | Benjakel was not forgotten by the gods and in its time of need they came to help. Through ordained fate or perhaps deity's direct interventions a mortal creature can come across a crystallized module. It's appearance is unique to the individual that found it and through they may not know it yet, some day it will offer them a once in a lifetime choice. If they don't choose to surrender their lives and to die fighting for what they believe in then the crystal vanishes and it is forever gone to them. But if they do they are granted enormous power from their patron augmenting their natural form with divine technomagic. Deities only bestow this to people that inherently agree with their dogma after peering forward in the timeline to ensure they will always act in accordance and as such no code of conduct or atonement is necessary (through some chaotic players may need to play another class). | (https://imgur.com/nOvRdsN.png) |
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Augmented Form: At the first level you are granted the ability to manifest bits of technomagic around you (and dismiss it) as a swift action during your turn. Unlike other technomagic classes it doesn't provide enough protection to create a separate hit point pool of protection and you can maintain your mech almost indefinitely. However it drains 2hp per round and you are exposed to the dangers of your enemy's attacks. While transformed you can access you augment. Initial this is a d4 which is rolled and added to any attack or damage roll made while transformed. As you gain levels the die rolled will change and you can apply it to more things, like saves or ability checks. Any mecha weapon obtained through upgrades can also be used while transformed. You can draw them out of no where as normal but if you stop using your transformed state they vanish. Transformed or not you also no longer age due to divine intervention but you require five time the normal amount of sustenance to live (including air). You gain four upgrade points per level that can be used on general upgrades and Divine Spellware which are applied to your augmented form however all weapon ammo and damage reduction obtained is reduced by half. This benefit does come at a cost through. Similar to a technomagic mech, and it doesn't matter if you are using your augmented form or not, you only recover half the amount of HP a conjuration(healing) spell or positive energy effect would bestow. The repair line of spells (Eberron) can be used to help heal you but they also only work at half the rate also due to your biological elements. Fast healing, regeneration, and other untyped effects however work normally. | (https://imgur.com/kgeT2Hj.png) (https://imgur.com/8mhi139.png) |
(https://imgur.com/KICiTXp.png) | Tech: Initially a Quixotic Slayer can only choose upgrades with a Tech Level (TL) of 1 but at the fourth level and every four levels thereafter a Quixotic Slayer can increase the TL they can choose from. So for example, 8th level Quixotic Slayer can choose options listed of TL3 choices. | (https://imgur.com/SmJ4AjB.png) |
(https://imgur.com/SwHW7Bf.png) | 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. | (https://imgur.com/6xSyOfT.png) |
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. | (https://imgur.com/upkMmoH.png) |
(https://imgur.com/wRLaKbj.png) | 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. |
(https://imgur.com/X3audKI.png) | Some Slayers are created by stealing "another's" divine fragment before it offers the choice. They are collectively referred as hunters and are chaotically aligned, joining no single group and almost entirely focused on their own personal agendas. Since it's technically impossible for a mortal to actually steal the divine power imbued through this, unbeknownst to them the hunters are actually pawns granted their power and manipulatively shuffled around to do the bidding of a less concerned deity. Hunters can be chaotically aligned but will never obtain Divine Acknowledgement. Instead they obtain a 15ft supernatural aura of debilitating despair which imposes a -2 moral penalty to AC, saves, and mental-based ability checks & skills. This effect is divine invoked and ignores immunities to mind-affecting abilities but it doesn't work on mindless creatures or objects. | (https://imgur.com/FwVTpnY.png) |
Cost | TL | Name | Benefit |
Abjuration Spellware | |||
4 | 1 | Augmented Resistance | You can add your augment to your saves. |
While augmented, you can add your augment to save rolls but you lose 2hp per use of this. | |||
2 | 1 | Aura of Rift Suppression | Enemies cannot use teleportation-like effects within 10ft of you. |
Works while augmented, it's similar to zone of respite & includes non-magical, same-plane, & other portal-like. | |||
Conjuration Spellware | |||
4 | 1 | Convoke Renunciation | Summoned creatures are less effective against you. |
While augmented, summoned and called opponents are 50% less effective against you (as if shadow conjuration). In addition your energized blows dispel mental control, banish called creatures, and violently splatter summons. | |||
+1 | 1 | Cherished Life | For the purposes of your divine endurance, you have a +2 sacred bonus to charisma. |
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Divination Spellware | |||
+2 | 1 | Supernatural Senses | Gain additional senses. |
You can gain detect magic as an at-will SLA or to detect a chosen alignment as if using the paladin's detect evil. | |||
2 | 2 | Sense Murderous Intent | You can detect immediate danger from an unfriendly creature. |
Gain a +10 bonus to listen & spot to discover ambushes, if successful you can act in their surprise round. | |||
Enchantment Spellware | |||
2 | 1 | Aura of Serenity | Aura negates anger & fear effects within 10ft. |
While augmented, it's similar to calm emotions but only against anger and fear, ie inspiration and despair remain unaffected. | |||
4 | 1 | Skilled Self | Falsified memories give you experience in other matters. |
Your energized blows don't provoke an AoO for disarm, sunder, or trip. In addition, You can use your energized blow twice per round. | |||
Evocation Spellware | |||
+4 | 5 | Higher Spellcasting* | You learn a 5th level divine spell & gain +1 slot/day. |
5th level list: atonement, break enchantment, commune, dispel evil, ethereal jaunt, mark of the enlightened soulDM, raise dead, spell resistance, shadow guardiansRoD, surge of fortuneCC, touch of the blackened soulDM, & tree seeing. | |||
4 | 4 | Mind And Body | Link the physical to the metaphysical struggles. |
Add your strength modifier to save DCs but your opponents add their strength modifier to saves against your spells. | |||
Illusion Spellware | |||
4 | 2 | Placid Quicksliver | Your calm demeanor gives no outward indication of readiness. |
While augmented, charging foes always provoke an AoO from you, deal double damage (or triple if set). In addition, precision damage is minimized against you unless you lose your dexterity bonus to AC. | |||
4 | 1 | Restrained Motility | Your movements give no indications of your close quarter skills. |
While augmented, you can use a one-handed or mecha weapon if grappled or in tight spaces without penalty. You can also add your augment to checks to escape a grapple or pin and if you roll an 18 or higher to resist being tripped, your opponent falls prone. | |||
Necromancy Spellware | |||
4 | 1 | Animated Reaction | Necromantic infusion bypasses limitations of the living. |
While augmented, you can make a number of AoOs per round equal to your charisma modifier. In addition, one AoO per round can be an energized blow (this exceeds blow limitations). | |||
4 | 1 | Gainsay Jinx | Martial Adepts are less effective against you. |
While augmented, threatened creatures using maneuvers provoke AoOs from you. In addition your energized blows knock them out of their stance(s). | |||
Transmutation Spellware | |||
4 | 1 | Occult Executioner | Spellcasters are less effective against you. |
While augmented, threatened creatures always provoke an AoO when casting a spell, even if it's defensively or quickened. In addition your energized blows ignore direct magically granted miss chances and armor bonuses similar to mage slayer's feats. | |||
2 | 2 | Polybane | Your energized blow counts as whatever it needs to be to deal it's full lethal damage to creatures. |
It can count as adamantine or lawful vs DR or force vs ethereal but it cannot bypass DR X/- or miss chances. This effect is so powerful it can even sever silver chord of astral travelers. | |||
Universal Spellware | |||
10 | 1 | Ministerial Alliance | You can pass your augment benefits to others. |
You can forge a spiritual link with one person plus one per four levels. The process requires an hour long ceremony each day and each person must be in good standing with your deity (eg in need of atonement for class features) and within one step of your deity's alignment. Once linked you can bestow them with a fraction of your augment's power. At the start of your turn while augmented allies within 10ft gain a single usage of an augmented roll that can be applied to a single weapon's attack & damage roll but using it consumes 2 of their HP. At TL2 they can instead expend it to reduce damage from a single source. And at TL3 they can expend it to increase a single save. | |||
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Autofire: If a ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon's damage. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.
Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it's treated as a standard attack. The attack, if successful, only deals normal damage, all the extra ammunition the character fired is wasted.
Some firearms, particularly machine guns, only have autofire settings and can't normally fire single shots.
Doubling Up Certain Skills presented in Modern can be overlapped into existing Skills as not to penalize players for an already over-inflated Skill system. |
Craft[X] / Repair: Fairly obvious, if you can craft it you can repair it. |
Decipher Script / Computer Use: C-Use is not about Googling but deciphering code & protocol to hack people. |
Heal / Treat Injury: Also an obvious one. |
Knowledge[arcane] / Knowledge[technology]: As technomagic, the two are synonymous with each other. |
Knowledge[history] / Knowledge[popular culture]: Aka Knowyourmeme, TVTropes, & Wikipedia. |
Knowledge[local] / Knowledge[streetwise]: Also pretty obvious. |
Knowledge[nobility] / Knowledge[current events]: Keeping up with the tabloids. |
Ride / Pilot: I'm not saying a plane is like a car any more than D&D says a dire bat is a horse. |
Search / Research: This is Googling for answers. |
Survival / Navigate: Survival already allows navigation checks. |
(https://imgur.com/lT08W1O.png) | Maiden's Token of Luck [Mature] Prerequisite: ragna-mail pilot 1st or higher Benefit: If a member of the opposite sex removes and gives you their used underpants as a token of luck you feel invigorated for battle and a bit lucky. When you would gain a luck bonus from an emotional maneuver increase it by +1. You also increase your charisma cap by +1. For example if a a maneuver would grant a +6 bonus it would grant a +8 instead but only if you had an 18 or higher in charisma. The token of luck is only good for 24 hours before being dominant and needing replaced. Special: This feat can be taken multiple times, increasing the total possible benefit by +2 each time, however you need a separate token from a different person for each feat to apply. |
(http://i.imgur.com/T4gC3ws.png) | Starship Captain [General] Take command of your very own starship. Prerequisites: Must be future aware (aka this content is allowed). Benefit: You gain a starship that can be used as a base of operations and to travel. By default this is an Ultralight Medium Sized Starship (see below & upgrades) capable of holding 4 people but you obtain two upgrade points per level that allow you to upgrade and further customize it. The exact design, cosmetics, and even fluff (is it really made out of science or conjured by magic?) are up to you. You use your ECL to determine your effective pilot level for tech access (5th access, +1 per four levels) and can choose Sensors and Non-Melee Weapons out of the general upgrades plus any Ship based ones. |
Size & Scale: Starships use a 500ft scale for each square on the map. Meaning a small ship is 250ftx250ft and if it has a 1,000ft speed it can move two squares across the map. |
Layout: Your ship's lay out is up to you and based on the size of the ship. Ships are not hollow however ship-related amenities, whether it has bays or not (see blow), take up half of the ship's interior. Ships are also very rarely a boring cube ship and you are encouraged to come up with a creative design and layout rather than trying to maximize square footage. |
Carrying Capacity & Passengers: Your ship has an effective strength score of 30 which can be increased with the design type. You also apply it's size modifier to carrying capacity as if it were a quadruped. At it's initial size & type, that is without upgrades, a Starship can only hold four people as passengers. While you can fit more people in the storage holds, it's important to know the passenger size limits select-able crew and the Starship's life support only supports it's passenger size which can lead to suffocation. |
Crew: By delegating tasks to passengers they can become part of the ship's crew and help operate the starship. No passenger can operate more than one role. Typically crew members need to make a DC 15 Profession(piloting)/Pilot Check each round but certain rolls may be against another opposing roll. * Captain: the captain can provide a +2 experience bonus per four levels of their ECL which can be assigned to various crew members each round giving them a bonus to all piloting checks. * Communication Officer: Can jam interspace transmissions with an opposed check, or with a successful pilot check use their hide/move or spot/search modifiers instead of the ship's. * Engineering Officer: Can increase the speed of a ship by +500ft for one round with a successful piloting check. * Security Officer: Can optimize spatial positioning, directions, and angles, allowing them to add their dexterity or wisdom modifier to AC. * Weapons Controller: You can have one for each weapon. With a successful piloting check they use their ranged attack modifiers to attack rolls. |
Ship Combat: Starships have 20HP per ECL of their captain and are treated as objects but immune to anything that would radically alter them through secondary effects may apply (ie a ray of disintegration deals damage not disintegrates). Ships are generally large targets so it's often fairly easy to hit them even as they dart along in space thanks to on board tracking systems. Starship Captains use their ECL as a bonus to attack rolls rather than their attack modifier, through with a successful check crew members can use their full bonus. And a Starship's armor class is 10 + it's size modifier + it's armor bonus, through like attack rolls it's possible to add a crew member's ability modifier to defense. A Starship's primary form of defense however is it's Impervious 10 trait which reduces all damage taken by any effect by ten. This trait can be increased with upgrades, particularly the type of material it's hull is made out of. Combat between creatures and mechs is virtually unchanged however a ship can choose to attack a ship-sized square, rather than specific target, to damage all non-ship targets within it as if using auto-fire. Creatures also automatically hit a ship barring special circumstances provided they are able to reach it. |
Navigation and Exploration: In general a Startship can be used as a player controlled base of operations complete with it's own defensive measures or it can be used for exploration. The ability to use a Starship to explore new areas, even if it's just a single planet, can make players take an interest in your world. A Starship's sensors can provide environmental details and chart the topography of an area allowing you to share a map of the region and let your players choose where to go without having to stop and ask directions. since the ship it's self can enter combat and must fly to areas DMs can design encounters, traps, and minefields rather than treating it like a wizard using teleport. |
Invading a Ship: passengers designated by the Starship Captain can enter normally but others have to enter by punching a hole through the hull. They can only be done by creatures and requires them to deal enough damage to a 5ft area equal to 1/10th the maximum HP of the ship. The passengers & crew may fight back but until the Starship Captain relinquishes control, such voluntary which can be revoked at any time or being rendered helpless or dead, there is no way to take over the ship. A ship without a captain in it can however can be piloted with a DC 25 Use Computer Check until the captain is on board. |
Replacing Starships: If your Starship is ever destroyed it can be returned to you via Raise Dead or similar spells even through it is an object. No penalties exist for losing one, other than not having a ship or benefiting from the feat, but the DM may rule a spell like Reincarnate may randomize your upgrades. |
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Cost | TL | Name | Benefit |
0 | 1 | Fission Thrusters | Fly 500ft (poor), Warp 1 |
1 | 1 | Photon Sails | Fly 500ft (average), Warp 2 |
2 | 1 | Solar Twin-Ion | Fly 1,000ft (average), Warp 3 |
3 | 2 | Tachyonic Impulse Torch | Fly 1,500 (average), Warp 4 |
4 | 2 | Mass Induction Effect | Fly 1,500 (good), Warp 5 |
5 | 3 | Antimatter Collider | Fly 1,500 (perfect), Warp 6 |
6 | 3 | M-Converting G-Redirector | Fly 2,500 (perfect), Warp 7 |
7 | 4 | Zero-Point Flux Engine | Fly 3,000 (perfect), Warp 8 |
8 | 4 | SSS. Compressor | Fly 3,500ft (perfect), Warp 9 |
9 | 5 | P MagSci Hybrid | Fly 4,000ft (perfect), Warp 10 |
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Cost | TL | Name | Benefit |
+1 | 1 | Deflector Shields* | Shields absorb 20dmg |
+1 | 1 | Sensor Jammer* | -5 penalty to be scanned or located. |
2 | 2 | Point-Defense | Single AoO/rnd vs moving target within 1/4 range. |
+1 | 2 | Predictive Thruster Defense | +2 dodge to AC vs non-ships (max +10). |
3 | 3 | Autoresponsive Counterfire | 1/rnd opposed attack roll to hit you. |
+1 | 4 | Cloaking Screen* | At-Will invisibility, +5% miss chance while visible. |
4 | 5 | Drone Squad | Drones can assist defense (impervious +2) or offense (+2/die with weps). |
Cost | TL | Name | Damage | Ammo |
Phasers | ||||
2 | 1 | Cardassian Disruptor | 2d6 radiation | 3 |
2 | 2 | Bajoran Phaser | 3d6 radiation | 2 |
3 | 3 | Kzinti Phaser | 4d6 radiation | 2 |
4 | 4 | Regalian Phaser | 5d6 radiation | 2 |
5 | 5 | Phaser Cannon | 6d6 radiation | 2 |
Mines | ||||
1 | 1 | Name | 1d6 | 2 |
2 | 2 | Name | 1d6 | 2 |
3 | 3 | Name | 1d6 | 2 |
4 | 4 | Name | 1d6 | 2 |
5 | 5 | Name | 1d6 | 2 |
Torpedoes | ||||
1 | 1 | Nuclear | 60ft, 5d6 fire (dc 15) | 1 |
2 | 2 | Photon | 125ft, 10d6 antimatter (dc 17) | 1 |
3 | 3 | Quantum | 250ft, 15d6 radiation (dc 19) | 1 |
4 | 4 | Gravimetric | 500ft, 20d6 untyped (dc 21) | 1 |
5 | 5 | Transphasic | 1,000ft, 25d6 antimatter (dc 23) | 1 |
TL | Name | Benefit |
5 | Barracks & Cafeteria | Your ship has the room for it's passengers to permanently live there, free if pilot's ECL is 4+. |
1 | Arcane Sanctuarium | Allows you to use Transwarp. |
1 | Assembly Line | Automated machines can craft simple items (dc 10 or lower). |
1 | Brigg | Cells hold inmates in obdurium cells with antimagic fields. |
1 | Chapel | A room dedicated to worshiping one deity, functions as a temple. |
1 | Hydroponics | Enhanced food gives +4 on saves vs poison & +1 temp hp per 2 lvls. |
1 | Sickbay | +5 to heal checks, double natural healing rate of passengers. |
1 | Damage Control | Automated machines heal the ship for +1d10/rnd. |
2 | Digital Aristotle Library | Spend 1d4+1 hours for a +5 bonus to one knowledge/research check. |
3 | Daedalus LT Targeting Hub | Weapon's range +50%. |
3 | Odyssey HV Damaging Hub | Weapon's deal +1 die & +1/die. |
4 | Artificer's La-Bor-A-Tory | Requires Arcane Sanctuarium or Chapel, skip needing crafting feats for magical items. |
5 | Replicator/Fabricator | Replicators can rearrange mass similar to Minor Creation's output. |
Air Duct Infiltration Suit |
This is a pale blue pair of coveralls, like the kind worn by many janitors, that are favored by corporate spies. Four times per day, the wearer can use the suit to trigger a gaseous form spell, allowing him to travel through a building's air ducts. Type: Wondrous Item (magic); Caster Level: 5th; Market Value 3,250gp; Weight: 2 lb. |
Duct Tape of Repair |
This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+5 hit points instantly. Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted. Applying duct tape of repair is a full-round action that provokes attacks of opportunity. Type: Wondrous Item (magic); Caster Level: 5th; Market Value 2,500gp; Weight: 1 lb. |
Eldritch Cell Phone |
This cell phone has an unusually long and odd-shaped antenna but is otherwise nondescript. It has the ability to connect to any other phone regardless of weather conditions or distance. The connection has a slight warble to it, but is otherwise free of static and other interference. If the person being contacted doesn't have a phone, the eldritch cell phone automatically dials the phone nearest to the individual (even though the contact might be unable to reach it). Furthermore, the eldritch cell phone magically encrypts the conversation so that anyone who taps into the conversation (using a cellular interceptor or other hardware) hears only gibberish. The eldritch cell phone has a built-in caller ID defeater and cannot be traced by mundane technology. Type: Wondrous Item (magic); Caster Level: 3rd; Market Value 3,250gp; Weight: -. |
Golemtech Bonerune |
Using the same process to create golems to imbue several bones in your body to absorb the power of almost any single magical item. This process destroys the item but passes its abilities into your skeletal system allowing you to use it. Weapon enhancements can affect your unarmed strike or a single natural weapon, armor enhancements improve your natural armor, charged items can be refueled with a same type item or replaced when fully expended. Items with impossible effects or other incompatible complications simply cannot adsorbed or used. Drawback: This dehumanizing process causes a minor flat effect and you gain -2 penalty on charisma-based checks. Type: Wondrous Item (transmutation + imbued item); Caster Level: 6th; Market Value 4,000gp; Weight: -. |
Nanoaugmenters |
Tiny motes of technomagical energy from nanomachines which can pass unseen by most divination spells and scanners. They are created in a vial with a needle on the end. As a move action that deals 1 point of damage you can inject your self and they remain within you and inactive for up to one week before the magic dissipates. Once used, either in response to another event or consciously willed as a command activated item, they active and perform their effect then vanish. You can only have one such nanoaugmenter at a time. |
* Gatekeeper: Activates when you are infected with a disease, it gives you a +2 circumstantial bonus to resist or cure the disease it responds to and lasts until it's gone or a week passes. |
* Identity Mask: Command activated, polymorphic cells are released out of your sweat glands on your head giving you a +4 circumstantial bonus to disguise checks. |
* Poisonous Pocket: Command activated, this is mixed with a single vial of poison before injection and it creates a concentrated version of it to be held just underneath the skin. The user can activate it in his fingers or lips to deliver poison. |
* Tracker: Command activated, this is actually a two part nanoaugmente. The first part is installed on the user and with a successful touch attack it can pass the second part onto the surface of another object or person. At a glance is looks like dust but it's actually a micro-net with filaments too small to be seen. For one hour after activation the user with the first part can known the direction and distance of the implanted second part. |
* Woundweaver: Activated while sleeping and deactivated while awake, these tiny nanoaugmentes contain biomatter to assist in wound healing during rest. They heal 1hp per hour, up to a maximum of 16hp, while inactive (sleeping/trancing/etc). They last until used up or a week from injection. |
Drawback: It displaces blood in your circulatory system and your maximum hit points is reduced by 2 for each nanoaugmente in your body. Type: Wondrous Item (conjuration); Caster Level: 3rd; Market Value 2,000gp; Weight: -. |
Necrotic Implant |
These types of grafted are created by concentrating negative energy into small regions of your body. While intended for undead creatures it's possible for living creatures to use them as well. That process kills and reanimates a small section of their body. |
* Black Heart: This concentrates the unlife-giving negative energy in your body giving you resistance to positive energy 6. Cost 5,000gp. |
* Pulsemaker: This improves your circulatory system, pinking your flesh and restoring a pulse if you didn't already have one. Other creatures can no longer discern that you are undead (provided you have healed any gross injuries to your body). The downside is now you bleed extremely dark blood from your wounds which must be bandaged accordingly. Cost 500gp. |
* Icy Fingertip: Once per day your touch attack can bestow a negative level, the save DC to remove it is 10 + 1/2 HD + your charisma modifier. Cost 6,000gp. |
* Inversed Amplifier: Once per day while using an energy drain attack you gain a pseudo positive level. You gain a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws. A +5 bonus to your hit points and maximum hit points. And your effective hit dice is considered one higher when determining if a magical effect such as sleep can affect you or not. This effect lasts 24 hours, works on undead or living, and even if you obtain more uses you cannot have more pseudo positive levels than your constitution (if alive) or charisma (if undead) modifier. Cost 14,000gp. |
Drawback: You take one point of damage per undead graft when affected by a positive energy effect, such as a conjuration healing spell. Type: Wondrous Item (necromancy); Caster Level: 9th; Market Value varies (see text); Weight: -. |
Wetware |
By installing new organs or performing cosmetic surgery it's possible to improve certain parts of your body without being too overt. Unlike most grafts, these are actually drawn from humanoids such as humans, merfolk, and dwarves. * Extra Adrenal Gland: Once per day this extra gland can put you into an excited fight or flight response. This functions like the barbarian's rage ability, or if you already have it gives you an additional use. Cost 4,000gp. |
* Cosmetic Biosculpt: This makes numerous tiny additions and changes to the recipient's body, increasing its aesthetic value in appearance, movement, voice tone, and feel. It grants a +2 circumstantial bonus on diplomacy and gather information checks, and any charisma check meant to seduce someone. Cost 4,000gp. |
* Gills: These gills are installed on the sides of your torso. While not wearing any armor you can breath underwater. Cost 5,000gp |
* Instinct: With a successful DC 15 wisdom check and DC 20 reflex save you can act in a surprise round even if you normally wouldn't have. Cost 20,000gp. |
* Natural Talent Coil: Grafted brain tissue gives you a knack for certain things. A single skill (chosen at creation) is always a class skill for the recipient. Cost 2,000gp. |
Drawback: None if you are humanoid, otherwise you suffer a -2 penalty with all charisma based checks for social interaction with non-humanoids for devaluing you self. Type: Wondrous Item (transmutation); Caster Level: 3rd; Market Value varies (see text); Weight: -. |
Cantrips
Haywire: Causes a single device to behave randomly and erratically.
Magic ID: Creates a false but visually accurate identification card.
1st
Alter Data: Alters electronic data stored on a single device.
Clean: Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Degauss: Erase a single device that contains electronic data.
Power Device: Powers one inoperative electrical or mechanical device.
Trace Purge: Removes physical traces of the subject's presence or passage.
2nd
Burglar's Buddy: Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
Dataread: You can access and read data stored in any machine-readable data source.
Relay Text: You can transmit a message of up to 25 words via electronic device to someone you know.
3rd
Detect SurveillanceSF: You become aware of anyone watching you by electronic or hi-tech means.
Electromagnetic Pulse: Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
Phantom Chopper: Conjures a quasi-real motorcycle that seats one creature.
Secret Pocket: Creates extradimensional space within a pocket on a garment.
Shutdown: Electric devices in area cease to function for the duration of the spell.
4th
Clown Car: Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
Magic Bullets. Enchants bullets with the power to knock out or panic targets.
Wire Walk: Subjects teleport instantly to the location of a telephone you call.
5th
Instant Connectivity: Instantly transport one or more creatures through the Internet using instant-message software.
Phantom Limousine: Conjures a quasi-real limousine that seats eight Medium creatures.
Phantom Projectiles: Projectiles pass through obstacles and armor and ignore most damage reduction.
Secret Vault: Creates extradimensional space in which to hide a container, which you can retrieve at will.
Synchronicity: Subject isn't delayed by the inconveniences of modern life.
Emotional
| Para Pilot
|
1st | |
(https://imgur.com/vWFHHn7.png) | Defiant (counter) [level: ragna-mail pilot 1; initiation action 1 immediate action; range personal; target you duration: instantaneous] No doesn't just mean no, it means I violently refuse! Add 1/2 your initiator level as a luck bonus to your next will save against a mind-affecting attack. |
(https://imgur.com/tTNE82a.png) | Hanging On (counter) [level: ragna-mail pilot 1; initiation action 1 immediate action; range personal; target you duration: instantaneous] Being wounded and tired as just obstacles for me to over come. You can initiate this maneuver when you have negative hit points, you become stable. In addition, once per point of charisma bonus when you use this maneuver your hit points are adjusted to 0 as well. |
(https://imgur.com/XqtRWw9.png) | Suicidal Thoughts (boost) [level: ragna-mail pilot 1; initiation action 1 swift action; range personal; target you duration: 1 round] Who cares if I live or die, so long as I can finally rest. Add 1/2 your initiator level as a luck bonus to your attack rolls however you have an equal-valued penalty to your armor class. |
(https://imgur.com/lgK1zXM.png) | Vertigo (counter) [level: ragna-mail pilot 1; initiation action 1 immediate action; range personal; target you duration: see text] Do a barrelroll! Add 1/2 your initiator level as a luck bonus to your next reflex save however the sudden spin puts you off balance afterwards reducing your dexterity bonus to AC & reflex by four (this can be a negative value) until your next turn. |
2nd | |
(https://imgur.com/2oOqrWc.png) | Curious (boost) [level: ragna-mail pilot 2; initiation action 1 swift action; range personal; target you; duration 1 round] I wonder about this... You can initiate this maneuver the first time you use a specific weapon for the first time during an encounter. You catch your opponent off guard as they try to adept to your new tactic, add 1/4 your initiator level (minimum +1) as a luck bonus to attack, damage, saves, and your armor class. |
(https://imgur.com/rQkMZIJ.png) | Distressed (boost) [level: ragna-mail pilot 2; initiation action 1 swift action; range personal; target you; duration 1 round] No, no please don't. Add 1/2 your initiator level as a luck bonus to your armor class and saves but all of your damage rolls are reduced by half. |
(https://imgur.com/JUzxEPH.png) | Reassured (counter) [level: ragna-mail pilot 2; initiation action 1 immediate action; range personal; target you; duration 1 round] The truth is I am afraid, but I have no reason to be. Add 1/4 your initiator level (minimum +1) as a luck bonus to attack rolls and saves against both death effects and fear. |
3rd | |
(https://imgur.com/jg2n931.png) | Chagrinned (boost) [level: ragna-mail pilot 3; initiation action 1 swift action; range personal; target you; duration instantaneous] You don't need to say anything, I know I can do better than this. You can initiate this maneuver when you have less than half your hit points remaining. Heal your initiator level in hit points plus five. Unlike most maneuvers you can only use this once per encounter no matter how many time it's readied. |
(http://.png) | Rushing (boost) [level: ragna-mail pilot 3; initiation action 1 swift action; range personal; target you; duration see text] Not if I get there first! You can initiate this maneuver at the start of a new round. Add your initiator level as a luck bonus to your initiative until the end of the round. |
4th | |
(https://imgur.com/TVZmWZj.png) | Embarrassed (boost) [level: ragna-mail pilot 4; initiation action 1 swift action; range personal; target you; duration see text] Oh yeah? Well I can do this! You can initiate this maneuver when you are entangled, grappled, or pinned. You escape the situation in an embarrassing way leaving you shaken for one round instead. |
(https://imgur.com/oYVu8kH.png) | Feverish (boost) [level: ragna-mail pilot 4; initiation action 1 swift action; range personal; target you; duration see text] Why does it feel like I am falling? Oh, I am falling... You can initiate this maneuver when you are dazed, stunned, paralyzed, or nauseated. You instead fight off the "infection" ending it but are left in a delusional state and are confused for two rounds. |
(https://imgur.com/uc0zpC3.png) | Laughing (counter) [level: ragna-mail pilot 4; initiation action 1 immediate action; range personal; target you; duration instantaneous] *Literally falls to the ground rolling back and forth laughing & giggling* It tickles hehehe. You can initiate this maneuver when you would take ability damage or ability. You instead laugh it off and fall over prone instead. |
5th | |
(https://imgur.com/FBxsc6X.png) | Focused (boost) [level: ragna-mail pilot 5; initiation action 1 swift action; range personal; target you; duration 1 round] Feed all of my distractions to the flame to make it grow brighter than before. Add 1/2 your initiator level as a luck bonus to attack rolls and when you roll against a miss chance treat it as being 25 lower than it is (for example total-concealment's miss is reduced to 25% and you can ignore concealment's 20%). |
(https://imgur.com/Nk3j2Vj.png) | Murderous Intent (strike) [level: ragna-mail pilot 5; initiation action 1 swift action; range personal; target you & 30ft; duration 1 round] I refuse to deal with you any further. Your next attack roll is considered a critical hit if successful through you provoke an attack of opportunity for using this maneuver. Critical hits this way have a multiplier of x2 instead of their normal modifier. |
6th | |
(https://imgur.com/Caylon4.png.png) | Furious (boost) [level: ragna-mail pilot 5; initiation action 1 swift action; range personal; target you; duration 1 round] I hate you! Just die already! Add 1/2 your initiator level as a luck bonus to damage rolls and if your opponent has fortification (treat immunity as 100%) reduce it by 75 (min 0). |
(https://imgur.com/2vWRWse.png) | Push Through It (counter) [level: ragna-mail pilot ; initiation action 1 immediate action; range personal; target you; duration instantaneous] I just can even, all I have to do is keep going no matter what it costs. Heal your initiator level plus ten hit points however you take two points of constitution damage for doing so. |
(https://imgur.com/2XZcsbH.png) | Not Impressed (counter) [level: ragna-mail pilot 6; initiation action 1 immediate action; range personal; target you; duration instantaneous] Is that all you have? You can initiate this maneuver when your opponent makes a non-spell-based attack roll against you. It's result is treated as if he had rolled a 1. You take two points of charisma damage when you use this maneuver. |
7th | |
(https://imgur.com/5m0aHUA.png) | Love (boost) [level: ragna-mail pilot 7; initiation action 1 swift action; range personal; target you; duration 1 round] I have to survive for the people I love back home. You reduce all damage you take by 50%. |
(https://imgur.com/Qyyo21E.png) | Yelling Your Attacks (boost) [level: ragna-mail pilot 7; initiation action 1 swift action; range personal; target you; duration 1 round] Shining Finger! All of your melee and ranged attacks deals +50% more damage (rounded down), this works similar to empower spell. |
8th | |
(https://imgur.com/SckcQSK.png) | Encouragement (counter) [level: ragna-mail pilot 8; initiation action 1 immediate action; range personal; target you or ally; duration instantaneous] *Yells your name loudly* You can initiate this maneuver immediately after you or an ally within 60ft fail a saving throw but before the effects take place. You, or your ally, can reroll the save to attempt to perform better. |
(https://imgur.com/FQVeP0R.png) | Supportive (boost) [level: ragna-mail pilot 8; initiation action 1 swift action; range see text; target you or ally; duration 1 round] We can get through this together. Choose one ally as long as they remain adjacent to you they reduce all damage taken by ten points (this stacks with other reductions) and can reroll saves once before knowing the results. |
(https://imgur.com/CIFyton.png) | Mischievous (boost) [level: ragna-mail pilot 8; initiation action 1 swift action; range personal; target you; duration 1 round] Let's try staying in the closet to see what happens. |
9th | |
(https://imgur.com/Ep8NpDC.png) | Determined (boost) [level: ragna-mail pilot 9; initiation action 1 swift action; duration see text] I will end you. Your next attack cannot be responded to with any immediate action that would prevent it from hitting to dealing damage. The damage it deals also bypasses any special ability or immunity that would prevent or reduce it. You take one point of strength (if melee) or dexterity (if ranged) damage and one point charisma damage when you use this maneuver. |
(https://imgur.com/d0IXscu.png) (https://imgur.com/MH1yM79.png) | Let's Try This --- Oops (strike) [level: ragna-mail pilot 9; initiation action 1 full-round action; range see text; target see text; duration see text] *Hugs you* I want to try something. *Later* That did not work out like I thought it would. Select one ally adjacent to you, you boaster their moral with yours. You both make a full attack using ranged weapons. |
1st | |
(https://imgur.com/BqKxXR9.png) | Driven Bullet (strike) [level: ragna-mail pilot 1; initiation action 1 standard action; range see text] Punching your gun forward totally helps. As part of this maneuver make a single attack with a ballistic weapon adding a +2 bonus to the attack roll and your strength modifier to damage. |
(https://imgur.com/rjQEKOP.png) | Drake's Tag (combo) [level: ragna-mail pilot 1; initiation action 1 attack action; range melee] I once brought a knife to a gun fight, it's a shame they were using paintballs. Your melee attack gains a +2 bonus to the attack roll but deals -2 less damage. |
(https://imgur.com/BFu6REY.png) | Rubber Bullets & Paintball (stance) [level: ragna-mail pilot 3; initiation action 1 swift action] Bring a knife to a paintball fight to conserve ammo. Your ballistic mecha weapons deal nonlethal damage and paint them in vibrant lumensent colors. They take a -1 penalty to hide checks per hit (until their bonus is -10). |
2nd | |
(https://imgur.com/0kQkeeD.png) | Dragon's Claw (finisher) [level: ragna-mail pilot 2; initiation action 1 attack action; range melee] After baiting an opening in your opponent's movements, you drive your blade in hard. Your melee attack deals one extra die of the weapon's damage for each combo counter you have. |
(https://imgur.com/n1OZSHG.png) | Afterburner Flare (boost) [level: ragna-mail pilot 2; initiation action move action; range melee] Do you think firing a gun aimed behind you would speed things up? While in mount mode you can move twice your speed forward, without turning, in a burst of speed. |
(https://imgur.com/7lUQsSJ.png) | Mobile Defenses (stance) [level: ragna-mail pilot 1; initiation action 1 swift action] Float like a bimmer sting like a hummer. You can use your dexterity modifier, instead of strength, on opposed checks to resist being tripped, grappled, bullrushed, and your gear being sundered. Also add your charisma modifier as a luck bonus to such rolls. |
3rd | |
(https://imgur.com/j4rozRB.png) | Fire It Anyway (strike) [level: ragna-mail pilot 3; initiation action 1 swift action] There is no such thing as out of ammunition, you're just out of nicely molded materials You can fire one of your weapons once even if it it out of ammo but it deals -2 dice worth of damage. |
(https://imgur.com/s6sKfIS.png) | Galvanizing Lightning (combo) [level: ragna-mail pilot 3; initiation action 1 attack action; range melee; duration 1 round] Your melee attack deals an extra amount of electricity damage equal to half your initiator level and if they take any of this electricity damage they reduce their reflex save by -1, this stacks up to a -3 penalty and lasts until the end of your next turn. |
(https://imgur.com/SSA0vM3.png) | Throw Weapon (strike) [level: ragna-mail pilot 3; initiation action 1 standard action; range 30ft increment] Screw it, have a larger bullet. You can throw a single melee mecha weapon using your melee attack and damage bonuses as if it were melee attack. However range increment penalties apply as well as "firing into melee" and other such factors. If successful the hit deals double damage but your weapon is destroyed for the rest of the encounter. |
4th | |
(https://imgur.com/XvVaxjH.png) | Dragon's Tail (finisher) [level: ragna-mail pilot 4; initiation action 1 attack action; range melee] Your melee attack gains a +2 bonus to it's attack roll and allows you to make either a bullrush or trip as a free action without provoking an attack of opportunity. You gain a +2 bonus to the opposed check for each combo counter you have. |
(https://imgur.com/X8uHnE9.png) | Spinning Attack (strike) [level: ragna-mail pilot 4; initiation action 1 full-round action] You spin your mech around and around holding your weapons out and shooting them (if possible). You can make a melee or ranged attack at everyone in range (adjacent for melee, 30ft for ranged). The spinning momentum improves damage by +1 die but however the spinning also makes you dizzy and you have -4 to attack rolls. Using a ranged weapon like this does not provoke an attack of opportunity. |
5th | |
(https://imgur.com/T16WSLU.png) | Broiling Fire (combo) [level: ragna-mail pilot 5; initiation action 1 attack action; range melee] Your melee attack deals an extra amount of fire damage equal to half your initiator level and briefly sets them on fire for one round dealing an extra 1d6 damage per hit (max 3d6) at the start of your next turn unless they take a move action to put it out or expose their body to water. |
(https://imgur.com/1k2xOzX.png) | Charged Beam (strike) [level: ragna-mail pilot 5; initiation action 1 full-round action] What happens if you remove the limiter and charge this up? You can make an attack with a beam weapon as part of this maneuver, it consumes three rounds of ammunition but deals double damage. If your BAB is over 10, it can instead consume four rounds to deal triple damage. If your BAB is over 15, it can instead consume five rounds and deal quadruple damage. |
(https://imgur.com/lE6nk2m.png) | Hanging In There (counter) [level: ragna-mail pilot 5; initiation action 1 immediate action; duration 1 round] It's just a piece of equipment. When your mech's HP would drop into a negative range between -1 and -(three times your level) instead of immediately blowing up it holds together until damaged around or the end of your next turn. While disabled like this it can still attack but all damage is halved and you cannot use anything that forces a saving throw. |
6th | |
(https://imgur.com/LrtgqjY.png) | Dragon's Wings (finisher) [level: ragna-mail pilot 6; initiation action 1 attack action; range see text] With a flash of speed you strike all enemies in a line. Use the same attack roll for determining who you hit, you move 10ft per charge counter in a line, this movement does not provoke an AoO but if you are unable to complete it due to a solid surface you take 1d6 damage per 10ft you failed to move as you slam your face into a wall. |
(https://imgur.com/ZOzK0R8.png) | Stand Ready (strike) [level: ragna-mail pilot 6; initiation action 1 swift action; duration 1 minute] Red Alert! Prepare for war. If you ready an action to make a single attack you can use this maneuver, the trigger becomes any hostile action or sight of an enemy appearing and instead of a single attack you may full-attack instead. If the ready action doesn't trigger it, along with this maneuver, can be reused each round for up to a minute. |
7th | |
(https://imgur.com/e6LuMub.png) | Compact BFG Mode (boost) [level: ragna-mail pilot 7; initiation action 1 swift action; duration 1 round] Any ranged weapons that deal antimatter, ion, or radiation damage fired this turn do so with a +2 die modifier to damage. |
(https://imgur.com/WsAIrgj.png) | Diving Attacks (stance) [level: ragna-mail pilot 7; initiation action 1 swift action] You can fall onto your targets with melee attacks, dealing the falling damage you were supposed to them as a bonus to damage. Your opponent cushions your impact, preventing you from taking the fall damage. It's possible to fall on to multiple targets, either in a line or by teleporting, but you cannot make more attacks than your BAB would allow or exceed 500ft or your movement x2 (which ever is shorter) in a single round. |
(https://imgur.com/8iWWTUl.png) | Rain From Above (strike) [level: ragna-mail pilot 7; initiation action 1 full-round action;] When in doubt, aim for everything. Using an automatic you can attack a 30x30 area if using autofire except the save dc is 17 + your charisma modifier. |
(https://imgur.com/ogMx6XW.png) | Wintery Ice (combo) [level: ragna-mail pilot 7; initiation action 1 attack action; range melee; duration 1 round] Your melee attack deals an extra amount of cold damage equal to half your initiator level and if they take any of this cold damage they reduce their fortitude save by -1, this stacks up to a -3 penalty and lasts until the end of your next turn. |
8th | |
(https://imgur.com/Y7bRuD4.png) | Aim For The Weak Spot (strike) [level: ragna-mail pilot 8; initiation action full-round action] The weakest point of any mech is the pilot. Make a single ranged attack with a mech weapon as part of using this maneuver. If successful it hurts both the pilot and the mech, damaging both their hit point pools simultaneously. |
(https://imgur.com/DnT4TMa.png) | Dragon's Bite (finisher) [level: ragna-mail pilot 8; initiation action 1 attack action; range melee; duration 1 round] Your melee attack reverberates with the accumulated energy damage. This can reduce their saves even further by -1 per combo counter (max -6) and increase the intensity of their burning by +1d6 per charge counter (max 6d6). It can also extend the effects by one round if they were to expire this turn. See the elemental combos for more details. |
9th | |
(https://imgur.com/MJuftdG.png) | Shimmering Prism (finisher, strike) [level: ragna-mail pilot 9; initiation action 1 standard action; range melee] Your melee attack shimmers with range of brightly colored energy and deals an extra amount of antimatter damage equal to your initiator level. Creatures hit by this damage also take 5d6 radiation damage per combo counter (the user of this maneuver is immune to it's damage). |
(https://imgur.com/OGsl9bk.png) | Traits: Unless specifically noted otherwise all battlebots have the following traits. * Reduced Damage: Battlebots take 5 less damage per hit from any effect. * Anti-Force: Damage from force-effects, including circumstantially beneficial, are reduced by the battlebot's HD x10. * Integrated Weapons & Basic Attacks: All battlebots have integrated weapon(s). They can attack twice per standard action or AoO or full-attack as normal but do not apply modifiers other than from their entry to their damage. * Special Attack: All battlebots have 6 special attacks that can be used as an attack action unless noted otherwise. * Predetermined Pattern: All battlebots attack in a pattern of six attacks or less, when starting it's attack sequence roll a d6 to determine the special attack it plans to use. It will use this special attack as it's last option, making basic attacks until then. For example, if you rolled a 4 it would make three basic attacks and then use it's 4th special attack. If you rolled a 6, then it would make five basic attacks then use it's 6th special attack. The battlebot always follows sequence, even it it takes multiple turns. |
(https://imgur.com/OGsl9bk.png) | Hit Dice: 10d10+10 (65 HP) AC: 21 (+10 natural, +1 size), touch 11, flat 21. Saves: Fort +3, Relf +3, Will +3. Ability Scores: Str 10, Dex 10, Con -, Int -, Wis 10, Cha 10. Attacks: +7 melee (1d8) 1 ???: 2 ???: 3 ???: 4 ???: 5 ???: 6 ???: |
Creating An Aethertech Mechanicus "Aethertech Mechanicus" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature") except constructs, elementals, oozes, plants, and undead. Creatures with this template retain their type but gain partial construct qualities. An Aethertech Mechanicus creature uses all the base creature's statistics and special abilities except as noted below. |
Hit Dice: Increase the base creature's racial hit dice by one die type, to a maximum of d12. |
Speed: If the base creature has wings they are replaced with metal wings, there is a 25% chance the wrong wing type (pigiron bat wings, bronze feathered wings, foil butterfly wings, and so on) are applied. It can fly at the base creature's speed but it has average maneuverability. |
AC: The Aethertech Mechanicus gains an +4 armor bonus from its mechanical limbs and exoskeleton. |
Attacks: If the base creature doesn't have any natural weapons it gains a bite, claw, or slam attack as a primary natural weapon that deals 1d4 for it's base damage for medium-sized creatures. It can also obtain advanced weapons other technomagic classes obtain through upgrades and it automatically proficient with them. |
Damage: If the base creature has natural attacks they are treated as metalline, being composed all of types of metals, for the purposes of bypassing damage reduction. |
Special Attacks: An Aethertech Mechanicus creature retains all the special attacks and qualities of the base creature and it may obtain new ones depending on it's upgrades (see the list below). |
Special Qualities: An Aethertech Mechanicus has all the special qualities of the base creature. It may obtain upgrades (see the list below) plus it gains the following: * Partial Construct (Ex): An Aethertech Mechanicus is immune to poison and disease and is not subject to death from massive damage. The repair line of spells (Eberron) and the repair skill can be used on it as it if were a construct but any abilities and spells that recover hit points work at one half the normal rate. * Limited Mind: The Aethertech Mechanicus is programmed to completely obey its creator. This works similar to dominate person in terms of how to order it around or it's behavior. If the creator dies or is destroyed, the Aethertech Mechanicus becomes free-willed, but the residual programing gives the Aethertech Mechanicus a -4 penalty to will saves against enchantment spells (unless it has the shielded mind special quality, as described below). It is said that it's possible to remove this limitation using a wish or the greater effects of miracle, if done so the free creature is friendly to whomever freed it and it has no bonuses or penalties to it's will saves. * Rust Vulnerability (Ex): All Aethertech Mechanicuss (save those with the rust protection special quality, as described below) are affected by rust attacks, such as that of the rust monster or a rusting grasp spell. |
Saves: Same as the base creature. |
Abilities: Increase from the base creature as follows: Str +2, Dex +0, Con +4, Int -6, Wis -4, Cha -2. |
Skills: Due to its mechanical implants and modifications to it's abilities scores it's skill bonuses may change. |
Climate/Terrain: Any land and underground |
Organization: Solitary or gang (2-5) |
Challenge Rating: Same as the base creature +2 |
Treasure: Same as the base creature |
Alignment: Same as base creature |
Advancement: Same as base creature |
Level Adjustment: - |
Cost | PL | Name | Information |
Body | |||
1 | 5 | Memory Crystal | Requires a 25gp gem, it's owner can use the gem to recall the last 10 minutes the creature was alive. |
1 | 5 | Molecular Chemical Probe | Gain a sensor that can taste/feel on a 50ft long cable (cannot attack/cast) |
1 | 5 | Telescopic Sensor | Gain a sensor that can see/hear on a 50ft long cable (cannot attack/cast) |
1 | 5 | Tentacle | Gain a 5ft tentacle, deals 1d4 at medium. |
+2 | 6 | Extra Forearm | Gain a new limb with a matching, or appropriate, typed secondary natural weapon |
2 | 6 | Tail | Gain a tail as a secondary natural weapon dealing 1d8 damage if medium |
Defense | |||
1 | 5 | Decentralized Components | Gain fortification 50% |
1 | 5 | Energy Resistance Coating | Gain or improves resistance to one energy 5. |
2 | 6 | Rust Protection | Gain immunity to rust effects |
2 | 6 | Shielded Mind | Gain immunity to mind-affecting attacks |
+1 | 5 | Self Repair | Gains or improves fast healing by 1. |
4 | 8 | Magic Immunity | Gain magic immunity as if you were an iron golem |
Offense | |||
1 | 5 | Deadly Neurotoxin | Your natural weapons have contact/injury poison that deals 1d2/1d2 dex damage (dc is constitution based). |
+1 | 5 | Increased Damage | One of your natural weapons deals damage as if it were one size larger (max colossal) |
1 | 5 | Metal Projectiles | You can fire your natural weapons with a range increment of 30ft but you do not gain your strength bonus to damage rolls. |
3 | 6 | Arcaneo Blaster | Gain a single 1st level evocation modified by the destructive spell metamagic as an at-will SLA |
2 | 6 | Breath Weapon | Gain a breath weapon with a 1d4+1 cooldown, it's a 30ft line plus 10ft for every size larger than medium (or half that if cone) and deals 1d6 plus 2d6 for every size larger than medium damage of a single energy type chosen when this upgrade is selected, reflex halves. If you have deadly neurotoxin, it can instead deal 1 plus 1 for every size larger than medium point of dexterity damage (fort halves) |
2 | 6 | Electrified Tail Spike | Must have a tail, it is now a primary natural weapon that deals one half piercing and one half electricity damage |
2 | 6 | Overclocked | Gains the benefit of the Haste spell, touch deals 1d4 fire damage. |
2 | 6 | Poisoned Shrapnel Bomb | Must have metal projectiles & deadly neurotoxin, as a standard action you can hurl a single natural weapon as a grenadelike weapon. |
Skills | |||
+1 | 5 | Downloadable Skill* | Treated as if you have 5 ranks in a determined skill, can be taken multiple times for different skills. |
+1 | 5 | Ability Upgrade* | Gain +2 enhancement to an ability score. |
+2 | 6 | Superior Tactics Download* | Gain a bonus fighter feat. |
(https://imgur.com/Ifcs2LN.png) | Human Magitech Knight 6 Size/Type: Medium Humanoid (human) / Large Humanoid (human) Space/Reach: 5 ft./5 ft. / 10ft./10ft. Initiative: +4 / +5 Speed: 30ft./ 20ft. ------------------------------ Hit Dice: 6d4+24 (40 HP) / (Mech 24 HP) Abilities (PB32): Str 16 (+3) [16b], Dex 18 (+4) [16b2e], Con 15 (+2) [16b1l], Int 8 (-1) [8b], Wis 8 (-1) [8b], Cha 14 (+2) [14b]. Str 20 (+5), Dex 20 (+5), Con 15 (+2), Int 8 (-1), Wis 8 (-1), Cha 14 (+2). Armor Class: ? (+4 dex), tch ?, ff ? / ? (+8 armor, +5 dex), tch ?, ff ?. Saves: Fort +8 [5c3a], Ref +4 [2c2a], Will +4 [5c-1a]. Special Defenses: None / DR 8/-, Resist All 6. ------------------------------ Base Attack/Grapple: +4/+7 // +4/+13 Attacks: Gun +4 30ft ranged (2d6 ballistic 20/x2) (click to show/hide) Shocking Corruption Armament +11 30ft ranged (6d6-6 piercing, 6 corruption, +1d6 electricity 20/x2) GUA-16 Avenger Cannon +11 70ft ranged (4d6 20/x2) ------------------------------ (click to show/hide) Feats: Point Blank ShotH, Double Tap1st, Extra Hybrid Points3rd, Extra Upgrade Points6th. Skills (?pts): ? Spells: 0th CaltropsSpC, LightPHB, Repair Minor DamageSpC; 1st Combined TalentCM, Combat ReadinessDotU; 2nd Blade BrothersPHBII. Upgrades (24pts): Heavy Assault (6), Duralloy (2), Dull Adamantine Fasteners (2), Energy Shields x3 (6), Nuclear Power Pack (1), Fusion Power Pack (2), Oracle Targeting System x2 (4), GUA-16 Avenger Cannon (2). Equipment (WBL 13k): Cloak of Resistance +2 (2k), Gloves of Dexterity +2 (4k), Masterwork Tools x4 (200). |
(https://imgur.com/Ifcs2LN.png) | Human Magitech Knight 12 Size/Type: Medium Humanoid (human) / Huge Humanoid (human) Space/Reach: 5 ft./5 ft. / 10ft./10ft. Initiative: +5 +7 Speed: 30ft. 20ft. ------------------------------ Hit Dice: 12d4+72 (103 HP) / (Mech 102 HP) Abilities (PB32): Str 16 (+3) [16b], Dex 20 (+5) [16b4e], Con 23 (+6) [16b3l4e], Int 8 (-1) [8b], Wis 8 (-1) [8b], Cha 14 (+2) [14b]. Str 24 (+7), Dex 24 (+7), Con 23 (+6), Int 8 (-1), Wis 8 (-1), Cha 14 (+2). Armor Class: 15 (+5 dex), tch 15, ff 10 / 29 (+12 armor, +7 dex), tch 17, ff 22. Saves: Fort +15 [8c3a4r], Ref +11 [4c3a4r], Will +11 [8c-1a4r]. Special Defenses: None / DR 12/-, Resist All 8, immunity to breathing effects, Electrosaw (if grappled, swift deals 6d6+6) ------------------------------ Base Attack/Grapple: +9/+12 // +9/+24 Attacks: Gun 14/+14 ranged (2d6 ballistic 20/x2) (click to show/hide) Holy Corruption Armament +18/+13 30ft ranged (12d6+2, 12 corruption, +2d6 good, 20/x3), -6 hybrid per use. F-37 Gauss Minigun +18/+13 45ft ranged (6d6+8 ballistic, 20/x2) V-14 Antimatter Cannon +18/+13 30ft ranged (6d6+8 antimatter 20/x2), 6/enc ------------------------------ (click to show/hide) Feats: Point Blank ShotH, Double Tap1st, Extra Hybrid Points3rd, Extra Upgrade Points6th, Battle Augmentation9th, ?12th. Skills (?pts): ? Spells: 0th CaltropsSpC, LightPHB, Repair Minor DamageSpC, Dancing LightsPHB; 1st Combined TalentCM, Combat ReadinessDotU, Focusing ChantSpC, VigorA, EPH; 2nd Blade BrothersPHBII, ElationBoED, Primal InstinctDM*, SadismBoVD*; 3rd AllegroSpC, Crown of CourageEB:FoW, Good HopePHB; 4th Freedom of MovementPHB, Sirine's GraceSpC; 5th Unfettered HerosimEB:RoE. Upgrades (48+4pts): Huge Infantry (9), Megatanium Armor (4), Gleaming Mithral Fasteners (2), Thinaun Plating (4), Vanadium Frame (6), Class II Sensor (2), Oracle Targeting System x2 (4), Energy Shields x4 (4), Life Support (1), Zero-Point Power Pack (4), F-37 Gauss Minigun (4), V-14 Antimatter Cannon (4), Electrosaw Grapple Defense System (2), Chrysanthemum Laser Array (2). Equipment (WBL 88k): Amulet of Constitution +4 (16k), Cloak of Resistance +4 (16k), Gloves of Dexterity +4 (16k), Masterwork Tools x4 (200), Vest of Charisma +4 (16k). ------------------------------ |
(https://imgur.com/aQLKXrp.png) | Human Magitech Knight 12 Size/Type: Medium Humanoid (human) / Huge Humanoid (human) Space/Reach: 5 ft./5 ft. / 15ft./15ft. Initiative: +4 / +8 Speed: 30 ft. / land 30ft, fly 150 (good) ------------------------------ Hit Dice: 12d4+48 (79 HP) / (Mech 52 HP) Abilities (PB32): Str 14 (+2) [14b], Dex 18 (+4) [16b2l], Con 18 (+4) [14b4e], Int 10 (+0) [10b], Wis 10 (+0) [10b], Cha 18 (+4) [141lb4e]. Str 18 (+4), Dex 26 (+8), Con 18 (+4), Int 10 (+0), Wis 10 (+0), Cha 18 (+4). Armor Class: 14 (+4 dex), tch 14, ff 10 / 22 (+8 armor, +4 dex), tch 14, ff 18. Saves: Fort +16 [8c4a4r], Ref +12 [4c4a4r], Will +12 [8c0a4r]. Special Defenses: None / DR 16/-, +8 on saves vs fire. ------------------------------ Base Attack/Grapple: +12/+14 // +12/+22 Attacks: Gun 16/+11 ranged (2d6 ballistic 20/x2) (click to show/hide) Holy Corruption Armament +22 30ft ranged (12d6+2, 12 corruption, +2d6 good, 20/x3) M-70 EMP Rocket Launcher +22 1,200ft ranged touch (3d12 electricity, dc 20 halves), limit 3/encounter. CryoVac Missile Launcher +22 1,200ft ranged touch (8d4 cold, dc 20 halves), limit 3/encounter. M-75 Cricket Rocker Launcher +22 2,000ft ranged touch (4d10 sonic, dc 23 halves), limit 3/encounter. Compressed "1mt nuke" Launcher +22 2,400ft ranged touch (18d6 fire, dc 23 halves), limit 3/encounter. ------------------------------ (click to show/hide) Feats: Explosive LoveH, Extra Hybrid Points1st, Point Blank ShotB, Battle Augmentation3rd, Heart Hybrid6th, Hair Trigger9th, Mecha Weapon BoostB, Climax Hybrid12th. Skills (60pts): Bluff 15, Knowledge[arcana] 15, Survival 10, UMD 5, Tumble 10. Spells: 0th ?, ?, ?, ?; 1st ?, ?, ?, ?; 2nd ?, ?, ?, ?; 3rd ?, ?, ?; 4th ?, ?; 5th ?. Upgrades (48pts): Design Huge Command (7), Cyrite Plating (3), Neutronnite Frame (8), Belenus Armor (3); Mobility Thruster Boosts (2), Maneuvering Thrusters (1), Jet-Assist Wings (1); Sensors Class 2 (2), Oracle Targeting System x2 (4), SatCom (4); Misc Life Support (1); Weapons Laser Painter (1), M-70 EMP Rocket Launcher (2), CryoVac Missile Launcher(2), M-75 Cricket Rocker Launcher(3), Compressed "1mt nuke" Launcher(4). Equipment (WBL 88k): Amulet of Constitution +4 (16k), Cloak of Resistance +4 (16k), Masterwork Tools x4 (200), Vest of Charisma +4 (16k). |
(https://imgur.com/FE5Kur1.png) | Human Ragna-Mail Pilot 8 Size/Type: Medium Humanoid (human) / Large Humanoid (human) Space/Reach: 5 ft./5 ft. / 10ft./10ft. Initiative: +5 Speed: 30 ft. / fly 100ft (average) ------------------------------ Hit Dice: 8d6+8 (38 HP) / (Mech 72 HP) Abilities (PB32): Str 8 (-1) [8b], Dex 20 (+5) [18b2e], Con 12 (+1) [12b], Int 12 (+1) [12b], Wis 10 (+0) [10b], Cha 14 (+2) [14b]. Str 10 (+0), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 14 (+2). Armor Class: 17 (+1 armor, +5 dex, +1 luck), tch 16, ff 12 / 22 (+6 armor, +5 dex, +1 luck), tch 16, ff 17. Saves: Fort +13 [6b5a1r1l], Ref +9 [2b5a1r1l], Will +4 [2b0a1r1l]. Special Defenses: None / DR 2/-, Resist All 4, immunity to breathing effects. ------------------------------ Base Attack/Grapple: +8/+7 // +8/+12 Attacks: Gun 13/+8 ranged (2d6 ballistic 20/x2) (click to show/hide) GUA-16 Avenger Cannon +14 70ft ranged (4d6+1 20/x2) CryoVac Missile Launcher +14 2,000ft ranged (8d4+1, 20ft area dc18 halves, 20/x2), 2/enc Type-50 Particle Beam Rifle 30ft line (3d6 radiation, +1 con dc14 negs), 1/enc IC-A Heavy Ion Cannon +14 60ft ranged (10d4 ion), 6/enc Flashlock Grenade Launcher +14 ranged touch (-8 dex & 0ft spd, break dc 20) Magnetic Mine +14 ranged touch (after 2 rnds it deals 8d6, move action to remove) ------------------------------ (click to show/hide) Feats: Maiden's Token of LuckH, Point Blank Shot1st, Dodge3rd, Mobility6th. Skills (pts): ? Maneuvers: Drake's Tag, Dragon's Claw, Mobile DefensesPara Pilot; Embarrassed, Feverish, Laughing, CuriousEmotional; Crusader's Strike, Martial Spirit, Revitalizing StrikeDevoted. Upgrades (32pts): Andesine (1) / Jet Obsidian (1) / Morganite (2) Alloy Frame, Darkstar Armor (2), Jetpack (1), Maneuvering Thrusters (1), Class 2 Sensor (2), Energy Shields x2 (2), Life Support (1), Oracle Targeting System (2), Chameleonic Coating (2), Chaff Countermeasures (1), Structural Enhancement (2), Smokebomb (1), GUA-16 Avenger Cannon (2), Type-50 Particle Beam Rifle x2 (2), CryoVac Missile Launcher (2), IC-A Heavy Ion Cannon (2), Flashlock Grenade Launcher (2), Magnetic Mine (1). Equipment (WBL 27k): +1 Vengeful Braces of Armor (4k), Gloves of Dexterity +2 (4k), Riding Boots (12k), Robe of the Vagabond (6k), Vest of Resistance +1 (1k). |
(https://imgur.com/s2mgZbK.png) | Human Ragna-Mail Pilot 16 Size/Type: Medium Humanoid (human) / Large Humanoid (human) Space/Reach: 5 ft./5 ft. / 10ft./10ft. Initiative: +? / +? Speed: 30 ft. / fly 200ft (perfect) ------------------------------ Hit Dice: 16d6-16 (42 HP) / (Mech 96 HP) Abilities (PB32): Str 8 (-1) [8b], Dex 22 (+6) [16b6e], Con 8 (-1) [8b], Int 12 (+1) [12b], Wis 10 (+0) [10b], Cha 36 (+13) [18b4l4i6e4s]. Str 10 (+0), Dex 22 (+6), Con 8 (-1), Int 12 (+1), Wis 10 (+0), Cha 36 (+13). Armor Class: 24 (+6 dex, +4 deflection, +4 natural), tch 20, ff 14. 34 (+10 armor, +6 dex, +4 deflection, +4 natural), tch 20, ff 24. Saves: Fort +14 [10b-1a5r], Ref +16 [5b6a5r], Will +10 [5b0a5r]. Special Defenses: Rebounding Regret, / DR 4/-. ------------------------------ Base Attack/Grapple: +16/+15 // +16/+19 Attacks: Gun 22/+22 ranged (2d6 ballistic 20/x2) Perverse Disarmament +22 melee touch Embyro's Ecstasy +22 melee touch (click to show/hide) T-101 Masschain Gun +38/+33/+28 30ft ranged (7d6+13 19/x2) IC-Q Arrar Ion Cannon +27 60ft range (14d4+5 ion 20/x2), 6/enc Zapper Tag x2 +27 30ft ranged touch (6d4 ion per rnd, lasts 5 rounds), 4/enc NKP Pump Pop-Up Turrent x5 +28 10ft ranged (8d6+5 piercing 20/x2), 5/enc ------------------------------ (click to show/hide) Feats: Maiden's Token of Luck x3H/F/F, Dragon Blood1st, Ranged Weapon MasteryB, Weapon Focus(mech ballistics)3rd, Weapon Specialization6th, Improved Critical9th, Blood Bond12th, Weapon Supremacy15th. Skills (pts): ? Maneuvers: Emotional Distressed, Feverish, Not Impressed, Love, Yelling Your Attacks; Para Pilot Drake's Tag, Galvanizing Lightning, Charged Beam, Stand Ready, Aim For The Weak Spot, Dragon's Bite. Upgrades (64pts): Tanzanite (5), Chrysoberyl (4), Chrysoprase (3) Alloy Frame, Photonic Plating (4), Ramjet Thrusters (3), Maneuvering Thrusters (1), Jet-Assist Wings (1), Sensor Baffler (2), Oracle Targeting System x5 (10), Class 4 Sensor (4), Life Support (1), Heavy Fortification (4), T-101 Masschain Gun (5), IC-Q Arrar Ion Cannon (4), Zapper Tag x2 (6), NKP Pump Pop-Up Turrent x5 (5), Any 2 (2). Equipment (WBL 260k+33k): Amulet of Natural Armor +4 (32k), Cloak of Charisma +6 (36k), Gloves of Dexterity +6 (36k), Ring of Deflection +4 (32k), Vest of Resistance +5 (25k), Tome of Charisma +4 (110k), Wand of Righteous Aura (21k). |
(https://imgur.com/mPBtRXw.png) | Human Quixotic Slayer 18 Size/Type: Medium Humanoid (human) Space/Reach: 5 ft./5 ft. Initiative: -1 Speed: 30 ft. / fly 180ft (perfect) ------------------------------ Hit Dice: 18d12+180 (302 HP) Abilities (PB32): Str 30 (+10) [16b4l6e4i], Dex 8 (-1) [8b], Con 26 (+8) [18b6e2i], Int 8 (-1) [8b], Wis 8 (-1) [8b], Cha 24 (+7) [14b6e4s]. Armor Class: 9 (-1 dex), tch 9, ff 9. 21 (+12 armor, -1 dex), tch 9, ff 21. Saves: Fort +30 [8a6k5r1l6s1c2i], Ref +20 [-1a6k5r1l6s1c2i], Will +20 [-1a6k5r1l6s1c2i]. Special Defenses: Deathless Mettle, Divine Acknowledgement & Endurance, DR 5/epic. / Augment 1d10+2 (at/dmg/saves), Fortification 100%, FoM. ------------------------------ Base Attack/Grapple: +18/+28 Attacks: Unarmed +28/+23/+18/+13 melee (12d8+10 bludgeoning 20/x2) (click to show/hide) Energized True Crusade +41 melee (12d8+34 bludgeoning 20/x2. -10hp, gives augment to att/dmg) ------------------------------ (click to show/hide) Feats: Heighten Augment, Extra Upgrade Points x3, Energy Focus, Divine Augmentation, Overpowering Augment, ?. Skills (pts): ?. Upgrades (64pts): aura of serenity, detect magic, faster channel, teleport suppressor, truebane, turnabout, war caster, anti-mage, pierce concealment, pierce protection, anti-adept, alluring charm, might makes it right, opportunist, relentlessly augmented, augmented reactions, augmented resilience, augmented resolve, deep connection, freedom circuit, ferocious anticharger, true crusade, heavy fortification, megatanium armor, jet-assist wings, maneuvering thrusters, ramjet thrusters, oracle targeting system x4, class 4 sensor, & lifesupport. Equipment (WBL 440k): +5 robe of the vagabond of resistance (26k), +6 empyreal bracers of armor (64k), amulet of health +6 (36k), arm of nyr (12.8k), belt of giant's strength +6 (36k), boots of mountaineering (30k), cloak of charisma +6 (36k), enervating arm (40k), fanged ring (5k), ioun stone[pale green prism] (30k), strong leg (8k), & CL16 wand of greater mighty wallop (36k). |
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So breaking it down
Acid ... Cold ... Electricity ... Fire ... Light ... Dark ... Mech.
It'll eliminate the need to "list dip" while letting them play around.
Anyway I must say you digged out quite a bunch of interesting flavourful spells.
1. Second, there's not supposed to be a big villain with a share in everything.
2. And Dark Force is the thing slipping through the cracks, feeding in everybody's evil emotions, ... it is revealed that Dark Force was actually letting itself be destroyed just to grow stronger
Also you seem to have misunderstood Dark Force. First it is not a fourteen billion years old, its existence can probably be measured in just thousands of years. A lot of stuff happened before Dark Force ever came into existence.Nah, I grabbed my info from the PH wiki. ... The "Dark Force" is a fragment of the "Profound Darkness". Mr Profound is billions of years old and sealed away, which from the shiny rock-seals presented in game that is who we are supposed to be dealing with. Mr Force on the other hand is just a tiny unsealed fragment bearing the same title as the last one and it breaks loose ever 1,000 years. ... It sounds like you're combining them. Here is the diehard nerd entries: Dark Force (http://phantasystar.wikia.com/wiki/Dark_Falz) & Profound Darkness (http://phantasystar.wikia.com/wiki/The_Profound_Darkness).
Plus in case I did not make myself clear old cliches of ancient masterminds and ancient stuff being the best are to be avoided like the plague here.
Shinru lives in a really long time loop yeah, but he's incapable of doing anything. Lev lives in a time loop too, it's shorter and he's new to it, every repeat he changes something and through the chaos effect it changes hundreds of thousands of things that are seemingly unlinked to one another.
Developing on our discussion so far, I believe a good basis is that there was some cataclysmic event in the past that wrecked most magic stuff and gods, allowing for a fresh restart where technology gets a chance to shine because every wish-granting creature went extinct most, deities were erased, planes except the material collapsed into a corrupt dimension of entropy and decay, and spells like gate/clone/shapechange/PaO/Ice Assassin and whatnot just don't work anymore in this universe. Dark Force also starts at that time, not sure if it's a cause or effect, maybe both.Sounds pretty unoriginal and it also creates more work because now you have to patch stuff.
Like let's take that one plane idea.
* Anomander can contact the dead, obviously there is a plane for the afterlife.
* You went nuts and added every extra dimensional safe house in core to the Arcane Pilot, those all use the Astral Plane.
* You have ghosts & Ethereal Jaunt, the Ethereal Plane exists.
* Speaking of ghosts, you gave them Shadow Walk so the Plane of Shadow exists too.
* Dimensional Anchor is a huge thing to prevent warp drives, so we know "warp" is just another plane too.
Just off that one contradiction now you have to patch a dozen little things.
No seriously, I never undestood the difference between Astral and Ethereal and I realized I don't care,
Some scholars present the theory that in the past there were indeed a lot of different planes, but whatever event spawned Dark Force also made the planes collapsed into a single one.
Magitech Knight (SWR-table)
Magitech Knight
Paladin Spellware
4 8 Might Makes It Right add your strength modifier to save DCs but your opponents add their strength modifier to saves against your spells
Bolts of Frost: Project one bolt of frost per attack for the duration of the spell
Evocation [Cold]
Level: Drd 3, Sor/Wiz 2; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft. + 5 ft. 2/levels); Effect: Ray; Duration: 1 bolt of frost/level; Saving Throw: None; Spell Resistance: Yes.
With this spell, you become able to project one bolt of frost per attack for the duration of the spell at any target within range. If your base attack bonus is high enough and you take the full attack action, you can project more than one bolt per round. You must succeed at a ranged touch attack with a bolt to deal damage. A bolt deals 2d6 points of cold damage and +1 point of piercing damage per two caster levels (maximum +10). All bolts of frost must be expended within 10 minutes per caster level of the initial casting.
Wren�s Spark
Evocation [Fire][Electricity]
Level: Magitech Knight 2
...
Mechas must make a Fort save or lose 1d12 HP per CL and are Dazed for 1 round instead. Either way you can add your Str mod to the save DC and non-mindless targets can add their Str mod to their save roll. You can make a total of 3 such attacks per CL until this Magitechnique is expended or until its duration is over, whichever happens first.
(https://imgur.com/apUU89Z.png) 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.
Aura Manakete
(https://i.imgsafe.org/bd/bd610021c7.jpeg)
The Aura Manaketes are living proof of the dangers of trying to mix magic with technology too much. Originally normal humanoids, they saw their population swiftly die during an escalating war where both sides kept using greater combinations of science and spells that contaminated the environment to a point where not even the deepest bunkers nor alternate dimensions provided a safe haven. The Aura Manaketes were the only survivors from their population due to changing their very genetic codes and souls to allow them to change into the form of giant beasts that could consume and purify the contamination they had created, but it was still a pretty close call and left them locked into beings that cannot be easily satisfied, plus hunted down by many other civilizations that want to research their exotic bodies.
Aura Arcana[Aura Manakete][Racial][Pilot]
Prerequisites: Aura Monster racial feature.
Benefit: Pick a sorceror spell with no expensive exp/gold components of a level no higher than � PL, or in alternative two sorceror spells of one level lower than that or four spells each 4 levels lower and so on (0th level spells count as one level lower). You can now use it as a SLA 3/day, any DCs are Cha-based and channel it through any mecha you pilot. Each time you level up you may change those choices.
Special: You may pick this feat multiple times, each time choosing new spells or picking old ones for extra uses.
The emotional discipline is all about harnessing, indulging, and using your emotions. Users of this discipline forge a "mood ring" that supernaturally glows various lights based on it's wearer's moods that helps them focus their abilities (through the ring does not use up a magical ring slot). Most of the maneuvers are boosts or counters rather than strikes and stances that primarily affect the user and are an excellent method of proving temporary increases.
15/9/2018-Divided spirits in tiers I, II and III, pilots must first now learn three from I, then two from II and the last one will be from III. Attunne and Guard cost�s changed to 30. Continuous attack can now only trigger from single-target attacks and gives back the action spent for the attack up to a fullround. Added Cerulean Circuit super upgrade. Attacker, Guardianand Predict feats no longer auto-scale, but bonus per round increases with extra takes.
Heart Hybrid Gear: At the 1st level the Magitech Knight can summon or dismiss a powered exoskeleton simply referred to as a mecha by calling out it's name (determined by the player) as a swift action. ... and a number of hit points equal to the Magitech Knight's constitution modifier times five,
Emphatic Alloys
1 5 Andesine: Invigorated Mesh Add your charisma score to your mech's hit points.
Mashin Mecha: However so deep is the connection between Mashin Mecha and pilot that half any damage the Mashin Mecha takes is inflicted to the pilot as well, ... The Mashin Mecha can be called forth as a fullround action to any adjacent space big enough to contain it and may beam in the Magic Knight inside the cockpit right away. The Mashin Mecha may be dismissed as another fullround action, laying in wait between the planes. ... She can add her Cha mod to HP per Magic Knight level (on top of normal Con mod)
The full content of this thread it's self is a little WIP, I plan to make four classes (caster, martial adept, skilled solider, and brute) and one PrC (pilot) that incorporates modified Modern/Dragonstar content as well as some customs to better address mecha-media.
*** Azi Dahaka gets steal SLA/Maneuver.
"Fortifications take a full ten minutes to set up using a combination of Magtitech-powered extradimensional storage and mass-defying collapsible sections and they designed to create secure mobile bases."
1 5 Camouflage Cover -20 spot/scan to locate 1 fortification 2 6 False Unit Emitter projects hd images of knights 1 5x5 structure 2 6 Active Camo Projectors -20 spot/scan to locate 1 40x40 area
Stealth Knight-Specialized in both stealthing around and protecting others and hitting hard even while remaining hard to find even when on a mecha.
Mecha Thief-Can temporally steal weapons/accessories/spirits/maneuvers, find secret passages even if there weren't supposed to be any.
* However it drains 2hp per round and you are exposed to the dangers of your enemy's attacks.
* a d4 which is rolled and added to any attack or damage roll made while transformed.
* 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.
* 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.
* by expending 20hp you can cause one target to take the value of his fortitude, reflex, and will save modifiers as damage (min 0).
* Divine Guidance: These upgrades grant a special attack. You make only benefit from one such upgrade per round no matter how many you have. If they add your augment to something, the initial attack must be successful. All benefits, unused or not, end at the start of your next turn.
* 5 5 True Grace Special Attack, add your augment to all adjacent allies saves & resistance.
* To gain Engineering Jobs is a matter of hard intensive work that takes its toll in one�s body and mind, so the pilot must sacrifice either 5 from their max HP or 5 skill points.
* When Ultimate Engineering refers to a slot stat, it means a choice between DR, damage rolls, Dodge bonus to AC or resistance to all of Fire/Acid/Cold/Electricity/Sonic. The choice of slot stat must be made when the slot is created and can be changed when the slot would be changed.
* Platingslayer MK III-Weapon gains the power property and can convert all the damage to fire. Costs 3 engineering jobs.
* Basic Advanced Retro Rotating Impulse Electronic Rapid Blade-Melee weapon only. Grants +4 to resistance against Fire/Electricity/cold/sonic/electricity when it�s not your turn and all damage may be converted to fire. Costs 3 engineering points.
* Impulse Iceberg(2)-One attack from you deals extra damage equal to 50% of mecha�s highest resistance to fire/acid/cold/electricity/sonic. Costs two engineering jobs.
* Impulse Ignis(3)-One attack from you deals extra damage equal to mecha�s DR. . Costs two engineering jobs.
* Retro Retribution(2)-One attack from you deals extra damage equal to 1/3 your lost HP.
* All of the below may be used as a standard action and only on willing adjacent targets unless noted otherwise.
* Reinforcing Engine-The target gains +4 to a slot stat of their choice for 1 round. May be taken up to two times, the second either granting +3 to two different slot stats instead or granting the benefit to all allies other than yourself whitin 15 mu of the target.Sacrifice HP for bonuses to damage. Apply your X modifier to defense or damage. And as a special attack once per round apply your X bonus to an ally.
// Drama