Author Topic: Classes - Mechs for D&D  (Read 918 times)

Offline SorO_Lost

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

Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o as an expansion to their Return to Expedition Peaks. But I know what you're thinking, how can stuff like 100hp and 12d6 weapons work at level 1? Yeah, I did too. So I reworked the scale of things and altered damage. As an fyi of underlaying mechanics the base damage (see in ballistic weapons) uses 4d6 (avg 14, 18str greatsword deals 13) and +1d6 every four levels and I simply created variants on that from there. 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.

It's all fluffed up in Harem porn cool Safe-For-Work images because it was faster & easier to cut & resize those than the effort it takes to sort WH40k & Power Ranger images. But given the mechanics you can refluff things to be your favorite supermodes too. As always, flavor is mutable but balanced rule support is always nice.

I hope you enjoy!
« Last Edit: May 14, 2018, 12:01:31 PM by SorO_Lost »
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Offline SorO_Lost

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(Continued) Magitech Knight
« Reply #1 on: March 08, 2017, 10:58:23 AM »

Magical Group: Heart Hybrid

Sometimes when a world is invaded by outerworldly intruders, it pushes back.



Prime17 was attacked by invaders from another galaxy using weaponry that combines futuristic magic and science. Since Prime17's militant forces were practically useless against the invaders a new weapon referred to as Heart Hybrid Gear or HHG is developed using stolen technology. A HHG Core is implanted within a person and by then by them calling out the HHG's name, they can summon an armor around them which can effectively combat the invading forces.

This content uses a combination of D&D's official mecha content and SorO's homebrew to produce a level scaling mecha system. For d20 Modern simply run the class as is, the weapon damage, armor, and hit points are all lower than modern's mecha. For D&D you should consider using it as a more optimized option not meant for lower-powered games.

Characteristics: The original division of Magitech Knights was created using a fusion of a creature's potential to use magic and highly advanced technology. To them, they inherently understand magical power is synonymous with life force and the emotions can even be used to power their equipment. Something that unites them all is a desire to be proactive and experience life and it's emotions, this is a side effect of the HHG core being powered by those traits.

Each one is able to summon a player-designed powered exoskeleton called a "mecha" for combat. This mecha comes with a few upgrades and as you progress in levels you can select even more. However using the mecha, and even spellcasting and a few other class features, consumes points from a daily limited pool. If you ever fully drain that pool you also synonymous drain your life force, killing your self. All Magitech Knights come to realize this even if they are not told of the dangers, but for most combat is a battle for your life. The risk is inherent to what they do. One thing to always keep in mind is technology lets us harness the laws of nature but magic allows us to break them.

Background: As noted, originally they were created to defend their home from invaders, the two societies clashed and eventually merged over several hundred years but the technology is as powerful as ever. Now a days however most Knights are often directly employed through a cooperate or governmental agency due to the limited number of HHG cores on the market. However a few have even been lost from cargo vessels being attacked leading to the emergence of even a local super hero in poor, barely inhabitable areas.

Game Rule Information
Abilities: Charisma is important for spellcasting, constitution for survivability, and for combat dexterity is largely useful for all the ranged weapons a Magitech Knight can access but strength can be just as important. And a good warrior uses cunning and insight in battle as well.
Alignment: Any alignment is fitting for a Magitech Knight
Starting Gold: 2d4.
Special Limitation: you must be medium sized to progress in this class.



Magitech Knight
Hit Die: d6
LevelBABSavesClass FeaturesMagitech (spells)
1+1+2/+0/+2Heart Hybrid Core, Tech V---
2+2+3/+0/+3Bonus Feat---
3+3+3/+1/+3Magitech2
4+4+4/+1/+4Tech VI2/1
5+5+4/+1/+4---2/2
6+6/+1+5/+2/+5Corruption Armament3/2/1
7+7/+2+5/+2/+5---3/2/2
8+8/+3+6/+2/+6Tech VII3/3/2/1
9+9/+4+6/+3/+6---4/3/3/2
10+10/+5+7/+3/+7Bonus Feat4/3/3/2/1
11+11/+6/+1+7/+3/+7---4/4/3/2/2
12+12/+7/+2+8/+4/+8Tech VIII4/4/4/3/2/1
13+13/+8/+3+8/+4/+8---4/4/4/3/3/2
14+14/+9/+4+9/+4/+9Bonus Feat5/4/4/3/3/2/1
15+15/+10/+5+9/+5/+9---4/4/4/4/3/3/2
16+16/+11/+6/+1+10/+5/+10Tech IX4/4/4/4/4/3/2
17+17/+12/+7/+2+10/+5/+10---4/4/4/4/4/3/3
18+18/+13/+8/+3+11/+6/+11Bonus Feat4/4/4/4/4/4/3
19+19/+14/+9/+4+11/+6/+11---4/4/4/4/4/4/3
20+20/+15/+10/+5+12/+6/+12Code Breaker4/4/4/4/4/4/4
Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility,
popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int),
Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex),
Speak Language (int), Spot (wis), Tumble (dex).

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

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

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. This works similar to mecha as presented in d20 Modern's Future supplement with a few minor changes.

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 will reconstitute it's self later on rather than remaining permanently destoryed. And unlike d20's normal mecha, it has an infinite number of equipment slots but cannot be equipped or modified by anything other mean than what is granted through this class.

At the first level the mech armor provides a +4 equipment bonus to strength, and 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.







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

Magitech (spellcasting): At the 3rd level the Magitech Knight learns how to cast arcane spells. The Magitech Knight casts spells like a sorcerer using her charisma, full level for caster level, arcane failure for normal armor (but not mecha armor gained from upgrades), has 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) and if she does not currently know a spell then she must make appropriate use magic device checks as normal. Finally, casting a spell consumes a number of Hybrid Points equal to the spell's level if the spell (or power) appears on the bard or psychic fighter lists, otherwise it costs twice that.

Tech: The Magitech Knight can select from the base & magitech upgrades for his tech. Initially the Magitech Knight can only choose upgrades with a Progress Level (PL) of 5 but at the fourth level and every four levels thereafter the Magitech Knight can increase the PL they can choose. So for example, an 8th level Magitech Knight can choose PL7 infrastructure, weapons, armor, equipment, and so on. This also allows you to choose larger sizes as discussed in the upgrade section such as huge at PL6, gargantuan at PL7, and colossal at PL8 respectively. In addition, the Magitech Knight 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 any single shot weapon chosen from Modern's weapons that deals 2d6 ballistic damage or less and comes with unlimited ammo. Similar to mech weapons, the Knight can upgrade the damage (2d6->2d8->2d10) or firing rate (single->semi->auto) limitations in her selection.

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 2d6 + 1d6 per Magitech Knight level, 20/x3 for critical profile, and starting on the round it was summoned it consumes 1 Hybrid Point per two levels. When you gain this Class Feature you can choose for it to take the forum 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 and it adds your dexterity modifier to attack rolls, it still provokes AoOs for using it in combat.

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

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



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« Last Edit: May 14, 2018, 12:10:49 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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(Continued) Magitech General Upgrades
« Reply #2 on: March 08, 2017, 10:58:43 AM »

Upgrades

Access
The mech classes in this thread can only choose upgrades with a Progress Level (PL) of 5 but at the fourth level and every four levels thereafter they can increase the PL they can choose. So for example, an 8th level Magitech Knight can choose PL7 infrastructure, weapons, armor, equipment, and so on. All mech classes can access the basic upgrades but other upgrade types can only be accessed by certain classes, see the their class features for guidance. Finally if an upgrade has a limited ammunition usage, all ammunition is replenished for each new combat-based encounter.

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



Basic Upgrades

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

Size & Design
These upgrades alter mecha/supermode's size, increasing it's hit points and ability bonuses.
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Infrastructure
Just as some creatures have study bones, strong sinew, and thick hides these upgrades enhance the durability.
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Miscellaneous
These upgrades are too diverse to easily categorize.
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Paladin Spellware

Spellware
This upgrades enhance the magitech paladin's class features
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« Last Edit: May 14, 2018, 12:45:19 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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(Continued) Magitech Feats & Stuff
« Reply #3 on: March 08, 2017, 10:59:36 AM »
A Better Look At The Rules Involved

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« Last Edit: May 01, 2018, 07:33:37 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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Re: Magitech (mechs for D&D)
« Reply #4 on: March 08, 2017, 11:09:46 AM »
This is my reference post, it contains a lot of tabled shorthand information pulled directly from Modern's content. You may find it handy to see what all I've changed so you can expand on things if you want.

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« Last Edit: May 01, 2018, 07:34:08 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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(Continued) Reserved
« Reply #5 on: March 08, 2017, 11:10:02 AM »
Reserved
« Last Edit: May 14, 2018, 12:35:33 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline Rekmond

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Re: Magitech Knight (mechs for D&D)
« Reply #6 on: July 06, 2017, 12:14:21 PM »
Was lack of Armor Proficiency intentional?
I want to be born. To live. That is all I want. -Aura

Offline SorO_Lost

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Re: Magitech (mechs for D&D)
« Reply #7 on: August 10, 2017, 11:58:40 PM »
Was lack of Armor Proficiency intentional?
Yes, the source flavor wears skin-tight flight suits.

Also the Knight can obtain an armor bonus to AC using their mech so the bonus to AC wouldn't stack if the pilot wears one. You could look into wearing something fairly light so you can enhance it for various named abilities through.
« Last Edit: May 01, 2018, 07:34:30 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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(Continued) Magitech Changelog
« Reply #8 on: March 26, 2018, 06:10:20 PM »
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Want to discuss this homebrew?
Please do so on my main discussion thread
« Last Edit: May 01, 2018, 07:31:56 PM by SorO_Lost »
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Offline SorO_Lost

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(Continued) Magitech Knight
« Reply #9 on: May 01, 2018, 02:26:33 PM »
Tinkering with posts again.
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.