Author Topic: Everything - Mechs for D&D  (Read 1094 times)

Offline SorO_Lost

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

Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o as an expansion to their Return to Expedition Peaks. 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.

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 things too. As always, flavor is mutable but balanced rule support is always nice.

I hope you enjoy!
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.



Content

1. Magitech Knight
Is a partial spellcaster with a mid-level class base that gets up to 6th level spells/powers drawn from any list but penalized for using anything other than bard spells & psychic fighter powers. It's main deal it is treats it's mecha & weapons like a superform allowing you to refluff it into just about anything (power rangers, super saiyen, etc). A subset of this is the Magitech Paladin, which loses a few class features for better BAB and focuses on paladin & ranger spells, and it can be found spoiled at the bottom of the post.

2. Ragna-Mail Pilot
Is a martial adept that treats it's mech similar to a mount for increased maneuverability that can be turned it into mech functioning as worn equipment. Similar to the knight, it isn't limited to any set core-only discipline and allows you to select disciplines allow by the DM through it does focus on emotional boosts and using it's own equipment.

3. Reserved
For a later class.

4. Upgrades
Each of the classes gain a number of upgrade points to enhance their mecha. This is the primary method I used to scale out the options and allow the characters to purchase better options as part of their class features. Every class can select from the basic upgrades, through several classes have their own unique choices.

5. Monsters, Templates, & Spells
New creatures & templates that take advantage of this mecha content, maneuvers, upgrades, and spells.

6. Rules & Feats
New homebrew feats to support the new classes as well as reprints of several of Modern's rules, feats, and other equipment. It also contains a easy-to-reference section to highlight a few rules you may miss or forget. Such as new damage types or how fast can a mecha swim.

7. Misc
Just some WIP notes and stuff.
« Last Edit: September 12, 2018, 05:15:03 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 #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.



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

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

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

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

Magitech (spellcasting): At the 3rd level the Magitech Knight learns how to cast arcane spells. The Magitech Knight casts spells like a sorcerer using her charisma, 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.



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: September 19, 2018, 04:21:16 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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Ragna-Mail Pilot
« Reply #2 on: March 08, 2017, 10:58:43 AM »

Cross Ange: Rondo of Angel and Dragon

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



(click to show/hide)



Ragna-Mail Pilot
Hit Die: d8
LevelBABSavesClass FeaturesManeuvers/Stances
1+1+2/+0/+0Heritage, Maneuvers, Ragna-Mail, Tech V3 (1)
2+2+3/+0/+0Light of Mana or Norma4 (1)
3+3+3/+1/+1Heritage (looks)5 (1)
4+4+4/+1/+1Tech VI5 (2)
5+5+4/+1/+1---6 (2)
6+6+5/+2/+2Blue Song6 (2)
7+7+5/+2/+2Heritage (skills)7 (2)
8+8+6/+2/+2Tech VII7 (2)
9+9+6/+3/+3Emotional8 (2)
10+10+7/+3/+3---8 (3)
11+11+7/+3/+3Heritage (ability)9 (3)
12+12+8/+4/+4Red Song, Tech VIII9 (3)
13+13+8/+4/+4---10 (3)
14+14+9/+4/+4Heritage (feat)10 (3)
15+15+9/+5/+5---11 (3)
16+16+10/+5/+5Tech IX11 (4)
17+17+10/+5/+5Heritage(wings)12 (4)
18+18+11/+6/+6Gold Song12 (4)
19+19+11/+6/+6---13 (4)
20+20+12/+6/+6Ace Pilot13 (4)
Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility,
popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int),
Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex),
Speak Language (int), Spot (wis), Tumble (dex).

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

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

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

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

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Light of Mana or Norma: It readily becomes apparent if the Ragna-Mail Pilot has the magical capacity to develop new magical abilities or not shortly after they learn how to use their mail, often through their display of maneuver selection (see above). As a sign of personal growth they learn a new knack of things through training it they are a nearly mundane norma or new magical abilities if they are able to use the light of mana.
Light of Mana: Gain two sorcerer cantrips as a spell-like ability, each is usable three times per day (cl is your Pilot level).
Norma: The Ragna-Mail Pilot gains one bonus mecha, ragnamail, or fighter bonus feat.


Songs: Music can calm or excite the heart and focus or cause the mind to fall to disarray. Each Ragna-Mail Pilot finds or develops a personally favored tune that allows them a deeper access into their subconscious and emotions. Norma require a special ring they can create to help them channel their frail powers but this ring doesn't interfere with other magical ones worn. It takes a one round action to activate and can only be used once per day per point of your charisma modifier (minimum 1).

Blue (Ariel's Angelic Step - Villkiss Vanish): your ragna-mail turns blue and then vanishes, this effects works similar to teleport using your pilot level for the cater 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 hours per regional shift.
Red (Michael's Light Barrier - Arzenal Flames): your ragna-mail is cloaked in a red barrier while a masive beam sword appears in your empty hand. This works similar to the Magitech Knight's melee version of the Corruption Armament 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 one round per point of your charisma modifier (minimum 1) but consumes two uses of your songs.
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 but it only fires once and consumes three uses of your songs.

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

Ace Pilot (Ex): To do.



New Disciplines & Maneuvers

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« Last Edit: September 19, 2018, 05:21:09 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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Reserved
« Reply #3 on: March 08, 2017, 10:59:36 AM »
Reserved For Later Use
« Last Edit: September 12, 2018, 11:21:34 AM 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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Upgrades
« Reply #4 on: March 08, 2017, 11:09:46 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.

Full Descriptions
Most of the following equipment is drawn from d20 Modern, Future d20, & Future Tech if you'd like to read the full descriptions of the gear to better understand them. Additions typically rely on the references their name alludes to, like Magitech's Infrastructure choices are special materials from Magic of Faerun, Spellware is from Dragonstar, and Slash Harkens as just Code Geass's stuff showing up. :cool



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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Class Specific Upgrades

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« Last Edit: September 12, 2018, 11:21:03 AM 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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Monsters, Templates, & Spells
« Reply #5 on: March 08, 2017, 11:10:02 AM »
Creatures
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Templates
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Spells
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« Last Edit: September 19, 2018, 06:17:12 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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Other Rules & Feats
« Reply #6 on: March 26, 2018, 06:10:20 PM »
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« Last Edit: September 12, 2018, 11:22:38 AM 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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Misc Catch All (WIP stuff)
« Reply #7 on: May 01, 2018, 02:26:33 PM »
Changelog
09-11-18: Shuffled Threads again, added the Aethertech Mechanicus Template.
08-21-18: Started releasing Ragna-Mail content.
05-01-18: Expanded on the Paladin's Smite Class Features & Spellware upgrades.
03-26-18: Added the Magitech Paladin.
0?-00-18: Thread rehaul, reordered some posts and "For Solider" upgrades will move into their own Class one day.
01-26-18: (SRW) Updated the SRW version to compensate for Ols's binary homebrew.
07-17-17: (SRW) Added Modern Spells to the SRW version.
06-00-18: (SRW) Added the Code Geass ACF to the SRW version.
04-08-17: Added a Gantz-themed ACF & Solider weapon upgrades.
Previous: To many to recall.



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Want to discuss this homebrew?
Please do so on my main discussion thread
« Last Edit: September 12, 2018, 02:10:39 AM 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.