Author Topic: Magitech Knight  (Read 778 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Magitech Knight
« on: October 17, 2017, 11:33:06 AM »
Magitech Knight



"I am your end!"
Ouka Nagisa, Magitech Knight

Pilots chosen for their great physical and mental discipline, in order to pilot machines built from ancient (un)holy designs and divine relics combined with cutting edge tech, making them so dangerously unstable that lesser pilots die or worst simply trying to control them.

Class Skills
The Magitech Knight's class skills are Appraise, Balance, Concentration, Craft(any), Climb, Diplomacy, Jump, Heal, Spot, Listen, Intimidate, Knowledge(any), Perform, Profession (Any), Ride, Sense Motive, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice: d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Code of Conduct, Magitech Mecha, Detect Opponent, Spirited, Spells, Magitechnique, Smite Foe
2nd+2+3+0+3Lay on Fists
3rd+3+3+1+3Divine Health, Gift
4th+4+4+1+4Cherry Blossom Illusion
5th+5+4+1+4Spirit
6th+6/+1+5+2+5Gift
7th+7/+2+5+2+5Bonus Feat
8th+8/+3+6+2+6Spirit
9th+9/+4+6+3+6Gift
10th+10/+5+7+3+7Bonus Feat
11th+11/+6/+1+7+3+7Spirit
12th+12/+7/+2+8+4+8Gift
13th+13/+8/+3+8+4+8Bonus Feat
14th+14/+9/+4+9+4+9Spirit
15th+15/+10/+5+9+5+9Gift
16th+16/+11/+6/+1+10+5+10Bonus Feat
17th+17/+12/+7/+2+10+5+10Spirit
18th+18/+13/+8/+3+11+6+11Gift
19th+19/+14/+9/+4+11+6+11Bonus Feat
20th+20/+15/+10/+5+12+6+12Divine Patch, Bonus Feat
Weapon and Armor Proficiencies: Simple and martial weapons, mechas.


Code of Conduct: A Magitech Knight must be either Lawful Good, Lawful Neutral or Lawful Evil, which change some of their abilities. A Lawful neutral knight may choose to be either LG or LE for each of her Magitech abilities, but once each choice is made it cannot be changed and abilities that work against good/evil targets instead only work on neutral opponents.

In addition a  Magitech Knight must follow a strict discipline while piloting lest her body, mind and soul start to be consumed. Choose three of the below. Each time the Magitech Knight fails to follow her chosen code of conduct while piloting the Magitech Mecha, the  Magitech Mecha’s max and current HP are reduced by 1d12 per Magitech Knight level until she makes up for her mistake threefold (as detailed in the penitences spoiler). Multiple infractions stack. If the Magitech Mecha would have HP below zero due to code violations, the Magitech Knight may not pilot a mecha of any kind until all code violations are resolved. Anyone other than the Magitech Knight who owns it attempting to pilot the Magitech Mecha have their max and current HP reduced by 1d12 for each action taken inside the Magitech Mecha. Should their max HP drop below -9 this way, they've been fully assimilated by the machine and cannot be returned to existence short of a Wish, Miracle and Cloning from a level 17+ Support Staff combined.

(click to show/hide)
(click to show/hide)

Magitech Mecha: The Magitech Knight gains a personalized machine that works as either a Real Robot or Super Robot. Use your Magitech Knight level to determine the kind of robot your Magitech mecha  can emulate, including Arsenal Options (your Magitech Knight levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes), changeable at each level up,  except this unit allows her to channel her Magitech Knight spells through this mecha as long as the Code of Conduct is followed. If the Magitech Mecha is reduced to 0 HP the Magitech Knight will have to undergo some redeeming quest to make it rise again from its wrecks. If the Magitech Mecha is at least 4th level,  with 10 minutes of fervent praying the Magitech Knight can make the wrecked machine raise, but it will be three levels lower than she would normally have access to while on her redeeming quest (including arsenal options) due to the extensive damage sustained.

While piloting the Magitech Mecha, the Magitech Pilot may add her Wis mod to Concentration checks.

Detect Opponent: At will, a Magitech Knight can use Detect Evil if LG or Detect Good if LE, as the spell.

Spirited: Each level of Magitech Knight increases the max number of spirit points of the player by 10. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Magitech Knight learns one new Spirit. She can choose to count as either a Super Pilot, Real Pilot or Ship Captain for spirit cost purposes, but once made this decision cannot be changed.

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

Spells: A Magitech Knight gains the ability to cast divine spells which are drawn from the Paladin list if LG or Blackguard list if LE (either way all of them) plus Cleric (one per Magitech Knight level, up to a level she can cast) spell lists. A Magitech Knight must choose and prepare her spells in advance.
To prepare or cast a spell, a Magitech Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magitech Knight’s spell is 10 + the spell level + the Magitech Knight’s Wisdom modifier.
Like other spellcasters, a Magitech Knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Bard of the same level, and she gains extra spells for a high Wis score too. A Magitech Knight must spend 1 hour each day in quiet prayer and meditation inside her Magitech Mecha to regain her daily allotment of spells.

Magitechnique: A Magitech Knight may pick one of the following Magitechnique lists and must forget spells on her paladin spell list to gain  Magitechniques of the same level at the rate of 2 paladin spells per Magitechnique spell from that list. Such abilities can only be activated by an actual Magitech Knight, they can't be made in item form (no scrolls, wands, staves, wondrous item, etc of Magitechnique) and no other class or ability may replicate them.

These abilities can be activated by rendering 1 prepared spell of the indicated spell level impossible to cast until the Magitech Knight next rests for eight hours. Magitechniques are activated as if they were spell-like abilities using the Magitech Knight level as caster level (minimum CL1), except they require spell-components as listed in the magitechnique entry. Saving throws are equal to 10+magitechnique level+Wis mod.


(click to show/hide)


Smite Foe: Once per day, a Magitech Knight can call out to the powers of her cause to aid her in her struggle against her enemies. As a swift action, the Magitech Knight chooses one target within sight to smite. If this target is Evil and the Magitech Knight is Good, the Magitech Knight adds her Wis bonus (if any) to her attack rolls and adds her Magitech Knight level to all damage rolls made against the target of her smite. If the Magitech Knight is LE, then this works against good opponents instead. If the target of smite Foe is an outsider or dragon with the correct subtype, or an undead creature against a LG Magitech Knight or a deathless creature against a LE Magitech Knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the Magitech Knight possesses. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess.

In addition, while smite Foe is in effect, the Magitech Knight gains a deflection bonus equal to her Wis modifier (if any) to her AC against attacks made by the target of the smite. If the Magitech Knight targets a creature that is not of the relevant alignment, the smite is wasted with no effect.
The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Magitech Knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Magitech Knight may smite evil one additional time per day, as indicated on the table, to a maximum of seven times per day at 19th level.

Lay On Fists: Beginning at 2nd level, a LG Magitech Knight can heal the damage of the living  and constructs (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Magitech Knight level plus her Wis modifier. With one use of this ability, a Magitech Knight can heal 1d6 hit points of damage for every two Magitech Knight levels she possesses. Using this ability is a standard action, unless the Magitech Knight targets her own mecha, in which case it is a swift action. This can be used on a mecha, in which case the pilot(s) inside are healed for the same amount if living or constructs. Despite the name of this ability, a Magitech Knight can use this ability even with a fistless mecha, a kick or headbutt is fine too. LE  Magitech Knights instead can use Lay on Fists to harm other living creatures and constructs at the same rate, or heal themselves.
Alternatively, a LG Magitech Knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Magitech Knight possesses. If used against a mecha piloted by an undead, both the mecha and pilot take damage. Using Lay on Fists in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. LE  Magitech Knights instead can use this healing power to deal damage to Deathless creatures using the same rules.

Divine Health: At 3rd level, a Magitech Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Gift: At 3rd level, and every three levels thereafter, a Magitech Knight can select one gift. Each Gift adds an effect to the Magitech Knight’s lay on fists ability. Whenever a LG Magitech Knight uses lay on fists to heal damage to one target (or deal damage to others for LE Magitech Knights), the target also receives the additional effects from all of the Gifts possessed by the Magitech Knight. A LE Magitech Knight using Lay on Fists to heal herself can instead use the LG version of the gift(s). A gift can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the gift actually removes the affliction that causes the condition. If the Magitech Knight is under a condition that prevents her from acting and she knows a gift that could remove it, she can use it (so for example if the Magitech Knight was dazed but she knew the Daze gift, she could use Lay on Fists on herself to remove the dazed condition). LE versions offer a save with DC 10+1/2 HD+Wis mod to resist unless otherwise noticed, separate save per gift, in the case of replicated spells CL=PL and any spell save is replaced by the gift’s save. Fort effects may affect even constructs (Con effects affect Wis instead if they have no Con) but they gain a +5 bonus on such saves.
(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
These abilities are cumulative. For example, a 12th-level Magitech Knight’s Lay on Fists ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Cherry Blossom Illusion: At 4th level as a standard action the Magitech Knight may make a basic attack and cast a Magitech Knight spell, or as a fullround action full attack and cast a Magitech Knight spell. Either way the spell must normally take a standard action or less to cast and the Magitech Knight must may 10 energy per spell level.

Bonus Feat: Whenever this appears on the table, the Magitech Knight gains a [Pilot] feat for which she meets the prerequisites for.

Divine Patch: At 20th level 1/day as a free action the Magitech Knight can change her Magitech Knight spell options, Magitech Knight bonus feats and spirits.
« Last Edit: October 14, 2018, 04:15:02 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #1 on: March 12, 2018, 08:46:27 AM »
Magitech Knight ACFs

Naula Commando
Magitech Knights who grew up loving the sweets from Naula Bakery pilot machines built from the plating of sacred relic ovens and are more interested in exploring the galaxy for new exotic products than any conflict between good and evil.
Gain-You can learn spells from the Ranger spell list.
Lose-You can no longer learn spells from the Paladin/Blackguard spell lists.

Manakete System
The Manakete Mercenaries have managed to build some Magitech Mechas from the ore-rich bones of metallic wyrms. Their pilots often develop a more beastly personality, no longer seeing good nor evil, just predator and prey.
Gain-You can learn spells from the Assassin spell list.
Lose-You can no longer learn spells from the Paladin/Blackguard spell list.

Neudaiz Frame
In the depths of Neudaiz, strange crystals grow in beautiful patterns, integrating and transforming everything around them. Sometimes even a Magitech Mecha.
Gain-You can manifest powers as a psychic warrior of your Magitech Knight level, using Wisdom as your main statistic. For each Magitech Knight level you can learn  one Psychic Warrior power and a Psion power, but you cannot learn psion powers of a level higher than a Psychic Warrior would have access to. Also you cannot use dorjes neither recover power points by any means besides 1/day spending 1 hour in self-meditation inside your Magitech Mecha.
Lose-You can no longer cast spells.

Relic Code
Long have the Bio-Coders researched Magitech Mecha, seeking a way of improvind and mass-producing them. So far their results lack to produce a connection with the higher divine, instead awakening arcane power inside their cores.
Gain-You can learn spells from the wizard list.
Lose-You can no longer learn cleric spells.

CPU of Light
The Church of Light has an exceptional number of Magitech Knights in their ranks, and the most fervorous of them renounce all love and friendship, all rivarlies and devotions, to better dedicate themselves.
Gain-You ignore Relationship benefits from your enemies.
Lose-You can never benefit from Relationship benefits.

Martial Knight
Some Magitech Knights can't bother properly learning how to concentrate and recite divine prayers, prefering instead to charge ahead with flashy techniques while smiting left, right and center
Gain-Choose two pilot schools. Each Magitech Knight level you learn a maneuver or stance from them of a level up to (1+1/2 PL), rounded down. The Magitech Knight now also qualifies for the Turbo Operational Universal High Overcharge Utility feat. In addition you can recover your Smite uses with 5 minutes of rest. In addition at 4th level you gain the following ability:

Flor de Cerejeira Ilusória:
At 4th level when the Magitech Knight uses a Strike maneuver, they may use Lay on Fists as part of the same action by paying an extra 2 energy per maneuver level.

Lose-You no longer can cast spells and do not gain the Cherry Blossom Illusion ability at 4th level.
« Last Edit: June 29, 2018, 11:32:38 AM by oslecamo »

Offline Fzzr

  • Full Member
  • **
  • Posts: 112
    • View Profile
Re: Magitech Knight
« Reply #2 on: April 03, 2018, 02:16:03 AM »
HAHA IT'S NOT OVER YET
  • There are extra quote marks in the intro quote (tiniest nitpick ever).
  • "Lawful Netural" under Code of Conduct should be "Lawful Neutral"
  • "Magictech Mecha" should probably be "Magitech Mecha"
  • In a few places it says "mercy" when it probably means "gift".
  • The 3rd, 6th, and 12th level gift spoilers contain broken spoiler tags.

Okay now it's over. For now. Or is it?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #3 on: April 03, 2018, 02:51:37 AM »
Cleaned. GLORIOUS CLEANING!

Another typo I noticed is that a good Magitech Knight could smite both good and evil targets.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #4 on: June 24, 2018, 04:41:09 AM »
(click to show/hide)
« Last Edit: October 14, 2018, 04:16:05 AM by oslecamo »

Offline YuweaCurtis

  • Sr. Member
  • ***
  • Posts: 306
  • My Life For Madoka!
    • View Profile
Re: Magitech Knight
« Reply #5 on: June 29, 2018, 09:56:56 AM »
Why can't Neudaiz pilots use dorjes?
What's the version of Cherry Blossom Illusion a Martial Knight gets?
Can Martial Knight take Touhou like other pilots and would it add or replace disciplines?
Check Alys spelling.
Code Ray Blade feels like it should have a slight damage buff, but I'm not good on spell balance. Maybe not damage, but something else?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #6 on: June 29, 2018, 11:40:20 AM »
Why can't Neudaiz pilots use dorjes?
What's the version of Cherry Blossom Illusion a Martial Knight gets?
Can Martial Knight take Touhou like other pilots and would it add or replace disciplines?
Check Alys spelling.
Code Ray Blade feels like it should have a slight damage buff, but I'm not good on spell balance. Maybe not damage, but something else?
-For the same reason the Psycho and Prodigy Pilot can't either, I just find dorjes too cheesy.
-Good point, added Flor de Cerejeira Ilusória as an alternate ability to allow you to combine Lay on Fists with strike maneuvers.
-Also added clause about qualifying for T.O.U.H.O.U.
-Thanks!
-Added some extra damage based on Wis and a debuff.

Offline YuweaCurtis

  • Sr. Member
  • ***
  • Posts: 306
  • My Life For Madoka!
    • View Profile
Re: Magitech Knight
« Reply #7 on: June 29, 2018, 12:40:44 PM »
I don't get it on the dorjes, but okie dokie.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #8 on: August 15, 2018, 04:42:27 AM »
(click to show/hide)
« Last Edit: September 05, 2018, 03:33:27 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #9 on: September 02, 2018, 02:40:10 AM »
(click to show/hide)
« Last Edit: October 14, 2018, 04:17:26 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 9186
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Magitech Knight
« Reply #10 on: September 20, 2018, 04:13:10 AM »
(click to show/hide)