Laser-Equipped CreaturePrerequisites:-Must undergo surgery to implant themselves with a laser beam. This takes 24 hours (this includes rest time afterwards - the actual implantation only takes about 6 hours), and requires someone with either levels in the Artificer (or similar) class, or with the Craft Wondrous Item feat to perform the surgery, and 1500 GP for the materials to craft the implant.
HD: d6
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Attached Laser |
2 | +2 | +3 | +3 | +0 | Custom Rig |
3 | +3 | +3 | +3 | +1 | Custom Rig, Laser Spam |
Skills: 4+int modifier. The Laser-Equipped Creature's class skills are the same as the monster class used to qualify for this class. If they had more than one monster class before taking the first level in this class, they must pick one.
Proficiencies: The Laser-Equipped Creature gains no proficiencies
FeaturesAttached Laser (Sp): The Laser-Equipped Creature, as its name would imply, has a laser beam implanted into its body. This gives it the ability to make a ranged touch attack as a standard action with a range of 50 feet, that deals 1d6 fire damage plus another 1d6 for every three HD it has. They can use this as part of a full attack, but they can only use it once per round.
Custom Rig (Sp): Not satisfied with the basic laser apparatus, the Laser-Equipped Creature further customizes its implant. Select one of the following options. You cannot select an option more than once.
Stronger Than You Expected: Is your beam just not big or strong enough for you to vaporize your enemies? Worry not, because now it is! Increase the damage die of your Attached Laser by one size. At 10 HD the you add your HD to the damage, and at 20 HD the damage die increases again. In addition, you can ignore fire resistance equal to your HD. At 15 HD, you can ignore fire immunity as well, but the damage you deal is halved.
I Have A Second Mode: When you're fighting Fire Elementals, regular lasers just don't work. That's why you can now shoot freezing lasers! Select two of Cold, Electricity, Acid, Force, or Sonic. Whenever you use your Attached Laser, you can choose to deal either fire or an energy type you've selected. If you deal Sonic or Force damage, then the damage die is one size lower. At 10, 15, and 20 HD, you can select an additional damage type.
Dance For Me: Sometimes one laser at a time just doesn't cut it, and so you've modified your implant to be able to be able to fire even faster. You can use your Attached Laser to attack twice in a round. At the 10 HD, if you target the same enemy with multiple attacks from your Attached Laser in a round, they take a cumulative -1 penalty to AC against your Attached Laser attacks for each attack that hits them (this penalty resets at the end of your turn). At the 15 HD, you can attack with your Attached Laser three times in a round, and at the 20 HD there is no limit to the number of times you can attack in a round with your Attached Laser. In addition, at the 20 HD, the cumulative penalty becomes -2.
I Will Reach Out And Touch You: The fools think they are too far away for you to hit, but little do they know that they are still within the murder sphere! The range of your Attached Laser doubles. At the 10 HD and 15 HD, the range doubles again. At the 20 HD, your range becomes as far as you can see, but you have an effective range increment of 400 ft. (so you take a -2 penalty to your attack roll for each increment beyond this).
Burn For Me: Your laser is really, really hot and when you hit things with it, they burst into pretty flames. When you hit someone with your Attached Laser, they must make a Reflex save (DC 10 + 1/2 your HD + your levels in this class) or be set on fire, taking damage equal to twice the number of dice you roll for your Attached Laser damage at the start of their turns. Every turn when they take this damage, they can make another Reflex check put themselves out (although this does not negate the damage they just took). At 10 HD, the damage becomes three times the number of damage dice you roll for your Attached Laser. At the 15 HD, you can ignite creatures even if you miss them with the attack, but they have a +5 circumstance bonus to the initial saving throw. At the 20 HD, if you hit a creature that is already on fire with your Attached Laser, they take additional fire damage equal to the number of dice you roll for your Attached Laser, and they cannot make a saving throw against the fire on their next turn. If your Attached Laser does a different type of damage because of I Have A Second Mode, then the damage from this ability because the damage type your Attached Laser did.
Laser Light Show: Only being able to laser one person at a time is so last design cycle. Through a complex system of mirrors, you can split your laser and share the pain! When you use your Attached Laser, you can attack multiple targets, but you must split up the damage dice as evenly as possible between the targets, all the targets must be in range, and you take a penalty to the attack rolls equal to twice the number of targets you attack, and you cannot use this ability if you are making iterative attacks with your Attached Laser. (For instance, a Drider 6/Laser-Equipped Creature 3 would have 4d6 damage for their Attached Laser. If they chose to attack 2 targets, each target would take 2d6 damage, and each attack would take a -4 penalty to the attack roll. However, they could not choose to have one target take 1d6 damage and another take 3d6 damage) At 10 HD, the attack penalty is halved to become equal to the number of targets being attacked. At 15 HD, you gain two extra dice of damage when attacking multiple targets, but only if you're attacking 3 or more targets. At 20 HD, you take no penalty to attack rolls for attacking multiple targets, and can use this ability when making an iterative attack with your Attached Laser.
Beam Spam (Sp): There is something beautiful about firing your laser at everything you can see. Once per day, you can as a Full Round Action make an attack against each enemy within range of your Attached Laser that you can see. This is an exception to the normal number of attacks per round that you can make with your Attached Laser. However, doing so strains your implant and you cannot use your Attached Laser for 1d4+1 rounds.
Comments:I blame
this comment. Is this balanced? Are the options all about equally good? I have no idea, I was just having fun when I wrote this. Why does the creature have to have all the levels of a monster class? Well, you don't see any baby sharks with laser beams, do you? (Well, I haven't.)