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View Full Version : [PF] Magitech Templar - Iron Man - let's update it for Pathfinder



Person_Man
2013-03-11, 10:17 AM
So I've had three different Playgrounders ask me to update my Magitech Templar (http://www.giantitp.com/forums/showthread.php?t=176276) for Pathfinder.

I know that I need to rewrite the Skills, rewrite things to work with Combat Maneuvers, probably rewrite the Intelligent Item rules for the armor, and probably rejigger balance so that it fits with the general Pathfinder design. Plus I'm sure something I've written unintentionally conflicts with other Pathfinder specific rules. Rewriting everything myself would probably take a long long time, and I don't have a ton of time right now to do so. So I thought I'd repost the old version, and solicit the assistance of the Playground to help rewrite it for Pathfinder as needed.

Thanks in advance for all constructive re-writes, criticism, and advice. I'll keep a change log and update several times a week until it's done.



Pathfinder Magitech Templar

http://29.media.tumblr.com/tumblr_l2pjqaSzub1qz7l8eo1_400.jpg

{table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special
1st | + 1 | + 2 | + 0 | + 0 | Magitech Armor, +1 Enhancement Bonus, Magitech Upgrade
2nd | + 2 | + 3 | + 0 | + 0 | Magitech Upgrade
3rd | + 3 | + 3 | + 1 | + 1 | Armor Sentience, Armored Sense Upgrade
4th | + 4 | + 4 | + 1 | + 1 | Magitech Upgrade, Craft Magic Arms and Armor
5th | + 5 | + 4 | + 1 | + 1 | Armor Expertise, +2 Enhancement Bonus
6th | + 6 | + 5 | + 2 | + 2 | Magitech Upgrade
7th | + 7 | + 5 | + 2 | + 2 | Armored Sense Upgrade
8th | + 8 | + 6 | + 2 | + 2 | Magitech Upgrade
9th | + 9 | + 6 | + 3 | + 3 | Armor Expertise +3 Enhancement Bonus
10th | + 10 | + 7 | + 3 | + 3 | Magitech Upgrade
11th | + 11 | + 7 | + 3 | + 3 | Armored Sense Upgrade
12th | + 12 | + 8 | + 4 | + 4 | Magitech Upgrade
13th | + 13 | + 8 | + 4 | + 4 | Armor Expertise, +4 Enhancement Bonus
14th | + 14 | + 9 | + 4 | + 4 | Magitech Upgrade
15th | + 15 | + 9 | + 5 | + 5 | Armored Sense Upgrade
16th | + 16 | + 10 | + 5 | + 5 | Magitech Upgrade
17th | + 17 | + 10 | + 5 | + 5 | Armor Expertise, +5 Enhancement Bonus
18th | + 18 | + 11 | + 6 | + 6 | Magitech Upgrade
19th | + 19 | + 11 | + 6 | + 6 | Armored Sense Upgrade
20th | + 20 | + 12 | + 6 | + 6 | Magitech Upgrade, Armor Transcendence
[/table]

Hit Die: d12

Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Class Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Arcana, Architecture and Engineering, Religion), Profession, Spellcraft, Swim.

Skill Points at Each Level: 4 + Intelligence modifier.


Class Abilities:

Magitech Armor: At 1st level you gain a suit of magic armor from your church (or family, clan, king, or other organization as appropriate for your character). You may choose any type of armor that you are proficient with. It is of masterwork quality, but is otherwise typical of armor of that type. At your option and expense, you may request that the armor be made of special materials, or that it include armor spikes or other mundane additions (hidden sheaths, heraldry) as long as they are normally capable of being added to such armor, and you pay the full cost associated with the improvements. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair, improve, or enchant it, though you must still pay for materials and other associated costs.

At 1st level your Magitech Armor has a magical +1 enhancement bonus to it’s Armor Class. This increases by an additional +1 every four levels thereafter (+2 at 5th level, +3 at 9th level, +4 at 13th level, to a maximum of +5 at 17th level). A Magitech Templar may choose to increase the enhancement bonus of his Magitech Armor's Armor Class through the normal enchantment processes for magical armor at his own expense if he wishes. However, Magitech Armor may never have an enhancement bonus to it's Armor Class higher than the Magitech Templar's effective character level (all class and prestige class levels + level adjustment + racial hit dice) divided by 4 (rounded up). A Magitech Templar may also choose to add up to +5 bonus worth of other magical enchantments (Acid Resistance, Fortification, Invulnerability, Shadow, etc) to his Magitech Armor at his own expense.

The cost of improving the enhancement bonus to Armor Class and adding any other enchantments to your Magitech Armor is calculated separately from the enchantment bonus to Armor Class gained by taking levels of Magitech Templar. For example, if you wanted to add Light Fortification (a +1 bonus) to your +1 Magitech Armor, it would only cost 1,000 gp (the cost of a +1 enchantment), and not the 3,000 gp it would normally cost to improve +1 magic armor to +2 magic armor.

Magitech Armor is more powerful then a regular magic item. It cannot be supressed with Dispel Magic or similar effects. Only an an Antimagic Field and areas of "dead magic" suppress it's abilities, rendering it mundane masterwork armor until the magic suppression ends. When suppressed by an Anti-Magic Field or similar effect, you also lose any abilities gained from Magitech Upgrades, Armor Sentience, and Armored Sense Upgrade. As Extraordinary abilities, benefits gained from Armor Expertise and Armor Transcendence are unaffected by Antimagic.

If your Magitech Armor is ever stolen or destroyed, you must go on a special quest determined by your church (the DM) to prove your loyalty and competence, and they will replace it free of charge. When replaced, it will contain any upgrades, magical enhancements, and other improvements that you have accumulated and invested in it up to that point. If you ever willingly sell or give away your Magitech Armor, you are cast out from your church and may not take additional levels of the Magitech Templar class. All Magitech Armor abilities and Magitech Upgrades only function for the Magitech Templar for which it was created. No one else, including other Magitech Templars, may use them.


Magitech Upgrade (Sp): At 1st level and every even level thereafter you gain a new ability with your Magitech Armor. These abilities function only while you wear your Magitech Armor.

Unless otherwise noted, if a Magitech Upgrade effect allows a Saving Throw the Save DC = 10 + 1/2 your Magitech Templar level + your Intelligence bonus. For the purpose of duration, bypassing Spell-Resistance, or any other similar calculation, your caster level is equal to your Magitech Templar level and your primary caster attribute is Intelligence.

Feats which can apply to spell-like abilities, such as Ability Focus and Quicken Spell-Like Ability, can be taken to improve Magitech Upgrades. Each time you take such a feat it only applies to a single Upgrade of your choice - thus Ability Focus could improve the Save DC of your Frost Missile attacks, but would not apply to the rest of your Upgrades unless you took the feat multiple times. For the purpose of qualifying for such feats, your Magitech Upgrades are exempt from caster level and spell level requirements.

Also unless otherwise noted, you may only choose each Upgrade once. Each time you gain a Magitech Upgrade, choose one of the following:


Alchemical Ability: You may create magical potions, even if you do not know the spells required to do so. This ability functions like the Warlock's Imbue Item ability, except that it may only be used on to create magical potions. The Magitech Templar may make a Craft (Alchemy) Check (DC 15 + required spell level) in place of any required spell or Use Magic Device check. This ability only replaces the spellcasting and feat requirements for enchanting - you must still pay the full xp and gp costs. In addition, you build a number of slots into your armor that can hold potions (or any other liquid that can be drank or injected into your body). Your armor has a number or potion slots equal to twice the enhancement bonus to your Magitech Armor’s Armor Class (maximum of 10). Loading one potion into your armor is a Full Round Action that provokes an attack of opportunity. Once a potion is loaded into your armor, it can stay there indefinitely, or until you spend another Full Round Action to replace it. As a Move Action that does not provoke an attack of opportunity, you may use any one potion that has been loaded into your armor.


Armored Fortitude: You gain an enhancement bonus to your Fortitude Save equal to the enhancement bonus to your Magitech Armor’s Armor Class. In addition, once per encounter as an Immediate Action that does not provoke an attack of opportunity you may replace your Fortitude Save with your Armor Class. (Thus, you would use your Armor Class as your Fortitude Save, instead of rolling d20 + Fortitude Save bonuses). You must declare that you are using this ability before you would roll.


Armored Mind: You gain an enhancement bonus to your Willpower Save equal to the enhancement bonus to your Magitech Armor’s Armor Class. In addition, once per encounter as an Immediate Action that does not provoke an attack of opportunity you may replace your Willpower Save with your Armor Class. (Thus, you would use your Armor Class as your Willpower Save, instead of rolling d20 + Willpower Save bonuses). You must declare that you are using this ability before you would roll.


Armored Reflexes: You gain an enhancement bonus to your Reflex Save equal to the enhancement bonus to your Magitech Armor’s Armor Class. In addition, once per encounter as an Immediate Action that does not provoke an attack of opportunity you may replace your Reflex Save with your Armor Class. (Thus, you would use your Armor Class as your Reflex Save, instead of rolling d20 + Willpower Save bonuses). You must declare that you are using this ability before you would roll.


Armored Stability: You gain an enhancement bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts made against you equal to twice the enhancement bonus on your Magitech Armor’s Armor Class.


Burrow: You gain a Burrow speed equal to one-half your total land speed.


Clockwork Animal Companion (Requires Construct Empathy Upgrade): You gain a Clockwork Animal Companion. This ability functions in the same fashion as a Driud's Animal Companion ability, except your Animal Companion has the Construct type. This grants your Companion all of the benefits of a Construct, and effects how you calculate your Companion's statistics, including BAB, Saves, Skill Points, hit points, etc., but not size, movement, natural attacks, or other qualities not determined by type. Your Magitech Templar level stacks with levels of any other class or prestige class that grants an Animal Companion for the purpose of determining the special powers (bonus hit die, natural armor, etc) for your Companion, as if you were a Druid. As a Construct, you do not need to use Handle Animal to direct your Companion or teach it tricks. You may command it as a Free Action during your turn, and it will carry out your instructions to the best of its ability and Intelligence. Magitech Upgrades (which are spell-like abilities) may not be shared with the Share Spells special power. At your DM's discretion, you may gain an alternate Companion, such as an animated object or effigy creature (Complete Arcane), as long as your Companion's hit die do not surpass the hit die your Clockwork Animal Companion would have. If your Clockwork Animal Companion is killed or you wish to replace it with a different one, you may do so by spending 24 uninterrupted hours building one in any facility capable of building and repairing magical armor. Doing so costs 500 gp worth of materials.


Construct Empathy: You gain an Enhancement bonus to all Craft (Armorsmithing) checks equal to twice the enhancement bonus to your Magitech Armor’s Armor Class. You may also use your Craft (Armorsmithing) Skill in place of Diplomacy to effect the attitudes of beings with the Construct type or Living Construct subtype. You may also use your Craft (Armorsmithing) Skill in place of the Ride Skill when riding a Construct or Living Construct. In addition, mindless Constructs (Int 0) treat you as a Construct of the same type, and ignore your presence unless you attack them or they are directly ordered to attack you.


Damage Reduction (Requires Armored Fortitude Upgrade): You gain DR X/-, where X is equal to the enhancement bonus to your Magitech Armor’s Armor Class. This DR stacks with the DR of the same type provided by your armor (such as if it is made of adamantine), but not with DR from any other source.


Dauntless (Requires Armored Mind Upgrade): You no longer need to sleep or eat, and are immune to all Sleep, Fatigue, Exhaustion, and hunger related effects. You are also immune to the effects of ingested poison, drugs, and alcohol.


Deflection (Requires Armored Reflexes Upgrade): The Armor Bonus from your Magitech Armor (including the enhancement bonus and any Natural Armor bonus provided by the Armor Expertise ability) applies to your Touch Armor Class as well.


Diving Attack (Requires Power Jump or Propulsion Upgrade): You gain the Pounce ability. To use this ability, you must move at least 20 feet as part of your Charge, including at least 10 feet in a downwards angle in the direction of your enemy. Making a successful Jump to cover at least 10 feet of distance fulfills this requirement. If you successfully hit and damage any enemy as part of a Diving Attack, you also gain a free Trip attack against them, and may make a free follow up attack as normal if you have Improved Trip feat.


Energy Shield (Requires Armored Fortitude Upgrade): As a Standard Action, you may activate an Energy Shield. It provides you with Energy Resistance against one form of energy (Acid, Cold, Electricity, Fire, or Sonic) of your choice equal to four times the enhancement bonus to your Magitech Armor’s Armor Class. This Energy Resistance stacks with any Energy Resistance of the same type provided by your Magitech Armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with Energy Resistance from any other source. Once activated your Energy Shield is continuous, but you may only have one Energy Shield active at any given time. Thus you can change the type of Energy Resistance you have as a Standard Action, but it does cannot provide you with multiple forms of Energy Resistance at the same time. In addition, you are effected by a continuous Endure Elements effect.


Evasion: (Requires Armored Reflexes Upgrade): You gain the Evasion ability. This ability only functions in light armor, or heavier armor that has been modified by materials (like Mithril) and/or abilities (such as Armored Mobility) to count as light armor.


Explosive Energy: As a Full Round action, you channel all of the energy of your Magitech Armor into an explosive electrical attack. Everyone within a 30 ft radius of you is effected (including allies, but not you) takes 4d6 points of Electrical damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 20d6), and they are Stunned for 1d4 rounds. If someone who is effected makes a Reflex Save then the damage is halved and they are not Stunned. After you use this ability you can take no actions for 1d4 rounds after using this ability. No mortal ability can allow you to take actions during this time.


Extend Shields (Requires Energy Shield Upgrade): As an Immediate Action, you may extend your Energy Shield to all allies within 10 feet of your space, providing each of them with Energy Resistance of the same type and amount provided by your Energy Shield (but not any additional Energy Resistance provided by your Magitech Armor). If you move from your current location, the Extend Shields ability ends. If an ally moves beyond the 10 feet of your space, then that ally ceases to benefit from it. The amount of energy damage that is resisted is calculated for each ally (and yourself) separately.


Flame Thrower: As a Standard Action you shoot a cone of flame that is up to 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). You may make the cone smaller if you wish. It deals 2d6 points of Fire damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 10d6), and enemies that receive damage catch on fire, taking an addition 1d6 points of Fire damage every round (including the round they are initially hit) for 1d6 rounds. If your enemy makes a Reflex Save then the damage is halved and they do not catch on fire. A burning creature may take a Move Action to put out the flame. Multiple effects which make an enemy catch on fire do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.


Frost Missile: As a Standard Action, you may fire a Frost Missile. The missile has a range of 5 feet per Magitech Templar level (max 100 feet). Make a ranged touch attack. If it hits, it deals 2d8 points of Cold damage, and the target is Slowed for 1d4 rounds. If your enemy makes a Fortitude Save then the damage is halved and they are not Slowed. You may fire one missile for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 5). Each missile may target the same enemy, or different enemies. You must roll to hit with each missile separately, and each target must Save separately for each missile that hits it. However, multiple Slow effects do not stack (though you use the longest Slow duration). And any bonus damage from Sneak Attack, Sudden Strike, or Skirmish only applies against the first missile to hit each enemy. After you use this ability, you must wait 1d4 rounds before you can use it again.


Great Strength: You gain an enhancement bonus to Strength equal to 1 + the enhancement bonus to your Magitech Armor’s Armor Class. In addition, your armor’s weight is no longer included in any Encumbrance calculation (which effects carrying capacity and movement rate).


Interpose (Requires Armored Stability Upgrade): Your armor is so imposing that enemies cannot ignore your presence. Any space that you occupy blocks the line of sight and line of effect of any enemy attack on the same or lower level of elevation as you. Thus enemies cannot target anyone or anything behind you with ranged attacks, reach weapons, magic, or other effects that require a strait line of effect through your square. Allies that are familiar with your presence may target others through your square normally. Enemies that on higher elevation then you ignore this effect, as do enemies that are larger then you.


Light Beams: As a Swift Action, you may fire beams of light from your eyes. Make a ranged touch attack. If it hits, it deals 2d4 points of Fire damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 10d4), and the target is Dazzled for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they are not Dazzled. After you use this ability, you must wait 1d4 rounds before you can use it again.


Mettle (Requires Armored Fortitude or Armored Mind Upgrade): You gain the Mettle ability.


Planar Adaptation: Choose a plane of existence other then the Material Plane. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane. In addition, your attacks automatically overcome any Damage Reduction and Spell Resistance of any enemy that is native to that plane. You may take this upgrade multiple times. Each time you take it, add an additional plane of existence. This upgrade (and what enemies it effects) requires DM approval, as the cosmology of various game worlds vary dramatically.


Power Fist (Requires Great Strength Upgrade): Your armor has a Power Fist built into one of its arms, which is a one handed masterwork weapon that deals 1d12 (20, *4) damage for medium beings. You are treated as being proficient with this weapon. Using your Power Fist does not provoke attacks of opportunity. The Power Fist is treated as a two handed weapon for the purpose of any opposed Disarm or Sunder attempt (thus providing a +4 bonus to such attempts). You may hold or otherwise manipulate a weapon, shield, or object in the same hand as your Power Fist, though you may not use them both during the same round. You may not use any claw or spiked gauntlet on the same hand as a Power Fist. As part of your armor, the Power Fist cannot be Sundered, Disarmed, or dropped while you are wearing it. In addition, anyone who is killed by the Power Fist is generally killed in a very gruesome manner – limbs are torn off, decapitation, disembowelment, etc. Whenever you kill an enemy with your Power Fist (reducing them to -10 hit points or lower), all enemies with fewer Hit Dice then you within 60 feet must make a Willpower Save or become Shaken for 1d4 rounds. This is a mind effecting Fear effect. Multiple Fear effects from the same source do not stack. But Fear effects from different sources do stack unless otherwise specified. You may enchant the Power Fist just as you enchant armor spikes, paying the full costs and following the normal rules for doing so. You may take this upgrade multiple times - once for each hand you possess.


Power Jump: You gain an enhancement bonus to your Jump check equal to four times the enhancement bonus to your Magitech Armor’s Armor Class. In addition, the DC for determining Jump checks are always calculated as if you were making a running jump. And as long as you are not Paralyzed or otherwise incapacitated, you are immune to damage from falling. Finally, your Armor Check Penalty does not apply to Jump checks.


Propulsion: You gain a Fly Speed of 30 feet with Clumsy maneuverability, and you gain the Flyby Attack feat as a bonus feat. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 30 feet and your maneuverability increases by two steps.


Repair: You and your armor each gain Fast Healing 1. In addition, your armor gains 50 hit points above and beyond that provided by the its material, enhancement bonus, etc. Your armor also becomes immune to all corrosion, decay, and rust effects.


Repeating Crossbow: Your armor has a special masterwork repeating light crossbow built into one of its arms (1d8, 19-20, *2). You are treated as being proficient with this weapon. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Repeating Crossbow (including a Power Fist), though you may not use them both during the same round. As part of your armor, the Repeating Crossbow cannot be Sundered, Disarmed, or dropped while you are wearing it. You may treat the weapon as a crossbow of any type for any feat or ability that effects weapons. Your armor contains an extradimensional space which can store up to 100 bolts, and the repeating crossbow automatically reloads from this space in the order that they are loaded. You may enchant the Repeating Crossbow just as you a repeating light crossbow, paying the full costs and following the normal rules for doing so. You may take this upgrade multiple times – once for each arm that you possess.


Repulsor Ray: As a Standard Action you may make a ranged touch attack. The ray has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits it deals your Intelligence bonus plus 2d4 points of Force damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 10d4) against your target, and the target is hit by a Bull Rush that pushes them directly away from you, using the damage dealt for your opposed check (instead of a d20 + Str + size). Your armor always counts as medium for the purpose of this opposed check. Other feats and abilities that effect Bull Rush attempts (Improved Bull Rush, Shock Trooper, Dungeon Crasher, magic items, etc) otherwise improve and effect this check. If your enemy makes a Fortitude Save then the damage is halved and they are not effected by a Bull Rush. After you use this ability, you must wait 1d4 rounds before you can use it again.


Shattering: You gain the Improved Sunder feat. In addition, whenever you confirm a critical hit with an unarmed strike, Power Fist, Repeating Crossbow, or armor spikes, you may make a free Sunder attempt against an object in that enemy's possession.


Speed: You gain a bonus to your base land speed of 5 feet plus 5 feet per point of enhancement bonus to your Magitech Armor’s Armor Class (max of 30 feet).


Spider Climb: You gain a Climb speed equal to your base land speed. This grants you a +8 racial bonus on all Climb checks (which does not stack with similar racial bonuses), and you can always choose to take 10 on Climb checks, even if rushed or threatened. You may use either your Strength or Dexterity modifier for Climb checks, using whichever is higher. You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against you. You cannot use the run action while climbing. In addition, you are now immune to all Entangle effects, and can move across webs as if you were the spider (or other creature) who created them.


Stealth: You may cast Nondetection and Invisibility as a Standard Action. You must cast each separately, and you may only target yourself. If a divination is attempted against you or any item in your possession while under the effects of Nondetection, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Magitech Templar level.


Transmutation: As a Standard Action, you may transform your armor into any type of armor that you are proficient with. You may also transmute the substance it is made of. It may be composed of any material or special material (adamantine, mithril, dragonhide, etc) that is legal for armor of that type. You may also use this ability to transform your armor spikes and/or a Power Fist and/or Repeating Crossbow to a material or special material of your choice. In addition, your armor gains the Glamered ability.


Underwater Adaptation: Your armor is adapted to underwater travel. You no longer need to breath, and are not effected by the negative effects of spells and environments based on breathing. (Thus you would not be effected by poison gas or Stinking Cloud, though you would still be effected by Solid Fog or Obscuring Mist). You gain a Swim speed equal to your base land or Fly speed (whichever is higher), and may take 10 on all Swim checks, even while threatened or rushed. Your armor’s weight is no longer included into any calculation that would effect buoyancy. And any attacks you make (such as if you use a blunt weapon or make an attack with fire) are not penalized for being underwater. Finally, your Armor Check Penalty does not apply to Swim checks.


Water Cannon: As a Standard Action you may make a ranged touch attack. The Water Cannon has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits, it deals 1d6 points of physical damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 5d6) against your target, and if the enemy is of your size or smaller they are Blown Away. Against enemies with the Fire subtype, the Water Cannon deals 1d20 points points of physical damage for each point of enhancement bonus to your Magitech Armor’s Armor Class (max 5d20) against your target, and if the enemy is of your size or smaller they are Blown Away. If your enemy makes a Fortitude Save then the damage is halved and they are not Blown Away. The Water Cannon has no effect on enemies with the Water subtype. After you use this ability, you must wait 1d4 rounds before you can use it again. You may also use your Water Cannon as a Decanter of Endless Water.


Webbing: As a Standard Action you may make a ranged touch attack. The Webbing has a range of 5 feet per Magitech Templar level (max 100 feet). Any target hit by this attack takes no damage, but becomes entangled, as if they had been hit by a net. As part of your webbing you may create a trailing rope. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The webbing has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). You may also use webbing as a rope and grappling hook, or as a mundane whip (though this upgrade does not grant whip proficiency). The webbing is highly flammable, and is destroyed by any fire damage (though the entangled subject also takes 1d6 points of fire damage as the webbing burns up). Multiple webbing effects against the same target do not stack. You may only have one trailing rope or whip from this ability in effect at any given time.


Armor Sentience (Sp): At 3rd level your Magitech Armor gains sentience. Your armor has an Intelligence, Wisdom, and Charisma scores equal to 10 + 1/2 your Magitech Templar level. It does not possess a Strength, Dexterity, or Constitution score, and is entirely dependent upon the wearer for movement. Your armor capable of speech, vision, hearing, and empathy - the wearer feels urges and sometimes emotions from the item that encourage or discourage certain courses of action. Your armor speaks Common, and may gain additional languages and Skills as detailed in the Armor Sense Upgrade (see below).

Your armor's alignment matches your alignment at the time you gain this ability, and shares the beliefs of your church (or whatever group granted you your armor). Your armor has an Ego Score of 10 + your Magitech Templar level. As you gain levels it becomes more powerful, but it also becomes more insistent that you follow the alignment of your church.

If the Magitech Templar's ever takes an action that significantly breaks with their alignment, a personality conflict occurs. The armor attempts to wrest control of the Magitech Templar's mind. The Magitech Templar must make a Will saving throw (DC = Armor's Ego). If the Magitech Templar succeeds, he is dominant. The armor's alignment changes to match the Magitech Templar alignment (if it changed as a result of his actions) and it does not challenge the Magitech Templar on actions related to that specific matter again. If he fails, the armor is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions as detailed under the Intelligent Item rules.

Any character whose alignment does not correspond to that of the armor one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.

Armored Sense Upgrade (Sp): At 3rd level you gain the ability to share senses with your Magitech Armor. You may use your Magitech Armor's ability to perceive the world. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill check if you choose to do so, using your armor's Skill ranks and Wisdom or Intelligence bonus in place of your own. You may also use your armor's Darkvision, Blindsight, or other special senses in place of your own. Your armor does not receive any bonuses or take penalties to any Skill check that would not effect a construct (sleeping, mind affecting effects, morale bonuses, etc).

At 3rd level and every four levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain Magitech Templar levels, and function only while you wear your Magitech Armor. You may not choose the same Armored Sense Upgrade more than once. If an Armored Sense Upgrade effect allows a Saving Throw, the Save DC = 10 + 1/2 your Magitech Templar level + your Intelligence bonus. For any other effect that requires it (such as duration or overcoming Spell Resistance), your caster level is your Magitech Templar level, and your primary caster attribute is Intelligence.

Choose one of the following upgrades to your armor:


Darkvision (Requires Spot Upgrade): Your armor gains Darkvision for a number of feet equal to your Magitech Templar level * 10. This vision functions in both mundane, supernatural, and magical darkness of all types.


Decipher: Your armor gains Ranks in Decipher Script equal to your Magitech Templar level + 3. It also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, read, and write instantaneously on your behalf.


Detect Disorder: Your armor gains Ranks in Sense Motive equal to your Magitech Templar level + 3. In addition, you may Detect Chaos at will as a Standard Action.


Detect Substance: As a Swift Action you may learn what material(s) any structure or object (including armor, weapons, etc) is made of, including its hardness and hit points. You also automatically know the current hit points of any Construct or Living Construct, and what materials bypass its Damage Reduction (if any). This ability works on any object, Construct, or Living Construct that you can see, though you may only use it on one target at a time.


Discern Lies (Requires Detect Disorder Upgrade): As a Standard Action you may Discern Lies.


Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3.


Search (Requires Spot Upgrade): Your armor gains Ranks in Search equal to your Magitech Templar level + 3. In addition, you may Find Traps as a Rogue. Your Magitech Armor is constantly on the lookout for you, and so you are automatically entitled to a Search check whenever you pass within 10 feet of a trap, secret/concealed door, or portal.


See Invisibility (Requires Search Upgrade): Your armor gains See Invisibility for a number of feet equal to one half your Magitech Templar level * 5.


Spot: Your armor gains Ranks in Spot equal to your Magitech Templar level + 3. In addition, you gain Low Light Vision.


Tremorsense (Requires Listen Upgrade): Your armor gains Tremorsense for a number of feet equal to your Magitech Templar level * 5. You may also use Detect Disorder and/or Detect Substance and/or Discern Lies (if you have those Upgrades) on any target within your Tremorsense, removing the normal line of sight requirement for doing so.


X-Ray Vision (Requires Darkvision and Spot Upgrades): You may see through solid matter. You may see through one foot of matter per Magitech Templar level.



Imbue Armor (Sp): At 4th level you gain the ability to enchant your Magitech Armor, even if you do not know the spells required to do so. This ability functions like the Warlock's Imbue Item ability, except that it may only be used on to improve your Magitech Armor, and its armor spikes, Power Fist, and Repeating Crossbow (if your armor possesses those Upgrades). The Magitech Templar may make a Craft (Armorsmithing) Check (DC 15 + required spell level) in place of any required spell or Use Magic Device check. This ability only replaces the spellcasting and feat requirements for enchanting - you must still pay the full xp and gp costs. This ability allows you to continue to improve your Magitech Armor (and certain Magitech Upgrades which depend on your Magitech Armor’s enhancement bonus to it’s Armor Class) more easily, even if you later take levels of a class or prestige class other then Magitech Templar.

Armor Expertise (Ex): At 5th level and every four levels thereafter, choose any one of the following benefits. You may choose the same benefit multiple times, and the benefits stack with the benefits from special materials or other Magitech Templar class abilities, including itself:


Armored Attack: When attacking with armor spikes, they count as one size larger for calculating damage. Use the following progression for calculating damage: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6 (max).


Armored Ease: When wearing armor that you are proficient with, your max Dex bonus is increased by 2, the armor check penalty is decreased by 2 (minimum 0), and the arcane spell failure rate is decreased by 10% (minimum 0).


Armored Mobility (Requires Armored Ease): When wearing armor that you are proficient with, your armor counts as one size lighter whenever it would benefit you for it to be so. This may effect your movement and what abilities you can use while wearing your armor (such as Evasion).


Armor Proficiency: You gain a bonus feat of your choice. This feat must either provide proficiency with an armor or shield (such as Dwarvern Armor Proficiency or Tower Shield Proficiency), or it must have armor or shield proficiency as a requirement of the feat (such as Armor Specialization or Improved Shield Bash). You must also otherwise qualify for the feat.


Armored Skin: When wearing armor that you are proficient with, you gain a +1 Natural Armor bonus to AC. This bonus stacks with Natural Armor bonuses from all other sources.



Armor Transcendence (Ex): When you are wearing your Magitech Armor, you transcend your mortal form and take on many of the characteristics of a Construct. You gain immunity to poison, paralysis, stunning, disease, death effects, and necromancy effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. You are not at risk of death from massive damage. You maintain all of the other features of living beings – you still count as the same type of creature, still have a Constitution score, can be resurrected, and you are still effected by mind affecting effects. You also are not immune to sleep, fatigue, and exhaustion effects unless you have taken the Dauntless Upgrade, and must still breath unless you have take the Underwater Adaptation Upgrade.


Adaptation: Warforged Magitech Templar: Warforged Magitech Templar need not take the Unarmored Body feat in order to wear Magitech Armor. Instead, they may simply designate their armor plating as Magitech Armor. If they do so, it gains all of the normal benefits of Magitech Armor. They may also benefit from feats which modify their armor plating, such as Adamantine Body or Darkwood Body. However, if they use the Transmutation Upgrade to change the type of material that their armor plating is made of, it negates the benefits of any armor plating feats that they have taken until they choose to change it back. For example, if a Warforged Magitech Templar with the Adamantine Body feat used the Transmutation Upgrade to change their armor plating to Mithril, he would cease to gain the benefits of it being Adamantine.

Wolfer
2013-03-11, 12:25 PM
So does a 3rd level Warforged Magitech Templar essentially gain a second personality?

Does the Power fist count as a light weapon for the purpose of two-weapon fighting? I'm guessing not, but doesn't hurt to ask.

Pathfinder no longer has xp requirements to create magic items, you might write that in to the imbue armor ability. It has also done away with many of the skills (jump, balance and tumble is now acrobatics, spot, listen and search are now perception and so on), and every class that can gain a fly speed by any means has fly as a class skill. Perhaps amend the skill selection with that in mind.

facelessminion
2013-03-11, 01:39 PM
So, since in Pathfinder there are feats for everything from Extra Rage Powers to Extra Mysteries, does anyone feel a feat for an Extra Armor Upgrade would be terribly problematic?

Additionally, how does an ability to change the damage types and crit multiplier of the Power Fist sound? Perhaps making it slashing/piercing 19-20/x3, but at the cost of lowering the damage a step?

facelessminion
2013-04-02, 08:31 PM
So, would anyone at all have any ideas for punching this up for PF?

jacobppiper
2014-02-01, 12:04 PM
Power jump should be a prerequisite for propulsion. Also, the range on frost missile and flamethrower are a little too nerfed. 5 feet at 1st level? I could just hit things with a big stick. Except for that, its a great class. I'm looking forward to playing it.

jacobppiper
2014-02-01, 12:38 PM
So, since in Pathfinder there are feats for everything from Extra Rage Powers to Extra Mysteries, does anyone feel a feat for an Extra Armor Upgrade would be terribly problematic?

Additionally, how does an ability to change the damage types and crit multiplier of the Power Fist sound? Perhaps making it slashing/piercing 19-20/x3, but at the cost of lowering the damage a step?

How about this?
Extra upgrade
Prerequisite: magitech armor, BAB +2
Benefit: you can pick an extra upgrade every 4 levels
Normal: you gain an upgrade every other level

The power fist damage needs to be nerfed to 1d8, 1d12 is way too powerful. 19-20/*3 could work, but the damage should be bludgeoning
An Enhance Arrows Elemental burst-esque upgrade to give unarmed strikes the shock, frost or fire magical property for 1 round would be really cool. Great ideas facelessminion

jacobppiper
2014-02-01, 03:25 PM
What would happen if you built construct armour to replace your magitech armor?
Here is construct armor: http://www.d20pfsrd.com/magic/building-and-modifying-constructs

WhiteLycan
2014-02-01, 07:21 PM
I freaking love this class! I'll be making a character and testing its abilities and balance very soon. I at first glance my only negatives observations are these: the ranges on some of the attacks are far too short (as has been stated) and I think the class will lack power the more it levels.

jacobppiper
2014-02-01, 09:58 PM
Maybe make it so you spend a certain amount of time meditating on armour and that armour becomes your magitech with all upgrades of you magitech. (So you could have construct armour)

WhiteLycan
2014-02-01, 10:21 PM
Magitech Templar

Explosive Energy: I suggest you add a Constitution check every round you're disabled to allow yourself to regain control. Also if you're going to completely disable the player, I suggest increasing the damage to either 5d6 or 4d8. Other classes just a little later on can accomplish the exact same thing multiple rounds in a row without such a fatal consequence. All it'd take is a good coup de gras to take that player out while he's disabled.

Flamethrower: I suggest just making it a cone since the text of "5 feet long and wide per level" isn't a cone, it's a square. I also suggest increasing the damage to at least 3d6. It might sound good early on, but when you're level 20 and only doing 10d6 damage when the wizard next to you is doing 20d6 in a bigger area, at range, with modifications to the spell, your 10d6 ain't nothin'. Should also make the range something like a 20ft. cone +5ft/enhancement. Per enhancement makes more sense to me since the upgrade is the suit, not the player himself.

Frost Missile: I suggest a range of 25ft. +25ft/enhancement. And this definitely needs a damage increase, probably 3d8.

Light Beams: I suggest removing the Reflex for half and replacing it with a Fort save to resist dazzled.

Propulsion: I think it should only improve maneuverability by one step instead of two.

Repulsor Ray: Increase range to about 25ft +25ft/Enhancement

Speed: I suggest 10 feet +10ft/2 enhancement

In general, 5ft range per level is far too short.

jacobppiper
2014-02-01, 11:12 PM
Magitech Templar

Explosive Energy: I suggest you add a Constitution check every round you're disabled to allow yourself to regain control. Also if you're going to completely disable the player, I suggest increasing the damage to either 5d6 or 4d8. Other classes just a little later on can accomplish the exact same thing multiple rounds in a row without such a fatal consequence. All it'd take is a good coup de gras to take that player out while he's disabled.

Flamethrower: I suggest just making it a cone since the text of "5 feet long and wide per level" isn't a cone, it's a square. I also suggest increasing the damage to at least 3d6. It might sound good early on, but when you're level 20 and only doing 10d6 damage when the wizard next to you is doing 20d6 in a bigger area, at range, with modifications to the spell, your 10d6 ain't nothin'. Should also make the range something like a 20ft. cone +5ft/enhancement. Per enhancement makes more sense to me since the upgrade is the suit, not the player himself.

Frost Missile: I suggest a range of 25ft. +25ft/enhancement. And this definitely needs a damage increase, probably 3d8.

Light Beams: I suggest removing the Reflex for half and replacing it with a Fort save to resist dazzled.

Propulsion: I think it should only improve maneuverability by one step instead of two.

Repulsor Ray: Increase range to about 25ft +25ft/Enhancement

Speed: I suggest 10 feet +10ft/2 enhancement

In general, 5ft range per level is far too short.

Wow. So many improvements. I wonder where Person_Man is. It says he would continually be improving it. I'm going to start playing a campaign soon, and the DM okayed me playing this class, so I'll be doing some play testing

You are right, per enhancement makes a lot more sense than per level. But is this the AC enhancement or custom enhancement that it counts?

And frost missile, considering it is a touch attack, will probably be too powerful at 3d8 at low levels. Level scaling damage could work though.

WhiteLycan
2014-02-02, 12:28 AM
Oh I didn't notice that it was touch. I'd make it just a regular ranged attack roll then. Then I'd make another attack that's like a magic cannon attack that functions like a magic missile in that it hits unless SR prevents it.

jacobppiper
2014-02-02, 01:11 AM
That could work, just splitting want feels like 2 ideas in 1 power to 2 powers. Also, check this out: http://www.giantitp.com/forums/showthread.php?t=258113

WhiteLycan
2014-02-02, 11:15 AM
I think a cool upgrade would be a size increase.

Enlarge: (Prerequisite: Great Strength) The Templar increases the size of his armor, granting it even greater power. The armor grants the Templar the modified stats as per the Monster Manual's Increasing Monster Size table. However, the Templar's armor is much more clunky than any normal creature and thus takes double the dexterity penalty to his size increase. In addition, the normal Natural Armor increase applies to the Armor bonus of the Templar's armor, instead.

Arcane Cannon: You replace one full hand (normally your non-primary hand) of your armor with this cannon. This hand cannot be used to manipulate a weapon but it can be used to wield a shield, though the shield's AC and cannon's attack cannot be used in the same round. The cannon is capable of firing a large magic missile that deals (2d12+Int) damage per enhancement bonus of the Templar's armor. Firing the cannon requires a full-round action as the Templar must brace himself against the powerful recoil. The cannon has a cooldown of 1d4 rounds.


The damage for the cannon is pretty high but I believe the full round to use and the 1d4 cooldown balance it out. What do you think Jacob?

jacobppiper
2014-02-02, 12:08 PM
Yeah. I think this class is in the middle of the melee-ranged groups. It would be nice to have more upgrades to place it more solidly in either the tank or artillery groups. Also, maybe some archytypes would be nice? (SUPER STEALTH IRONMAN!!!)

We need more abilities because on a tier 1- tier 4 basis, 1 being a NPC commoner, 4 being torag, and 3 being a PC base class, this feels like a tier 2, and that makes it a little underpowered. The high AC of this class puts it at the upper reaches, and the upgrades help, but still.

I pm'd Person_Man asking for permission for us to begin editing the class. No reply yet, but hope for the best

jacobppiper
2014-02-02, 12:26 PM
How about another ability:
Improved armor sentience Lv. 6 (??)
Your armor becomes a living construct, and gains the construct subtype
It gains a the following ability scores; 18+1/4 your magitech temlar level strength, and 14+1/4 you magitech templar level Dexterity. While empty, the suit uses these ability scores and will follow any simple orders (suit cannot fight while empty, but may guard, hold an object, walk, etc.), and can use any suit upgrades. While you are in the suit, you use whichever physical ability scores are better between you and the suit. As a full round action, you can command the suit to assemble around you or someone else of your size category. This assembling takes another full round action (for a total of 2 full round actions)

And maybe a greater armor sentience as well (allowing it to fight on its own)...

Also, the reason for low level is that it can't fight, its pretty much just for style (mark 42 incoming sir.)

WhiteLycan
2014-02-02, 02:39 PM
My favorite class tier system is this one (http://brilliantgameologists.com/boards/index.php?PHPSESSID=bc18425e5fa73d30e4a9a54889edf4 4e&topic=1002.0). And in that tier system, the Magitech Templar falls in at about tier 5, maybe tier 4.

Mediocre Damage: Pretty much every spellcaster or even half-decently built fighters outdamages it, if not at early levels then around 8 levels in. Basically it's a fighter with a little more utility and a few SLAs. I believe that the suit should be given more unique weapons it can be upgraded with to make it more than "A fighter with a few wands"
Limited Skill Selection
Poor Saves: I'd probably make Will a strong save, it'd make sense. Magitech Templars, I imagine, are very devoted in the pursuit of their goals.

jacobppiper
2014-02-02, 05:03 PM
You are right. Based on that tier system, the only reason its in tier 4 is the flamethrower/ frost missile upgrades, so you get a little ranged.

jacobppiper
2014-02-02, 07:11 PM
In Person_Man's SIG under "niche ranking system", it would be a tier 3 melee/meat shield and a tier 4 ranged damage. In other words, made of suck at both niches.

WhiteLycan
2014-02-02, 07:59 PM
How about this instead of Frost Missile:

Missile Volley: As a Standard Action, you may fire a volley of miniature self-propelled projectiles from a small launcher mounted to your shoulder. The missiles have a range of 50ft + 25ft/Enhancement Bonus. You fire 4 missiles for every enhancement bonus your armor possesses. Make a ranged attack. Each missile that hits deals 1d8+Int damage plus a special effect based on the element of damage the missile deals. The Templar determines which missiles deal what elemental damage before he makes his attack rolls. Each missile may target the same enemy or different enemies and each target must Save separately for the affect of each missile that hits it. However, multiple iterations of the same effects do not stack (though you use the longest duration rolled). Any bonus damage from Sneak Attack, Sudden Strike, or Skirmish only applies against the first missile to hit each enemy. After you use this ability, you must wait 1d4 rounds before you can use it again.
Frost: The target must make a Fortitude save or be slowed for 1d4 rounds.
Fire: The target must make a Reflex save or catch fire, burning for 1d8 damage per round for 1d4 rounds or until the target takes a full round action to drop prone and roll around on the ground to extinguish the flames.
Shock: The target must make a Will save or be Stunned for 1 round (Until just before the beginning of the Templar's next turn)
The DC for the saves is equal to 10 + (2 * Armor Enhancement Bonus) + Dex

jacobppiper
2014-02-02, 08:06 PM
Great! That's way more ironman sounding than frost missile! (No offense Person_Man)

How about you don't have to shoot all 4 at once, but you can shoot up to 4 before the cool down. So one round I shoot 1, next round I shoot 2, then I would shoot 1. Then comes the cool down.

WhiteLycan
2014-02-03, 07:53 AM
This class gestalted with my homebrew Warsmith (https://docs.google.com/document/d/1PDgpE_i9zT03yPx7WPWCL_aIaN0kirWCG3R7cl9xZf8/edit) (Work in Progress) would be so badass, as long as you can say that you made the armor yourself (under the supervision of your church/what-have-you, or something)

WhiteLycan
2014-02-03, 08:48 AM
Person_Man: I suggest you reword the animal companion upgrade. Calling it clockwork might be a little confusing, since there's no such thing as clockwork and you say "you gain a Clockwork Animal Companion". Just make it be an effigy creature.


Effigy Companion (Requires Construct Empathy Upgrade): You gain an Effigy Companion. This ability functions in the same fashion as a Druid's Animal Companion ability, except your Animal Companion has the Effigy template (Complete Arcane) applied to it. Your effigy progresses along the same path as a normal druid's animal companion, as per the Animal Companion table on page 36 of the Player's Handbook. The base creature for your effigy must be drawn from the same list of creatures that are capable of becoming a druid's animal companion. Your Magitech Templar level stacks with levels of any other class or prestige class that grants an Animal Companion for the purpose of determining the special powers (bonus hit die, natural armor, etc) of your effigy. As a construct, you do not need to use Handle Animal to direct your effigy or teach it tricks. You may command it as a Free Action during your turn, and it will carry out your instructions to the best of its ability. Magitech Upgrades (which are spell-like abilities) may not be shared with the Share Spells special power. If your Animal Companion is killed or you wish to replace it with a different one, you may do so by spending 24 uninterrupted hours building one in any facility capable of building and repairing magical armor. Doing so costs 200gp worth of materials per HD that the effigy will possess once it is finished.


Upgrade Alteration Suggestions
Light Beams: As a Swift Action, you may fire beams of light from your eyes at a range of 25ft + 25ft per Enhancement Bonus. Make a ranged touch attack. If it hits, it deals 1d8 points of Fire damage for each point of enhancement bonus to your Magitech Armor’s AC and the target is Dazzled for 1d4 rounds. The target can make a Fortitude save DC (10 + 1/2 your Templar level + Dex Bonus) to resist the Dazzled effect. After you use this ability, you must wait 2d4 rounds before you can use it again.

Propulsion: In addition to reducing it to +1 maneuverability per upgrade, I think you should give it an initial maneuverability of Poor instead of Clumsy.

Additional Upgrades:
Revolver: Your armor has a special masterwork revolver (Pathfinder: Ultimate Combat, page 138) built into one of its arms (1d8, 20/x4, 20ft). You are treated as being proficient with this weapon. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your revolver (including a Power Fist), though you may not use them both during the same round. As part of your armor, the revolver cannot be Sundered, Disarmed, or dropped. You may treat the weapon as a firearm for any feat or ability that affects weapons. Your armor contains an extradimensional storage space which can store up to 100 ammunition, and the revolver automatically reloads from this space in the order that the ammunition is loaded. You may enchant the revolver just as you would a normal, unattached item, paying the full costs and following the normal rules for doing so. You may take this upgrade multiple times – once for each arm that you possess.

Feat Suggestions
Extra Upgrade: You gain an extra Magitech Upgrade, Armored Sense Upgrade, or Armored Expertise. You must qualify for any upgrade you choose to take with this feat.

System Override: You may reduce the cooldown of one of your upgrades by 1 round (minimum 0). This feat may be taken multiple times and may be applied to the same upgrade more than once. Reducing the cooldown of your abilities, however, can be dangerous. For every round that you reduce a cooldown period by, you take 1 point of Nonlethal damage due to the systems in your armor overheating.

jacobppiper
2014-02-03, 09:54 AM
Nice improvements. No word from Person_Man yet. But let's keep the critique and improvements coming!

WhiteLycan
2014-02-03, 09:59 AM
Force Shield: Force Shield creates a translucent blue colored tower shield of force that is attached to your left or right arm (whichever hand is your secondary). The disk can be summoned from an emitter in the appropriate arm as a swift action and provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike a normal tower shield, you can't use the force shield for cover. The shield can be summoned for a total amount of time per day equal to 10 rounds + 10 rounds per point of your armor's Enhancement bonus to AC. Dismissing the shield is a free action.

WhiteLycan
2014-02-03, 10:16 AM
Repulsor Ray needs some rewording. Anyone should be able to make the DC check at the appropriate levels. With your version, the max DC without feats at level 1-4 would be 8 + Int.

Repulsor Ray: As a Standard Action you may make a ranged touch attack. The ray has a range of 20ft + 10ft per Enhancement Bonus of your armor. If it hits it deals 2d4 + Int bonus Force damage per Enhancement Bonus of your armor to your target. In addition, the target is hit by a Bull Rush that pushes them directly away from you, using the damage dealt by the attack in place of your STR + Size modifiers (making the check 1d20 + Damage dealt). Other feats and abilities that affect Bull Rush attempts (Improved Bull Rush, Shock Trooper, Dungeon Crasher, magic items, etc.) also affect this check. After you use this ability, you must wait 1d4 rounds before you can use it again.

WhiteLycan
2014-02-03, 10:22 AM
What about instead of permanently picking upgrades, the only thing the upgrade class abilities to is raise the number of upgrades of that type that you're allowed/capable of equipping your armor with? And you make it so that you can change out upgrades as long as you have access to a building owned by your guild/church/organization that is capable of changing out the upgrades.

Person_Man
2014-02-03, 11:22 PM
OK folks. I had completely forgotten about this thread. Sorry. Good news though - there's a chance a less infringe-y version is going to get published. Bad news is that it will probably take several months for me to finish my book and get it through editing and whatnot before the public play test. But I'm going to read through all the comments and do my best to update this version as well, so that people can continue to have fun with it in the meantime. Thanks for all the interest, especially jacobppiper