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BelGareth
2014-02-11, 05:42 PM
I think Gramarie is amazing, and I'm in awe at how Kellus writes his stuff.

But one thing bothers me with Gramarie....it's too damn complicated for me.

So I'm trying to make a simplified version, for those of us who lack the infinite reaches of mind shattering creativity, and need more solid definitions.

This is still very much a work in progress.

BelGareth
2014-02-11, 05:43 PM
BASE CLASS: Magitechnician

Class skills (4 + Int Modifier per level):The Magitechnician's class skills (and the key ability for each skill) are

4 x (4 + Int Modifier) for first level.

Alignment: Any

Starting Age: Any

Starting Wealth: As Wizard

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Energy points/day|Devices

1st| +0 | +0 | +0 | +2 | Modifications, Devices | 2 | 1
2nd| +1 | +0 | +0 | +3 | | 6 | 1
3rd| +2 | +1 | +1 | +3 | | 11 | 2
4th| +3 | +1 | +1 | +4 | Craft Eternity Engine (Novice) | 17 | 2
5th| +3 | +1 | +1 | +4 | | 25 | 2
6th| +4 | +2 | +2 | +5 | | 35 | 3
7th| +5 | +2 | +2 | +5 | | 46 | 3
8th| +6/+1 | +2 | +2 | +6 | Craft Eternity Engine (apprentice) | 58 | 4
9th| +6/+1 | +3 | +3 | +6 | | 72 | 4
10th| +7/+2 | +3 | +3 | +7 | | 88 | 4
11th| +8/+3 | +3 | +3 | +7 | | 106 | 5
12th| +9/+4 | +4 | +4 | +8 | Craft Eternity Engine (journeyman) | 126 | 5
13th| +9/+4 | +4 | +4 | +8 | | 147 | 6
14th| +10/+5 | +4 | +4 | +9 | | 170 | 6
15th| +11/+6/+1 | +5 | +5 | +9 | | 195 | 6
16th| +12/+7/+2 | +5 | +5 | +10 | Craft Eternity Engine (Master) | 221 | 7
17th| +12/+7/+2 | +5 | +5 | +10 | | 250 | 7
18th| +13/+8/+3 | +6 | +6 | +11 | | 280 | 8
19th| +14/+9/+4 | +6 | +6 | +11 | | 311 | 8
20th| +15/+10/+5 | +6 | +6 | +12 | Craft Eternity Engine (Grand Master) | 343 | 8
[/table]

you can use a number of energy points equal to your caster level in any device. An eternity engine provides energy points equal to its rank every single round automatically, and can be used by anyone (users without a EP pool require a UMD).

Magitechni can create a certain amount of devices, they learn a certain amount of devices like powers, and can craft a new one when they gain a level, once crafted they are done, unless lost or broken.

Modifications, magitechni can modify their already crafted devices with modifications, changing the way they functioning or adding new effects. Amount of modifications equal to the Magitechni’s level.

FEAT
Craft Eternity Engine [Magitech]

Prerequisite: Energy point pool, character level 6th

Benefit: You may craft a Novice Eternity engine.

BelGareth
2014-02-11, 05:44 PM
Mechsuits

Scout/light (4th level)

Base Stats:
AC+6
DR 3/-
No weight
STR +2
DEX +4
requires Novice infinite engine
2 mount points

Modifications
Augmetics: You gain a +1 circumstance bonus to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. This bonus increases by +1 for every 4 class levels you have.

Internal recycling system: You do not need to eat or drink while wearing your suit.

Environmental adaptation: You gain resistance 10 to either Fire, Acid, Cold, or Electricity. This increases by 5 for every 4 class levels you have.

Reflexive adaptation: You gain resistance 5 to Fire, Acid, Cold, or Electricity. This increases by 5 for every 5 class levels you have.

Force field: You gain Spell resistance 5+your class level. This increases by 5 for every 6 class levels you have.

Internal Dampening system: You gain a permanent Endure elements and featherfall effect.

Accelerometer: You gain a +10 circumstance bonus to speed. This increases by +10 for every 5 class levels you have.

Ablative Plating: The damage reduction provided by your armor doubles.

Sonic Engines: You gain a flight speed equal to triple your base land speed with perfect maneuverability.

Amphibious kit: You gain a swim speed equal to double your base land speed, and can breath indefinitely underwater.

HUD connection Module: Allows the HUD enhancement.


Engineer suit (4th level)
AC +5
DR 3/Adamantium
ACP -2
No weight
STR +2
DEX +2
requires infinite engine
4 mount points

Mods
Augmetics: bonus to ACP skills +1-5
Internal recycling system: No food or water for 1,2,3,4,5 weeks
Environmental adaptation: energy resistance x
Reflexive adaptation: universal/or changing energy resistance
Force field: SR 5,11,16+level
Internal Dampening system: catfall & endure elements
Accelerometer: increased speed
Ablative Plating: double DR
Sonic Engines: gain flight speed equal to triple land speed (perfect)
Amphibious kit: gain swim speed equal to double land speed, breath indefinitely underwater.
Interface dendrites: gain tendrils that can interface, diagnose and assist with other mecha, machines and Ersatz Intelligence.
Servo harness: 4 arms that can aid and assist in engineering, each arm can hold something and grants a +1-5 bonus to crafting, disable device, and open lock checks.
HUD connection Module: allows HUD enhancement

Medium (8th level)
AC +10
DR 5/-
no ACP
no weight
STR +2
DEX +2
CON +2
requires infinite engine
4 mount points

Mods
Internal recycling system: No food or water for 1,2,3,4,5 weeks
Environmental adaptation: energy resistance x
Reflexive adaptation: universal/or changing energy resistance
Force field: SR 5,11,16+level
Internal Dampening system: catfall & endure elements
Accelerometer: increased speed
Ablative Plating: double DR
Sonic Engines: gain flight speed equal to double land speed (good)
Amphibious kit: gain swim speed equal to land speed, breath indefinitely underwater.
HUD connection Module: allows HUD enhancement

Heavy (12th level)
+1 size category
AC +14
DR 10/-
ACP -4
No weight
STR +4
CON +4
requires infinite engine
8 mount points

Mods
Internal recycling system: No food or water for 1,2,3,4,5 weeks
Environmental adaptation: energy resistance x
Reflexive adaptation: universal/or changing energy resistance
Force field: SR 5,11,16+level
Internal Dampening system: catfall & endure elements
Accelerometer: increased speed
Ablative Plating: double DR
Sonic Engines: gain flight speed equal to land speed (average)
Amphibious kit: gain swim speed equal to half land speed, breath indefinitely underwater.
Powerful fists: gain slam attack
HUD connection Module: allows HUD enhancement

Elite (16th level)
Powerful Build
AC +18
DR 15/-
ACP -8
No weight
STR +8
CON +8
DEX +4
requires infinite engine
6 mount points

Mods
Augmetics: bonus to ACP skills +1-5
Internal recycling system: No food or water for 1,2,3,4,5 weeks
Environmental adaptation: energy resistance x
Reflexive adaptation: universal/or changing energy resistance
Force field: SR 5,11,16+level
Internal Dampening system: catfall & endure elements
Accelerometer: increased speed
Ablative Plating: double DR
Sonic Engines: gain flight speed equal to triple land speed (perfect)
Amphibious kit: gain swim speed equal to double land speed, breath indefinitely underwater.
Powerful fists: gain slam attack
HUD connection Module: allows HUD enhancement

Non Suits
Sentinel (4th level)
Static weapon platform with 2 mount points (separate), requires infinite engine. Guided by you for targets via targeter.

Mods
+2 mount points (either attach more than infinite engine or split output between weapons)
Mobile platform: hovers/legs, gains 15ft speed
Magnetic clamps: can fasten to any metallic surface
Sonic Thrusters: can fly at 20ft (poor)
HUD connection Module: allows HUD enhancement
EI module: allows EI enhancement
Hardening: The sentinel has been hardened against intrusion, it gains a +5 bonus against being over ridden.

MISC RULES
Battery Protocol: you may as a full round action attempt to fire all your mounted weapons, you may target individual targets with each weapon. This incurs a -8 penalty to hit all targets.

BelGareth
2014-02-11, 05:45 PM
Weapons
Firearms: Automatic Reloads.

Energy rifle (1st level)
1d4 energy damage per point used. 30 ft range increments, 10 range increments. x3 crit range/multiplier. requires 2 hands, martial firearms proficiency. 2 mount points, SR applies.

Modifications
Scopes
Reflex Scope +2 to hit/damage within 30ft
Mid range scope +1 to hit/damage within 31-150ft
Long range scope, ignore the first range increment
Telescopic, change from med-long as a move action

Prism Chamber
Red:Turn damage to fire, increase to d6's, catch fire
Yellow: Lightning damage, d6's, bonus to hit with metal armor/mech
Green: Acid, d6's, Nauseous
Blue: Cold damage, d6s, slowed
Clear: Sonic damage, double damage to objects
Black: Deal negative energy (heal undead), 1 NL on crit
White: Deal positive energy (heal alive), 1 NL on crit

MISC
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use
Dual prism chamber: combine two prism colors (half and half damage +special affects)
HUD Module: allows HUD integration

Barrel
Blunderbusted: 15 ft cone shape, ref for half
Narrow choke: 30 ft line shape, ref for half
Imp. Blunderbusted: 30 ft cone
Imp. Narrow choke: 60 ft line


Energy Pistol (1st level)
1d2 energy damage per point used. 10 ft range increments, 5 range increments. x3 crit range/multiplier. requires 1 hands, simple firearms proficiency. 1 mount point, SR applies.

Modifications
Scopes/sights
Luminescent iron sights +2 to hit/damage within 10ft
Reflex Scope +1 to hit/damage within 11-30ft
Crystal Designator reduces two weapon penalty by 1

Prism Chamber
Red:Turn damage to fire, increase to d4's, catch fire
Yellow: Lightning damage, d4's, bonus to hit with metal armor/mech
Green: Acid, d4's, Nauseous
Blue: Cold damage, d4s, slowed
Clear: Sonic damage, double damage to objects
Black: Deal negative energy (heal undead), 1 NL on crit
White: Deal positive energy (heal alive), 1 NL on crit

MISC
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use
HUD Module: allows HUD integration

Barrel
Blunderbusted: 15 ft cone shape, ref for half
Narrow choke: 30 ft line shape, ref for half

Power Weapon (1st level)
Standard action to create a weapon of energy dealing 1d8+1/EP used, lasts 1 minute. No str added, can be affected by weapon finesse. Martial proficiency required. 1 mount point

Power cell's*
Focused Lattice: lasts 1 min/EP
Enlarged Cell: deal 1d12+1/EP
Burst Catalyst Cell: Swift action to expend duration of Power sword to deal a blast of energy damage equal to 1d6/minute left in a 15 ft line, ref for half.

* = can stack

Prism Chamber
Red: Turn damage to fire, catch fire
Yellow: Lightning damage, +1d4 vs mecha's
Green: Acid damage, half damage 1 round later
Blue: Cold damage, slowed
Clear: Sonic damage, double damage to objects
Black: Deal negative energy (heal undead), 1 NL on crit
White: Deal positive energy (heal alive), 1 NL on crit

MISC
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use
HUD Module: allows HUD integration

Gauss Rifle (6th level)
1d4 bludgeoning damage per point used. 150 ft range, 15 range increments. x3 crit range/multiplier. requires 2 hands, martial firearms proficiency. 2 mount points. SR no. Ignores armor, shield, natural armor.

SCOPES
Mid range scope +1 to hit/damage within 31-150ft
Long range scope, ignore the first range increment
Telescopic, change from med-long as a move action
MISC
HUD module: allows for HUD enhancement
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use

BARREL
Fluted barrel: increase range by +50%


Starburst Cannon (8th level)
The starburst cannon is a heavy artillery piece designed to deliver high impact explosives, area affect gas, airburst rounds or simply large ordinance.
1d6 explosive damage per point used. 100 ft range increments, 10 range increments. 10 ft burst, Ref for half. Roll to hit as normal, with scatter. requires 2 hands, martial firearms proficiency. 4 mount points. 1 round to reload. requires an infinite engine.

AMMO
HEDP rounds: knock targets prone if fail save
Sticky Rounds: turns into web
Increased Yield: Increase AOE by 10 ft./4 levels
Sabot AP round: change to a single canister that penetrates armor. Ignores all DR/hardness, affects only single target.
Anti-Infantry canister: Canister full of adamantium bearings, fires in a 45ft cone, deals 1d8’s bludgeoning damage.
Airburst: Delivers cloud of noxious fumes, Fort of nauseous -> death. 30 ft cloud.

MISC
Fuse Timer: Can delay the explosion of a canister by 1-5 rounds.
HUD module: allows for HUD enhancement
Efficient Load Chamber: increase rate of fire to 1/round.
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use

BARREL
Fluted barrel: increase range by +50%
Stubby barrel: increase aoe by +50%

Pulse rifle (12th level)
2d6 energy damage per point used. 20 ft range increments, 15 range increments. x2 crit range/multiplier. requires 2 hands, martial firearms proficiency. 3 mount points. SR applies.

SCOPES
Reflex Scope +2 to hit/damage within 30ft
Mid range scope +1 to hit/damage within 31-150ft
Long range scope, ignore the first range increment
Telescopic, change from med-long as a move action

CHAMBER
Arc Generator: turn into a 120ft x 10ft line of electricity, no ref save for half
Necrosis Engine: turn into death ray, fort or die.
Eternity Paradigm: Deal 1 / 2 EP negative levels.

MISC
HUD module: allows for HUD enhancement
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use

BARREL
Fluted barrel: increase range by +50%
Stubby barrel: increase aoe by +50%


Gauss Vulcan (16th level)
2d4 bludgeoning damage per energy point. 60 ft burst, no save. 4 mount points. SR no. Ignores armor, shield, natural armor. Requires infinity engine.

AMMO
Flechettes: deal piercing damage, 75 ft cone.

MISC
HUD module: allows for HUD enhancement
Improved Energy Capacity: +1 effective technician level
Personalized equipment: make it impossible for other technicians to use

BARREL
Stubby barrel: increase aoe by +50%

BelGareth
2014-02-11, 05:46 PM
Mech-Grafts
All Mech-Grafts have Hardness 20 and 40 hitpoints. Grafts can be sundered like normal weapons. If a graft is damaged to half HP’s, it is considered Battered, Battered Grafts do not grant their bonuses until repaired. If a graft is damaged to 1/4 HP’s, it is considered Broken, broken Grafts do not grant their bonuses and apply an equal penalty until repaired. A successful craft(mechanic) check with a DC of 15 can restore 1 HP, bringing the graft back up to damaged condition. Similarly repairing the grafts hitpoints, can change it’s condition by one level. If a graft is brought to 0 HP’s or lower, it is destroyed.

Arm replacement/enhancement.
Permanent -5 HP’s. +2 Str (untyped). +1 to hit with melee and ranged attacks with an active HUD. +1 Natural armor when not in a Mech. Max 1 per natural arm.

Modifications
Hold out compartment: you can store a pistol in a small hold out compartment, drawing it is a free action. It also grants a +20 bonus to sleight of hand checks to conceal the weapon.
Armor plating: Graft gains +5 hardness.*
Automated Maintenance module: Arm gains Fast healing 1, considered battered at ¼ HP’s
Durable Frame: Double HP’s
Mount point: gain 1 mount point
Dendrites: gain flexible dendrites that can interface with devices and override unmaned devices. You must attempt an override check with a bonus equal to your magitechni level, the DC is 11+the creators magitechni level. Success means you have control as long as you remain connected via your HUD. You cannot retry a failed attempt.
Repair Dendrites: Your dendrites are designed to repair and fix devices, as a standard action, you may touch a device and repair 1 HP. A destroyed device may never be repaired above battered.
Spur: Your arm is built with a hidden blade that can be deployed at a moments notice, you can as a free action draw your spur. A spur acts like a longsword for all purposes. It is obvious that you have a spur and you cannot hide it. You may have a spur in each arm, if you deploy both, you suffer the penalties of two weapon fighting as usual.
* = can be taken multiple times.

Leg upgrade.
Permanent -5 HP’s. +2 Con (untyped). +5 ft bonus to speed. +2 initiative bonus with active HUD. +1 Natural armor when not in a Mech. Max 1 per natural leg.

Modifications
Armor plating: Graft gains +5 hardness.*
Automated Maintenance module: Leg gains Fast healing 1, considered battered at ¼ HP’s
Durable Frame: Double HP’s
Mount point: gain 1 mount point
Booster rockets: Your leg is fitted with booster rockets, giving you an immense edge when jumping. You gain a +4 bonus to jump and tumble checks, and an additional +1 for every 4 levels above 4th.
Hydro Turbines: Your legs are fitted with hydro turbines, granting you great speed when in water. You gain a swim speed equal to your land speed and a +4 bonus to swim, and an additional +1 for every 4 levels above 4th.
* = can be taken multiple times.

Eye upgrade.
Permanent -5 HP’s. +2 Wis (untyped). +5 spot & listen. +2 Initiative bonus with active HUD.

Modifications
Armor plating: Graft gains +5 hardness.*
Automated Maintenance module: Eye gains Fast healing 1, considered battered at ¼ HP’s
Durable Frame: Double HP’s
Spectrum analyser: Gain darkvision out to 60 ft.
* = can be taken multiple times.

Torso upgrade.
Permanent -5 HP’s. +2 Con, +2 Dex, & +2 Str (untyped). +4 to endurance checks. +4 vs poisons & diseases. +2 natural armor when not in a mech.

Head upgrade.
Permanent -5 HP’s. +2 Int, & Wis (untyped). +2 to spot & listen. Can store/use your EI outside of your Mech.

Hand upgrade.
Permanent -5 HP’s. +2 Dex (untyped). 1d4 slam attack with arm upgrade.
Foot upgrade.

Benefits of multiple Mech Grafts
5% fortification per Graft.

BelGareth
2014-02-11, 05:47 PM
HUD
Gain a Heads up Display that displays your HP’S, provides a +2 bonus to spot and listen checks, this bonus increases by +2 for each HUD connected. HUD’s connect when within 30 ft of each other, to a max of +10. If a HUD is connected to a weapon with a HUD module, it grants a +1 bonus to hit. If a HUD is connected to a Mech suit, it grants a +1 bonus to all saves. If connected to a Sentinel, you may direct it’s fire as a free action.

Modifications
Advanced Sensors: range of HUD connection increases to 60ft.
Intermediary holistic protocols: Track health and status of all allies within connection range.
Radio: gain radio communication with other connected HUD’s.
Blacklight: darkvision 60ft
Battery protocol: software that links with other artillery connected HUD’s, coordinates firing and orders, reducing the penalty to hit by 4.
Remote start: You can as a move action, initiate a remote start of a connected HUD to shock the user and stabilize them. Auto stabilize them
Remote view: remote into a connected HUDs view

Ersatz Intelligence
You must have a HUD or Mech suit. You suit or HUD gains an Ersatz Intelligence, helping you, alerting you, and generally being a thorn in your side. Think Jarvis and Iron Man.
An Ersatz Intelligence provides you a myriad of benefits, aside from an eternal companion. You gain a +1 bonus to all knowledge checks, craft checks, and intelligence checks. This bonus increases at 4th level and every 4 levels thereafter.

Modifications
Battery Mode: Reduce the penalty to hit while in Battery Mode by 4, if combined with Battery Protocol and a HUD this reduces the penalty to a total of +0.
Language Data pack: Your EI has uploaded a language data pack, and can translate it in real time for you. This effectively grants you the ability to understand and read the language.
Override: Your EI is capable of overriding an unmanaged device remotely through your HUD’s sphere of influence. You must attempt an override check with a bonus equal to your magitechni level, the DC is 11+the creators magitechni level. Success means you have remote control as long as you remain connected via your HUD. You cannot retry a failed attempt.
Emergency Control: In the event that you are unable to act, your EI can act for you, activating thrusters, flying your Mech suit, or anything else you might need to stay alive. You may take two move actions per turn, even if you are disabled, dead or unable to act.
Human interaction algorithm: Your EI has been uploaded with the latest human interaction algorithms, giving you real time access to sensory data while you communicate with humanoids. The EI keeps track of heartbeat, pulse, pheromones, body language and a myriad of other details, providing you with up to the second data. A percentage chance of lying, manipulation, truth, how easy it is to lie and any possible ticks. This grants the user a +1 to diplomacy, gather information and bluff skills. This bonus increases at 4th level and every 4 levels thereafter.
Active HUD scanning module: (requires scanner w/ a HUD Module) allows constant scanning as a free action every turn.

Drone Familiar
Must have a Mech-suit with an EI. Your EI gains a small detachable drone, which can attach and re-attach to the suit as a free action. Once detached, you no longer gain the benefits from your EI, the EI counts as a HUD and will connect to yours as long as it is within range.
While detached, your EI has the following stats:
Size: tiny
Speed: 10, 60 fly (perfect)
Str -
Dex 16
Con -
Int 14
Wis 14
Cha 8
AC (10 +8 armor + 3 dex + 2 size + x natural)
{table=head]Level|Nat armor bonus|Special
1st-2nd|+1|HUD
3rd-4th|+2|
5th-6th|+3|
7th-8th|+4|Fly speed +30
9th-10th|+5|1 mount point
11th-12th|+6|
13th-14th|+7|Relay station
15th-16th|+8|Fly speed +30
17th-18th|+9|
19th-20th|+10|2 mount points
[/table]
HUD: the Drone Familiar acts like a standard HUD and can be connected to.
Fly speed: the Drone Familiar’s flight speed increase by +30 feet at 7th and 15th level.
Mount points: the Drone Familiar gains a mount point at 9th and 19th level.
Relay station: the Drone Familiar can act as a relay station for your HUD as long as it is connected, extending it by it’s own range.

Scanner
1 handed, 1 mount point. Detects movement within a 10 ft sphere (+1 per 4 levels above 4th). The scanner merely alerts you of movement and the general vicinity, it does not allow you to attack creatures you would not normally be able to. Takes a standard action to scan.

Modifications
Improved sensor array: Double the scanners range of affect.
Retroactive sonar: be alerted when your sensors are being dampened.
Intrinsic spectrum analyser: see invisible creatures within your scanners range.
Hostile creature package: Pin point creatures of a specific type within range.
HUD Module: Your scanner feeds directly into your HUD, allowing you to freely do other things while scanning the area. Takes a move action to scan.
Remote Sensor: view remote locations at a range of 100 miles/per level. Locations are 20 x 20 ft.

Dampening field
1 handed, 1 mount point. reduce light in 10 ft sphere by 2 levels. (+10 per 4 levels)

Modifications
Alternate Nullify field: Negate other scanners within range.
Reverse circuits: increase light (or field modulation) instead of reduce
Remote Scrambler: prevent all remote viewing effects in the scanners aoe

Field modulations
Gravity shield: increase/decrease gravity in area.

BelGareth
2014-02-11, 05:48 PM
Generators
-Wood/stone/metal/air/smoke/crystal/water/light/darkness
-Fire/cold/electricity/wind/acid/positive/negative

BelGareth
2014-02-11, 05:49 PM
Posterity and other stuff if needed.