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Person_Man
2008-11-18, 01:34 PM
This is a spin-off of something I wrote quickly in reply to this thread (http://www.giantitp.com/forums/showthread.php?t=96934). Homebrewing is just plain fun, so I expanded the basic idea to this class.

The basic premise is simple - what would a balanced and fun mechwarrior look like in D&D? How would it fit in a standard campaign world? Here's my best attempts:

Mark I Magitech Templar

Alignment Restriction: Any Lawful
Full BAB
d10 hit points
Strong Fort and Will Saves, weak Ref
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.

Magitech Templars are devoted to Hephaestus (or some similar craftsman god). They devote their lives to building and perfecting a perfect suit of armor, which they use to promote their faith and fight the enemies of their god.

Level - Ability

1 - Detect Disorder, Construct Empathy
2 - Lay on Hands
3 - Mechitech Armor
4 - Mechitech Armor +1, Share Senses, empathy, hearing, and speech
5 - Craft Magic Arms and Armor, Magitech Secret
6 - Mechitech Armor Minor Augmentation
7 - Magitech Secret
8 - Mechitech Armor +2, vision
9 - Magitech Secret
10 - Mechitech Armor Minor Augmentation
11 - Magitech Secret
12 - Mechitech Armor +3, 120 ft Darkvision
13 - Magitech Secret
14 - Mechitech Armor Major Augmentation
15 - Magitech Secret
16 - Mechitech Armor +4, 60 feet Tremorsense
17 - Magitech Secret
18 - Mechitech Armor Major Augmentation
19 - Magitech Secret
20 - Mechitech Armor +5, 30 feet True Seeing, Special Purpose

Class Abilities:

Detect Disorder: As a Swift Action, Magitech Templars may Detect Chaos (www.d20srd.org/srd/spells/detectChaos.htm) at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.

Construct Empathy: You may use your Magitech Templar level + your Con score as a check to effect the attitudes of any construct, including mindless constructs, following the same rules as Wild Empathy.

Lay on Hands: Healing pool per day equal to your Magitech Templar level * Con bonus. You may use this power to heal or repair (any construct, your armor, Warforged, or any other object). You may use this ability on yourself, your armor, or any ally or item within reach of your touch as a Move Action. You may also use it to make a touch attack against any Chaotic enemy as a Standard Action (no Save on damage).

Mechitech Armor: At 3rd level you gain a suit of armor from your church. It is of masterwork quality, and made of any material you wish. You may choose any type of armor that you wish.

As you gain levels, the suit gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon (www.rpgoracle.com/srd/magicItemsICA.html). It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). It's ability to perceive the world and communicate with you improve with your levels. If its ever destroyed, you must go on a special side quest determined by your church (the DM) to replace it.

At 4th level and every four levels thereafter, it gains a +1 enhancement bonus to armor class. You also gain the ability to Share Senses with your magitech armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and to eventually gain Darkvision, Blindsense, True Seeing, and potentially other forms of detection through its abilities.

At 4th level your magitech armor gains the ability to speak and hear. It has a Listen Skill equal to your Magitech Templar level + 3 + your Con bonus. It also gains empathy, and you may silently communicate basic knowledge and telepathically with it, or vice verses. At 8th level it gains the ability to see. It has a Spot Skill equal to your Magitech Templar level + 3 + your Con bonus. At 12th level it gains Darkvision of 120 feet. At 16th level it gains Tremorsense of 60 feet. At 20th level it gains True Seeing of 30 feet. In addition, your suit may act on its own to locate enemies and tell you of their location. For example, it could spend its own Move action to make a Listen check to determine the location of an enemy, and then tell you what space to target.

At 6th and 10th levels, your Magitech Armor gains a Minor Power. At 14th and 18th levels, it gains any Greater Power. At 20th level, it gains a Ultimate Power. Your armor may use these powers independently on your turn, just as an intelligent weapon could. (For example, your suit may activate the Greater Power of Haste. You need not spend a Standard Action to do so). However, all powers must target and/or be centered on the Magitech Templar who wears the armor. Your armor has a caster level equal to your Magitech Templar level, and uses your Constitution as its primary caster stat.

Choose powers from the following lists:

Minor Powers:

Darkness (www.d20srd.org/srd/spells/darkness.htm) at will and/or Light (www.d20srd.org/srd/spells/light.htm) at will
Status (www.dandwiki.com/wiki/SRD:Status) at will
Detect Magic (www.d20srd.org/srd/spells/detectMagic.htm) continually active
Comprehend Languages (www.d20srd.org/srd/spells/comprehendLanguages.htm) continually active
Tongues (www.dandwiki.com/wiki/Tongues) continually active
Sanctuary (www.dandwiki.com/wiki/SRD:Sanctuary) 3 times per day
Shield of Faith (http://sancus.off.net/srd2/spellsS.html#shield-of-faith) 3 times per day
Death Knell (www.d20srd.org/srd/spells/deathKnell.htm) 3 times per day
Locate Object (http://sancus.off.net/srd2/spellsHtoL.html#locate-object) 3 times per day
Lessor Restoration (http://sancus.off.net/srd2/spellsPtoR.html#lesser-restoration) 3 times per day
Blur (www.dandwiki.com/wiki/SRD:Blur) 3 times per day
Gains Decipher Script Skill equal to its Spot Skill
Gains Search Skill equal to its Spot Skill, and the ability to Find Traps (as Rogue)


Major Powers:

Any 2 Minor Powers
Daylight (www.d20srd.org/srd/spells/Daylight.htm) at will and/or Deeper Darkness (www.d20srd.org/srd/spells/deeperDarkness.htm) at will
Clairaudience/Clairvoyance (www.d20srd.org/srd/spells/ClairaudienceClairvoyance.htm) at will
Detect Thoughts (www.d20srd.org/srd/spells/DetectThoughts.htm) at will
Bull's Strength (www.d20srd.org/srd/spells/Bullsstrength.htm) on self continually active
Cat's Grace (www.d20srd.org/srd/spells/catsGrace.htm) on self continually active
Nondetection (www.d20srd.org/srd/spells/nondetection.htm) continually active
Magic Circle Against Chaos (www.dandwiki.com/wiki/SRD:Magic_Circle_against_Chaos_(Spell)) continually active
Haste (www.d20srd.org/srd/spells/Haste.htm) 3 times per day
Greater Invisibility (www.d20srd.org/srd/spells/invisibilityGreater.htm) 3 times per day
Displacement (www.d20srd.org/srd/spells/displacement.htm) 3 times per day


Ultimate Powers:

Any 2 Major Powers
Axiomatic Sword (Lawful Holy Sword (www.d20srd.org/srd/spells/holySword.htm)) continually active
Freedom of Movement (www.d20srd.org/srd/spells/freedomOfMovement.htm) continually active
Righteous Might (www.d20srd.org/srd/spells/righteousMight.htm) at will (DR is 3/Chaos)
Dimension Door (www.d20srd.org/srd/spells/dimensiondoor.htm) at will once every other round
Shield of Law (www.dandwiki.com/wiki/SRD:Shield_of_Law) 3 times per day
True Resurrection (URL="www.d20srd.org/srd/spells/trueResurrection.htm")[/URL] on former owner, once per month, no cost


Craft Magic Arms and Armor: You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.

Magitech Secret: At 5th level and every odd level thereafter, you gain one of the following abilities:

Magitech Health (Disease): You become immune to all disease, including magical and supernatural diseases.

Magitech Health (Poison): You become immune to all poison, including magical and supernatural poisons.

Magitech Health (Fortification): You gain 20% Fortification. You may take this gift up to five times, and its effects stack.

Magitech Health (Timeless): Requires 100% Fortification. You no longer age, are immune to all effects that age you, and no longer take the penalties of old age. You are also immune to all Death effects. You and everything that you wear or hold are also immune to all Disintegration effects.

Magitech Stability: Requires 100% Fortification. You gain your Con bonus as a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, Trip, and attempts. This bonus stacks with similar bonuses from other sources, such as a Dwarf's stability bonus.

Magitech Protection (Fort): You gain your Con bonus as a supernatural bonus to your Fort Save (in addition to the normal bonus derived from Con). This ability does not stack with any ability that grants you a bonus to Fort Saves from any other class or prestige class, such as a Paladin.

Magitech Protection (Will): You gain your Con bonus as a supernatural bonus to your Will Save (in addition to the normal bonus derived from Wis). This ability does not stack with any ability that grants you a bonus to Will Saves from any other class or prestige class, such as a Paladin or a Crusader.

Magitech Protection (Ref): You gain your Con bonus as a supernatural bonus to your Ref Save (in addition to the normal bonus derived from Dex). This ability does not stack with any ability that grants you a bonus to Ref Saves from any other class or prestige class, such as a Paladin.

Divine Damage Reduction: Requires Magitech Protection (Fort): You gain DR 1/-. This ability stacks with any damage reduction from Magitech Armor, such as if the armor is made of adamantine, or if your armor has Righteous Might active. You may take this ability multiple times, and it stacks with itself, but not with DR from any source other then itself and your armor.

Divine Mettle: Requires Magitech Protection (Fort and Will): You gain the Mettle ability.

Magitech Reflexes: You may treat your Mechitech Armor as if it were one category lighter. For example, heavy armor would count as medium, and medium armor would count as light. This ability stacks with the benefits of Mithril or similar materials.

Magitech Evasion: Requires Magitech Reflexes: You gain the Evasion ability. This ability only functions while in Mechitech Armor that counts as being light armor (light armor, or medium armor + Divine Reflexes, or Heavy Mithril armor + Divine Reflexes, etc).

Magitech Courage (Fear): You gain immunity to all fear effects.

Magitech Courage (Charm): You gain immunity to all Charm effects.

Magitech Courage (Compulsion): Magitech Courage (Fear and Charm): You gain immunity to all Compulsion Effects.

Magitech Mind: Aura of Courage (Compulsion) and Magitech Protection (Will): You gain immunity to all mind affecting effects, enchantments, and illusions, including all spells from those schools.



Mark II Magitech Templar

Alignment Restriction: Any Lawful
d12 hit points
Full BAB
Strong Will and Fort Save
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.

1 - Detect Disorder, Construct Empathy
2 - Armor Expertise
3 - Magitech Armor
4 - +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade
5 - Craft Magic Arms and Armor, Magitech Upgrade
6 - Armor Expertise
7 - Magitech Upgrade
8 - +2 Enhancement Bonus, Armored Sense Upgrade
9 - Magitech Upgrade
10 - Armor Expertise
11 - Magitech Upgrade
12 - +3 Enhancement Bonus, Armored Sense Upgrade
13 - Magitech Upgrade
14 - Armor Expertise
15 - Magitech Upgrade
16 - +4 Enhancement Bonus, Armored Sense Upgrade
17 - Magitech Upgrade
18 - Armor Expertise
19 - Magitech Upgrade
20 - +5 Enhancement Bonus, Armored Sense Upgrade, Armor Transcendence

Detect Disorder (Sp): As a Swift Action, Magitech Templars may Detect Chaos at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.

Construct Empathy (Ex): This ability functions exactly like Wild Empathy, except that it effects constructs instead of animals. In addition, mindless constructs (Int 0) treat you as if you were a construct of the same type. Essentially, they ignore your presence unless you attack them or are directly ordered to attack you by their controller.

Armor Expertise (Ex): At second 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).


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


Armored Mobility: When wearing armor that you are proficient with, your armor counts as one size lighter for determining movement.


Armored Mastery: When wearing armor that you are proficient with, you gain a +1 Natural Armor bonus to AC. This bonus does not stack with Natural Armor bonuses from other sources, though it dos stack with itself.


Magitech Armor: At 3rd level you gain a suit of armor from your church (or organization as appropriate for your campaign). 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 gp 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 or improve it, though you must still pay for materials or other associated costs. If your Magitech Armor is ever destroyed, you must go on a special side quest determined by your church (the DM) to prove your devotion to its faith, and they will replace it free of charge. When replaced, it will contain any upgrades and improvements that you have accumulated and invested in it up to that point.

Armor Sentience (Sp): You suit gain gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon. It has speech, vision, hearing, and empathy. It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). All Magitech Armor abilities and upgrades only function for the Magitech Templar for which it was created. Other characters, including other Magitech Templars, may not use it.

At 4th level and every four levels thereafter, it also gains a +1 enhancement bonus to armor class.

Armored Sense Upgrade (Sp): You gain the ability to Share Senses with your Magitech Armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and/or to use its Darkvision, Blindsight, or other special senses in place of your own.

At 4th level and every five levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. You may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:


Darkvision (Requires Spot): 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 + your armorís Wis bonus (or penalty). In addition, you armor also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, and read instantaneously on your behalf.


Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armorís Wis bonus (or penalty). In addition, your armor does not take penalties to your Listen check that would not effect a construct (sleeping, being distracted, mind affecting effects, etc).


Search: Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armorís Int bonus (or penalty). In addition, you may Find Traps as a Rogue.


See Invisibility (Requires Search): 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 + your armorís Wisdom bonus (or penalty). In addition, you gain Low Light Vision.


Tremorsense (Requires Listen): Your armor gains Tremorsense for a number of feet equal to your Magitech Templar level * 5.


X-Ray Vision (Requires Darkvision): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. This vision is blocked by lead (regardless of its thickness).


Craft Magic Arms and Armor (Sp): You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech Armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.

Magitech Upgrade (Sp): At 5th level and every odd level thereafter, you gain a new ability with your armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted you may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:


Armored Fortitude: You gain a bonus to your Fort Save equal to the Enhancement bonus to your Magitech Armor.


Armored Mind: You gain a bonus to your Will Save equal to the Enhancement bonus to your Magitech Armor.


Armored Reflexes: You gain a bonus to your Ref Save equal to the Enhancement bonus to your Magitech Armor.


Armored Stability: You gain a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to the Enhancement bonus on your Magitech Armor. These bonuses stack with similar bonuses from feats or racial abilities.


Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source.


Dauntless: You no longer need to sleep or eat. In addition, you are effected by a continuous Endure Elements (www.d20srd.org/srd/spells/Endureelements.htm) effect.


Deflection (Requires Evasion): Your armor bonus from your Magitech Armor applies to your touch AC.


Energy Shield: You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This resistance stacks with any resistance provided by your armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with resistance from any other source.


Evasion: (Requires Armored Reflexes): You gain the Evasion ability. This ability only function 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.


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 enemy is Slowed (www.d20srd.org/srd/spells/Slow.htm) for 1d4 rounds. If your enemy makes a Will Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not Slowed. You may fire one missile for every 5 Magitech Templar levels you posses (max 4). Each missile may target the same enemy, or different enemies. Multiple Slow effects do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.


Great Strength: You gain a enhancement bonus to Strength equal to the enhancement bonus to your Magitech Armor.


Flame Thrower: As a Standard Action you shoot a cone of flame that is 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). It deals 1d6 points of fire damage for every two Magitech Templar levels (max 10d6 at 20th level) to all enemies within its area, and enemies that receive damage catch on fire, taking an addition 1d6 points of damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) 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.


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


Power Jump: You gain an enhancement bonus to your Jump check equal to one half your Magitech Templar level, and may take 10 on all Jump checks, even when threatened or rushed. 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 Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.


Propulsion: You gain a Fly Speed of 20 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.


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 1d4 points of force damage for every two Magitech Templar levels (max 10d4 at 20th level), and the enemy 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). Other feats and abilities that effect Bull Rush attempts (Improved Bull Rush, Shock Trooper, Dungeon Crasher, magic items, etc) otherwise effect this check. If your enemy makes a Fort Save (DC = 15 + 1/2 your Magitech Templar level) 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.


Transmutation: Your armor is transformed to a special material of your choice, such as adamantine, mithril, ironwood, dragon hide, etc. In addition, your armor gains 10 points of hardness and 50 hit points above and beyond that provided by the material, enhancement bonus, etc. It also becomes immune to all acid, corrosion, decay, disintegration, and rust effects (though you still damaged and affected normally by these effects). Any armor spikes may similarly be transformed to a material of your choice (adamantine, cold iron, silver, etc) and gain the same hardness, hit point, and immunities.


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 having to breath. (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 armorís weight is no longer included into any calculation that would effect buoyancy. However, your Armor Check Penalty (if any) still applies to Swim checks.

Armor Transcendence: When you are wearing your armor, you transcend your mortal form and take on many of the characteristics of a construct. You gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage. You maintain all of the other features of living beings Ė you still count as the same type of creature, still have a Con score, can be resurrected, are still effected by mind affecting effects, etc.

Ziegander
2008-11-18, 02:45 PM
I AM IRON MAN!!

Cool. Not sure if it's viable, I'll give it a more thorough look later, but one thing that I noticed, was, "You're in power armor: where are the laser beams? Where are the guns?"

Scorching Ray as a spell-like for the armor seems appropriate, as does Magic Missile, as does anything that might be able to translate into bullets or bombs. Explosive Runes might do the trick. Maybe Cometfall (in the spell compendium)? Not sure on guns, but meh, who needs 'em?

Baron Corm
2008-11-18, 03:51 PM
Most or all of the armor powers can be gained through spells, and most or all of the magitech secrets are existing class features, so the class doesn't really excite me. It's kind of like a paladin 1/evasion class X/sorcerer X/eldritch knight 10. To be worthy of a class, I agree with Ziegander that you need to add some unique "mechwarrior" abilities. Similar to scorching ray or magic missile maybe, but not exact duplicates, because again, "eldritch knight".

graymachine
2008-11-19, 12:06 PM
I like it; it seems like a strong tanking class. I would say, though, what's the protection from sundering, aside from the armor's normal methods? A good sunder seems like it would cripple the class up until a quest can be completed.

My DM pointed out that the armor being able to be of any material at level 2 seems too strong. This means it could be adamantium, something a 2 level character shouldn't have. Or, were you meaning something else?

Again, thanks for the help.

Person_Man
2008-11-19, 04:04 PM
OK, I've made a Mark II version that incorporates the feedback given.

I've tried to create a more unique set of powers. Specifically, I've added somewhat unique ranged attacks. But really the niche for this class is that its a potent tank (high hit points, AC, special protections) that has abilities that cover the normal tank weaknesses (Invisibility, Flight, Saves, ranged attacks). If you multi-class, you can use your Craft Magic Arms and Armor ability to further increase your enhancement bonus, which would in turn increase some of your class abilities.

I also removed the free special materials from 3rd level and made it a special ability (not available until 5th level). This should clear up any low level balance problems.

imp_fireball
2008-11-19, 09:27 PM
I always thought that it'd be easier to just roll a rogue and have him/her act as the pilot. But since it's a medieval world, combining magic with technology (and there'd have to be a ton of both to prevent having a hollowed out golem clone) would probably need more then one PC class (perhaps another rogue to take care of all the crafting and engineering related things, commoner/warrior npcs to gather the materials needed, and a wizard with lots of ranks in spell craft/enchantment/whatever to make the magic parts work... and to simplify things, you couldn't animate the entire thing all at once since that would just make a golem but instead animate the integral parts such as the servos that allow movement, the ability to make the machine magically fly at the pull of a lever, maybe a magic gun that can be fired on command). Or maybe you'd need a psion as pilot to give mental commands...

It depends really, I don't know.

Lert, A.
2008-11-20, 12:00 AM
Late night post and brain not working.

Nothing to see here....

Fizban
2008-11-20, 05:09 AM
I would say, though, what's the protection from sundering, aside from the armor's normal methods? A good sunder seems like it would cripple the class up until a quest can be completed.
Funny thing: you can't sunder armor, it's specifically not allowed. The only thing that can sunder armor is a Bebilith, because they specifically have a Rend Armor ability. I'm not sure if armor is even on the list of items that can be damaged on a natural 1 saving throw.

graymachine
2008-11-20, 10:11 AM
Funny thing: you can't sunder armor, it's specifically not allowed. The only thing that can sunder armor is a Bebilith, because they specifically have a Rend Armor ability. I'm not sure if armor is even on the list of items that can be damaged on a natural 1 saving throw.

Are you sure? Could you point it out to me on the SRD? I ask simply because our meat shield got his armor ripped to shreds last session from a sunder.

Lert: Bwah? A 28 at level 20 is a skill monkey's skill? You can get a 28 in a skill without trying by 20th level. A dedicated skill monkey should be in the 50s to 60s, or more depending on how focused he is.

Person_Man
2008-11-20, 11:24 AM
Are you sure? Could you point it out to me on the SRD? I ask simply because our meat shield got his armor ripped to shreds last session from a sunder.

From the SRD (www.d20srd.org/srd/combat/specialAttacks.htm):


Sundering a Carried or Worn Object

You donít use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the objectís AC. A carried or worn objectís AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You canít sunder armor worn by another character.

So apparently, you can't Sunder armor.

There are various monsters and spells out there that can effect armor. So you can either spend an upgrade to make your armor ridiculously hard to destroy, or you can go on a DM approved side quest to replace your armor (which will be tough, since 80% of your class abilities are tied up in your armor).

Lert, A.
2008-11-20, 12:34 PM
Lert: Bwah? A 28 at level 20 is a skill monkey's skill? You can get a 28 in a skill without trying by 20th level. A dedicated skill monkey should be in the 50s to 60s, or more depending on how focused he is.

Actually, I misread that a bit. I thought that it was giving the MT a bonus to skill checks, instead of a second skill role for the armor "character". The first case would be OP, the second not.

Person_Man
2008-11-20, 01:41 PM
Actually, I misread that a bit. I thought that it was giving the MT a bonus to skill checks, instead of a second skill role for the armor "character". The first case would be OP, the second not.

Yeah, the point is that the Magitech Armor's Skill check replaces your own. The armor has a decent number of Ranks (essentially maxed out for that character level) but it can't be boosted by magic items or spells or Bard song or whatnot, so it can't be optimized. Sorry if I didn't make that clear enough.

Lert, A.
2008-11-21, 01:46 AM
I like the class, although a few extra options on the armor upgrade feature - particularly weapon - would be welcome. The weapons options as they are - a recharge rate like most class-based breath weapons - could lead to a nice feat tree much like the metabreath feats (+x rounds before using again for added effect).

Fizban
2008-11-21, 03:02 AM
I'll second the "moar optionz!" request. The universal problem with power armor/mech/advanced tech classes/settings is that they invariably don't provide enough options. Dnd already covers most of the staples of magery: fireball, fly, scrying, all that good stuff, but there are tons of different weapons and gadgets that all have to be statted and priced, so most additions only have a fraction of what you want. It's simultaneously easier and more difficult if you're just making it one class: easier because you can balance the abilities within a single class, but harder trying to make each one unique and not just a spell with a different name.

Other weapons that are horribly obvious and you could think of yourself but I feel like listing: rockets, homing missiles, heat beams, electric beams, machine guns/automatic crossbows, grenades, regenerating shields, beam weapons, screw attack (see below), computer targeting (allowing armor to use it's actions to activate certain attacks), computer targeting (lock on for hit bonus), and...

About Craft Arms and Armor: I'd let them ignore all spell prerequisites, since as you have it now they have to blow a scroll for every 1,000gp base cost. That, or give them the spell fudging that artificers and warlocks get, otherwise they won't be doing much other than basic enhancement bonus.

In other news, I just finished Metroid Prime 3: Corruption, and that Frost Missile of yours is driving me nuts, as Samus receives an Ice Missile upgrade in this game, as well as the usual multi-target launcher upgrade. Sadly, the one enemy I actually wanted to use the ice missiles on was immune to them (the Metroids themselves, phaze out whenever you fire one). For all that they seem to be Samus' signature metroid killing weapon, they've been all but useless against metroids in the second two prime games (haven't played the first enough to know). Ironically, the energy sucking metroids are best killed in Prime 3 by the plasma and phazon beams (and since they feed on phazon, that really makes no sense)

Stycotl
2008-11-21, 01:19 PM
even though you can't sunder armor, there are specific abilities that damage it (taking away armor points until repair, etc). one of them was already mentioned, and i was just reading about another one yesterday, though i don't recall what it was.

so, it would still be cool to give the armor a bonus to something, whether that be saves, or something else.

Person_Man
2008-11-21, 04:34 PM
OK, so Iíve added a Mark III version, which I've added to this post because of text limitations on the original post:

Mark III Magitech Templar

d12 hit points
Full BAB
Strong Fort Save, weak Will and Ref Saves
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.


1 - Armor Expertise
2 - Magitech Armor
3 - +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade
4 - Magitech Upgrade
5 - Armor Expertise, Craft Magic Arms and Armor
6 - Magitech Upgrade
7 - +2 Enhancement Bonus, Armored Sense Upgrade
8 - Magitech Upgrade
9 - Armor Expertise
10 - Magitech Upgrade
11 - +3 Enhancement Bonus, Armored Sense Upgrade
12 - Magitech Upgrade
13 - Armor Expertise
14 - Magitech Upgrade
15 - +4 Enhancement Bonus, Armored Sense Upgrade
16 - Magitech Upgrade
17 - Armor Expertise
18 - Magitech Upgrade
19 - +5 Enhancement Bonus, Armored Sense Upgrade
20 - Magitech Upgrade, Armor Transcendence

Armor Expertise (Ex): At first 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).


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


Armored Mobility: When wearing armor that you are proficient with, your armor counts as one size lighter. This may effect your movement and what abilities you can use while wearing your armor.


Armored Skin: When wearing armor that you are proficient with, you gain a +1 Natural Armor bonus to AC. This bonus does not stack with Natural Armor bonuses from other sources, though it dos stack with itself.


Magitech Armor: At 2nd level you gain a suit of armor from your church (or other organization as appropriate for your campaign). 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 gp 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 or improve it, though you must still pay for materials or other associated costs. If your Magitech Armor is ever destroyed, you must go on a special side quest determined by your church (the DM) to prove your devotion to its faith, and they will replace it free of charge. When replaced, it will contain any upgrades and improvements that you have accumulated and invested in it up to that point.

Armor Sentience (Sp): You suit gain gains sentience and abilities. Starting at 3rd level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon. It has speech, vision, hearing, and empathy. It shares your alignment. (If your alignment changes, an Ego struggle may occur, as per the rules of intelligent items). All Magitech Armor abilities and upgrades only function for the Magitech Templar for which it was created. Other characters, including other Magitech Templars, may not use it.

At 3rd level and every four levels thereafter, it also gains a +1 enhancement bonus to armor class.

Armored Sense Upgrade (Sp): You gain the ability to Share Senses with your Magitech Armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and/or to use its Darkvision, Blindsight, or other special senses in place of your own.

At 3rd level and every four levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. You may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:


Darkvision (Requires Spot): 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 + your armorís Wis bonus (or penalty). In addition, you armor also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, and read instantaneously on your behalf.


Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armorís Wis bonus (or penalty). In addition, your armor does not take penalties to your Listen check that would not effect a construct (sleeping, being distracted, mind affecting effects, etc).


Search: Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armorís Int bonus (or penalty). In addition, you may Find Traps as a Rogue.


See Invisibility (Requires Search): 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 + your armorís Wisdom bonus (or penalty). In addition, you gain Low Light Vision.


Tremorsense (Requires Listen): Your armor gains Tremorsense for a number of feet equal to your Magitech Templar level * 5.


X-Ray Vision (Requires Darkvision and Spot): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. This vision is blocked by lead (regardless of its thickness).


Magitech Upgrade (Sp): At 4th level and every even level thereafter, you gain a new ability with your armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Each time you gain a upgrade, choose one of the following:


Armored Fortitude: You gain a bonus to your Fort Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Fort Save with your AC bonus. (Thus, you would use your Armor Class as your Fort Save, instead of rolling d20 + Fort Save bonus). You must declare that you are using this ability before you would roll.


Armored Mind: You gain a bonus to your Will Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Will Save with your AC bonus. (Thus, you would use your Armor Class as your Will Save, instead of rolling d20 + Will Save bonus). You must declare that you are using this ability before you would roll.


Armored Reflexes: You gain a bonus to your Ref Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Ref Save with your Armor Class. (Thus, you would use your Armor Class as your Ref Save, instead of rolling d20 + Ref Save bonus). You must declare that you are using this ability before you would roll.


Armored Stability: You gain a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to twice the Enhancement bonus on your Magitech Armor. These bonuses stack with similar bonuses from feats or racial abilities.


Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source.


Dauntless: You no longer need to sleep or eat, and are immune to all Sleep, Fatigue, Exhaustion, and hunger related effects.


Deflection (Requires Evasion): Your armor bonus from your Magitech Armor (including the Enhancement Bonus) applies to your touch AC.


Diving Attack (Requires Power Jump or Propulsion): You gain the Pounce 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. After you use this ability, you must wait 1d4 rounds before you can use it again.


Energy Shield: You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This resistance stacks with any resistance provided by your armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with resistance from any other source. In addition, you are effected by a continuous Endure Elements (www.d20srd.org/srd/spells/Endureelements.htm) effect.


Evasion: (Requires Armored Reflexes): You gain the Evasion ability. This ability only function 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: You channel all of the energy of your armor into an explosive electrical attack. Everyone within a 30 ft radius of you is effected (including all allies), taking 1d6 points of electrical damage per Magitech Templar level (max 20d6), and they are Stunned for 1d4 rounds. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not Stunned. After you use this ability, you are Dazed for 1d4 rounds, and no feat, ability, or spell may prevent or dispel the Daze effect.


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 enemy is Slowed (www.d20srd.org/srd/spells/Slow.htm) for 1d4 rounds. If your enemy makes a Will Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not Slowed. You may fire one missile for every 5 Magitech Templar levels you posses (max 4). Each missile may target the same enemy, or different enemies. Multiple Slow effects do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.


Light Beams: As an Swift Action, you may fire beams of light from your eyes. Make a ranged touch attack. If it hits, it deals 1d4 points of fire damage for every two Magitech Templar levels (max 10d4 at 20th level), and the target is Dazzled. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) 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.


Great Strength: You gain a enhancement bonus to Strength equal to the enhancement bonus to your Magitech Armor. In addition, your armorís weight is no longer included in any Encumbrance calculation (which effects carrying capacity and movement rate).


Flame Thrower: As a Standard Action you shoot a cone of flame that is 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). It deals 1d6 points of fire damage for every two Magitech Templar levels (max 10d6 at 20th level) to all enemies within its area, and enemies that receive damage catch on fire, taking an addition 1d6 points of damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) 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.


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


Planar Adaptation: Choose a plane of existence other then the Material Plane. You do not take any penalties while on this plane, and may move and act on that plane as if you were a native. 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: 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. It 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. 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 Ė 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 who see the death must make a Will Save (DC = damage dealt) 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.


Power Jump: You gain an enhancement bonus to your Jump check equal to one half your Magitech Templar level, and may take 10 on all Jump checks, even when threatened or rushed. 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 Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.


Propulsion: You gain a Fly Speed of 20 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.


Repair: Your armor repairs any damage to itself as if it had Fast Healing 1. Any time you receive magical healing, your armor is also repaired by the same amount. In addition, your armor gains 10 points of hardness and 50 hit points above and beyond that provided by the material, enhancement bonus, etc. It also becomes immune to all acid, corrosion, decay, disintegration, and rust effects (though you still damaged and affected normally by these effects).


Repeating Dart Gun: Your armor has a Repeating Dart Gun built into one of its wrists, which is a one handed masterwork weapon that deals 1d4 (19-20, *2) damage. You may hold or otherwise manipulate a weapon, shield, or other object on the arm as your Repeating Dart Gun (including a Power Fist), though you may not use them both during the same round. As part of your armor, the Repeating Dart Gun cannot be Sundered, Disarmed, or dropped while you are wearing it. You may treat the weapon as a crossbow for any feat or ability that effects weapons. Your armor contains an extradimensional space which can store up to 50 darts, and the Repeating Dart Gun automatically reloads from this space in the order that they are loaded. You may enchant the Repeating Dart Gun just as you a crossbow, paying the full costs and following the normal rules for doing so. You may take this upgrade multiple times Ė 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 1d4 points of force damage for every two Magitech Templar levels (max 10d4 at 20th level), and the enemy 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). 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 Fort Save (DC = 15 + 1/2 your Magitech Templar level) 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 threaten a critical hit with an unarmed strike, Power Fist, or armor spikes, you may make a free Sunder attempt against the enemy you threatened.


Transmutation: As a full round action, you may transform your armor. You may transform your armor into a special material or of your choice, such as adamantine, mithril, ironwood, dragon hide, etc., gaining all of the benefits and proterties of that material. You may also use this ability to transform armor spikes and/or a Power Fist to a different or the same material of your choice (adamantine, cold iron, silver, etc). This also allows you to change the minor features of your armor, such as color, cleanliness, ornamentation, etc. In addition, you may transmute your armor into any other form of armor that you are proficient with. For example, you could transmute your full plate into chain mail in order to better hide its appearance. Or if you later gain Exotic Armor Proficiency, you could transmute your full plate into the exotic armor.


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 having to 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 armorís 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. However, your Armor Check Penalty (if any) still applies to Swim checks.

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. An entangled creature takes a Ė2 penalty on attack rolls and a Ė4 penalty on Dexterity, can move at only half speed, and cannot charge or run. 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. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. 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). Webbing is useful only against creatures up to one size larger then you (or smaller). You may also use webbing as a rope and grappling hook, or as a 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 in effect at any given time.


Craft Magic Arms and Armor (Sp): You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech Armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. In addition, you may ignore any caster or class level requirements for creating magic arms or armor. You otherwise incur the full gp and xp costs for any and all steps and materials associated with magic item creation.

Armor Transcendence: When you are wearing your armor, you transcend your mortal form and take on many of the characteristics of a construct. You gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage. You maintain all of the other features of living beings Ė you still count as the same type of creature, still have a Con score, can be resurrected, are still effected by mind affecting effects, etc.

Summary of changes:

Iíve removed the alignment element, Construct Empathy, Detect Disorder, and the strong Will Save. While interesting, the meat of the class is the Magitech Armor - so the sooner we get there in a balanced fashion, the better.

Moved up Armor Expertise to first level. Itís comparable to a weak bonus feat anyway, so a 1st level Fighter and a 1st level Magitech Templar are on equal footing. (Templar gets 2 extra hit points and Skill Points, Fighter gets free Tower Shield proficiency and a much broader choice of bonus feats).

Moved up receipt of the Magitech Armor to second level. This is really the core of the class, so the soon its in your hands, the better. In most cases PCs will end up with a free 1,500ish gp peice of equiptment. WBL for ECL 2 is 5,400 gp, so its not a game breaking amount of extra treasure, especially since you're not getting any comparable class ability (Evasion, Uncanny Dodge, Divine Grace).

Moved up the Enhancement Bonus and Armored Sense Upgrade to 3rd level.

Added a bunch of Magitech Upgrades, and improved a few of the weaker ones. You get a total of 9 upgrades over 20 levels, which you can spend however you like on offense or defense. I also added a method of easy repair and armor upgrade, for those worried about such things.

I kept made the Craft Magic Arms and Armor ability a bit more liberal. But you still need to pay the cost of Scrolls and materials and whatnot to create items. I donít want to replicate the Artificer here. That would be way too unbalanced.

Thoughts?

Human Paragon 3
2008-11-21, 04:42 PM
Armored Mobility: When wearing armor that you are proficient with, your armor counts as one size lighter. This may effect your movement and what abilities you can use while wearing your armor.

Makes this an AMAZING one level dip for rogue, sword sage, warlock, swasbuckler, war mage, beguiler.... the list goes on.

Whether that's a good thing or a bad thing is up to you.


Power Jump: You gain an enhancement bonus to your Jump check equal to one half your Magitech Templar level, and may take 10 on all Jump checks, even when threatened or rushed. 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 Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.


Propulsion: You gain a Fly Speed of 20 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.

Propulsion requires power jump, right? Otherwise, why even have power jump?

Owrtho
2008-11-21, 04:59 PM
The lack of a table is bugging me, so here.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0| Armor Expertise

2nd|
+2|
+3|
+0|
+0| Magitech Armor

3rd|
+3|
+3|
+1|
+1| +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade

4th|
+4|
+4|
+1|
+1| Magitech Upgrade

5th|
+5|
+4|
+1|
+1| Armor Expertise, Craft Magic Arms and Armor

6th|
+6/+1|
+5|
+2|
+2| Magitech Upgrade

7th|
+7/+2|
+5|
+2|
+2| +2 Enhancement Bonus, Armored Sense Upgrade

8th|
+8/+3|
+6|
+2|
+2| Magitech Upgrade

9th|
+9/+4|
+6|
+3|
+3| Armor Expertise

10th|
+10/+5|
+7|
+3|
+3| Magitech Upgrade

11th|
+11/+6/+1|
+7|
+3|
+3| +3 Enhancement Bonus, Armored Sense Upgrade

12th|
+12/+7/+2|
+8|
+4|
+4| Magitech Upgrade

13th|
+13/+8/+3|
+8|
+4|
+4| Armor Expertise

14th|
+14/+9/+4|
+9|
+4|
+4| Magitech Upgrade

15th|
+15/+10/+5|
+9|
+5|
+5| +4 Enhancement Bonus, Armored Sense Upgrade

16th|
+16/+11/+6/+1|
+10|
+5|
+5| Magitech Upgrade

17th|
+17/+12/+7/+2|
+10|
+5|
+5| Armor Expertise

18th|
+18/+13/+8/+3|
+11|
+6|
+6| Magitech Upgrade

19th|
+19/+14/+9/+4|
+11|
+6|
+6| +5 Enhancement Bonus, Armored Sense Upgrade

20th|
+20/+15/+10/+5|
+12|
+6|
+6| Magitech Upgrade, Armor Transcendence
[/table]

Owrtho

Fizban
2008-11-21, 07:37 PM
I'd go ahead and add a glide speed to power jump, and make it a prerequisite for Propulsion as Guard Juris is figuring.

I like the armor proficiency feat option: any feat that requires an armor or shield proficiency gives a lot of options without it just being a fight bonus feat, nice. The armored ease it nice too, as said above, almost too good for a dip, though restricting it to your personal armor would be just fine. I love the idea of a guy in Mechanus Gear making no more noise from armor than a guy in padded, even if he doesn't actually have any ranks of sneak. It also allows you to use dex enhancers for AC, which is a really cheap option for an extra +2 or +3 at high levels.

The webbing idea is pretty cool, I wouldn't have thought of that. Light beams seems pretty weak, only 1d4/2 levels, touch attack to hit, and dazzles on a failed save. Blind for 1 round would be more comparable to the slow effect on the frost missile, though for control it's still not as good without multiple targeting. Incidentally, while slow normally uses a will save, most cold effects give a fort save. Makes it a lot less useful, but a little more sense. You might also want to change the wording on the dart gun to use crossbow bolts, unless you were going for reusable ammo (reminds me of the icechucker from Frostburn: throws icicles or javelins). I would also assume that other versions of armor spikes (I know I've seen at least blades) are allowable in place of armor spikes for most abilities. You might as well add a Great Dexterity and maybe Great Constitution. Those would proceed into lines for smacking people around the field, or maybe powerful build and/or full enlargement, haste or extra movement speed, and fast healing or extra hp for the wearer (I'm thinking temporary hp on command, like the Amulet of Tears).

Diving attack could get a little nasty, if I'm remembering my flying combat rules right. A claw attack on a dive (downward flying charge, as you've described) deals double damage, and I believe the Raptoran entry in Races of the Wild changed that to any piercing weapon. I'm not sure if this is just little known or what, because it would be a very good way to improve charge multipliers (even if you can't use leap attack, you're doubling the normal +2/-1 to +4/-1 because it's a static number, along with your strength and base weapon damage, and if not you're still getting the +3/-1 without paying for leap attack). As a bonus, you can use it with your built in armor spikes/blades that you supped up with armor expertise.

I still disagree on the use of scrolls with Craft Arms and Armor. You need to cast every spell prerequisite every day of item creation, which for anything above a +1 bonus is going to be multiple days, which is going to add up to a ton of scrolls. You should also specify how extra enhancements interact with the built in enhancement bonus: do they stack, and if so how do you figure the cost. In the spirit of free enhancement bonuses, I would assume that you ignore the class enhancement bonus when calculating costs. If someone wants to enhance their armor bonus early, they could do so and would instead have gain a free +1 bonus of their choice in place of enhancement when they would exceed the normal limit of +5.

Lert, A.
2008-11-21, 07:56 PM
"* Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source."

I can see a problem if you do not let DR stack with other class-gained DR, such as a multiclassed barbarian. Since DR from such classes is usually a small bonus - except as a capstone for some PrCs, which is acceptable for the level of dedication needed - I would allow it to stack.

Person_Man
2008-11-26, 12:44 AM
I've updated the class (again). I've added a few new powers, and fixed broken bits based on the suggestions posted (thanks to everyone).

Mark VI Magitech Templar
d10 hit die
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
4 Skill Points per level
Class Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Arcana, Architecture and Engineering, Religion), Profession, Spellcraft.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0| Armor Expertise

2nd|
+2|
+3|
+0|
+0| Magitech Armor

3rd|
+3|
+3|
+1|
+1| +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade

4th|
+4|
+4|
+1|
+1| Magitech Upgrade

5th|
+5|
+4|
+1|
+1| Armor Expertise, Craft Magic Arms and Armor

6th|
+6/+1|
+5|
+2|
+2| Magitech Upgrade

7th|
+7/+2|
+5|
+2|
+2| +2 Enhancement Bonus, Armored Sense Upgrade

8th|
+8/+3|
+6|
+2|
+2| Magitech Upgrade

9th|
+9/+4|
+6|
+3|
+3| Armor Expertise

10th|
+10/+5|
+7|
+3|
+3| Magitech Upgrade

11th|
+11/+6/+1|
+7|
+3|
+3| +3 Enhancement Bonus, Armored Sense Upgrade

12th|
+12/+7/+2|
+8|
+4|
+4| Magitech Upgrade

13th|
+13/+8/+3|
+8|
+4|
+4| Armor Expertise

14th|
+14/+9/+4|
+9|
+4|
+4| Magitech Upgrade

15th|
+15/+10/+5|
+9|
+5|
+5| +4 Enhancement Bonus, Armored Sense Upgrade

16th|
+16/+11/+6/+1|
+10|
+5|
+5| Magitech Upgrade

17th|
+17/+12/+7/+2|
+10|
+5|
+5| Armor Expertise

18th|
+18/+13/+8/+3|
+11|
+6|
+6| Magitech Upgrade

19th|
+19/+14/+9/+4|
+11|
+6|
+6| +5 Enhancement Bonus, Armored Sense Upgrade

20th|
+20/+15/+10/+5|
+12|
+6|
+6| Magitech Upgrade, Armor Transcendence
[/table]

Class Abilities:

Armor Expertise (Ex): At first 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. This may effect your movement and what abilities you can use while wearing your armor.


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 does not stack with Natural Armor bonuses from other sources, though it dos stack with itself.


Magitech Armor: At 2nd level you gain a suit of 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 gp 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. If your Magitech Armor is ever destroyed, you must go on a special side quest determined by your church (the DM) to prove your loyalty, and they will replace it free of charge. When replaced, it will contain any upgrades and improvements that you have accumulated and invested in it up to that point.

Armor Sentience (Sp): You suit gain gains sentience and abilities. Starting at 3rd level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon (http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsICA.html). It has speech, vision, hearing, and empathy. It shares your alignment. (If your alignment changes, an Ego struggle may occur, as per the rules of intelligent items). All Magitech Armor abilities and upgrades only function for the Magitech Templar for which it was created. Other characters, including other Magitech Templars, may not use it.

At 3rd level and every four levels thereafter, it also gains a +1 enhancement bonus to armor class.

Armored Sense Upgrade (Sp): You gain the ability to share senses with your Magitech Armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and/or to use its Darkvision, Blindsight, or other special senses in place of your own.

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 multiple times. For any effect that allows a Save, your caster level is your Magitech Templar level, and your primary caster stat is Int. Choose one of the following upgrades to your armor:


Darkvision (Requires Spot): 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 + your armorís Wis bonus (or penalty). In addition, you armor also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, and read instantaneously on your behalf.


Detect Disorder: Your armor gains Ranks in Sense Motive equal to your Magitech Templar level + 3 + your armorís Wis bonus (or penalty). In addition, you may Detect Chaos (http://www.dandwiki.com/wiki/SRD: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, and what materials bypass its damage reduction (if any). This ability works on any object or construct that you can see, though you may only use it on one object or construct at a time.

Discern Lies (Requires Detect Disorder): As a Standard Action you may Discern Lies (http://www.d20srd.org/srd/spells/discernLies.htm).


Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armorís Wis bonus (or penalty). In addition, your armor does not take penalties to your Listen check that would not effect a construct (sleeping, being distracted, mind affecting effects, etc).


Search: Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armorís Int bonus (or penalty). In addition, you may Find Traps as a Rogue.


See Invisibility (Requires Search): 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 + your armorís Wisdom bonus (or penalty). In addition, you gain Low Light Vision.


Tremorsense (Requires Listen): 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 one target per round within your Tremorsense.


X-Ray Vision (Requires Darkvision and Spot): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. This vision is blocked by lead (regardless of its thickness).


Magitech Upgrade (Sp (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities)): At 4th level and every even level thereafter, you gain a new ability with your armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted, you may only select each Magitech Upgrade once. Unless otherwise noted, for any effect that allows a Save your caster level is your Magitech Templar level, and your primary caster stat is your Int or your Magitech Armor's Int (whichever is higher). Each time you gain a Magitech Upgrade, choose one of the following:


Alter Armor (requires Transmutation): As a Full Round Action, you may transform your armor into any type of armor that you are proficient with. 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 (http://www.dandwiki.com/wiki/SRD:Glamered) ability.


Armored Fortitude: You gain a bonus to your Fort Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Fort Save with your AC bonus. (Thus, you would use your Armor Class as your Fort Save, instead of rolling d20 + Fort Save bonus). You must declare that you are using this ability before you would roll.


Armored Mind: You gain a bonus to your Will Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Will Save with your AC bonus. (Thus, you would use your Armor Class as your Will Save, instead of rolling d20 + Will Save bonus). You must declare that you are using this ability before you would roll.


Armored Reflexes: You gain a bonus to your Ref Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day you may replace your Ref Save with your Armor Class. (Thus, you would use your Armor Class as your Ref Save, instead of rolling d20 + Ref Save bonus). You must declare that you are using this ability before you would roll.


Armored Stability: You gain a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to twice the Enhancement bonus on your Magitech Armor. These bonuses stack with similar bonuses from feats or racial abilities.


Clockwork Animal Companion (requires Construct Empathy): You gain a Clockwork Animal Companion. This ability functions in the same fashion as a Ranger's Animal Companion ability, except your Animal Companion has the construct type. (Thus, your effective Druid level is equal to one half your Magitech Templar level). 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 Ranger. 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 (Complete Arcane), as long as your Companion's hit die do not surpass the hit die your Clockwork Animal would have.


Construct Empathy: You may use your Craft (Armorsmithing) Skill in place of Diplomacy to effect the attitudes of constructs. 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. Finally, you may use your Craft (Armorsmithing) Skill in place of the Ride Skill when riding a construct.


Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source.


Dauntless (Requires Armored Mind): You no longer need to sleep or eat, and are immune to all Sleep, Fatigue, Exhaustion, and hunger related effects.


Deflection (Requires Evasion): Your armor bonus from your Magitech Armor (including the Enhancement Bonus) applies to your touch AC.


Diving Attack (Requires Power Jump): You gain the Pounce 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. After you use this ability, you must wait 1d4 rounds before you can use it again.


Energy Shield (Requires Armored Fortitude): You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This resistance stacks with any resistance provided by your armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with resistance from any other source. In addition, you are effected by a continuous Endure Elements (www.d20srd.org/srd/spells/Endureelements.htm) effect.


Evasion: (Requires Armored Reflexes): You gain the Evasion ability. This ability only function 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: You channel all of the energy of your armor into an explosive electrical attack. Everyone within a 30 ft radius of you is effected (including all allies), taking 1d6 points of electrical damage per Magitech Templar level (max 20d6), and they are Stunned for 1d4 rounds. If your enemy makes a Ref Save then the damage is halved and they are not Stunned. After you use this ability, you are Dazed for 1d4 rounds, and no feat, ability, or spell may prevent or dispel the Daze effect.


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 enemy is Slowed (www.d20srd.org/srd/spells/Slow.htm) for 1d4 rounds. If your enemy makes a Will Save then the damage is halved and they are not Slowed. You may fire one missile for every 5 Magitech Templar levels you posses (max 4). Each missile may target the same enemy, or different enemies. Multiple Slow effects do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.


Great Strength: You gain a enhancement bonus to Strength equal to the enhancement bonus to your Magitech Armor. In addition, your armorís weight is no longer included in any Encumbrance calculation (which effects carrying capacity and movement rate).


Flame Thrower: As a Standard Action you shoot a cone of flame that is 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). It deals 1d6 points of fire damage for every two Magitech Templar levels (max 10d6 at 20th level) to all enemies within its area, and enemies that receive damage catch on fire, taking an addition 1d6 points of damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Ref 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.


Light Beams: As an Swift Action, you may fire beams of light from your eyes. Make a ranged touch attack. If it hits, it deals 1d4 points of fire damage for every two Magitech Templar levels (max 10d4 at 20th level), and the target is Dazzled. If your enemy makes a Ref 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 and Mind): 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): 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. You are treated as being proficient with this weapon. 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. 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 Ė 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 who see the death must make a Will Save (Save DC = enemy's negative hit points when they die. So if you reduce your enemy to -21 hit points, then the Save DC is 21) 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 twice the enhancement bonus of your armor. 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 Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.


Propulsion (Requires Power Jump): You gain a Fly Speed of 30 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.


Repair: Your armor repairs any damage to itself as if it had Fast Healing 1. Any time you receive magical healing, your armor is also repaired by the same amount. In addition, your armor gains 10 points of hardness and 50 hit points above and beyond that provided by the material, enhancement bonus, etc. It also becomes immune to all acid, corrosion, decay, disintegration, and rust effects (though you still damaged and affected normally by these 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 repeating light crossbow for any feat or ability that effects weapons. Your armor contains an extradimensional space which can store up to 50 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 Ė 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 1d4 points of force damage for every two Magitech Templar levels (max 10d4 at 20th level), and the enemy 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). 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 Fort 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 threaten a critical hit with an unarmed strike, Power Fist, Repeating Crossbow, or armor spikes, you may make a free Sunder attempt against the enemy you threatened.


Transmutation: Your armor transforms into a special material or of your choice, such as adamantine, mithril, ironwood, dragon hide, etc., gaining all of the benefits and properties of that material. At the time you take this upgrade you may also transform your armor spikes and/or a Power Fist and/or Repeating Crossbow to a different or the same material of your choice (adamantine, cold iron, silver, etc).


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 having to 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 armorís 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. However, your Armor Check Penalty (if any) still applies to Swim checks.


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 (http://www.dandwiki.com/wiki/SRD: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). Webbing is useful only against creatures up to one size larger then you (or smaller). You may also use webbing as a rope and grappling hook, or as a mundane whip (http://www.dandwiki.com/wiki/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 in effect at any given time.


Craft Magic Arms and Armor (Sp): You may improve your Magitech Armor at your own expense, 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 it possesses them). 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.

Armor Transcendence: 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 Ė you still count as the same type of creature, still have a Con 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.


So, to summarize, at 20th level you gain:

The equivalent of 5 limited bonus feats (Armor Expertise)
A free suit of +5 armor
The ability to enchant your armor
5 Armor Sense Upgrades
9 Magitech Upgrades
Armor Transcendence


I think this makes the class roughly equal to a Crusader or Knight in power, which is what I was aiming for.

imp_fireball
2008-12-04, 03:01 AM
Are you sure? Could you point it out to me on the SRD? I ask simply because our meat shield got his armor ripped to shreds last session from a sunder.

Lert: Bwah? A 28 at level 20 is a skill monkey's skill? You can get a 28 in a skill without trying by 20th level. A dedicated skill monkey should be in the 50s to 60s, or more depending on how focused he is.

Really, this is where the GM can incorporate their own rules. In one game I saw that some GM allowed a character's armor to get worn.

Another rule could be if a character took a lot of damage that was force damage, or say, damage due to having been done by a monster with lots of strength, it could damage the armor as well as the character (or even if the character avoided an attack, the armor could still take damage if the character had been wearing that armor for a good amount of the campaign).

Human Paragon 3
2008-12-04, 01:12 PM
This looks great, Person Man. I'd be excited to play this class.

My one critique is on the Repulsor Ray. I don't think the repulsing effecit is strong enough to reliably repulse anything, let alone a large, strong opponent. I would give it +10 to the check (damage delt +10). If you think this is too extreme, even +5 would help.