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    Ogre in the Playground
     
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    Default D&D 3.5e Terminator (using Limb Loss) v0.3.5 - PEACH

    Using Psionic Dog's Limb Loss rules.

    The Terminator. A combat endoskeleton clothed under flesh that's practically indistinguishable from human.

    Not something you'd normally find in a D&D setting...

    Anyway, if you're going to send killer robots back in time, why limit yourself to modern day? How would a terminator fare back before the invention of the assault rifle and the shotgun?

    Well, this thread aims to answer such weighty questions! --Mainly because the USA-Ghana Football match I'm technically watching was fairly boring for long stretches, so I did this instead.

    Version 0.3.5 (Third Draft)
    Version History
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    Version 0.3.5 - Added half the Martial Terminator feat list.
    Version 0.3.4 - Corrected the Pragmatic Terminator's prerequisites from 6 Protective Feats to 6 Stealthy Feats.
    Version 0.3.3 - Changed the Feat Progression Rates... again.
    Version 0.3.2 - Additional Feats (Conscientious Terminator Feats)
    Version 0.3.1 - Additional Feats.
    Version 0.3.0 - Removed the level-by-level Stat increases. Changed the feat lists.... again.
    Version 0.2.5 - Reduced the Feat Progression Rates again.
    Version 0.2.4 - Added the Protective Terminator Feats, reduced the Racial Ability Bonuses, lowered the Feat Progression rates.
    Version 0.2.3 - Adjusted Feat progression for the base classes. Added some additional Terminator constraints.
    Version 0.2.2 - Completed the Stealthy Terminator Feats
    Version 0.2.1 - Added the Terminator Prestige Classes
    Version 0.2 - Re-Wrote the Terminator Classes section entirely.
    Version 0.1.3 - Added the Terminator Guardian class.
    Version 0.1.2 - Added the first seven Terminator feats.
    Version 0.1.1 - Added Terminator Assassin, Terminator Bodyguard, Terminator Duellist, Terminator Infiltrator, Terminator Survivalist.
    Version 0.1 - Initial draft


    Terminator (Construct)
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    RHD: None. Advancement by Class Level.
    LA: I'm thinking +3... or so.
    Size: Medium
    Str: +8
    Dex: -2
    Con: -2
    Int: +4
    Wis: -2
    Cha: -4
    HP: As a medium construct, a Terminator gets a 20HP bonus.
    DR: 5/-
    Skills: A Terminator has a -10 racial penalty on Move Silently checks, and a +4 racial bonus on Spot and Listen checks.

    Special Abilities: As standard construct, except where contradicted below.

    Reboot
    A Terminator reduced to beneath 0 HP deactivates as per the construct rules. However, unless its head or torso have reached the 'destroyed' state, it will revive 2 minutes (20 rounds) later, restored to half its max HP.

    Terminators do not naturally heal damage to their endoskeletons, and cannot be healed by standard restorative magic. Any restorative magic used on the Terminator will instead apply to the flesh coating.

    Revival
    A permanently disactivated Terminator can be restored by replacing the head and/or torso with fresh parts, if available. After the standard reboot delay, the Terminator will come back online.

    Death
    Unless you are familiar with Terminators' construction, the only way to permanently destroy a terminator is to fully destroy its head - For instance, via the Disintegrate spell. Those who are familiar with Terminator's construction may remove and destroy the Terminator's CPU while it is deactivated. If done on a permanently deactivated Terminator, this action is automatically successful. If performed on a disactivated Terminator, this requires 4d6 x10 seconds. If the Terminator reboots before this time is complete, the action is wasted.

    A Terminator whose chip has been destroyed cannot be revived or restored.

    Flesh Coating
    The Terminator's flesh coating counts as a second entity. It has D2 HD, a LA of 0, and the same ECL as the Terminator who wears it. Constructs do not normally possess Con scores, but a Terminator does - the Con instead applies to the flesh coat. This allows the flesh layer to have bonus HP, but not the Terminator underneath.

    All attacks aimed at the Terminator will first deal damage to the flesh coating. If the flesh coating is currently on less than -10HP, the damage is instead dealt to the Terminator's Endoskeleton as normal.

    If the flesh coating is on higher than -10HP, roll a D6 as though deciding the site of an injury. Then roll a D4, and consult the table below for the result.

    {table=head]Status of Limb|D4 Result|Effect
    Healthy|Any|Damage is dealt to the Coating.
    Mained|1-2|Damage is dealt to the Coating.
    Maimed|3-4|Damage is dealt to the Endoskeleton.
    Severely Maimed|1|Damage is dealt to the Coating.
    Severely Maimed|2-4|Damage is dealt to the Endoskeleton.
    Destroyed|Any|Damage is dealt to the Endoskeleton.
    [/table]

    Injuries to the fleshy coating are not permanent and it cannot die. The flesh coating has Fast Healing(1/ECL/Round). Each day, the Flesh Coating reduces one limb injury by one step. Such injuries can also be treated with Magical Healing or the Heal skill.

    Classes
    A Terminator can only take Terminator classes. Terminator classes are not available to non-Terminators.

    Templates and Bloodlines
    Terminators cannot take Templates or Bloodlines.

    Feats
    A Terminator does not get feats at levels 1, 3, 6, etc. Terminators are instead dependant on their classes for their feat provision. Terminators cannot take non-terminator feats except where stated on the feat lists.


    New Skills
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    Repair Terminator
    A Maimed Endoskeleton part can be repaired by a DC 15+CL skill check. Rolling a natural 1 on this check drops the limb 1 point down the condition track. Replacing a Maimed, Severely Maimed or Destroyed limb is a skill check against a DC equal to the Terminator's ECL - however, this requires a spare part to be available.

    Craft (Endoskeleton)
    Allows the crafting of the following endoskeleton parts:
    {table=head]Limb|Market Value|Craft DC
    Arm|750|15
    Leg|1000|20
    Torso|1500|25
    Head|1000|30
    [/table]


    Terminator Classes
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    Militant Terminator
    HD: D12
    Flesh HD: D4
    Skill Points: 2+int
    Class Skills: Balance, Craft (Endoskeleton), Profession, Repair, Tumble, Any 2 Others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+1|2|0|0|1|0
    2|+2|3|0|0|1|0
    3|+3|3|1|1|1|1
    4|+4|4|1|1|1|0
    5|+5|4|1|1|1|0
    6|+6/+1|5|2|2|1|1
    7|+7/+2|5|2|2|1|0
    8|+8/+3|6|2|2|1|0
    9|+9/+4|6|3|3|1|1
    10|+10/+5|7|3|3|1|0
    11|+11/+6/+1|7|3|3|1|0
    12|+12/+7/+2|8|4|4|1|1
    13|+13/+8/+3|8|4|4|1|0
    14|+14/+9/+4|9|4|4|1|0
    15|+15/+10/+5|9|5|5|1|1
    16|+16/+11/+6/+1|10|5|5|1|0
    17|+17/+12/+7/+2|10|5|5|1|0
    18|+18/+13/+8/+3|11|6|6|1|1
    19|+19/+14/+9/+4|11|6|6|1|0
    20|+20/+15/+10/+5|12|6|6|1|0
    [/table]
    A Militant Terminator may take feats from the Protective or Stealthy feat lists as Cross-Class Feats
    Stealthy Terminator
    HD: D8
    Flesh HD: D6
    Skill Points: 8+int
    Class Skills: Balance, Craft (Any), Hide, Move Silently, Profession, Repair, Tumble, Any 8 others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+0|0|2|0|1|0
    2|+1|0|3|0|1|0
    3|+2|1|3|1|1|1
    4|+3|1|4|1|1|0
    5|+3|1|4|1|1|0
    6|+4|2|5|2|1|1
    7|+5|2|5|2|1|0
    8|+6/+1|2|6|2|1|0
    9|+6/+1|3|6|3|1|1
    10|+7/+2|3|7|3|1|0
    11|+8/+3|3|7|3|1|0
    12|+9/+4|4|8|4|1|1
    13|+9/+4|4|8|4|1|0
    14|+10/+5|4|9|4|1|0
    15|+11/+6/+1|5|9|5|1|1
    16|+12/+7/+2|5|10|5|1|0
    17|+12/+7/+2|5|10|5|1|0
    18|+13/+8/+3|6|11|6|1|1
    19|+14/+9/+4|6|11|6|1|0
    20|+15/+10/+5|6|12|6|1|0
    [/table]
    A Stealthy Terminator may take feats from the Protective or Militant feat lists as Cross-Class Feats.
    Protective Terminator
    HD: D4
    Flesh HD: D8
    Skill Points: 4+int
    Class Skills: Balance, Craft (Any), Heal, Knowledge (Any), Listen, Profession (Any), Repair, Search, Spot, Tumble, Any 4 others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+0|0|0|2|1|0
    2|+1|0|0|3|1|0
    3|+2|1|1|3|1|1
    4|+3|1|1|4|1|0
    5|+3|1|1|4|1|0
    6|+4|2|2|5|1|1
    7|+5|2|2|5|1|0
    8|+6/+1|2|2|6|1|0
    9|+6/+1|3|3|6|1|1
    10|+7/+2|3|3|7|1|0
    11|+8/+3|3|3|7|1|0
    12|+9/+4|4|4|8|1|1
    13|+9/+4|4|4|8|1|0
    14|+10/+5|4|4|9|1|0
    15|+11/+6/+1|5|5|9|1|1
    16|+12/+7/+2|5|5|10|1|0
    17|+12/+7/+2|5|5|10|1|0
    18|+13/+8/+3|6|6|11|1|1
    19|+14/+9/+4|6|6|11|1|0
    20|+15/+10/+5|6|6|12|1|0
    [/table]
    A Protective Terminator may take feats from the Stealthy or Militant feat lists as Cross-Class Feats.
    Ruthless Terminator
    Entry Requirements: BAB +10, Feat Improved Targetting or Improved Brawling, Cannot posess an Emotion feat.
    HD: D12
    Flesh HD: D6
    Skill Points: 4+int
    Class Skills: Balance, Craft (Any), Hide, Move Silently, Profession (Any), Repair, Tumble, Any 2 Others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+1|2|2|0|1|0
    2|+2|3|3|0|1|1
    3|+3|3|3|1|1|0
    4|+4|4|4|1|1|1
    5|+5|4|4|1|1|0
    6|+6/+1|5|5|2|1|1
    7|+7/+2|5|5|2|1|0
    8|+8/+3|6|6|2|1|1
    9|+9/+4|6|6|3|1|0
    10|+10/+5|7|7|3|1|1
    [/table]
    A Ruthless Terminator may take feats from the Militant and Stealthy feat lists as cross-class feats, and from the Protective feat list with the exception of Emotion.
    Pragmatic Terminator
    Entry Requirements: BAB +7, 6 Stealthy Terminator Feats
    HD: D10
    Flesh HD: D8
    Skill Points: 4+int
    Class Skills: Balance, Craft (Any), Heal, Knowledge (Any), Listen, Profession (Any), Repair, Search, Spot, Tumble, Any 4 others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+0|2|0|2|1|0
    2|+1|3|0|3|1|1
    3|+2|3|1|3|1|0
    4|+3|4|1|4|1|1
    5|+3|4|1|4|1|0
    6|+4|5|2|5|1|1
    7|+5|5|2|5|1|0
    8|+6/+1|6|2|6|1|1
    9|+6/+1|6|3|6|1|0
    10|+7/+2|7|3|7|1|1
    [/table]
    A Pragmatic Terminator may take feats from the Militant, Stealthy and Protective feat lists as Cross-Class feats.
    Consciencious Terminator
    Entry Requirements: Feat: Emotion, Feat: Learning, Feat: Alias, Base Will Save +6, 1 or more Friends
    HD: D6
    Flesh HD: D10
    Skill Points: 6+int
    Class Skills: Balance, Craft (Any), Heal, Knowledge (Any), Listen, Move Silently, Profession (Any), Repair, Search, Spot, Tumble, Any 6 others.
    {table=head]Level|BAB|Fort|Refl|Will|Feats|CCFeats
    1|+0|0|2|2|1|0
    2|+1|0|3|3|1|1
    3|+2|1|3|3|1|0
    4|+3|1|4|4|1|1
    5|+3|1|4|4|1|0
    6|+4|2|5|5|1|1
    7|+5|2|5|5|1|0
    8|+6/+1|2|6|6|1|1
    9|+6/+1|3|6|6|1|0
    10|+7/+2|3|7|7|1|1
    [/table]
    A Conscientious Terminator may select feats from the Militant, Stealthy and Protective feat lists as Cross-Class feats.


    Terminator Feats
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    Martial Terminator Feats
    Bonus Feat (Fighter)
    The Terminator can take any one feat marked as a Fighter Bonus Feat. The Terminator's effective Fighter Level for Fighter Only feats is equal to (Militant + Ruthless) + ((Stealthy + Protective + Pragmatic + Consciencious)/2).

    Initiator
    The Terminator's warblade Initiator Level increases by 3.

    This feat can be taken multiple times and the effect does stack: However, the Terminator's Initiator Level is always capped at the Terminator's Character Level.

    Natural Armor
    The Terminator's Endoskeleton's Damage Reduction increases by 3/-.
    This feat can be taken multiple times: the effect stacks. However, the Terminator's DR can never be higher than Character Level * 2 or 5/-, whichever is higher.

    Anti-Human Strike
    The Terminator can ignore one level of Fortification enchantment on any humanoid target.

    This feat can be taken up to three times. The effects stack.

    Sneak Attack
    The Terminator gains the Sneak Attack ability as though it were a 3rd level Rogue.

    This feat can be taken multiple times - the effect stacks to increase the effective Rogue level. The Terminator's effective Rogue level is capped at the Terminator's current character level.

    Racial Statistics Boost
    The Terminator's Racial Ability Modifiers increase by a total of +2. This increase can only be applied to Physical Attributes.

    This feat can be taken multiple times. The effects stack.

    Improved Targetting
    Prerequisite: Melee Attack Bonus higher than Ranged Attack Bonus.

    The Terminator's Ranged Attack Bonus increases by +3.

    This feat can be taken multiple times - the effects stack.
    Stealthy Terminator Feats
    Spoiler
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    Bonus Feat (Scout and Rogue)
    The Terminator can take any one feat from the Scout Bonus Feat list. If the Terminator's Character Level is 10 or higher, it may also select a Rogue Special Ability instead of a feat.

    Initiator
    The Terminator's Swordsage Initiator Level increases by 3.

    This feat can be taken multiple times and the effect does stack: However, the Terminator's Initiator Level is always capped at the Terminator's Character Level.

    Dodge
    The Terminator's Dexterity Bonus to AC increases by 2.

    This feat can be taken multiple times - the effects stack.

    Sharpshooting
    The range increment of any ranged weapon used by the Terminator increases by half.

    Sniping
    Requires Sharpshooting

    The Terminator may deal Precision Damage up to the first range increment of any ranged weapon.

    This feat may be taken multiple times. Each additional copy allows Precision Damage to be dealt over a further range increment.

    Racial Statistics Boost
    The Terminator's Racial Ability Modifiers increase by a total of +2. This increase must be shared evenly between Mental and Physical Attributes.

    This feat can be taken multiple times. The effects stack.

    Audio Enhancement
    The Terminator gains an inherant +10 bonus to Listen checks.

    This feat can be taken multiple times. The bonus stacks.

    Audio Reproduction
    "Wolfie's fine, honey. Wolfie's just fine. Where are you?"
    Requires the Audio Enhancement feat.

    If the Terminator beats the Listen DC to hear a sound by 10 or more, it creates a perfect recording of this sound. This recording can be reproduced at will by the Terminator.

    Extra-Spectral Sight
    I see everything.
    Upgrades the Terminator's natural Darkvision (60') to Blindsight(60').

    This feat can be taken multiple times - each additional time adds 30' to the Blindsight range.

    Fast Crafting
    A Terminator with this feat can compress a week's worth of crafting rolls into an 8 hour period.

    This feat stacks with the Protective Feat Uninterrupted Casting to allow three weeks of crafting to be performed in a single 24 hour period.

    Optimised Computing
    The Terminator may substitute the bonus of its highest mental attribute with the bonus of one of the other mental attributes for the purposes of skills checks.

    This feat may be taken twice to allow all skill checks to be performed using a single mental attribute.

    This feat does not apply to spellcasting.

    Protective Terminator Feats
    Spoiler
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    Bonus Feat (Crafting and Meta)
    The Terminator can take any one Crafting, Metamagic or Metapsionic feat. The Terminator can ignore Caster or Manifester level prerequisites for the chosen feat: All other prerequisites must be adhered to.

    Initiator
    The Terminator's Crusader Initiator Level increases by 3.

    This feat can be taken multiple times and the effect does stack: However, the Terminator's Initiator Level is always capped at the Terminator's Character Level.

    Shielding
    Come with me if you want to live
    As a full-round action, the Terminator can grant an AC bonus to adjacent allies of up to 4 points of AC versus Ranged attacks or 2 points of AC versus Melee Attacks. However, any attack that would have been a hit without the armor bonus but was reduced to a miss by the armor bonus instead automatically hits the Terminator.

    Anti-Machine Strike
    The Terminator can deal precision and critical damage to Constructs, including other Terminators.

    Skirmish
    The Terminator gains the Skirmish ability as though it were a 3rd level Scout.

    This feat can be taken multiple times - the effect stacks to increase the effective Scout level. The Terminator's effective scout level is capped at the Terminator's current Character Level.

    Racial Statistics Boost
    The Terminator's Racial Ability Modifiers increase by a total of +2. This increase can only be applied to Mental Attributes.

    This feat can be taken multiple times. The effects stack.

    Alias
    The Terminator has crafted one alternate identity that it may assume without having to make 'use disguise' checks except against people who know it. The alias does not permit the Terminator to experience emotions it has not yet learned, but it can pretend to experience them by making a bluff check.

    This feat can be taken multiple times. Each additional copy allows a further Alias to be established.

    Emotion
    Requires Learning

    The Terminator has gained the ability to experience a pair of emotions from the following list: Love and Hate, Anger and Happiness, Amusement and Depression, Friendship and Jealousy.

    Learning
    Thank You For Explaining.
    If the Terminator is Aided By an ally with higher ranks in a skill than the Terminator has, roll a % die. The Terminator immediately gains a number of ranks in the relevant skill equal to the difference in their skill ranks multiplied by half the rolled percentage, rounded down.

    Pierce Disguise and Illusion
    The Terminator may make will saves against any illusion in its vicinity without having to interact with the illusion first - simply being able to perceive it is enough to allow will saves. The Terminator also receives an additional +4 competence bonus on spot checks against the Disguise skill and Forgery checks to spot the forgeries of others.

    Uninterrupted Crafting
    I never sleep...
    A Terminator may craft for 24 hours a day, instead of the usual 8.

    This feat stacks with the Stealthy feat 'Fast Crafting', to increase the Terminator's crafting speed to three weeks' progress in one 24 hour period.

    Ruthless Terminator Feats
    Pragmatic Terminator Feats
    Conscientious Terminator Feats
    Spoiler
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    Bonus Feat (Divine, Domain, Devotion)
    The Terminator may select any feat with the 'Divine' descriptor, any Cleric Domain, or any Domain Devotion feat for which it meets the prerequisites.

    Divine Caster
    The Terminator's Caster Level in any one Divine Casting Class increases by 3. The Terminator does not gain any other advantages of the Class.

    This feat can be taken multiple times - the effect stacks. The Terminator's Divine Caster Class is capped at the Terminator's current Character Level.

    DR/Good
    The Terminator gains DR 5/Good.

    This feat can be taken multiple times - the effect stacks. This DR overlaps with the Terminator's natural 5/-.

    Retribution
    The Terminator gains an automatic reroll of any die that scores equal to or less than the number of the Terminator's allies that are either unconscious, dead, incapacitated or obviously not in control of their actions. Only allies of which the Terminator is aware count, and the bonus lasts from the point in which the Terminator becomes aware of their situation until the point where it is resolved *or* the Terminator permanently gives up on resolving the situation.

    A given die roll may only be retaken once.

    Steely Resolve
    As the Crusader ability of the same name. Each time this feat is taken, it increases the size of the Steely Resolve delayed damage pool by 5.

    The first time this feat is taken it also grants the Furious Counterstrike ability.

    Racial Attribute Boost
    The Terminator's Racial Ability Modifiers increase by 3. This increase can only be assigned to Mental stats.


    Still to Come
    More Terminator Feats
    ...and Balance
    Last edited by whoiam; 2010-07-31 at 10:50 AM.

  2. - Top - End - #2
    Orc in the Playground
     
    Nidogg's Avatar

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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    hmm... Due to their ability to avoid death except in exceptional circumstances (i.e head destroy) I would put them in the same LA category as the vampire, or lich giving them maybey +6LA. So a Lvl one terminator can revive themselves as the party just gains acces to rezzing. And Makesure that the termy suffers level loss as well, and maybey insted of (construct) type, why not give it the living construct type? (in ebberon campaign setting..)
    Thanks to BRC for the Wizard Avi!
    And the science gets done and You make a neat gun for the people who are still alive!
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    Ogre in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    That's actually part of the reason I insisted that Terminators use injury rules - partly to evoke those iconic scenes of partially-lame terminators lurching after their terrified human targets... and partly to guarantee that the Terminator does not repeatedly come back at full power.

    Note that, thanks to the build-up of injuries, a Terminator can be permanently defeated just by dealing damage to it repeatedly (once it's suffered enough head or torso wounds it cannot reboot again unless someone else fixes it) - unlike the Vampire or the Lich, both of which *have* to be destroyed by special means to keep them from rising again.

    As to the living construct - well, that's because I don't have the Eberron sourcebooks... and I'd rather not base my work on sourcebooks I don't have.

    Level loss is a good idea... each time a part is replaced, maybe? I'll think about that one.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    I feel somewhat better about 0.2 than I did about 0.1... Something to do with the massively simplified Classes section...

  5. - Top - End - #5
    Orc in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    You need more Arnold...

    You should have feats like: I'll Be Back, I Am A Machine, and Come With Me If You Want To Live... it just seems lacking without them.






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  6. - Top - End - #6
    Ogre in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    Yup, there's a lot of feats still to come. "I'll be back" is probably going to be some behicle-based variant on the theme of improved overrun...

  7. - Top - End - #7
    Orc in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    Hmmm, the +8 to int worrys me. It allows a terminator wizard acces to UNLIMITED POWA! Maybey shove in a racial spell faliure chance, or go to the extreme and ban them from casting, personaly though I would grant it some automatic ranks in all knowledge skills scince im presuming thats what the INT bonus is for?
    Thanks to BRC for the Wizard Avi!
    And the science gets done and You make a neat gun for the people who are still alive!
    I Critique Homebrew Races, PM me with your suggestions!

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    A Terminator that takes the right classes and concentrates on INT would end up on a +28 Racial INT modifier. They would have burned 10 feats to get there, but that doesn't necessarily seem like that much... Yeah, that's one I'll be thinking about.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: D&D 3.5e Terminator (using Limb Loss) - PEACH

    As of Version 0.2.4...

    To learn spellcasting, a Terminator has to take Protective or Conscientious feats. They need 7 Conscientious feats to reach Level 20 in a Divine Casting class. They need 10 Protective feats to reach Level 20 in an Arcane casting class or Psionic manifesting class.

    The highest Mental Stat bonus comes from 20 levels as a Stealthy Terminator. This grants 7 Protective Feats and 0 Conscientious Feats, allowing a +24 bonus to a mental stat (if its Int. Wis will always be 6 points lower, and Cha 8) and a level 14 caster level in any one Arcane or Psionic Casting Class.

    The highest Caster Levels comes from 10 levels as a Protective Terminator followed by 10 levels as a Conscientious Terminator. This grants a +13 bonus to mental stats in general and allows the Terminator to master around 2.15 casting classes (1 arcane/psionic, 1.15 divine). (Remember that two feats that could have gone into caster levels instead have to go into prerequisites for Conscientious). Of course, if the casting classes used are not Int based, the Terminator also has to overcome the racial Wis and Cha penalties it starts with.

    So what I've essentially created is a useful Mystic Theurge...*-)

    Of course, this assumes a game with LA buyoff in play. Without that option available, the Terminator would never reach level 20 short of epic levels. Therefore it would never top any of the casting classes, with the impressive stat boosts as compensation for never quite catching up with the human casters.

    I'm thinking the feat progression rates are going to be coming down again...

  10. - Top - End - #10
    Ogre in the Playground
     
    Planetar

    Join Date
    Sep 2008
    Location
    England

    Default Re: D&D 3.5e Terminator (using Limb Loss) v0.3.3 - PEACH

    Quick update: I'm trying to recruit a few brave, hardy souls to help me put this through it's paces. Speculation's all well and good, but the best way to check balance is with an actual playtest.

    If you're interested, It's here.

  11. - Top - End - #11
    Pixie in the Playground
     
    Khaladon's Avatar

    Join Date
    Feb 2010
    Location
    Cancun
    Gender
    Male

    Default Re: D&D 3.5e Terminator (using Limb Loss) v0.3.3 - PEACH

    Very interesting concept, and impressive work you've put into it.

    One thing that struck mne asout of place though...while a Terminator wizard seems perfectly logical, how can a construct have access to Divine magics?

    Anyway, if you're not already full, I'll be applying to try out your cool game!
    Awesome BadA$$ Avatar by Cealocanth. Thanks!

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