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View Full Version : [3.5]Making a Determinator with Magitech Templar



Callos_DeTerran
2009-04-02, 03:26 PM
It's all in the title. If my DM approves of it, I'll soon be changing out my current IRL character for a Magitech Templar, a base homebrew class designed by Nevermore (I think, if I'm wrong just correct me). My entire goal is to make my character as much of a Determinator/Iron Man as I possibly can by going straight Magitech Templar in an aberrationcentric campaign with an 80 point system (not the normal points system, you take the score you want and subtract it from 80) and normal WBL+like...5000 I think.

Weapon-wise, considering my other party member ( a startling efficient monk), I've considered going range but I personally enjoy melee so much more, especially since a higher strength means heavier armor in the first place. That means I DO want to work a Powerfist into the armor ability selections because I like the idea behind it. Of course if thats not possible I'm completely happy with going ranged with a twinked out repeating crossbow since that's much less armor-ability intensive.

Magitech class abilities are below:
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 stacks with Natural Armor bonuses from all other sources.

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 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 armor gains sentience and abilities. Starting at 3rd level, your armor 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 Magitech 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 attribute is Intelligence. Choose one of the following upgrades to your armor:
• Darkvision (Requires Spot Upgrade): Your armor gains Darkvision for a number of feet equal to your Magitech Templar level * 10. This vision functions in both mundane, supernatural, and magical darkness of all types.
• Decipher: Your armor gains Ranks in Decipher Script equal to your Magitech Templar level + 3 + your Magitech Armor’s Wisdom 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 armor’s Wisdom bonus (or penalty). In addition, you may Detect Chaos at will as a Standard Action.
• Detect Substance: As a Swift Action you may learn what material(s) any structure or object (including armor, weapons, etc) is made of, including its hardness and hit points. You also automatically know the current hit points of any Construct, 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 Upgrade): As a Standard Action you may Discern Lies.
• Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armor’s Wisdom 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 (Requires Spot Upgrade): Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armor’s Intelligence bonus (or penalty). In addition, you may Find Traps as a Rogue. Your Magitech Armor is constantly on the lookout for you, and so you are automatically entitled to a Search check whenever you pass within 10 feet of a trap, secret/concealed door or portal.
• See Invisibility (Requires Search Upgrade): Your armor gains See Invisibility for a number of feet equal to one half your Magitech Templar level * 5.
• Spot: Your armor gains Ranks in Spot equal to your Magitech Templar level + 3 + your armor’s 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 target within your Tremorsense, removing the normal line of sight requirement for doing so.
• X-Ray Vision (Requires Darkvision and Spot Upgrades): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. 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 Magitech Armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted, if an Upgrade allows a Saving Throw, the Save DC = 10 + 1/2 your Magitech Templar level + your Intelligence bonus. Also unless otherwise noted, you may only choose each Upgrade once. Each time you gain a Magitech Upgrade, choose one of the following:
• Alter Armor (requires Transmutation Upgrade): 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 ability.
• Armored Fortitude: You gain a bonus to your Fortitude Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day as an Immediate Action you may replace your Fortitude Save with your AC bonus. (Thus, you would use your Armor Class as your Fortitude Save, instead of rolling d20 + Fortitude Save bonus). You must declare that you are using this ability before you would roll.
• Armored Mind: You gain a bonus to your Willpower Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day as an Immediate Action you may replace your Willpower Save with your AC bonus. (Thus, you would use your Armor Class as your Willpower Save, instead of rolling d20 + Willpower Save bonus). You must declare that you are using this ability before you would roll.
• Armored Reflexes: You gain a bonus to your Reflex Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day as an Immediate Action you may replace your Reflex Save with your Armor Class. (Thus, you would use your Armor Class as your Reflex Save, instead of rolling d20 + Reflex 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 bonuses stack with all other bonuses.
• Clockwork Animal Companion (requires Construct Empathy Upgrade): 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 Upgrade): 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 Upgrade): You no longer need to sleep or eat, and are immune to all Sleep, Fatigue, Exhaustion, and hunger related effects.
• Deflection (Requires Evasion Upgrade): The 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. To use this ability, you must move at least 20 feet as part of your Charge, including at least 10 feet in a downwards angle in the direction of your enemy. If you successfully hit and damage your enemy as part of a Diving Attack, you also gain a free Trip attack against them (and may make a free follow up attack as normal if you have Improved Trip). After you use this ability, you must wait 1d4 rounds before you can use it again.
• Energy Shield (Requires Armored Fortitude Upgrade): You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This Energy Resistance stacks with any Energy Resistance provided by your Magitech Armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with Energy Resistance from any other source. In addition, you are effected by a continuous Endure Elements 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: As a Full Round action, you channel all of the energy of your Magitech Armor into an explosive electrical attack. Everyone within a 30 ft radius of you is effected (including all allies), taking 1d6 points of Electrical damage per Magitech Templar level (max 20d6), and they are Stunned for 1d4 rounds. If an enemy makes a Reflex 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, item, spell, or other effect 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 for 1d4 rounds. If your enemy makes a Willpower 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, and each enemy must Save separately for each missile that hits it. However, 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 armor’s 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 Fire damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they do not catch on fire. A burning creature may take a Move Action to put out the flame. Multiple effects which make an enemy catch on fire do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.
• 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 Reflex Save then the damage is halved and they are not Dazzled. After you use this ability, you must wait 1d4 rounds before you can use it again.
• Mettle (Requires Armored Fortitude 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 – 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 Willpower 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. In addition, your armor gains 50 hit points above and beyond that provided by the its material, enhancement bonus, etc. It also becomes immune to all corrosion, decay, and rust effects. You and your Magitech Armor also gain your armor's Intelligence bonus (if positive) as a bonus to Saves against all Acid and Disintegration effects, as well as any other effect that may damage or destroy your Magitech Armor.
• 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 – 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 Fortitude Save then the damage is halved and they are not effected by a Bull Rush. After you use this ability, you must wait 1d4 rounds before you can use it again.
• Shattering: You gain the Improved Sunder feat. In addition, whenever you threaten a critical hit with an unarmed strike, Power Fist, Repeating Crossbow, or armor spikes, you may make a free Sunder attempt against that enemy.
• 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 armor’s weight is no longer included into any calculation that would effect buoyancy. And any attacks you make (such as if you use a blunt weapon or make an attack with fire) are not penalized for being underwater. However, your Armor Check Penalty (if any) still applies to Swim checks.
• Water Cannon: As a Standard Action you may make a ranged touch attack. The Water Cannon has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits, it deals 1d6 points of physical damage for every four Magitech Templar levels (max 5d6 at 20th level), and the enemy Blown Away. If your enemy makes a Reflex Save then the damage is halved and they are not Blown Away. Against enemies with the Fire subtype, the Water Cannon deals 1d12 points points of physical damage for every four Magitech Templar levels (max 5d12 at 20th level), and in addition to being Blown Away, the enemy is Staggered for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they are not Blown Away or Staggered. The Water Cannon has no effect on enemies with the Water subtype. After you use this ability, you must wait 1d4 rounds before you can use it again. You may also use your Water Cannon as a Decanter of Endless Water.
• Webbing: As a Standard Action you may make a ranged touch attack. The Webbing has a range of 5 feet per Magitech Templar level (max 100 feet). Any target hit by this attack takes no damage, but becomes entangled, as if they had been hit by a net. As part of your webbing you may create a trailing rope. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The webbing has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). You may also use webbing as a rope and grappling hook, or as a mundane whip (though this upgrade does not grant whip proficiency). The webbing is highly flammable, and is destroyed by any fire damage (though the entangled subject also takes 1d6 points of fire damage as the webbing burns up). Multiple webbing effects against the same target do not stack. You may only have one trailing rope or whip 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 your armor 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 – you still count as the same type of creature, still have a Constitution score, can be resurrected, and you are still effected by mind affecting effects. You also are not immune to sleep, fatigue, and exhaustion effects unless you have taken the Dauntless Upgrade, and must still breath unless you have take the Underwater Adaptation Upgrade.

Help me playground!

Person_Man
2009-04-02, 05:05 PM
The Magitech Templar is my creation (http://www.giantitp.com/forums/showthread.php?t=97025), based off of an idea from Graymachine (http://www.giantitp.com/forums/showthread.php?t=96934). Nevermore might have done one as well, but the abilities you've listed are clearly my work. It's been through a ton of different iterations, and I've done a good amount of playtesting on it as well.

Here is the full, most current version:

Mark V 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, Swim.

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

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 stacks with Natural Armor bonuses from all other sources.


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 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 armor gains sentience and abilities. Starting at 3rd level, your armor 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 Magitech 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. In addition, your armor does not receive any bonuses or take penalties to any Skill check that would not effect a construct (sleeping, mind affecting effects, morale bonuses, etc).

At 3rd level and every four levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain Magitech Templar levels, and function only while you wear your Magitech Armor. You may not choose the same Armored Sense Upgrade multiple times. For any effect that allows a Save, your caster level is your Magitech Templar level, and your primary caster attribute is Intelligence.

Choose one of the following upgrades to your armor:


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


Decipher: Your armor gains Ranks in Decipher Script equal to your Magitech Templar level + 3 + your Magitech Armor’s Wisdom 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 armor’s Wisdom 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 Upgrade): 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 armor’s Wisdom bonus (or penalty).


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


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


Spot: Your armor gains Ranks in Spot equal to your Magitech Templar level + 3 + your armor’s 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 target within your Tremorsense, removing the normal line of sight requirement for doing so.


X-Ray Vision (Requires Darkvision and Spot Upgrades): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. 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 Magitech Armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted, if an Upgrade allows a Saving Throw, the Save DC = 10 + 1/2 your Magitech Templar level + your Intelligence bonus. Also unless otherwise noted, you may only choose each Upgrade once. Each time you gain a Magitech Upgrade, choose one of the following:


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


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


Armored Reflexes: You gain a bonus to your Reflex Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per day as an Immediate Action you may replace your Reflex Save with your Armor Class. (Thus, you would use your Armor Class as your Reflex Save, instead of rolling d20 + Reflex 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 bonuses stack with all other bonuses.


Clockwork Animal Companion (requires Construct Empathy Upgrade): 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 Upgrade): 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 Upgrade): You no longer need to sleep or eat, and are immune to all Sleep, Fatigue, Exhaustion, and hunger related effects.


Deflection (Requires Evasion Upgrade): The 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. To use this ability, you must move at least 20 feet as part of your Charge, including at least 10 feet in a downwards angle in the direction of your enemy. If you successfully hit and damage your enemy as part of a Diving Attack, you also gain a free Trip attack against them (and may make a free follow up attack as normal if you have Improved Trip). After you use this ability, you must wait 1d4 rounds before you can use it again.


Energy Shield (Requires Armored Fortitude Upgrade): You gain Energy Resistance against each form of energy (Acid, Cold, Electricity, Fire, and Sonic) equal to twice the Enhancement bonus to your Magitech Armor. This Energy Resistance stacks with any Energy Resistance provided by your Magitech Armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with Energy Resistance from any other source. 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: As a Full Round action, you channel all of the energy of your Magitech Armor into an explosive electrical attack. Everyone within a 30 ft radius of you is effected (including all allies), taking 1d6 points of Electrical damage per Magitech Templar level (max 20d6), and they are Stunned for 1d4 rounds. If an enemy makes a Reflex 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, item, spell, or other effect 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 Willpower 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, and each enemy must Save separately for each missile that hits it. However, 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 armor’s 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 Fire damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they do not catch on fire. A burning creature may take a Move Action to put out the flame. Multiple effects which make an enemy catch on fire do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.


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 for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they are not Dazzled. After you use this ability, you must wait 1d4 rounds before you can use it again.


Mettle (Requires Armored Fortitude and Armored 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 – 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 Willpower 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. In addition, your armor gains 50 hit points above and beyond that provided by the its material, enhancement bonus, etc. It also becomes immune to all corrosion, decay, and rust effects. You and your Magitech Armor also gain your armor's Intelligence bonus (if positive) as a bonus to Saves against all Acid and Disintegration effects, as well as any other effect that may damage or destroy your Magitech Armor.


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 – 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 Fortitude Save then the damage is halved and they are not effected by a Bull Rush. After you use this ability, you must wait 1d4 rounds before you can use it again.


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


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 armor’s weight is no longer included into any calculation that would effect buoyancy. And any attacks you make (such as if you use a blunt weapon or make an attack with fire) are not penalized for being underwater. However, your Armor Check Penalty (if any) still applies to Swim checks.


Water Cannon: As a Standard Action you may make a ranged touch attack. The Water Cannon has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits, it deals 1d6 points of physical damage for every four Magitech Templar levels (max 5d6 at 20th level), and the enemy Blown Away (http://www.dandwiki.com/wiki/SRD:Blown_Away). Against enemies with the Fire subtype, the Water Cannon deals 1d12 points points of physical damage for every four Magitech Templar levels (max 5d12 at 20th level), and in addition to being Blown Away, the enemy is Staggered for 1d4 rounds. If your enemy makes a Reflex Save then the damage is halved and they are not Blown Away or Staggered. The Water Cannon has no effect on enemies with the Water subtype. After you use this ability, you must wait 1d4 rounds before you can use it again. You may also use your Water Cannon as a Decanter of Endless Water (www.dandwiki.com/wiki/SRD:Decanter_of_Endless_Water).


Webbing: As a Standard Action you may make a ranged touch attack. The Webbing has a range of 5 feet per Magitech Templar level (max 100 feet). Any target hit by this attack takes no damage, but becomes entangled, as if they had been hit by a net (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). 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 or whip 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 your armor 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 – you still count as the same type of creature, still have a Constitution score, can be resurrected, and you are still effected by mind affecting effects. You also are not immune to sleep, fatigue, and exhaustion effects unless you have taken the Dauntless Upgrade, and must still breath unless you have take the Underwater Adaptation Upgrade.




Anywho, I'm really happy to see people outside my group pick up the class and run with it. What ECL are you playing at, and what books are allowed?

Callos_DeTerran
2009-04-02, 05:25 PM
The Magitech Templar is my creation (http://www.giantitp.com/forums/showthread.php?t=97025), based off of an idea from Graymachine (http://www.giantitp.com/forums/showthread.php?t=96934). Nevermore might have done one as well, but the abilities you've listed are clearly my work. It's been through a ton of different iterations, and I've done a good amount of playtesting on it as well.Anywho, I'm really happy to see people outside my group pick up the class and run with it. What ECL are you playing at, and what books are allowed?

.......Oops. Sorry man, I didn't note down the creator when I first copied it down and began looking for a chance to play it.

In any case I'm happy to use it, if I can sell my DM on letting me use it. ECL 12 and I have a majority of non-setting specific books. Notable exceptions to this are Complete Champion, Complete Psionic and the Races books, Cityscape and Magic Item Compendium (I have access to it, but not easily).

Human Paragon 3
2009-04-02, 11:29 PM
I still think repulsor beam should be 10+Damage Dealt, Person Man.

Callos_DeTerran
2009-04-03, 01:59 PM
Slightly less helpful then I was looking for Gaurd..

Person_Man
2009-04-07, 11:42 AM
So at ECL 12, you'll have 3 Armor Expertise, 3 Armored Sense Upgrade, and 5 Magitech Upgrades. That's a lot to work with. Assuming your main goal is defense you could do:

Armor Expertise: Armored Ease, Armored Mobility (*2)

This will make it so you're effectively wearing light armor, even if you're wearing full plate or Mechanus Gear (best heavy armor in the game. It's in the Planar Handbook). This is required if you want to be mobile and use Evasion. If you don't, then I suggest that you pick up Armored Skin (*3) for the improvement to your AC.

Armor Sense: Spot, Search, See Invisibility

Armor Sense is mostly just to improve a few Skills and for fluff, since all of the special abilities can be purchased for a relatively affordable price with magic items. This combination will make it more difficult to ambush or use traps against you, and will prevent invisible enemies from having any advantage. But any choice will work.

Magitech Upgrades: Power Fist, Repeating Crossbow, Armored Reflexes, Evasion, Deflection.

This is my suggestion based on what you stated. Put your Power Fist and Repeating Crossbow on the same hand. Take Shield Base and Power Attack, and in the other hand use a shield enchanted with Throwing and Returning. Each round you should be able to get a full attack, through some combination of melee attacks, your crossbow, and your shield bash/throw. It's not a particularly potent combo, but compared to your Monk friend you'll be fine.