Waargh!
2010-06-05, 01:53 PM
TERMINATOR
A secret dwarven craft of creating and operating battle armor.
Requirements: Dwarf, Craft(Armor) 6, Craft(Weapons) 4
Skills: Craft(Any), Intimidate, Climb, Jump
Skills Points: 2+INT
{table]Level | BAB | Saves | Features
1 | 1 | 2/0/0 | Terminator Armor I
2 | 1 | 3/0/0 | Big Weapons
3 | 1 | 3/1/1 | Terminator Armor II
4 | 1 | 4/1/1 | The Cannon
5 | 1 | 4/1/1 | Terminator Armor III
6 | 1 | 5/2/2 | Huge Weapons
7 | 1 | 5/2/2 | Terminator Armor IV
8 | 1 | 6/2/2 | Double Cannon
9 | 1 | 6/3/3 | Terminator Armor V
10 | 1 | 7/3/3 | Anti-magic aura
[/table]
Terminator Armor I: You gain the ability to craft and operate the Dwarven Terminator Armor. This armor is one size larger than its wearer. The wearer rather than donning it, climbs inside it. It consists of complex mechanical parts to enable its wearer to move around. It consists of metal, stone and wooden parts. It cannot be used by any other creature and it is designed to fit and be operated by its original wearer.
The armor counts as a Heavy Armor and has a +10 AC, Max Dex +0, -20 Armor Penalty, 80% spell failure. Its basic materials to craft cost 3,000gp. It counts as a mastercraft armor and can be enchanted normally. You can also use special material at a normal cost.
You are considered one size larger inside the armor, gaining all the advantages and disadvantages (not attribute changes) and can be targeted normally. You use your normal size weapons and you cannot use larger weapons due to any feat or other class feature (but see below).
To evacuate or enter the armor, you need a full-round action.
Big Weapons: You can equip your armor its size weapons. In order to do so you have to attach the weapon on the armor's arm (move action).
Terminator Armor II: You gain a DR 2/Adamantine and reduce ability damage and negative level by 2, while inside the armor.
The Cannon: You attach a secret dwarven weapon on the shoulder of your armor, referred as The Cannon. You can fill the cannon with small rocks or metal pieces. This ammunition weights about 10 lbs. You use gunpowder which you can craft with with 10 ranks in Craft(Alchemy) and spending one hour for 10 shots worth of gunpowder to make it. The special materials for the powder can be found or bought (cost 1gp per 10 shots).
In order to use the cannot you need a move action to load it (provokes AoO) and a standard action to fire it (doesn't provoke AoO). It targets a cone shaped area, as it fires the small amunition in all directions, up to 60ft. It allows a Reflex save for half damage. The DC is [10+1/2 character level+Wis+2]. It deals 1d4 per character level bludgeoning damage.
You cannot run while the cannon is loaded and the cannon itself weights 30lbs.
Terminator Armor III: You gain Resist 2/All Elements, Resist 5/Force and Resist 5/Negative Energy. You gain a +10 on saves against poisons and diseases delivered by contact.
Huge Weapons: You can equip a weapon one size larger than your size.
Terminator Armor IV: You gain DR 3/Adamantine, as you further enhance the armor. You also reduce any ability damage or negative level by 4.
Double Cannon: You can equip another cannon, but you still need a full-round action to fire each one. Alternatively, you can fill the cannon with a round-shaped metal piece. You 1h of work to create 10 ammunition and a furnace or any other appropriate place. Each one weights 10lbs and would cost 1sp to buy it.
This type of ammunition a square up to 100ft. It deals 1d8 per character level bludgeoning damage, with a Reflex Save to negate the damage. Creatures get +2 bonus on their reflex save for every size category smaller than your size (adjusted by the armor). For every size larger than you, the creature gets a -2 penalty.
You can fire both cannons as a full-round action.
Terminator Armor V: You learn how to move more effectively inside the armor. You can also run up to CON rounds while in the armor. After that you are unable to run for 1h. You also reduce the Armor Check Penalty to -10. Finally, you further enhance your armor, providing you a +11 AC.
Anti-magic aura: You learn a mystique crafting technique that lets you change your armors magic property. You can choose to substitute a +1 enchantment bonus for your armor to gain the "Anti-magic aura" feature. You can make the choice as a move action on your turn. The "Anti-magic aura" features lasts for 1 minute and it functions exactly like an Anti-Magic field. After 24 hours, you regain the +1 enchantment bonus of your armor and regain the ability to activate the aura again.
A secret dwarven craft of creating and operating battle armor.
Requirements: Dwarf, Craft(Armor) 6, Craft(Weapons) 4
Skills: Craft(Any), Intimidate, Climb, Jump
Skills Points: 2+INT
{table]Level | BAB | Saves | Features
1 | 1 | 2/0/0 | Terminator Armor I
2 | 1 | 3/0/0 | Big Weapons
3 | 1 | 3/1/1 | Terminator Armor II
4 | 1 | 4/1/1 | The Cannon
5 | 1 | 4/1/1 | Terminator Armor III
6 | 1 | 5/2/2 | Huge Weapons
7 | 1 | 5/2/2 | Terminator Armor IV
8 | 1 | 6/2/2 | Double Cannon
9 | 1 | 6/3/3 | Terminator Armor V
10 | 1 | 7/3/3 | Anti-magic aura
[/table]
Terminator Armor I: You gain the ability to craft and operate the Dwarven Terminator Armor. This armor is one size larger than its wearer. The wearer rather than donning it, climbs inside it. It consists of complex mechanical parts to enable its wearer to move around. It consists of metal, stone and wooden parts. It cannot be used by any other creature and it is designed to fit and be operated by its original wearer.
The armor counts as a Heavy Armor and has a +10 AC, Max Dex +0, -20 Armor Penalty, 80% spell failure. Its basic materials to craft cost 3,000gp. It counts as a mastercraft armor and can be enchanted normally. You can also use special material at a normal cost.
You are considered one size larger inside the armor, gaining all the advantages and disadvantages (not attribute changes) and can be targeted normally. You use your normal size weapons and you cannot use larger weapons due to any feat or other class feature (but see below).
To evacuate or enter the armor, you need a full-round action.
Big Weapons: You can equip your armor its size weapons. In order to do so you have to attach the weapon on the armor's arm (move action).
Terminator Armor II: You gain a DR 2/Adamantine and reduce ability damage and negative level by 2, while inside the armor.
The Cannon: You attach a secret dwarven weapon on the shoulder of your armor, referred as The Cannon. You can fill the cannon with small rocks or metal pieces. This ammunition weights about 10 lbs. You use gunpowder which you can craft with with 10 ranks in Craft(Alchemy) and spending one hour for 10 shots worth of gunpowder to make it. The special materials for the powder can be found or bought (cost 1gp per 10 shots).
In order to use the cannot you need a move action to load it (provokes AoO) and a standard action to fire it (doesn't provoke AoO). It targets a cone shaped area, as it fires the small amunition in all directions, up to 60ft. It allows a Reflex save for half damage. The DC is [10+1/2 character level+Wis+2]. It deals 1d4 per character level bludgeoning damage.
You cannot run while the cannon is loaded and the cannon itself weights 30lbs.
Terminator Armor III: You gain Resist 2/All Elements, Resist 5/Force and Resist 5/Negative Energy. You gain a +10 on saves against poisons and diseases delivered by contact.
Huge Weapons: You can equip a weapon one size larger than your size.
Terminator Armor IV: You gain DR 3/Adamantine, as you further enhance the armor. You also reduce any ability damage or negative level by 4.
Double Cannon: You can equip another cannon, but you still need a full-round action to fire each one. Alternatively, you can fill the cannon with a round-shaped metal piece. You 1h of work to create 10 ammunition and a furnace or any other appropriate place. Each one weights 10lbs and would cost 1sp to buy it.
This type of ammunition a square up to 100ft. It deals 1d8 per character level bludgeoning damage, with a Reflex Save to negate the damage. Creatures get +2 bonus on their reflex save for every size category smaller than your size (adjusted by the armor). For every size larger than you, the creature gets a -2 penalty.
You can fire both cannons as a full-round action.
Terminator Armor V: You learn how to move more effectively inside the armor. You can also run up to CON rounds while in the armor. After that you are unable to run for 1h. You also reduce the Armor Check Penalty to -10. Finally, you further enhance your armor, providing you a +11 AC.
Anti-magic aura: You learn a mystique crafting technique that lets you change your armors magic property. You can choose to substitute a +1 enchantment bonus for your armor to gain the "Anti-magic aura" feature. You can make the choice as a move action on your turn. The "Anti-magic aura" features lasts for 1 minute and it functions exactly like an Anti-Magic field. After 24 hours, you regain the +1 enchantment bonus of your armor and regain the ability to activate the aura again.