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NineThePuma
2010-09-22, 04:54 PM
I've been thinking about building a Samus-Like heavily armored ranged-weapon wielder, but I'm not sure exactly how to go about this, in part due to only a little interaction with 3.5's min-maxing set up.

So I turn to GITP, and ask.

I want Full Plate. I want a primary focus to be ranged weaponry (preferably something like a Hand Crossbow). And I want Human. Beyond that, I don't really know what to take or how to look at it, and am more than willing to accept anyone's thoughts on it.

Morph Bark
2010-09-22, 04:56 PM
How much homebrew is acceptable?

Kylarra
2010-09-22, 04:58 PM
An archer-cleric actually fits the bill rather well. Since you can key your ranged attacks off Wis, you can wear full armor if you so choose, and domains, spells, and devotion feats can make up the rest of her special abilities.

gallagher
2010-09-22, 05:04 PM
my initial reaction was to make it a warlock, but i dont know how you would get full plate on that.

all the other toys and the technology in the armor can be replicated with your invocations

arguskos
2010-09-22, 05:05 PM
How much homebrew is acceptable?
If homebrew IS acceptable, then my man Holocron Coder has you covered, with the Battle Armor of Aran (http://www.giantitp.com/forums/showthread.php?t=36617).

NineThePuma
2010-09-22, 05:08 PM
Home brew is acceptable, but I'd rather keep it from being a collection of artifacts. While completely awesome, I'd like it to be a character that could, theoretically, be built. Ergo, homebrew can't be ridiculous, and it can't be a specific class built to emulate Samus (I found one of those. It was kinda lame, actually x3;;; )

oookler
2010-09-22, 05:19 PM
i went through the same proses making an iron man-like charictor and i found that the easyest way to do it was to make an artificer and slowly biuld a custom suit of armor depending what is allowed in ur game u should look at the power classes atificer his mechamagical ability and the wat he casts spells fits the flavor and is the cheapest cost on xp also going with the building your own suit consept fits the flover perectly

Prime32
2010-09-22, 05:21 PM
What about a warforged warlock with access to the DFA's Humanoid Shape invocation?

And Leaps and Bounds of course, as well as Devil's Sight, etc.

Tengu_temp
2010-09-22, 05:21 PM
I can think of several ways of making this character:

1. Warlock, grab Armored Spellcaster and wear a mithral plate.
2. Fighter/Soulknife/Soulbow (http://www.wizards.com/default.asp?x=dnd/ex/20060403a&page=2). Take Zen Archery and the only stat you really need is wisdom, and Soulbow is actually a very good prestige class.
3. Artificer, craft wands and use them to fire blasts of energy at enemies. I'm not sure how armor works with this class, though.


What about a warforged warlock with access to the DFA's humanoid shape invocation?

That's not a human in armor. That's a robot who sometimes pretends to be a human.

Teln
2010-09-22, 05:22 PM
i went through the same proses making an iron man-like charictor and i found that the easyest way to do it was to make an artificer and slowly biuld a custom suit of armor depending what is allowed in ur game u should look at the power classes atificer his mechamagical ability and the wat he casts spells fits the flavor and is the cheapest cost on xp also going with the building your own suit consept fits the flover perectly

GAAAAAH! MY EYES, THEY BURN!

Knaight
2010-09-22, 05:23 PM
Home brew is acceptable, but I'd rather keep it from being a collection of artifacts. While completely awesome, I'd like it to be a character that could, theoretically, be built. Ergo, homebrew can't be ridiculous, and it can't be a specific class built to emulate Samus (I found one of those. It was kinda lame, actually x3;;; )

So, a warlock prestige class that allows heavy armor would be fine? That about covers it, sure, you lack some of the Samus style tricks (morphball), but the warlock has some firepower, and is mobile.

Kurald Galain
2010-09-22, 05:23 PM
I'm kind of curious how you would transform into a little ball. That strikes me as Samus's prime iconic ability.

...Polymorph? Reduce self?

Eldan
2010-09-22, 05:24 PM
my initial reaction was to make it a warlock, but i dont know how you would get full plate on that.

all the other toys and the technology in the armor can be replicated with your invocations

Warlock? Mithral Plate and the feat that allows you to wear heavier armour while casting. Done.

Prime32
2010-09-22, 05:26 PM
So, a warlock prestige class that allows heavy armor would be fine? That about covers it, sure, you lack some of the Samus style tricks (morphball), but the warlock has some firepower, and is mobile.Humanoid Shape covers morphball, as well as letting a warforged "take off the suit". Alternatively, try lycanthropy - maybe a weredog.

And why do you want to give heavy armour to a character who is clearly unrestrained by their armour? There's the psychoactive skin of ectoplasmic armour I suppose. (it's in MIC and basically a suit of full plate which doesn't restrict your movement - the basic rules for psychoactive skins are here (http://www.d20srd.org/srd/psionic/items/universalItems.htm#psychoactiveSkins))

Kylarra
2010-09-22, 05:31 PM
I'm kind of curious how you would transform into a little ball. That strikes me as Samus's prime iconic ability.

...Polymorph? Reduce self?
Monk + hideaway amulet? :smallamused:

Jack_Simth
2010-09-22, 05:32 PM
Cleric.

Relevant feats:
Heighten Spell
Invisible Needle (Complete Mage - Reserve feat: Blaster)
Born Aloft (Complete Mage - Reserve feat: High Jump)
Full Plate.

You're... mostly there, depending on *which* Samus. Is there a specific set of abilities you're after?

NineThePuma
2010-09-22, 05:33 PM
i went through the same proses making an iron man-like charictor and i found that the easyest way to do it was to make an artificer and slowly biuld a custom suit of armor depending what is allowed in ur game u should look at the power classes atificer his mechamagical ability and the wat he casts spells fits the flavor and is the cheapest cost on xp also going with the building your own suit consept fits the flover perectly

Attempting to translate...


I went through the same process making an Iron Man like character and found that the easiest way to do it was to make an Artificer and slowly build a custom suit of armor. Depending on what is allowed in your game you should look at the power classes Artificer; his MechaMagical ability and the way he casts spells fits the flavor and is the cheapest in terms of XP costs. Also, going with the building your own suit concept fits the flavor perfectly.(Anyone questioning this translation can try THEIR hand.)

I consider Artificer, but Artificer doesn't have fighting prowess I would want, nor would I start with the armor creating abilities... AND it's incompatible with the Full Plate I want.


[hr]

Soulbow looks good, but I'm wary of the Soulknife class in general, without using a homebrewed remake.

[hr]

I'd like to avoid direct magic classes (and yes, the Full Plate is needed. It wouldn't be Samus if there wasn't armor) and instead focus on the prowess. While an artificer could BUILD the armor, I'm not sure that an Artificer could USE it. ... Does that make any sense? |3

<hr>

EDIT

The abilities I'm after are intended to be a heavily armored ranged weapon user who can take loads of damage.

Jack_Simth
2010-09-22, 05:39 PM
While an artificer could BUILD the armor, I'm not sure that an Artificer could USE it. ... Does that make any sense? Three feats (http://www.d20srd.org/srd/feats.htm#armorProficiencyLight) solve that (http://www.d20srd.org/srd/feats.htm#armorProficiencyMedium) problem easily (http://www.d20srd.org/srd/feats.htm#armorProficiencyHeavy).
The abilities I'm after are intended to be a heavily armored ranged weapon user who can take loads of damage.So... a fullplate fighter with a bow qualifies?

NineThePuma
2010-09-22, 05:42 PM
Three feats (http://www.d20srd.org/srd/feats.htm#armorProficiencyLight) solve that (http://www.d20srd.org/srd/feats.htm#armorProficiencyMedium) problem easily (http://www.d20srd.org/srd/feats.htm#armorProficiencyHeavy).

So... a fullplate fighter with a bow qualifies?

A full plate fighter with a bow would qualify, but I'm trying to optimize the concept.
... And yes, those feets do it, but I meant that as a more "I'm not sure an Artificer in the armor would be effective."

grarrrg
2010-09-22, 05:49 PM
And I want Human.

Human? She's halfish-Chozo.
Is there a "half-Kenku" template or something lying around somewhere?

Coidzor
2010-09-22, 05:50 PM
Three feats (http://www.d20srd.org/srd/feats.htm#armorProficiencyLight) solve that (http://www.d20srd.org/srd/feats.htm#armorProficiencyMedium) problem easily (http://www.d20srd.org/srd/feats.htm#armorProficiencyHeavy).So... a fullplate fighter with a bow qualifies?

Artificers automatically have at least Light, so... no need for that one. IIRC they get medium too.

NineThePuma
2010-09-22, 05:53 PM
She got a chozo blood transfusion. That doesn't make her a half bird thing.



They have up to medium, but I want a character who kicks ass and takes names without being a spellcaster in and of herself.

Mando Knight
2010-09-22, 06:00 PM
Human? She's halfish-Chozo.
Is there a "half-Kenku" template or something lying around somewhere?

She's not half-Chozo. She's got an infusion of Chozo blood combined with gene therapy. She's more of an augmented human, with a boosted Dex score and Fort save.

Really, though, she's only actually able to be accurately portrayed by a WotC d20 system if you use SW SAGA. Medium armor (possibly beskar'gam), with multiple attachments and such (including shielding)... the only things you can't do by making her a Soldier/Scout/Bounty Hunter/Elite Trooper are possibly Morph Ball and her suit's ability to rapidly reconfigure itself to and from the Zero Suit state. Space Jump (and possibly Speed Booster) are covered by a jetpack, and her Arm Cannon would be a mounted Blaster Rifle (possibly homebrewed to have a charge function similar to the Bryar Rifle from the TFU guide). Grappling Beam is an ascension gun, and the Visors are mostly just an application of integrating a computer system with the Helmet Package.

ArcanistSupreme
2010-09-22, 06:02 PM
I personally thought that this (http://brilliantgameologists.com/boards/index.php?topic=3121.0) homebrew was pretty freakin' sweet. Hopefully it isn't the one that you didn't like.

Wings of Peace
2010-09-22, 06:07 PM
Warforged Component: Hank's Energy Bow (http://www.wizards.com/default.asp?x=dnd/ask/20061227a)? There's either a graft or symbiont in the Fiend Folio that could turn it into a natural weapon as well I believe but I forget which it is.

This method also works for Mega Man reconstructions. :smallsmile:

NineThePuma
2010-09-22, 06:12 PM
@Mando Knight: Building Boba was gonna be my next thread XP

@AS: That was NOT it, but I'll look that over for awesome.

@WoP: Aiming for Human tho =O

Wings of Peace
2010-09-22, 06:15 PM
@WoP: Aiming for Human tho =O

Graft/Symbiont then. I'm afb but I'll check later to make sure that it's legal.

Zaydos
2010-09-22, 06:19 PM
I have to third that warlock with Battle Caster feat and Mithril Full-Plate works, take Leaps and Bounds invocation to do super jumps, and plenty of blast shapes and eldritch essence invocations. Doesn't get morph ball unfortunately.

NineThePuma
2010-09-22, 06:21 PM
Morphball would be hard to emulate under D20 rules without cheating a bit. I'll consider warlock. Where might that feat be found? (Battle Caster, I mean)

Tengu_temp
2010-09-22, 06:24 PM
Soulbow looks good, but I'm wary of the Soulknife class in general, without using a homebrewed remake.


2-4 levels in Soulknife won't hurt you too much: it's medium BAB and free weapon focus so your attack bonus doesn't suffer in comparison to a fighter, you get two high saves, a D10 hit die, good skill points and access to psionic combat feats. And you can use Psychic Strike to represent a charged shot.

arguskos
2010-09-22, 06:24 PM
Person_Man's Magitech Templar (http://www.giantitp.com/forums/showthread.php?t=97025), though really more of a "Iron Man" feel, could probably duplicate most of Samus Aran's abilities. I personally recommend the Mark IV Magitech Templar (http://www.giantitp.com/forums/showpost.php?p=5362967&postcount=21) (later in the thread), but that's just me. Gogohomebrew!

NineThePuma
2010-09-22, 06:32 PM
Nice, Arg.

Soulbow shall be reviewed more indepth-ly in the near future.

[hr]

Looking back, I see a mention of Cleric, and I just realized: Holy ****, CoDzilla in a Powersuit would be hilarious.

Prime32
2010-09-22, 06:45 PM
Morphball would be hard to emulate under D20 rules without cheating a bit.But you've been given three ways already. :smalltongue:

And why do you want heavy armour so much when Samus's armour clearly isn't that restrictive? It would prevent you from using evasion, for one thing.

EDIT: AFB, but dragonscale husk?

NineThePuma
2010-09-22, 06:53 PM
I want heavy armor because of Samus's armor isn't heavy armor, I'm going to throw something at someone.

Humanoid Shape Invocation only allows ONE size change. Ergo, it does not emulate Morphball (which is Tiny, at least). The others I don't actually know what they are (And monk isn't really an option).

Dragonscale husk is... natural armor, IIRC

true_shinken
2010-09-22, 07:17 PM
Samus armor? Mithral Mechanus Gear of Nimbleness should work.

Mando Knight
2010-09-22, 08:26 PM
@Mando Knight: Building Boba was gonna be my next thread XP

Human archery Ranger (and/or Scout) with more magical items than your mind has room for. Honestly, this would work with Samus as well, it's just that the items are what you'd need to look around for. Both would have something similar to a use-activated Fly, both would have Not-Heavy heavy armor (Well, Fett's could be a Mithral Breastplate) and numerous weapons, and a head-slot magic item that enhances their vision. Their armors (Samus's at least) would include an enhancement that allows the wearer resist hostile environments. Magic items that use Burning Spray, Magic Missile, and Fireball (or possibly Orb of Fire) are in order. A Polar Ray-using item would likely be in Samus's hands.

ArcanistSupreme
2010-09-22, 08:35 PM
Humanoid Shape Invocation only allows ONE size change. Ergo, it does not emulate Morphball (which is Tiny, at least). The others I don't actually know what they are (And monk isn't really an option).

I'd say it's closer to small, actually. Have you ever played the Gamecube versions? The ball is way bigger than a cat. I could see a smaller ball in the other versions, however. Again, it comes down to which Samus you are using. I'd definitely agree with others that Samus's armor is light armor if we're basing it on the Gamecube version, but I could see heavy armor in the NES or SNES versions.

realbombchu
2010-09-22, 08:51 PM
I'm curious how someone would express Samus' Chozo blood transfusion and gene therapy and her being fused to a metroid. I don't think the effects of these mutations have ever been spelled out by Nintendo.

Anyway, I think you need some way to get Use Magic Device as a class skill if you really want to create a Samus-like character in DnD. Did you look at Unearthed Arcana's generic warrior?

NineThePuma
2010-09-22, 08:52 PM
... I'm modeling off of the comprehensive character design for Samus: Heavily Armored badass. Compare Zero Suit Samus from brawl and the version in a powersuit. While ZS is possible, I'm focusing on her armored combat form. To simplify matters, I'm avoiding the whole morphball issue.

EDIT

The Generic Warrior was looked at, briefly, but discarded because I don't use that class system.

grarrrg
2010-09-22, 09:00 PM
She's not half-Chozo. She's got an infusion of Chozo blood combined with gene therapy. She's more of an augmented human, with a boosted Dex score and Fort save.

I'm curious how someone would express Samus' Chozo blood transfusion and gene therapy and her being fused to a metroid.

I know she's not really half-chozo. But she was barely alive when she had a MAJOR blood transfusion-thing, and it radically altered her dna. This makes her the only living being capable of operating Chozo-tech, and gives her various side 'bonus' abilities, toughness, agility, and however the morphball works (one of the data bits in Prime 1 was about how the pirates were trying to backwards engineer some of Samus's tech, and the morphball tests were...less than ideal, so it's implied the morphball is unique to her/The Chozo)

Long story short: She is NOT pure human, she needs a template or something, not sure which/what exactally, but she should have SOMETHING.

NineThePuma
2010-09-22, 09:01 PM
And, to the contrary to that idea, I want pure human. >>

Mando Knight
2010-09-22, 09:03 PM
I'd say it's closer to small, actually. Have you ever played the Gamecube versions? The ball is way bigger than a cat. I could see a smaller ball in the other versions, however.
Correct. Prime (1, I think) states her Morph Ball is roughly 1m in diameter, which is fairly consistent with the 2D versions making it approximately half her height. Since ZSS can crawl through those same passages (see Zero Mission), I would probably have the Morph Ball as an item/enchant that allows her to squeeze without the normal penalties. (Except, of course, limiting her to a recharging delayed-blast energy weapon and a miniaturized super-high-energy explosive that only ignores her)

Again, it comes down to which Samus you are using. I'd definitely agree with others that Samus's armor is light armor if we're basing it on the Gamecube version, but I could see heavy armor in the NES or SNES versions.
Super Metroid Samus is even more mobile than Prime-series Samus (except laterally, for obvious reasons). She leaps and runs, scaling walls by jumping up them, and eventually gaining the ability to pretty much fly anywhere she wants by jumping continuously in midair. Other M Samus is even more agile, especially in Hard: her style there combines the strafing from Prime (including the thruster-assisted strafe-dashes) with some of the jumping from Super and Fusion, generally in order to get to the point where she can climb the boss and blow its brains out with a point-blank overcharged Power Beam.

NineThePuma
2010-09-22, 09:05 PM
Also, a bit of a note:
When I posted this, I want a character /like/ Samus, not necessarily Samus.

ArcanistSupreme
2010-09-22, 10:16 PM
(one of the data bits in Prime 1 was about how the pirates were trying to backwards engineer some of Samus's tech, and the morphball tests were...less than ideal, so it's implied the morphball is unique to her/The Chozo)

Which is why it's hilarious that everything is powered by bomb slots and yet the space pirates have no problems getting around.


Super Metroid Samus is even more mobile than Prime-series Samus (except laterally, for obvious reasons). She leaps and runs, scaling walls by jumping up them, and eventually gaining the ability to pretty much fly anywhere she wants by jumping continuously in midair. Other M Samus is even more agile, especially in Hard: her style there combines the strafing from Prime (including the thruster-assisted strafe-dashes) with some of the jumping from Super and Fusion, generally in order to get to the point where she can climb the boss and blow its brains out with a point-blank overcharged Power Beam.

I was basing my assessment more on the blocky graphics than anything. I didn't even think of what she could actually do. And alas, I have not played any Metroid games post Dark Echoes.

Morph Bark
2010-09-23, 02:49 AM
What about a warforged warlock with access to the DFA's Humanoid Shape invocation?

And Leaps and Bounds of course, as well as Devil's Sight, etc.

Say, didn't you make a base class based off Samus Aran, Prime?

Personally I can't find it anymore. Care to link me?

Fizban
2010-09-23, 03:58 AM
Samus is tricky and I like trying to find ways to emulate her stuff, so I've got a whole document on this. Here's the stuff on Samus' gear:
Arm Cannon: enchant a repeating crossbow with the same effect as Hank's Energy Bow. This makes it so that you never have to reload, and you shoot blasts of force for the power beam mode. Use a locked gauntlet to make it nearly impossible to disarm, or McGuyver it shut permanently so it can't be disarmed at all. Weapon augment crystals form the other beams: energy assault ice (ice), electricity (wave), and fire (plasma) will do for your standard beams. The light and dark beams have limited ammo, which is good because the witchlight reservoir has limited uses per day: sun will do for the light beam (pretend dark creatures are undead), and blood will do for the dark beam (hurts normal living creatures hard). For simplicity you could use Energy Aura (+2 bonus, +1d6 choose fire/cold/acid/shock), which can switch faster, but at a minimum of +16,000gp (increase from +1 to +3) it's more expensive than 4 medium energy assault crystals, and the greater cyrstals even have effects. The Force enhancement gives more force-like projectiles than energy bow, but it still requires ammunition and the whole point is to avoid needing infinite ammo tricks. Surge properties have limited ammo and good effects, but multiples on the same weapon have diminishing returns. Holy and Consumptive (negative energy) bolts could work for light and dark ammo, but again require ammo storage and deal less damage than energy bow (also, missile 5 packs feels okay, beams not so much). If you can only work with +'s, you'll have to compromise. A +1 Quick Loading light crossbow saves you a feat and gets the job done well enough if you can ignore the fact that your basic attack still uses ammo. The force property is a combination of ghost touch and DR negation, but it doesn't increase your damage or remove ammo; still, it's the only way you'll get force shots with only +'s.

Missiles: A wand of Sound Lance in a wand chamber will do for seeker missiles, since it can't miss (only requires target), deals concussion (sonic) damage, and has a large amount of finite ammo (50 charges). Force Missiles sucks, but it could pull off the multi-lock trick and has a 5' burst like normal missiles, and still never misses. A metamagic wand grip of maximize spell will do for the power missile (max the damage for 3 extra charges). You could also just use enchanted ammo, such as exploding (don't use exploding, +4 ammo is too expensive). The charge beam is hard, but allowing multishot to work with the arm cannon (normally only works with bows) would do it, or gear-wise something with altered Hunter's Mercy at will (standard action cast, next bowshot auto-crits on hit, doesn't work with crossbow either >.<).

Energy Tanks: A crystal of life drinking can somewhat replicate the fact that Samus usually picks up health from defeating enemies, and multiple crystals is like multiple energy tanks (except you can't store them up, only heal as you go). An Amulet of Tears provides multiple chunks of health, but you still have to use it first (swift action temporary hp). Healing Belts are pretty standard and do decent hp, but they're more like sub-tanks from Mega Man.

Suit and Visor: these are easy, as there are already tons of items and spells that grant these type of abilities. You want a suit of heavy armor with good dex bonus (Mithral Mechanus Gear with Halfweight (Underdark) and Nimbleness (MIC). +10/+3/-5, 19lbs, +4 cost before enhancement bonus. Light armor does not reduce speed, so Halfweight negates the drawbacks of Mechanus Gear. If using psionic build, add Ilithidwrought for +2 more AC at +1 bonus cost. Bonus awesome from Halfweight's "lines of psionic power"), space jump is a jump bonus, screw attack is a glide speed or limited use flight (maybe a cloak of the bat that works in light?), necklace of adaptation covers vacuum and water, and various armor enhancements cover underwater penalty removal. Visors would be detect spells, darkvision, blindsense/sight, and so on depending on what game you want to emulate.

Zero Suit: the zero suit is a psychoactive skin that Samus puts on before her armor (so it's underneath it instead of convering the armor like normal). Several are appropriate, including defender (+4 natural armor), hero (AC, saves, and attacks), nimbleness (+10 tumble, add dex separately), and troll (regeneration always befits a video game character). Naturally hers is blue. These are pretty spendy, so you'll have to hold off on picking them up for a good while.

Morph Ball: this is the hardest, and least useful in DnD. The best I can come up with is a reduce person effect with spider climb, some sort of low level bomb spell, a speed increase on smooth ground (maybe the Slide power), and a big price break for losing your normal abilities when shrunk. A small monstrous spider could work for size and climbing, and is a lot easier to work with, even without bombs (got the idea from a DotU invocation). The Cape of the Viper (MiC) can get you small size and a climb speed for 7 rounds, 3/day, is dirt cheap and only takes a swift action to boot. Buy extras if you want more.

Grapple Beam: this could be a Rod of Ropes, the grappling vine graft (magic of eberron), or one of the many tentacle granting spells.

Other gear ideas:
Weapon Enhancements: As a ranger fighting her favored enemies, Samus would do well to put Hunting (+4 more damage against favored enemies) on her arm cannon: call it refined weak spot targeting or something. Would help explain why she puts them down so hard.

Grafts: some grafts can work for abilities. Healing Nodules (Magic of Eberron) can cure around 20hp 1/hour for energy tanks. Darkwood Flesh gives some fortification and fast heals until you recover the hit points lost if you do get critted or sneaked. Grappling Vine gives you 10' reach vines of grappling
and item fetching, and the Perception Seed pumps up your vision. At this rate, Samus could be half plant instead of Chozo-modified.
And here are some thoughts on how to acquire said gear without Ye Olde Magick Shoppe:
Gear Acquisition: while the DM can always provide select equipment, or let the player commission it, it doesn't quite feel special that way sometimes. The core pair of suit and arm cannon should be a part of the character, not just the gear list. If starting at higher level she could have recieved it from whomever raised her as a gift (in this case if the DM sunders it, he's a ****). If not, there are a few options: Ancestral Relic (gp limit, quick loading at 7th or energy bow at 9th), Item Familiar, Kensai (+'s only, PrC, roleplaying restrictions), Founding a Legacy Weapon, and Bonding Rituals (DMG II). The power suit fits for an ancestral relic, and armor is cheaper than weapons so you should be able to upgrade it faster despite the gp limit and time requirements. Blood attachment aside, the Ritual of Blood works for upgrading the arm cannon, having no limits besides gp, xp, and ability to kill the foe (or strike the finishing blow), can be done immediately after the "boss fight", and it even helps with the favored enemy aspect.
Finally, ideas for foes that take the same roles as the space pirates and the metroids:
Good DnD analogues for the alternate reality "space pirates" opposing an alternate reality Samus might include the Githyanki (plane hopping evil opportunists with class leveled elite fighters, literally have astral pirate ships), the Zern (MM IV, evil shapeshifters that create monstrous humanoid slaves out of other races), or the Mind Flayers of Thoon (MM V, crazed mind flayers with a mysterious power source and lots of living construct/aberration minions). Since I've mostly played the Metroid Prime games, the Mind Flayers of Thoon seem the most appropriate: I can find parallels for almost all the Thoon creatures, then maybe tack on some Gith mooks for low levels and have the Mind Flayers flying the Gith ships around. The Zern aren't really the best fit, but I find their stats quite terrifying, and they could be used as a sort of "scientist" class in the hierarchy.
Once you've decided how to acquire your gear you'll need some class levels. These depend on if you want to be more effective, or feel more like a character controlled by the video game: while Samus isn't a spellcaster, she could greatly benefit from psionics, even if just the Hustle and Vigor powers for move actions and hp. I would expect her to have at least a few levels in Ranger for Favored Enemy: Pirate/Thoon Faction (FE: Factions are an ACF in the Cityscape web enhancement), and then maybe FE: Aberrations (for killing all those metroids). If going psionic, the SRD version of the Slayer PrC is very good and even better if you can change the favored psionic enemy to match your Thoon faction. Psionics are also good if you can't wrangle Manyshot to work with a crossbow to emulate the charge beam, since you can use Psionic Shot instead.

So, uh, in conclusion, I think Samus is very much creatable and playable in DnD, with more specialization than just another build with a different label. You can get all of her important gear in varying amounts of detail with a little work even without DM handouts, and as long as you're fighting her favored enemies (kind of what a bounty hunter does ya know?) and/or branch out into Psychic Warrior you can be just as effective as anyone else. Essentially all it takes to be Samus is a particular backstory favored enemy, and a whole lot of specific gear.

Edit:

Also, a bit of a note:
When I posted this, I want a character /like/ Samus, not necessarily Samus.
Well I've provided everything I think is needed to make Samus herself, but that doesn't stop you from using as little or as much as you like. Hopefully something will be useful, if you can climb the wall of text :smallbiggrin:

ArcanistSupreme
2010-09-23, 06:21 AM
Say, didn't you make a base class based off Samus Aran, Prime?

Personally I can't find it anymore. Care to link me?

Looking for this (http://brilliantgameologists.com/boards/index.php?topic=3121.0)?

Knaight
2010-09-23, 07:04 AM
(one of the data bits in Prime 1 was about how the pirates were trying to backwards engineer some of Samus's tech, and the morphball tests were...less than ideal, so it's implied the morphball is unique to her/The Chozo)

That is one interpretation. The other is that it is just extremely high end, complex technology. Their beam reproduction left pirates with weaknesses, and they were never able to get them beyond the core of their base, and the morph ball is far more complex than the wave, ice, and plasma beams. The science team certainly seems competent, if disliked, but they aren't up to the Chozo standards by any means. The technology being too complex for them to reproduce successfully explains everything needed.

NineThePuma
2010-09-23, 09:20 AM
[snip]

You win a prize. Most comprehensive guide I've seen all day.

Quick question: What're Weapon Augment Crystals/WitchLight reservoir?

I'm not worried about infinite ammo, given my penchant for working with a team. Missiles are hard, but I like Sound Lance. Just from looking at it, I mean.

I can't really respond to the other ideas individually, but I offer you a thumbs up; I'll read through and comment on the sheer awesome when I'm not going to school soon.

Prime32
2010-09-23, 09:28 AM
That is one interpretation. The other is that it is just extremely high end, complex technology. Their beam reproduction left pirates with weaknesses, and they were never able to get them beyond the core of their base, and the morph ball is far more complex than the wave, ice, and plasma beams. The science team certainly seems competent, if disliked, but they aren't up to the Chozo standards by any means. The technology being too complex for them to reproduce successfully explains everything needed.I'm pretty sure they misunderstood the basic principle of the thing. Seen up close the Prime series morphball clearly converts Samus's body into energy, but I doubt many Pirates survived seeing it up close. So they just tried to squash their test subjects into the shape of balls.

NineThePuma
2010-09-23, 09:34 AM
I don't think it matters either way. Morphball isn't QUITE my goal. More, I'm ust going to call the pirates stupid. (I play a Space Pirate in one of my RPs, so it's not bias.)

grarrrg
2010-09-23, 11:11 AM
I'm ust going to call the pirates stupid. (I play a Space Pirate in one of my RPs, so it's not bias.)

Wait... did you just call yourself stupid?

I agree, the pirates hit me as lower intelligence scavengers. They just fly around and go "OOOoooOOO shiny thingy!!", think the Borg crossed with a Magpie.
It seems most of their technology only works because of 1 of 2 reasons:
1: It's purely stolen, the pirates had nothing to do with inventing/building/making it.
2: The infinite monkeys/typerwriters rule. There are a LOT of pirates, throw enough of them at a problem, and EVENTUALLY they will get results.

Mando Knight
2010-09-23, 12:41 PM
More, I'm ust going to call the pirates stupid.

The science team has vapor for brains.

That, and they actually have to post warnings about not feeding the near-invincible flying energy-vampire jellyfish.

Drascin
2010-09-23, 01:41 PM
The science team has vapor for brains.

That, and they actually have to post warnings about not feeding the near-invincible flying energy-vampire jellyfish.

Given how we have needed warnings about not opening the terrariums of cobras IRL, or people who go and jump into the habitats to fight the lions, that they need such warning doesn't really strike me as particularly dumber than humanity :smalltongue:.

Person_Man
2010-09-23, 01:51 PM
Person_Man's Magitech Templar (http://www.giantitp.com/forums/showthread.php?t=97025), though really more of a "Iron Man" feel, could probably duplicate most of Samus Aran's abilities. I personally recommend the Mark IV Magitech Templar (http://www.giantitp.com/forums/showpost.php?p=5362967&postcount=21) (later in the thread), but that's just me. Gogohomebrew!

I've since play tested and updated the Magitech Templar twice since that post (I really should just re-post it on the homebrew forum, for posterity).

It's now written in such a way that you could re-produce a wide variety of armored super heroes and villans. If there are specific abilities that need to be written up (the rolling armor ball thing?) let me know.

Mark VII 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| Magitech Armor
2nd|
+2|
+3|
+0|
+0| +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade
3rd|
+3|
+3|
+1|
+1| Craft Magic Arms and Armor, Magitech Upgrade
4th|
+4|
+4|
+1|
+1| Armor Expertise
5th|
+5|
+4|
+1|
+1| Magitech Upgrade
6th|
+6/+1|
+5|
+2|
+2| +2 Enhancement Bonus, Armored Sense Upgrade
7th|
+7/+2|
+5|
+2|
+2| Magitech Upgrade
8th|
+8/+3|
+6|
+2|
+2| Armor Expertise
9th|
+9/+4|
+6|
+3|
+3| Magitech Upgrade
10th|
+10/+5|
+7|
+3|
+3| +3 Enhancement Bonus, Armored Sense Upgrade
11th|
+11/+6/+1|
+7|
+3|
+3| Magitech Upgrade
12th|
+12/+7/+2|
+8|
+4|
+4| Armor Expertise
13th|
+13/+8/+3|
+8|
+4|
+4| Magitech Upgrade
14th|
+14/+9/+4|
+9|
+4|
+4|+4 Enhancement Bonus, Armored Sense Upgrade
15th|
+15/+10/+5|
+9|
+5|
+5| Magitech Upgrade
16th|
+16/+11/+6/+1|
+10|
+5|
+5| Armor Expertise
17th|
+17/+12/+7/+2|
+10|
+5|
+5| Magitech Upgrade
18th|
+18/+13/+8/+3|
+11|
+6|
+6| +5 Enhancement Bonus, Armored Sense Upgrade
19th|
+19/+14/+9/+4|
+11|
+6|
+6| Magitech Upgrade
20th|
+20/+15/+10/+5|
+12|
+6|
+6| Armor Expertise, Armor Transcendence
[/table]

Class Abilities:

Magitech Armor: At 1st 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 stolen or destroyed, you must go on a special quest determined by your church (the DM) to prove your loyalty and competence, and they will replace it free of charge. When replaced, it will contain any upgrades, magical enhancements, and other improvements that you have accumulated and invested in it up to that point.

If you ever willingly sell or give away your Magitech Armor, you are cast out from your church and may not take additional levels of the Magitech Templar class. All Magitech Armor abilities and Magitech Upgrades only function for the Magitech Templar for which it was created. No one else, including other Magitech Templars, may use them.


Enhancement Bonus: At 2nd level and every four levels thereafter, your Magitech Armor also gains a +1 Enhancement bonus to Armor Class.


Armor Sentience (Sp): At 2nd level your Magitech Armor gains sentience and abilities. 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.


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 2nd 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 more than once. 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.



Craft Magic Arms and Armor (Sp): You may enchant your Magitech Armor, 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 those Upgrades). 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. This ability allows you to continue to improve your Magitech Armor (and certain Magitech Upgrades which depend on your Magitech Armor’s Enhancement bonus) even if you take levels of a class other then Magitech Templar.


Magitech Upgrade (Sp (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities)): At 3rd level and every odd level thereafter, you gain a new ability with your Magitech Armor. These abilities function only while you wear your Magitech Armor. If a Magitech 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:

Alchemical Ability: You may create magical potions, 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 create magical potions. The Magitech Templar may make a Craft (Alchemy) 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. In addition, you build a number of slots into your armor that can hold potions (or any other liquid that can be drank or injected into your body). Your armor has a number or potion slots equal to the Enhancement bonus to your Magitech Armor. Loading one potion into your armor is a Full Round Action that provokes an attack of opportunity. Once a potion is loaded into your armor, it can stay there indefinitely, or until you spend another Full Round Action to replace it. As a Move Action that does not provoke an attack of opportunity, you may use any one potion that has been loaded into your armor.


Armored Fortitude: You gain an Enhancement bonus to your Fortitude Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per encounter 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 Enhancement bonus to your Willpower Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per encounter 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 an Enhancement bonus to your Reflex Save equal to the Enhancement bonus to your Magitech Armor. In addition, once per encounter 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 an Enhancement bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to twice the Enhancement bonus on your Magitech Armor.


Burrow: You gain a Burrow speed equal to one-half your land speed.


Clockwork Animal Companion (requires Construct Empathy Upgrade): You gain a Clockwork Animal Companion. This ability functions in the same fashion as a Driud's Animal Companion ability, except your Animal Companion has the Construct type. 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 Druid. 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 creature (Complete Arcane), as long as your Companion's hit die do not surpass the hit die your Clockwork Animal Companion would have.


Construct Empathy: You may use your Craft (Armorsmithing) Skill in place of Diplomacy to effect the attitudes of Constructs. You may also use your Craft (Armorsmithing) Skill in place of the Ride Skill when riding a Construct. 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.


Damage Reduction (Requires Armored Fortitude 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. You are also immune to the effects of ingested poison, drugs, and alcohol.


Deflection (Requires Armored Reflexes Upgrade): The Armor Bonus from your Magitech Armor (including the Enhancement bonus) applies to your Touch AC.


Diving Attack (Requires Power Jump or Propulsion Upgrade): 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. (Making a successful Jump to cover at least 10 feet of distance fulfills this requirement). 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).


Energy Shield (Requires Armored Fortitude Upgrade): You gain Energy Resistance against all forms 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 Upgrade): 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, limit, 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.


Flame Thrower: As a Standard Action you shoot a cone of flame that is up to 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). You may make the cone smaller if you wish. 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.


Great Strength: You gain an 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).


Light Beams: As a 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 or Armored Mind Upgrade): 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 Upgrade): 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 with fewer Hit Dice then you within 60 feet must make a Will Save 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 Paralyzed or otherwise incapacitated, you are immune to damage from falling. Finally, your Armor Check Penalty does not apply to Jump checks.


Propulsion: 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 confirm a critical hit with an unarmed strike, Power Fist, Repeating Crossbow, or armor spikes, you may make a free Sunder attempt against that enemy.


Speed: You gain a +10 Enhancement bonus to your base land speed. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, the Enhancement bonus to your base land speed increases by +10.


Spider Climb: You are effected by a continuous Spider Climb (www.d20srd.org/srd/spells/spiderclimb.htm) effect.


Transmutation: As a Standard Action, you may transform your armor into any type of armor that you are proficient with. You may also transmute the substance it is made of. 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.


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. Finally, your Armor Check Penalty does not apply 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 1d20 points points of physical damage for every four Magitech Templar levels (max 5d20 at 20th level) and the enemy is Blown Away. If your enemy makes a Fort Save then the damage is halved and they are not Blown Away. 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 from this ability in effect at any given time.



Armor Expertise (Ex): At fourth 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 (such as Evasion).


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.



Armor Transcendence (Ex): 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.

Fax Celestis
2010-09-23, 02:10 PM
Take a look at the Renegade Mastermaker PrC in Magic of Eberron. It turns you into a sort of half-warforged. Then all you need is to take the Armbow component (which builds a crossbow into your arm) or the Wand Shealth component (which puts a wand into your arm). Fill the wand sheath with a wand of scorching ray (spazer), a wand of freezing ray (ice beam), a wand of magic missile (wave), a wand of transdimensional lightning bolt (plasma beam), or a wand of channeled fireblast (regular ol' arm cannon).

FelixG
2010-09-23, 02:42 PM
Well this is easy, use the warforged warlock, use the way to change into a human, for the morph ball there is a creature that curls up into a wheel to move around, add the construct template to it from Tome of Horrors to make it a suitable target for alter self for the warforged

THen you can change human to represnt the suit being taken off and change into the wheel critter for the morph ball

NineThePuma
2010-09-23, 03:37 PM
... 0.0

Unholy Zoidberg! Fax posted in deigned to post in mah thread!

(Total Fan-Kobold squealing ensues in a private chamber)

In any case, I must thank you all... And Person_Man for that amusing class. I'd say you might want to include emulations of Powerful Build and Slight Build, but... eh.

This thread has been successful. My thanks to those participants. The gear has been fairly well explained, to emulate it. Ranger might not have the proficiency I want right off the bat, but it gives a nice solid background for the character to develop.

I STILL don't know what Weapon Augment Crystals/WitchLight reservoir are, but I guess that's okay.

Mando Knight
2010-09-23, 03:40 PM
Given how we have needed warnings about not opening the terrariums of cobras IRL, or people who go and jump into the habitats to fight the lions, that they need such warning doesn't really strike me as particularly dumber than humanity :smalltongue:.

This is in a military outpost. With fairly thin shielding on the creature containment. And several signs of those signs being up for a reason.

Fax Celestis
2010-09-23, 03:48 PM
... 0.0

Unholy Zoidberg! Fax posted in deigned to post in mah thread!

(Total Fan-Kobold squealing ensues in a private chamber)Glad to be of service.


I STILL don't know what Weapon Augment Crystals/WitchLight reservoir are, but I guess that's okay.

They're from Magic Item Compendium. Witchlight Reservoir is a certain kind of augment crystal.

NineThePuma
2010-09-23, 03:54 PM
Thank you, Fax. Now to research how they work :smallannoyed::smallbiggrin:

Also: It was more fan-girl-ish squealing cause I think D20:r is the shiznickle.

EDIT: Looking this over, these are EXACTLY what I want. I'll chat with the rest of my group about including them. ^^ Thanks!

Fax Celestis
2010-09-23, 03:58 PM
Also: It was more fan-girl-ish squealing cause I think D20:r is the shiznickle.

Funny, that: so do I. :smallcool:

I think both components I mentioned are in the Eberron campaign setting book, and most of the wands should be in PHB-II, SC or the SRD.

Korivan
2010-09-24, 03:18 PM
I tried a Warforged gestalt fighter/warlock. that worked pretty good. Especially when the DM allowed no ACP on my adamantine body.

NineThePuma
2010-09-24, 04:07 PM
If it's samus, there needs to be a chick with an 18 in appearance under the armor. Warforged don't get to take the armor off, so they're unable to qualify =P

Prime32
2010-09-24, 05:40 PM
If it's samus, there needs to be a chick with an 18 in appearance under the armor. Warforged don't get to take the armor off, so they're unable to qualify =PI already explained how warforged can take their armour off. :smallmad:

dgnslyr
2010-09-25, 12:56 AM
I already explained how warforged can take their armour off. :smallmad:

But is there an attractive woman underneath?
Scratch that, didn't read the whole thread. However, this has the problem of not actually being a human(oid), just a machine with an illusion (cyborg?).

NineThePuma
2010-09-25, 01:24 AM
Prime32, you have ignored two of my needed qualifications: Human and Full Plate. Pretty much with all your suggestions. More over, my needs have been met. Thanks to all the participants who read my desires and requirements =D

mikethepoor
2010-09-25, 08:26 AM
Have you researched the idea of clockwork armor yet?

Prime32
2010-09-25, 08:31 AM
Have you researched the idea of clockwork armor yet?http://www.wizards.com/default.asp?x=dnd/cw/20070212a
That works better for the Fusion Suit (vulnerability to cold).