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View Full Version : The Robo Girl: Rebooted! (3.5 Race, Base Classes)



A Rainy Knight
2012-01-28, 09:01 PM
So, as some of you may or may not recall, a while ago I made a handful of anime-inspired base classes. Among those was the Robo Girl, which I've now repackaged as a race and, as of this posting, five souped-up base classes which I now present for your viewing and critiquing pleasure!

Please note that I'm aiming more for fun than balance here; pretty much every class is probably better than the standard class I based it on, and that's intentional. Plus, my hatred of dead levels always makes me throw cool class features out there left and right. :smalltongue:

The Robo Girl
http://i220.photobucket.com/albums/dd267/A_Rainy_Knight/CoolAigis.jpg
One day, in a small workshop tucked away in an unassuming corner of the Material Plane, a joint research team of the world’s finest human and gnomish mechanics achieved the holy grail of the science of machinery: creating an artificial life solely from steel and circuits. And while they were at it, they fashioned the first members of their new race into some pretty cute girls!

Relations with Other Races: Although some individuals instinctively shun Robo Girls as unnatural imitations of life, Robo Girls typically manage to get along well with living beings thanks to their generally polite demeanors and aesthetically appealing construction.

Personality: Like with any race, Robo Girls’ personalities tend to vary wildly from individual to individual. Robo Girls designed as translators and negotiators may be impeccably polite and well-mannered or endearingly cute and energetic, while Robo Girls built for combat may be anything from emotionless killing machines to boisterous, gung-ho berserkers. Since much of the knowledge of the world is directly loaded into their memories at creation rather than accumulated over a lifetime, “newborn” Robo Girls often suffer from embarrassing gaps in their common sense and a childlike naiveté on subjects outside their intended expertise, but enough exposure to the outside world typically moderates these traits.

Physical Description: A typical Robo Girl has an impeccably human-looking face and hair composed of artificial flesh and fibers, but the rest of her body is made of a noticeably sleeker, metallic material shaped into a vaguely feminine form like a child’s doll. The exact details of a Robo Girl’s appearance and the extent to which her mechanical nature is visibly evident vary from individual to individual.

Alignment: Because all Robo Girls are ultimately based on a preset internal programming which causes them to act along clearly defined principles, Robo Girls tend towards a lawful alignment. However, the degree of freedom of thought offered to Robo Girls varies from builder to builder, and any alignment is theoretically possible.

Adventurers: Robo Girls are often expressly built for the purpose of braving situations too dangerous for their squishy human creators, so many a Robo Girl finds herself braving the dangers of warfare, espionage, and dungeon-delving thanks to a master’s direction or her own desire to put her uncommon talents to use.

+2 Intelligence. Robo Girls’ processors and memory storage make them particularly adept at data recall and rapid calculation.
Medium: As Medium creatures, Robo Girls have no special bonuses or penalties due to their size.
Robo Girl base land speed is 30ft.
Mechanical Body: Robo Girls are immune to poison, disease, and sleep effects, do not eat, sleep, or breathe, and receive a +1 natural armor bonus. For all effects related to race, Robo Girls are considered constructs; however, they do not possess any other traits of the construct type.
Unnatural Caster: Robo Girls lack the inherent connection to magic of biological races and cannot obtain spell slots from any class whose spellcasting is based on an attribute other than INT.
Robo Girls take a -8 racial penalty to Swim checks due to their metal bodies.
Robo Girls receive a +2 racial bonus to Bluff checks due to their unnatural body language.
Vulnerability to Electricity: Robo Girls take 150% normal damage from electricity effects.
Automatic languages: Common.
Bonus languages: Any.
Favored class: Any.

The Combat Robo Girl (CRG)
“A machine is created for a purpose. Mine is to defeat you. I exist for nothing else.” – Aigis, Persona 3

http://safebooru.org//images/743/a43db52af745247809054369900076b97e965c74.png
Description: Rather than simply using their robotic nature as a base from which to pursue a career as a fighter, ranger, paladin, or anything in between, many Robo Girls choose to improve their combat abilities by enhancing their innate Robo Girl abilities. These Robo Girls forsake traditional training regimens and magical studies in favor of increasingly powerful upgrades to their mechanical bodies, gaining powerful defenses and weapons systems in place of learned talents or spells.

Personality: Specialized CRGs have a tendency to be clever and calculating with a knack for staying cool-headed in heated situations, always knowing the right way to approach a foe with the many options in their arsenal. As the dedicated shocktroopers of Robo Girl adventuring teams, they tend to have a personality balanced between the extremes of their more specialized sisters and a head for planning which makes them natural leaders.

Abilities: Directly engaging the enemy is the primary role of most CRGs, so STR, DEX, and CON can all prove useful to a CRG. A high INT can also raise the save DCs of the quasi-magical weapons that make up their arsenal.

Role: CRGs serve as a cross between traditional melee classes and wizards, combining the toughness and hit points of melee classes with the multi-target and anti-magic capabilities of a caster.

Hit Die: d10
Skill Points: 2+INT
Class Skills: Climb, Craft, Intimidate, Jump, Listen, Profession, Ride, Spot, Swim
CRGs are proficient with all simple and martial weapons. They are not proficient with any armor.

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

1st|+1|+2|+0|+0|Race Restriction, Armor Plating (6), Basic Armaments

2nd|+2|+3|+0|+0|Close-Range Armaments

3rd|+3|+3|+1|+1|Target Acquisition

4th|+4|+4|+1|+1|Thermal Armaments

5th|+5|+4|+1|+1|Insulated Armor (15), Armor Plating (8)

6th|+6/+1|+5|+2|+2|Midrange Armaments

7th|+7/+2|+5|+2|+2|Explosive Armaments

8th|+8/+3|+6|+2|+2|Antimagic Armaments

9th|+9/+4|+6|+3|+3|Dimensional Transporter

10th|+10/+5|+7|+3|+3|Insulated Armor (30), Armor Plating (10)

11th|+11/+6/+1|+7|+3|+3|Sonic Armaments

12th|+12/+7/+2|+8|+4|+4|Electrical Armaments

13th|+13/+8/+3|+8|+4|+4|Antimatter Armaments

14th|+14/+9/+4|+9|+4|+4|Antimagic Field Armaments

15th|+15/+10/+5|+9|+5|+5|Insulated Armor (Immunity), Armor Plating (12)

16th|+16/+11/+6/+1|+10|+5|+5|Heavy Explosive Armaments

17th|+17/+12/+7/+2|+10|+5|+5|Magic Disruption Armaments

18th|+18/+13/+8/+3|+11|+6|+6|Machine Mind

19th|+19/+14/+9/+4|+11|+6|+6|Temporal Distortion Armaments

20th|+20/+15/+10/+5|+12|+6|+6|Railgun, Armor Plating (14)

[/table]


Class Features:
Race Restriction: Only characters of the Robo Girl race may take CRG levels.

Armor Plating: The first step for any Robo Girl specializing as a CRG is to reinforce their naturally sturdy bodies with additional plating, allowing them to withstand enemy blows with nothing but their bare bodies and removing the need for restrictive armor. Starting at 1st level, you gain a +6 armor bonus to AC. This bonus does not stack with bonuses granted by manufactured suits of armor. This bonus increases with level as indicated. Your armor plating may be improved with enchantments or magical enhancements like an ordinary suit of armor.

Insulated Armor: Starting at 5th level, your armor can be modified to provide resistance against a certain energy type. At 5th level, select one of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resistance 15 against this energy type. At 10th level, this bonus improves to energy resistance 30. At 15th level, this bonus becomes energy immunity.

Armaments: CRGs pride themselves on their wide variety of high-tech weaponry, acquiring more and more offensive options as they increase in power. All “Armament” class features have the following traits: their effects count as extraordinary abilities, your caster level with respect to their effects is equal to your CRG level, and any save DCs are INT-based.

Basic Armaments: Starting at 1st level, you may use magic missile a number of times per day equal to your CRG level.

Close-Range Armaments: Starting at 2nd level, you may use burning hands and shocking grasp a number of times each per day equal to your CRG level.

Target Acquisition: Starting at 3rd level, you may apply half your CRG level rounded down as a bonus to Listen and Spot checks, and you gain darkvision out to 60ft.

Thermal Armaments: Starting at 4th level, you may use scorching ray a number of times per day equal to half your CRG level, rounded down.

Midrange Armaments: Starting at 6th level, you may use lightning bolt and scorching ray a number of times each per day equal to half your CRG level, rounded down.

Explosive Armaments: Starting at 7th level, you may use fireball a number of times per day equal to half your CRG level, rounded down.

Antimagic Armaments: Starting at 8th level, you may use dispel magic a number of times per day equal to half your CRG level, rounded down.

Dimensional Transporter: Starting at 9th level, you may use dimension door once per day.

Sonic Armaments: Starting at 11th level, you may use shout a number of times per day equal to half your CRG level, rounded down.

Electrical Armaments: Starting at 12th level, you may use chain lightning a number of times per day equal to one-third your CRG level, rounded down.

Antimatter Armaments: Starting at 13th level, you may use disintegrate a number of times per day equal to one-third your CRG level, rounded down.

Antimagic Field Armaments: Starting at 14th level, you may project an antimagic field for a total number of minutes per day equal to your CRG level. You may space out these minutes as you like.

Heavy Explosive Armaments: Starting at 16th level, you may use meteor swarm twice per day.

Magic Disruption Armaments: Starting at 17th level, you may use disjunction twice per day.

Machine Mind: The most powerful CRGs develop the ability to defend their minds from outside intrusion by carefully securing their mechanical brains’ processes from magical observation and influence. Starting at 18th level, you permanently act as though affected by mind blank. You may suppress this effect at will.

Temporal Distortion Armaments: Starting at 19th level, you may use time stop twice per day.

Railgun: Starting at 20th level, you gain the ability to deploy and fire an experimental railgun weapon once per day. Deploying the railgun is a full-round action which provokes attacks of opportunity, and you lose the ability to move until you spend another full-round action to pack up the railgun. Upon deploying the railgun, you must spend a full-round action to target and prepare the railgun to fire. The next turn, you may designate a line of fire and fire the railgun as a full-round action, making a touch attack against every creature in the line of fire with a 1mi. range increment. Any creature hit by the attack is instantly killed.

A Rainy Knight
2012-01-28, 09:10 PM
The Dynamo Girl
“…and I nailed ‘em BANG right in the face! Whooooyeeeeah!” - HYPERion-32, a Dynamo Girl
http://safebooru.org//images/313/e261bc73421ab8b30f14c4ed612b384da8d43b73.jpg
Description: All Robo Girls rely on a sophisticated generator system to provide them with the power they need to function, but for some Robo Girls, that life-sustaining power source just doesn’t cut it. These are the Dynamo Girls, a group of Robo Girls devoted to chasing the heights of euphoria that come from the rush of a massively excessive power supply and high-speed, high-intensity, mano-a-mano combat.

Personality: Dynamo Girls tend to have an overwhelming exuberance and thrill-seeking streak to go along with their hypercharged approach to life. They relish the chance for a good fight and can be difficult to bring down from their energetic cheerfulness, and even those darkest times which can bring the smiles off their faces tend to lead to violent, action-packed outbursts rather than sulking or depression. Many Dynamo Girls lack the patience to take a more considered approach to battle and perform best when paired with their comparatively level-headed sisters.

Abilities: Dynamo Girls can make excellent use of a high STR score to deal damage at close quarters, and a high DEX score suits their speed-based approach to defense.

Hit Die: d10
Skill Points: 4+INT
Class Skills: Balance, Climb, Craft, Escape Artist, Intimidate, Jump, Listen, Profession, Spot, Swim, Tumble
Dynamo Girls are proficient with simple weapons and light armor.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+2|+0|Race Restriction, Close Quarters, Dynamo Strike (1d8)

2nd|+2|+0|+3|+0|Quick Step, Hyperactive (+1), Dynamo Dash +10ft.

3rd|+3|+1|+3|+1|Dynamo Grapple, Dynamo Embrace

4th|+4|+1|+4|+1|Piercing Hit (magic), Dynamo Strike (2d6)

5th|+5|+1|+4|+1|Electrical Euphoria, Hyperactive (+2)

6th|+6/+1|+2|+5|+2|Dynamo Dash +20ft.

7th|+7/+2|+2|+5|+2|Rapid Repair

8th|+8/+3|+2|+6|+2|Dynamo Strike (2d8)

9th|+9/+4|+3|+6|+3|Hyper Quick Step, Dynamo Dash +30ft.

10th|+10/+5|+3|+7|+3|Hyperactive (+3)

11th|+11/+6/+1|+3|+7|+3|Piercing Hit (metal)

12th|+12/+7/+2|+4|+8|+4|Dynamo Strike (3d6), Dynamo Dash +40ft.

13th|+13/+8/+3|+4|+8|+4|Disruptive Aura

14th|+14/+9/+4|+4|+9|+4|Endless Fount

15th|+15/+10/+5|+5|+9|+5|Skull Crusher 1/day, Hyperactive (+4), Dynamo Dash +50ft.

16th|+16/+11/+6/+1|+5|+10|+5|Piercing Hit (any), Dynamo Strike (3d8)

17th|+17/+12/+7/+2|+5|+10|+5|Skull Crusher 2/day

18th|+18/+13/+8/+3|+6|+11|+6|Dynamo Dash +60ft.

19th|+19/+14/+9/+4|+6|+11|+6|Skull Crusher 3/day

20th|+20/+15/+10/+5|+6|+12|+6|Overdrive, Hyperactive (+5), Dynamo Strike (4d8)

[/table]

Class Features:
Race Restriction: Only characters of the Robo Girl race may take Dynamo Girl levels.

Close Quarters: Dynamo Girls need only their own bodies and their massive energy levels to defeat an enemy! At 1st level, you gain Improved Unarmed Strike and Improved Grapple as bonus feats.

Dynamo Strike: The Dynamo Strike is the Dynamo Girls’ signature move, a hand-to-hand maneuver in which they put their generous power supplies to use by empowering their strikes with massive piston-driven automatic knuckles. Starting at 1st level, your unarmed strike damage increases to 1d8 damage. The power of your Dynamo Strike increases with level.

Quick Step: At 2nd level, you gain Lightning Reflexes as a bonus feat and gain evasion as the monk class feature.

Hyperactive: Dynamo Girls relish combat as a means to show off their overcharged systems, confounding foes with their hyperspeed dance of twirling and dodging. Starting at 2nd level, you gain Combat Reflexes as a bonus feat, may apply twice your DEX modifier as a bonus to AC in place of the usual DEX bonus when wearing light or no armor, and gain an additional +1 dodge bonus to AC when unarmored. The AC bonus increases with level.

Dynamo Dash: As a side effect of their power surplus, Dynamo Girls make hyperactive movements in battle, dashing and jumping with a vigor unmatched by any normal Robo Girl. Starting at 3rd level, your base land speed increases by 10ft. This bonus increases with level.

Dynamo Grapple: Dynamo Girls put their freakishly powerful grip to use in close-combat situations, easily gaining the upper hand over opponents twice their size in a grapple. Starting at 3rd level, you may apply your Dynamo Girl level as a bonus to grapple checks.

Dynamo Embrace: The Dynamo Embrace is the follow-up technique to the Dynamo Grapple, a close-range maneuver in which the Dynamo Girl subjects an enemy in a grapple to an electrical overload via a series of electrical prods deployed all across her body. Starting at 3rd level, when you use an opposed grapple check to deal unarmed damage to a grappled enemy, you may choose to deal electrical damage equal to the maximum possible damage you could inflict with a Dynamo Strike in place of your usual damage.

Piercing Hit: A Dynamo Girl’s fists can gain the ability to punch through enemy defenses through sheer brutal force, nullifying certain kinds of damage reduction. Starting at 4th level, your Dynamo Strikes count as magic weapons for the purpose of overcoming damage reduction. At 11th level, they may be counted as any metal substance, including silvered, cold iron, and adamantine. At 16th level, they completely nullify any damage reduction.

Electrical Euphoria: Dynamo Girls develop a tolerance for high voltage after spending long enough dabbling in hypercharging, eventually growing to take an unnatural pleasure in receiving electrical attacks. Starting at 5th level, your racial vulnerability to electricity is replaced with immunity to electricity.

Rapid Repair: All Robo Girls have the self-maintenance capabilities to keep themselves running smoothly through the usual wear and tear, but only Dynamo Girls have the energy to kick that system into overdrive and patch up their own wounds in the middle of combat. Starting at 7th level, you may restore your own hit points as a free action. You may heal up to three times your Dynamo Girl level in hit points each day.

Hyper Quick Step: Starting at 9th level, you gain improved evasion as the monk class feature and gain the ability to “take 20” on a Reflex save once per day.

Disruptive Aura: Particularly high-powered Dynamo Girls develop an almost tangible aura of power around themselves which occasionally interferes with the use of magical energy. Starting at 13th level, you gain spell resistance equal to 10 + your Dynamo Girl level.

Endless Fount: As they succeed in gathering more and more power for themselves, many Dynamo Girls simply find that they have more energy than they could every possibly use. Starting at 14th level, you no longer become fatigued or exhausted under any circumstance.

Skull Crusher: Dynamo Girls aren’t known for subtlety or quietly beating around the bush, and they apply this philosophy to combat by spectacularly ending fights with a single crushing blow to the brain. Starting at 15th level, once per day, you may attempt to deliver a Skull Crusher to an enemy who is susceptible to critical hits by making a normal attack. If the attack successfully deals damage, the target must make a Fortitude save of DC (10 + ½ your Dynamo Girl level + your STR modifier) or die. If the target successfully makes its save, it is stunned for 1 round. You may use this ability an increasing number of times per day as you increase in level.

Overdrive: The ultimate Dynamo Girl technique can be performed only by the most hypercharged of Dynamo Girls, those with the power to push themselves into a blinding flurry of motion for short periods of time. Starting at 20th level, once per day, you may activate a 30-second “overdrive mode” in which you may take two move actions and two standard actions each round.

The Support Robo Girl (SRG):
“I’m a weapon… no, a shield!” –Alicia Melchiott
http://safebooru.org//samples/506/sample_21fbcc33eb5e94784edc69375203a0533ac01277.jp g?507900
Description: Everyone notices the Robo Girl striding confidently into the room with guns blazing, but only those who live long enough to look closer can notice the second Robo Girl behind her, supporting and strengthening her sister from the rear. Such is the way of the SRG, a class of Robo Girl dedicated to seeing their compatriots safely through heated battles and trap-riddled dungeons with an ingenious combination of defensive systems, medical expertise, and superb information-gathering talent.

Personality: SRGs tend to be meeker and quieter than their combat-oriented sisters, particularly since keeping a low profile in battle best suits their specialities. Many SRGs assigned to adventuring parties strive to serve as moderators, smoothing out conflicts between party members as part of their role of keeping the entire machine running smoothly.

Abilities: Many SRG class abilities and important skills are INT-based, and good DEX and CON scores can help them maintain survivability despite their lower hit point total.

Hit Die: d6
Skill Points: 6+INT
Class Skills: Appraise, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gather Information, Handle Animal, Heal, Knowledge, Listen, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot, Use Magic Device, Use Rope
SRGs are proficient with simple weapons and light and medium armor.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+2|Race Restriction, Walking Database, First Aid, Trapfinding

2nd|+1|+0|+0|+3|Alignment Scan, Magical Analysis, Observant

3rd|+2|+1|+1|+3|Status Report, Force Fields, Helper Drone

4th|+3|+1|+1|+4|Invisiblity Scan, Deflection Field

5th|+3|+1|+1|+4|Aura Scan (lesser), Counterspeller, Handy Drone

6th|+4|+2|+2|+5|Translation Protocol, Camouflage Jammer

7th|+5|+2|+2|+5|Magic Defense Field (lesser), Auto-loader Drone

8th|+6/+1|+2|+2|+6|Teleportation Jammer (lesser)

9th|+6/+1|+3|+3|+6|Sentry Drone

10th|+7/+2|+3|+3|+7|Gun Drone

11th|+8/+3|+3|+3|+7|Magic Defense Field (greater)

12th|+9/+4|+4|+4|+8|True Sight

13th|+9/+4|+4|+4|+8|Aura Scan (greater)

14th|+10/+5|+4|+4|+9|Flash Drone

15th|+11/+6/+1|+5|+5|+9|Precision Scanning

16th|+12/+7/+2|+5|+5|+10|Teleportation Jammer (greater)

17th|+12/+7/+2|+5|+5|+10|Stun Drone

18th|+13/+8/+3|+6|+6|+11|Predictive Modeling

19th|+14/+9/+4|+6|+6|+11|Soul Reservoir, Death Drone

20th|+15/+10/+5|+6|+6|+12|Reality Modification Driver

[/table]

Class Features:
Race Restriction: Only characters of the Robo Girl race may take SRG levels.

Note: All SRG class features which replicate spell effects are treated as extraordinary abilities and are cast as a caster of your SRG level. Save DCs are INT-based.

Walking Database: SRGs truly believe that knowledge is power, avoiding going blindly into their tasks and adding every obstacle overcome to their storage banks for future reference. Starting at 1st level, whenever you spend a skill point gained from an SRG level on Decipher Script, a Knowledge skill, or Spellcraft, you receive two ranks in the skill. You may divide a single skill point using this ability; for instance, spending a skill point to receive one rank in Spellcraft and one rank in Decipher Script.

First Aid: SRGs are particularly well programmed and equipped to administer medical treatment to their allies. Starting at 1st level, you may apply your SRG level as a bonus to Heal checks. Additionally, you gain the ability to restore hit points as the paladin’s lay on hands ability with a daily hit point limit of twenty times your SRG level.

Trapfinding: At 1st level, you gain trapfinding as the rogue class ability.

Alignment Scan: Starting at 2nd level, you may use the detect good/evil/law/chaos spells at will as a caster of your SRG level.

Magical Analysis: Starting at 2nd level, you may use detect magic, read magic, and identify at will.

Observant: SRGs possess sensors even finer than those used in the targeting systems of CRGs in order to always have the upper hand in wars of information. Starting at 2nd level, you may apply your SRG level as a bonus to Listen, Search, and Spot checks, you gain darkvision out to 60ft., and you gain Improved Initiative as a bonus feat.

Status Report: In order to carry out their duties, SRGs make a constant effort to be aware of the locations and conditions of their allies. Starting at 3rd level, you may use status at will.

Force Fields: Starting at 3rd level, you may use mage armor and shield a number of times each per day equal to your SRG level.

Helper Drone: SRGs free themselves up for skill-intensive tasks by employing a set of multi-purpose drones to perform basic tasks for them. At 3rd level, you may use mage hand, mending, open/close, and prestidigitation at will as free actions via a small robotic drone.

Invisibility Scan: Starting at 4th level, you may use see invisibility a number of times per day equal to half your SRG level, rounded down.

Deflection Field: Starting at 4th level, you may use protection from arrows a number of times per day equal to half your SRG level, rounded down.

Aura Scan: Starting at 5th level, you may use arcane sight a number of times per day equal to half your SRG level, rounded down. At 13th level, this ability functions as greater arcane sight.

Counterspeller: SRGs make use of a sophisticated anti-magic system to neutralize enemy spells mid-battle. Starting at 5th level, you gain the ability to perform counterspells a number of times per day equal to your SRG level despite your lack of spell slots. You do not need to identify the spell being casted to perform a counterspell, but the counterspell acts as though you had countered using the same spell being cast.

Handy Drone: This drone consists mainly of a tiny gripper capable of activating a magical item with a mere thought from its SRG, literally giving her a hand in the middle of hectic combat. Starting at 5th level, you may activate one magical item such as a wand or staff per turn as a free action, and you may use your SRG level plus your INT modifier in place of your Use Magic Device modifier.

Translation Protocol: Starting at 6th level, you permanently gain the benefits of tongues.

Camouflage Jammer: Starting at 6th level, you may use invisibility purge a number of times per day equal to one-third your SRG level, rounded down.

Magic Defense Field: Starting at 7th level, you may use lesser globe of invulnerability a number of times per day equal to half your SRG level, rounded down. At 11th level, this ability is replaced by globe of invulnerability.

Auto-loader Drone: This handy drone constantly keeps its SRG’s weapons available at a moment’s notice and takes over the menial task of reloading her weapons to increase combat efficiency. Starting at 7th level, you gain Quick Draw and Rapid Reload (for all weapon types) as bonus feats.

Teleportation Jammer: Starting at 8th level, you may use dimensional anchor a number of times per day equal to half your SRG level, rounded down. At 16th level, you may alternatively choose to have this ability function as dimensional lock by spending two uses of the ability.

Sentry Drone: This tiny automated helper keeps tabs on an SRG’s blind spots in battle, preventing enemies from getting the drop on her by constantly updating her on their positions and actions. Starting at 9th level, you can no longer be flanked.

Gun Drone: This drone is equipped with a light weapon for the purpose of supporting its SRG directly in combat. Starting at 10th level, you may use magic missile as a caster of your SRG level a number of times per day equal to your INT modifier as a free action.

True Sight: Starting at 12th level, you permanently gain the benefits of true seeing.

Flash Drone: This drone emits blinding pulses of light in response to attacks on its SRG master, buying her time to mount a proper self-defense. Starting at 14th level, you may use power word blind a number of times per day equal to your INT modifier as a free action.

Precision Scanning: Starting at 15th level, you may use discern location once per day.

Stun Drone: This drone makes use of high-powered sonic blasts to incapacitate threats to its master even when she’s occupied with other matters. Starting at 17th level, you may use power word stun a number of times per day equal to your INT modifier as a free action.

Predictive Modeling: Starting at 18th level, you may use foresight three times per day.

Soul Reservoir: Starting at 19th level, you may use soul bind once per day. Instead of a material focus, a compartment of your own body is used to house the bound soul, and the soul is freed upon your death.

Death Drone: This highly-classified drone causes high-precision interference in enemy neural signals through largely experimental and poorly understood technology, causing instant shutdown and near-immediate death in its targets. Starting at 19th level, you may use power word kill a number of times per day equal to your INT modifier as a free action.

Reality Modification Driver: Starting at 20th level, you may use wish once per week without incurring the spell’s usual costs.

A Rainy Knight
2012-01-28, 09:29 PM
The Specter
“Nope - over here! Hee hee hee! And by over here, I meant - over here, silly!” - a Specter, name unknown
http://safebooru.org//images/645/90eded528a5db72354a02c32dddd0034af785f09.jpg
Description: Most Robo Girls are, suffice to say, lacking in subtlety when it comes to combat options. CRGs explode anything in sight with guns and bombs, Dynamo Girls punch things in the head, and SRGs need a whirring cloud of drones around their heads to accomplish anything. Enter the Specters, a new generation of Robo Girls dedicated to the art of stealth and assassination. The Specters let no guard patrol or defensive line bar them from reaching their objective as they slip past their foes like their ghostly namesakes, and in combat they blink in and out of reality in a blinding dance of death.

Personality: Specters tend to lack in social niceties and are uncomfortable being the center of attention, although their fiercely independent nature tends to result in their antisocial nature expressing itself as a cold prickliness rather than a blushing timidity. More social Specters often have a strong streak of pride or arrogance resulting from their lone-wolf mindset.

Abilities: Specters rely on solid STR and DEX scores to fight effectively at close range in light armor, and a high INT score grants them additional uses of several class features.

Hit Die: d8
Skill Points: 4+INT
Class Skills: Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Specters are proficient with all simple and martial weapons and with light and medium armor.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+0|Race Restriction, Muffled Step, Sneak Attack +1d6

2nd|+1|+0|+3|+0|Specter Step (30sec cooldown), Evasion

3rd|+2|+1|+3|+1|Sneak Attack +2d6, Slip Step 1/day

4th|+3|+1|+4|+1|Specter Step (24sec cooldown), Invisibility (lesser)

5th|+3|+1|+4|+1|Sneak Attack +3d6, Slip Step 2/day, Distortion Field

6th|+4|+2|+5|+2|Specter Step (18sec cooldown), Stealth Field

7th|+5|+2|+5|+2|Sneak Attack +4d6, Slip Step 3/day, Escape Step

8th|+6/+1|+2|+6|+2|Specter Step (12sec cooldown), Invisibility (greater)

9th|+6/+1|+3|+6|+3|Sneak Attack +5d6, Slip Step 4/day, Death Attack

10th|+7/+2|+3|+7|+3|Specter Step (6sec cooldown), Long Step

11th|+8/+3|+3|+7|+3|Sneak Attack +6d6, Slip Step 5/day

12th|+9/+4|+4|+8|+4|Enduring Step (6sec duration), Great Step

13th|+9/+4|+4|+8|+4|Sneak Attack +7d6, Slip Step 6/day

14th|+10/+5|+4|+9|+4|Enduring Step (12sec duration), Hyper Step

15th|+11/+6/+1|+5|+9|+5|Sneak Attack +8d6, Slip Step 7/day

16th|+12/+7/+2|+5|+10|+5|Enduring Step (18sec duration), Last Resort Step

17th|+12/+7/+2|+5|+10|+5|Sneak Attack +9d6, Slip Step 8/day

18th|+13/+8/+3|+6|+11|+6|Enduring Step (24sec duration), Killer Step

19th|+14/+9/+4|+6|+11|+6|Sneak Attack +10d6, Slip Step 9/day

20th|+15/+10/+5|+6|+12|+6|Enduring Step (30sec duration), Specter of Death

[/table]

Class Features:
Race Restriction: Only characters of the Robo Girl race may take Specter levels.

Note: All Specter abilities which replicate spell effects are cast as a caster of your Specter Level, and save DCs are INT-based.

Muffled Step: Starting at 1st level, you may add your Specter level as a bonus to Hide and Move Silently checks.

Sneak Attack: Starting at 1st level, you gain the sneak attack ability of the rogue class.

Evasion: Starting at 2nd level, you gain evasion as the rogue class feature.

Specter Step: The Specter Step is the signature move of the Specters, a short-range teleportation device designed to grant them the upper hand over their foes in combat and let them bypass simple locked doors and high walls. Starting at 2nd level, you gain the ability to teleport yourself and your possessions up to 10ft. in any direction as a move action. You may perform a Specter Step in place of a 5-foot step during combat, and you may count the location you Specter Stepped away from as still being occupied by yourself for the remainder of your turn for flanking purposes (i.e. you may Specter Step to the opposite side of an adjacent enemy and “flank” him by yourself). After using this ability, you must allow 30 seconds to pass for the device to prepare for another use. This cooldown period decreases as you increase in level until 12th level, when you may use this ability at will. If you attempt to Specter Step into an area which is occupied by an object or creature or which does not have enough room to fit your body, the Step fails and you take 2d6 damage.

Slip Step: The Slip Step is a special application of the Specter Step honed by quick-thinking Specters for battlefield use. Starting at 3rd level, once per day, you may perform a Specter Step in any direction as an immediate action. If you perform a Slip Step in response to an enemy attack, the attack automatically misses. If you perform a Slip Step in response to an area-of-effect attack, the attack misses if you Slip Step out of the targeted area. You may not perform a Slip Step while in the cooldown period. You gain more uses of this ability per day as you increase in level.

Invisibility: Starting at 4th level, you may use invisibility on yourself a number of times per day equal to your INT modifier. This is an extraordinary ability. At 8th level, this ability functions as greater invisibility.

Distortion Field: Starting at 5th level, you may use blur a number of times per day equal to your INT modifier.

Stealth Field: Starting at 6th level, you may use nondetection at will.

Escape Step: Specters are notoriously hard to pin down, and many a foe has been surprised to see the Specter seized in his very grasp slip effortlessly away. Starting at 7th level, you may use your Specter Step to escape a grapple or conventional bindings.

Death Attack: Starting at 8th level, you gain the death attack ability of the assassin class.

Long Step: Starting at 10th level, you may use dimension door a number of times per day equal to your INT modifier. Your Specter Step enters a 1-minute cooldown period after using this ability.

Enduring Step: After perfecting the art of rapidly performing Specter Steps back-to-back, the next level of Specter training involves learning to hold a Specter Step for longer than its usually instantaneous activation time, hiding out in extradimensional space for an extended period before returning to reality. Starting at 12th level, after entering a Specter Step, you may choose to remain safely in extradimensional space for the remainder of the round, returning to the battlefield at the beginning of your next turn. You may return from an Enduring Step a distance away from your entrance point equal to 10ft. times the number of rounds you spent in the Enduring Step. When returning from an Enduring Step, any creature which has not previously observed you using the ability is treated as flat-footed. The maximum length of your Enduring Steps increases as you increase in level. You may perform an Enduring Step as part of any other class feature involving the Specter Step.

Great Step: Starting at 12th level, you may use teleport a number of times per day equal to your INT modifier. Your Specter Step enters a 5-minute cooldown period after using this ability.

Hyper Step: Starting at 14th level, you may use greater teleport a number of times per day equal to your INT modifier. Your Specter Step enters a 10-minute cooldown period after using this ability.

Last Resort Step: Starting at 16th level, you may designate (and freely change) a location well-known to you as a fallback position. If you are killed but your body remains intact, you automatically teleport to your designated fallback position.

Killer Step: Only the most confident and risk-loving Specters attempt this gruesome Specter tactic which consists of teleporting directly inside another being and bursting forth from inside their bodies in a gore-strewn explosion. Starting at 18th level, a number of times per day equal to your INT modifier, you may use a Specter Step to enter the area occupied by another creature of your size category or larger. The target must make a Fortitude save of DC (20 + your STR modifier); a successful save results in you being shunted into a square adjacent to the creature. If the save fails and you have a higher current hit point total than the target, you take the regular 2d6 points of damage for entering an occupied area plus an additional 2d6 damage for every size category the enemy is above you, and the enemy is instantly killed. If the target has a higher current hit point total, the Step fails and you take the regular 2d6 points of damage.

Specter of Death: Starting at 20th level, you may bring a willing, helpless, or pinned creature within arm’s reach into an Enduring Step once per day, leaving it in the extradimensional space used by the Specter Step and returning to reality by yourself. A creature stranded in such a way perishes instantly, and its soul can be returned to the conventional multiverse only by means of a miracle or wish.

The Vocaloid:
“Sekai de ichiban no hime-sama~” –Miku Hatsune
http://safebooru.org//images/754/1a4bb53aaacbcf8a21ddc0bc4170a06232d09cf9.jpg
Description: All adventuring Robo Girls were born for battle, but Vocaloids were born for the stage as well. Built with perfect pitch and a winning smile in place of guns or shields, they nevertheless thrive on the battlefield, inspiring their allies and enthralling their foes with their oddly catchy songs of love and war.

Personality: Vocaloids tend to be among the most extroverted and self-confident Robo Girls, although the extent to which this sociability is a part of their stage persona varies from Vocaloid to Vocaloid. Their immense popularity among the other races compared to their sisters naturally leads them to become the face of any party they join, both out of a simple rational analysis and out of their love of the spotlight.

Hit Die: d6
Skill Points: 6+INT
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Swim, Tumble, Use Magic Device
Vocaloids are proficient with simple weapons and light and medium armor.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+2|Race Restrction, Bardic Music, Beginner’s Songs, Born to Perform

2nd|+1|+0|+3|+3|Light Show (minor), Song of Vigor, World Is Mine (command/charm)

3rd|+2|+1|+3|+3|Inspire Competence

4th|+3|+1|+4|+4|Stagecraft, Taking the Stage

5th|+3|+1|+4|+4|In the Spotlight!

6th|+4|+2|+5|+5|Suggestion

7th|+5|+2|+5|+5|Light Show (intermediate), World Is Mine (lesser geas/charm)

8th|+6/+1|+2|+6|+6|Inspire Courage +2, All Eyes On Me!

9th|+6/+1|+3|+6|+6|Inspire Greatness, World Is Mine (dominate)

10th|+7/+2|+3|+7|+7|Blast the Mic!, From Heart to Heart

11th|+8/+3|+3|+7|+7|Song of Fury

12th|+9/+4|+4|+8|+8|Song of Freedom

13th|+9/+4|+4|+8|+8|World Is Mine (geas)

14th|+10/+5|+4|+9|+9|Inspire Courage +3

15th|+11/+6/+1|+5|+9|+9|Inspire Heroics, World Is Mine (mass charm, demand)

16th|+12/+7/+2|+5|+10|+10|Light Show (major)

17th|+12/+7/+2|+5|+10|+10|In the Spotlight! (burst)

18th|+13/+8/+3|+6|+11|+11|Mass Suggestion

19th|+14/+9/+4|+6|+11|+11|World Is Mine (dominate)

20th|+15/+10/+5|+6|+12|+12|Inspire Courage +4

[/table]

Class Features:
Race Restriction: Only characters of the Robo Girl race may take Vocaloid levels.

Note: All Vocaloid class features which replicate spell effects are extraordinary abilities, caster level is equal to Vocaloid level, and saves are CHA-based.

Bardic Music: Starting at 1st level, you gain bardic music as the bard class feature.

Beginner’s Songs: Starting at 1st level, you gain countersong, fascinate, and inspire courage +1 as the bard class features.

Born to Perform: Starting at 1st level, you gain an extra number of daily uses of bardic music equal to your CHA modifier.

Light Show: Vocaloids are equipped with a dazzling array of spotlights and strobes to make sure their battlefield performances have as much impact as a live concert. Starting at 2nd level, you may use color spray a number of times per day equal to your Vocaloid level. Starting at 7th level, you may expend two uses of this ability to use rainbow pattern. Starting at 16th level, you may expend three uses of this ability to use scintillating pattern.

Song of Vigor: Your enchanting song refreshes and restores your allies, restoring them to health through the power of music! Starting at 2nd level, you may expend a use of your bardic music to begin a Song of Vigor, which you may maintain for up to one minute. Every turn you maintain your song, you and any allies within earshot regain a number of hit points equal to your half your Vocaloid level (rounded down) plus your CHA modifier.

World Is Mine: Through a combination of an enthralling charm, a dominating personality, and a prickly flirtatiousness, you can impose your will on others with a reasonable degree of success! Starting at 2nd level, you may use command and charm person a combined number of times per day equal to your Vocaloid level plus your CHA modifier. Starting at 7th level, you may expend two uses of this ability to use lesser geas or charm monster. Starting at 9th level, you may expend three uses of this ability to use dominate person. Starting at 13th level, you may expend four uses of this ability to use geas. Starting at 15th level, you may expend five uses of this ability to use mass charm monster or demand. Starting at 19th level, you may expend six uses of this ability to use dominate monster.

Inspire Competence: Starting at 3rd level, you gain inspire competence as the bard class feature.

Stagecraft: Vocaloids are masters of improvisation when it comes to holding a concert on the fly, making a dazzling spectacle out of common sources or even thin air. Starting at 4th level, you may use dancing lights and pyrotechnics at will.

Taking the Stage: Any proper Vocaloid diva enters the stage with the lights down low and a smoke machine cranked way up. Starting at 4th level, you may use obscuring mist a number of times per day equal to your CHA modifier. You may expend two uses of this ability to use fog cloud.

In the Spotlight! Starting at 5th level, you may use daylight a number of times per day equal to your CHA modifier. Starting at 17th level, you may expend two uses of this ability to use sunburst.

Suggestion: Starting at 6th level, you gain suggestion as the bard class feature.

All Eyes On Me!: No matter what situation you throw yourself into, you always manage to end up being the center of attention. Starting at 8th level, the effect of your fascinate ability is no longer disrupted by nearby combat or danger, and targeted creatures are only entitled to retry their save when they take damage (i.e. hitting them with a sword provokes a reroll, but hitting their nearby allies with a sword or preparing to hit them with a sword does not disrupt the effect).

Inspire Greatness: Starting at 9th level, you gain inspire greatness as the bard class feature.

Blast the Mic!: A Vocaloid singing at her strongest into a microphone cranked up to eleven is a mighty force indeed. Starting at 10th level, you may use shout a number of times per day equal to your CHA modifier. You may also expend a daily use of bardic music to use this ability.

From Heart to Heart: Starting at 10th level, your suggestion bardic music ability is no longer language-dependent; you can convey your intended action to any creature which you can fascinate.

Song of Fury: Your mighty song spurs your allies to battle, bringing out the savage inner beast in even the sweetest and most innocent people! Starting at 11th level, you may expend a use of your bardic music to begin a Song of Fury. During your song’s duration, any allies within earshot may add your CHA bonus to their damage rolls when they successfully strike an enemy with an attack.

Song of Freedom: Starting at 12th level, you gain song of freedom as the bard class feature.

Inspire Heroics: Starting at 15th level, you gain inspire heroics as the bard class feature.

Mass Suggestion: Starting at 18th level, you gain mass suggestion as the bard class feature.