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.
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.