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View Full Version : The Warforged ODST (PF Base Class, PEACH)



Deviston
2012-08-12, 04:40 PM
Overdrive Shock Trooper
http://images.community.wizards.com/community.wizards.com/user/ex-death/a61caba53d307fa9059ecf64bbc0ed85.jpg?v=242011

’Forged at waaaaaar! ‘Forged at waaaaaar! Late at night when you’re sleepin’ ODST’s come a creepin’ all arou-ou-ound! A creepin’ all around HOOAH!

“Barely a millennia ago, the forged came and sought to tame this realm. They came in the dark, with precision and deadly grace. They left no stone unturned and no thing with blood in its veins untouched by their long arm. Somehow, the world recovered. There was war the likes of which no man could even imagine! Lawlessness and destruction could no longer be the way of things… The war was won, and the forged sat resolutely with a blade to their necks, not a moment fearing the outcome. They looked too the sky, and sent forth such a great piercing tone that a man fell to his knees from its pitch. They were slain, and the world was good again.

Little did the people of the world know, a far greater disaster waited for them, and time simply wore on…

When they came, the sky did not grow bright. There was no signal, nor a missed beat in the heart of a raveler or dream seer. They came on the wings of a dark angel, with a dark purpose. An eye for an eye, a tooth for a tooth became the new law of the land and when the huntin' dogs with fangs of steel were unleashed, the world was engulfed in even more chaos and destruction.

They made themselves known yet unknown. They trampled lives and slaughtered dreams. The forged would have their revenge… and their realm. They had their last resort… and nothin’ known to a breathin’ man could stop the black stars from fallin’ in the night.”

Vozmuzhalnoy Vozmozhno, inhabitant of a realm known as Urth

Adventures: The sole purpose of an ODST is to reclaim a planet that has failed to be taken by the forged. They will undertake missions that their intelligence gathering declares will help destabilize the local rule or order. They seek to sew dissention and chaos for the purpose of paving the way for a second coming of heavy forged forces.

Characteristics: ODST’s are soldiers. They are more often than not secretive and work behind the scenes. This gives them a dour personality much like any sought after criminal.

Alignment: As for good and evil, they don’t seem to care. They only seek to complete their mission. Despite what one may think, the ODST’s are fiercely lawful, but not to the common laws of a world they seek to rent asunder. They are loyal to their forged compatriots to the death.

Religion: Most believe in the Starforge. That which gave their peoples their lives and that they perceive sent them on the every reaching mission of subjugation.

Background: An ODST is trained from the moment they step out of a creation forge. They are trained in subterfuge, hand to hand combat, and augmenting their lack of a specific teaching with gadgets and gizmos. They are held in high esteem among their non ODST forged companions, as to see one return from a mission is invariably unheard of. Saying goodbye to an ODST going to war is tantamount to telling them you wish they will die well.

Races: Only a warforged or a timeforged may become an ODST. Only their unique biology supports the changes done to them to make them what they are.

Other Classes: A fighter would see an ODST as a brute, using mostly their bodies to accomplish martial tasks and no art with a weapon. A rogue will see them as impressive, the marriage of martial skill with their unique set of skill, ensuring that they can come for you. And they can kill you. A magical class will admire their augmentations that seem to be a spell in retrofit, extremely useful if it wasn’t being used to destroy their entire society.

Role: A forged of many roles, the ODST will excel in clandestine missions requiring multiple abilities. They will not do well in a social setting, nor will they replace a caster.

Adaptation: The ODST can easily be changed to be viable for any race. Simply change the retrofits to be class derived gadgets and put a magical flavor into their other unique abilities.

Hit Die: d10

Starting Gold: As fighter.

Class Skills
The ODST’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Liguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str)

Skill Points per Level: (4 + Int modifier)

Overdrive Shock Trooper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Retrofits

1st|
+0|
+2|
+2|
+2|Overdrive, Megaton Slam, Retrofits|
1

2nd|
+1|
+3|
+3|
+3|Adamantine Infused Joints|
1

3rd|
+2|
+3|
+3|
+3|Propel|
2|

4th|
+3|
+4|
+4|
+4|Bonus Warforged Feat, Overdriven Allies|
2|

5th|
+3|
+4|
+4|
+4|-|
2

6th|
+4|
+5|
+5|
+5|-|
3

7th|
+5|
+5|
+5|
+5|-|
3

8th|
+6/+1|
+6|
+6|
+6|Bonus Warforged Feat|
3

9th|
+6/+1|
+6|
+6|
+6|Helljump|
4

10th|
+7/+2|
+7|
+7|
+7|-|
4

11th|
+8/+3|
+7|
+7|
+7|Propel Booster|
4

12th|
+9/+4|
+8|
+8|
+8|Bonus Warforged Feat|
5

13th|
+9/+4|
+8|
+8|
+8|Supercharged Overdrive|
5

14th|
+10/+5|
+9|
+9|
+9| -|
5

15th|
+11/+6/+1|
+9|
+9|
+9|Dual Retrofit|
6

16th|
+12/+7/+2|
+10|
+10|
+10|Bonus Warforged Feat|
6

17th|
+12/+7/+2|
+10|
+10|
+10|Exemplar|
6

18th|
+13/+8/+3|
+11|
+11|
+11|Starfall|
7

19th|
+14/+9/+4|
+11|
+11|
+11|-|
7

20th|
+15/+10/+5|
+12|
+12|
+12|Full Retrofit|
8[/table]

Class Features
All of the following are class features of the Overdrive Shock Trooper

Weapon and Armor Proficiencies: An ODST is proficient with all simple and martial weapons though their class features give bonuses to the slam attack. Like Warforged an ODST is automatically proficient with its own armor plating. ODSTs are also proficient in the use of all shields (except tower shields).

Overdrive (Ex): The ability that gives an ODST his name is powerful to say the least. Within their form, they have a powerful energy called a life spark. This is similar only in name and source to their Trueforged masters, and does not function the same. They train their life spark to function as an engine, powering their retrofits and other abilities.

The overdrive is represented by a growing inner reserve of energy that is never depleted but must have reached certain levels to power the retrofits of the ODST. An ODST begins play with 1 revolution per round of life spark energy plus 1 revolution per round for every point of Constitution modifier he has. At third level and every level after, he gains an additional life spark revolution per round. Allocating revolutions can be done as a swift action. He may never allocate more revolutions into an ability than 1/2 his class levels (minimum 2).

In any round that the ODST takes more than ¼ his total hit points in damage (rounded up) his life spark shutters for an instant, stopping the function of all retrofits.

The life spark utilized as an overdrive is exhaustive to the power source itself. If an ODST ever has more than 1 revolution per 5 levels (minimum 1) allocated for more than 20 rounds continuously, it shutters for an instant as if he took more than ¼ his total hit points in damage.

Megaton Slam (Ex): The ODST is trained in the use of his slam to greater strengths. He loathes relying on the weapons of the world he seeks to subjugate, so trains fervently with his own strengths. His unarmed damage is increased as if he were a large monk of his ODST class level. Taking Improved Natural Attack, or having a battlefist increases this damage as if he were four levels higher for each instance. When making a full attack action using only his unarmed attacks, he gains an additional attack at full base attack bonus at levels 8 and 16. This supersedes a monk’s flurry of blows and cannot be used in conjunction with it.
The ODST may allocate revolutions into his megaton slam to gain a circumstance bonus to damage rolls equal to 1 point per revolution allotted.

Additionally, when making an unarmed attack or multiple unarmed attacks in a round, his Base Attack Bonus is considered to be equal to his class level. If he makes any attack that is not an unarmed attack, he does not gain this benefit.

Retrofits (Ex): The ODST develops retrofits depending on the needs of the planet their mission takes them to. To apply a new retrofit, the ODST must have 8 hours of work. The ODST selects retrofits from the list below at level 1, 3, and every third level afterward. He must select retrofits from the Core list at level 1. As he increases in levels, he gains access to stronger retrofits on higher lists. Some of the retrofits have prerequisites the ODST must meet before installing.

Note on applying new retrofits. If an ODST is halted, or must stop applying a new retrofit, the progress is suspended until the retrofit is complete, and they suffer a -2 to all physical stats, as well as a -10 feet to all forms of movement.

Retrofits are not items; they are augments to the ODST’s body and as such cannot be targeted or attacked. However, if an ODST rolls a 1 on a save and an item could be damaged, add the retrofits into the roll. Any retrofit that is damaged like this, is taken offline until the ODST can spend a full round to reinitialize it. However, retrofits do occupy certain item slots but do not hinder the ODST from benefitting or wearing magical items. No item slot may have more than one retrofit unless the new retrofit has its core form installed or the ODST has the Dual Retrofit feat.

At 6th level you may select amplified augments you meet the prerequisites for (if any) and at 12th level you may select amplified augments your meet the prerequisites for (if any).

Core Retrofits
Optical Telescoping Apparatus (Helmet):
At first glance this appears simply to be a bronze ocular implant. However, should the ODST utilize its functions, it begins to whir and unscrew extending outward up to a half inch from its receptacle.
Benefit: This retrofit gives the ODST darkvision out to 20 feet and a +2 bonus to Perception checks including sound based Perception checks (in addition to its obvious eyesight enhancing properties it also acts as a audio enhancing device).
Special: Taking this additional time grants the base value and half again each time selected.

Superficial Modulating Dermal Shielding (Helmet):
This series of slightly flexible plating is installed all over the body of the ODST and have a slightly iridescent sheen to them. They have the ability to project an image from their surface, combining to create a whole picture.
Benefit: As a standard action, ODST may shape the picture displayed to make them look like another creature or person. This is effect is like disguise self the spell, but lasts for 1 hour per ODST level.
Special: This retrofit may only be taken once.

Articulating Tactile Members (Gloves):
Within the hands and fingers of the ODST, tiny claws, pinchers, and other assorted utensils are installed and concealed.
Benefit: Upon requiring their use, as a free action an ODST with nothing else in his hands can disjoin his hands into masterwork tools useful for any skill check. In addition, he gains a +5 insight bonus to Craft, Open Lock, Disable Device, Heal, Disguise, and Climb checks. He also gains a +2 bonus on Strength checks to maintain a grip on something as well as maintaining a grapple.
Special: This retrofit may only be taken once.

Integrated Environmental Matching Filaments (Armor):
Within the housing of the chest, a series of filament generators are installed, threading the rest of the body with a fine semi reflective silk that refracts the light from one side of the body to show on the opposite side.
Benefit: As a move action the ODST may thread his body and activate the refracting properties of this retrofit, gaining a +3 circumstance bonus to stealth check. This effect lasts for 5 rounds plus 1 round per revolution allotted at the time of activation. For every revolution allotted, increase the bonus to stealth checks by 2.
Special: This retrofit may only be taken once.

Internal/External Lower Support Braces (Boots):
Whether selected to be installed within the housing of the legs, or without, these support braces increase your stability as well as granting increased mobility.
Benefit: The ODST gains a +3 to resist effects that would forcibly move him or change his position. This does not extend to magical teleportation. He also gains an insight bonus to Jump checks equal to ½ his class level (minimum 1), Swim checks equal to ¼ his class level (minimum 1), and Fast Movement 10 (as the Barbarian).
Special: Upon taking this retrofit a second time, the ODST’s stability bonus increases by +2, his bonus to Jump checks improves to equal his class levels, his bonus to Swim checks improves to equal ½ his class levels, and his Fast Movement increases to 20.
Upon taking this retrofit a third time, his stability bonus increases by +1, his bonus to Jump checks improves to equal his class level multiplied by 1.5, his bonus to Swim checks improves to equal his class levels, his Fast Movement increases to 30, and he no longer suffers from armor check penalties.

Environmental Eruptive Agitators (Boots):
This retrofit is a series of discs emplaced into the sole of the feet. They vibrate so violently in an instant that the ground beneath the ODST in an area is reshaped.
Benefit: As a move action, the ODST may activate his agitators to make the ground in a 10 foot area around him into difficult terrain. In addition, due to the agitators, he is never affected by difficult terrain. For every revolution he allocates, he adds 5 feet to the radius that is made into difficult terrain.
Special: This retrofit may only be taken once.

Intravascular Liquescent Vesicant (Necklace):
The installing of this retrofit takes double the time it normally takes to install a retrofit as the majority of it is installed within the body. Saving a small 1 inch sized silver node extruding from the back of the ODST’s neck; this retrofit is a series of interconnected veins within his own flowing throughout the entirety of his body.
Benefit: Once per day, when the ODST reaches ¼ of his total hit points, the ropey additions ooze a healing substance that seeks plug all wounds and stop contaminants from entering the body, giving him Fast Healing 1 until his hit points increase to ¼ his total hit points.
Allocating revolutions to this retrofit increases the Fast Healing by 1 per revolution, however, once allocated these revolutions are locked until the effect ends. The ODST must allocate all revolutions for 20 rounds into the retrofit to be able to use it again. These rounds must be consecutive.
Special: This retrofit may only be taken once.

Oscillating Reticulate Overlay (Armor):
A series of miniscule plates interlaced with electrical signals designed to maneuver them across the ODST’s body, providing considerable protection.
Benefit: Usually designed as a thousand tiny hex shaped platinum plates (each plate of platinum is thinner and slightly smaller than a platinum coin, a single platinum coin can by flattened and shaped to be 10 platinum plates), this retrofit gives the ODST 25% increased resistance against critical damage or sneak attacks.
Additionally, he gains a +1 deflection bonus to AC. Allocating revolutions into this retrofit increases the deflection bonus to AC by 1 for every two revolutions allocated and increases the percentage to ignore critical damage or sneak attacks by 25% for every three revolutions allocated.
Special: This retrofit may only be taken once.

Amplified Retrofits
Optical Spatial Piercing Lens (Helmet)
Prerequisite: Optical Telescoping Apparatus
Benefit: This lens added into the existing optical retrofit, gives the ODST the benefit of see invisibility as per the spell at all times as well as the ability to see through solid objects for a limited duration. As a move action, the ODST can see through up to 1 inch of metal, up to 10 inches of wood or stone, and up to 10 feet of dirt or sand for rounds equal to 2+ the number of revolutions allocated to this retrofit as far as he could normally see. After the duration, the ODST must wait the number of rounds it was activated plus 2d6 rounds before he can look through objects again. If at any point during the effect, he removes revolutions from powering this retrofit, the total duration is reduced by this amount.
Special: This retrofit may only be taken once.

Articulating Expeditious Manipulators (Gloves)
Prerequisite: Articulating Tactile Members
Benefit: The tiny appendages that are within the ODST’s hands are now expertly practiced and move with a haste. The ODST may unlock any lock with a DC of 15 or less as a free action at the cost of 1 revolution, this also extends to the Disable Device skill. Allocating additional revolutions increases the DC he is able to freely unlock by 1 per revolution. Revolution allocated into this retrofit are locked into it for 5 rounds +1 round per bonus revolution after its use as they slowly power down from such an extreme burst of use. At no point may this ability extend to DCs that are greater than 20.
Special: This retrofit may only be taken once.

Lower Refabricated Overextension Cables (Boots)
Prerequisite: Internal/External Lower Support Braces
Benefit: The support braces are broken and disjointed and reconnected with extending and retracting cables that provide a multitude of additional movement. As a free action, the ODST may increase his speed by an additional 30 feet for rounds equal to his Constitution modifier plus the number of revolutions he allocates to this retrofit. Additionally, he can run at a rate of two multipliers over his normal run speed during this duration. At the end of the duration, the effect of this retrofit cannot be used for rounds equal to the duration it was activated.
All Jump checks are also made as if the ODST had running start and was making a horizontal jump.
Special: Taking this retrofit a second time gives an additional similar effect. For 2 rounds, he may sprint for ten times his move speed. This effect costs 4 revolutions, which are locked in for 6 rounds after the ability is deactivated. This effect may only be used once every 10 minutes.

Environmental Shaping Agitators (Boots)
Prerequisite: Environmental Eruptive Agitators
Benefit: The agitators now can force the terrain into a few desirable shapes. The dimensions available are up to 10 feet away up to 10 feet wide and up to 10 feet tall. You may sacrifice horizontally 5 feet to extend the shape 5 feet vertically and vice verse. You may also enclose your square in material on all sides -2 (normally the ground where you stand and directly behind you). Shapes made of dirt or soil are up to 2 feet thick, rock or stone or wood are up to 1 foot thick, metal is up to 1 inch thick. Activating this retrofit is a move action and costs 4 revolutions. The revolutions are locked into this retrofit for 2 rounds after its use.
Special: This retrofit may only be taken once.

Intravascular Liquescent Sealant (Necklace)
Prerequisites: Intravascular Liquescent Vesicant
Benefit: Once per day, when the ODST reaches ¼ of his total hit points, the ropey additions ooze a healing substance that seeks plug all wounds and stop contaminants from entering the body, giving him Fast Healing 3 until his hit points increase to ¼ his total hit points.
Allocating revolutions to this retrofit increases the Fast Healing by 1 per revolution, however, once allocated these revolutions are locked until the effect ends. The ODST must allocate all revolutions for 20 rounds into the retrofit to be able to use it again. These rounds must be consecutive.
Special: This retrofit may only be taken once. This retrofit supersedes its prerequisite and is not in addition to it.

Expansive Prismatic Mesh Overlay (Armor)
Prerequisite: Oscillating Reticulate Overlay
Benefit: The space between plates becomes a field resistant to any element. Select an element when installing this retrofit. You gain energy resistance 5 to your selected element. You may allocate 3 revolutions to increase this resistance by 5 for every 3 allocated.
Additionally, as a standard action you may send out your hexplates. They expand from your body out to 30 feet from your location and provide their benefit to all within the field. Entering and exiting the hexplate field is negligible to allies but costs a move action and deals ½ the resistance value as damage to enemies. You may freely allocate revolutions while the field is active and the resistance changes accordingly from round to round. The field lasts for 5 rounds, ending at the beginning of the 6th round when your overlay returns to your body. You may move out of your hexplate field, the field will remain in place. While you are within your hexplate field, you still retain the original benefits of the overlay, but lose them if you leave the field. Once the duration of the field ends, you may not use this effect again for 2d6+5 rounds.
Special: This retrofit may be selected up to 3 times. Each time, choose an additional element for the retrofit, and increase the resistance by 5 for the base effect and reduce the cool down for the activated ability by 3 rounds (minimum 1).

Refractive Baffles (Armor)
Prerequisite: Integrated Environmental Matching Filaments
Benefit: A thin layer of nanomaterials are laid into the ODST’s filaments, allowing him to be especially stealthy for very short periods. As an immediate action the ODST may become invisible for one round. The ODST must allocate 5 revolutions for 5 rounds into the retrofit to be able to use it again. These rounds must be consecutive.
Special: This retrofit may be selected up to 2 times. For the second time, reduce the number of rounds required to use it again by 2.

Augmented Retrofits
Optical Dimensional Pathfinding Lens (Helmet)
Prerequisite: Optical Spatial Piercing Lens
Benefit: This lens added into the existing optical retrofit, gives the ODST the ability to teleport at will. He may teleport as dimension door the spell with a maximum range of 20 feet as a move action, but he may still take actions after the teleport. The ODST may increase the distance by 10 feet per revolution allotted at the time of using the effect. Upon ending the teleport, the revolutions are locked into this retrofit for 3 rounds. As a swift action once per round, within the next three rounds, the ODST may teleport to the starting location of the teleport that locked up revolutions. This distance can be up to 2x the distance of the initial teleport, but can only be used to teleport to the initial starting location. Teleporting again to anywhere other than the starting location, marks a new starting location and starts the 3 rounds duration over. After the 3 rounds have elapsed, the revolutions are unlocked.
Special: This retrofit may only be taken once.

Articulating Remotely Controlled Activators (Gloves)
Prerequisite: Articulating Expeditious Manipulators
Benefit: The ODST can now detach the tiny appendages within his hands and control them with his mind up to 30 feet away. The appendages have the stats of XXXXX Please make a suggestion, never been good with “monsters” XXXXX and have ranks and modifiers in Disable Device, Open Lock, and Craft as you. The appendages can be remotely used for rounds equal to your revolution pool, at the end of this time they fall lifeless to the nearest horizontal surface. Your hands function as normal with them activated, but you suffer a -2 penalty to Strength until you put them back in place as a move action if still mobile, or as a full round action if inactive. If they are destroyed, the -2 Strength penalty remains until you invest 8 hours and materials costing 25 gp to remake them and reinstall them into your hand housings. The ODST may activate both hands for this purpose and control each one individually of the other.
Special: This retrofit may only be taken once.

Reflexive Interwoven Wiring (Boots)
Prerequisite: Lower Refabricated Overextension Cables
Benefit: So much wiring within his leg housings that are so thin and act with so much strength are installed with great detail. The miniscule wiring allows the ODST to make instant leaps and bounds while making maneuvers about the battlefield. While moving, the ODST may make Jump checks to cover various pieces, parts, or the whole of the movement. Jump checks are now made at half DC, but the result of a Jump check may never allow the ODST to exceed his move speed with a jump check. If the ODST runs for 10 feet before making a Jump check, this retrofit allows him to make any amount of Jump checks to eventually travel up to his run speed (-10 feet) in distance. Jump checks need not be made on a horizontal surface, any surface will do.
Special: Taking this retrofit a second time gives an additional similar effect. The boots attract to any surface the ODST chooses allowing him to stop movement on a wall or incline but not on a ceiling.

Environmental Molding Agitators (Boots)
Prerequisite: Environmental Shaping Agitators
Benefit: The strength and articulation of the shapers increase further. The ODST can mold up to 25 square feet of material into any shape or form. For intricate designs the ODST must make appropriate Craft checks. This effect functions as the fabricate spell. Activating this retrofit is a standard action that costs 4 revolutions which are locked into this retrofit for 2 rounds after its use. For every revolution allocated when activating this retrofit increase the volume by 5 square feet.
Special: Taking this retrofit a second time increases the volume molded by 25 square feet and by 5 feet for every allocated revolution.

Intravascular Liquescent Regeneration (Necklace)
Prerequisites: Intravascular Liquescent Sealant
Benefit: When the ODST reaches ¼ of his total hit points, the ropey additions ooze a healing substance that seeks plug all wounds and stop contaminants from entering the body, giving him Fast Healing 5 until his hit points increase to 1/4 his total hit points.
Allocating revolutions to this retrofit increases the Fast Healing by 1 per revolution, however, once allocated these revolutions are locked until the effect ends. The ODST must allocate all revolutions for 20 rounds into the retrofit to be able to use it again. These rounds must be consecutive.
Special: This retrofit may only be taken once. This retrofit supersedes its prerequisite and is not in addition to it.

Self Replicating Shingled Overlay (Armor)
Prerequisite: Expansive Prismatic Mesh Overlay
Benefit: The plates now respond to a mental command to deflect various attacks and effects. As an immediate action, the ODST can activate this variant of hexplates to instantly slough off several plates when they are struck by arrows or other projectiles. The ODST can ignore the damage from a number of projectile attacks or spell levels equal to his Constitution score. No spell ignored can be above level 4. The ODST must allocate all revolutions for 20 rounds into the retrofit to reproduce the hexplates that come away with the using of this retrofit. These rounds must be consecutive.
Special: This retrofit may be selected up to 3 times. Each selection beyond the first increases your hexplate capacity equal to Constitution score. On the second selection you may ignore spells up to 5th level, and on the third selection may ignore spells up to 6th level.

Multiple Directive Baffles (Armor)
Prerequisite: Refractive Baffles
Benefit: The filaments that slightly extrude from the ODST can not only cause him to disappear, but can also make many images of him come into being. When activating the invisibility, he may choose to create additional images of himself as per the mirror image spell. One image may be created per Constitution modifier the ODST has. This value is increased by 1 for every revolution allocated into the refractive baffles retrofit. Using this retrofit increases the number of revolutions and rounds to recharge refractive baffles by 1.
Special: This retrofit may be selected up to 3 times. For each selection beyond the first, treat your Constitution modifier (for the purpose of how many base mirror images can be generated) as 2 higher.


Adamantine Infused Joints (Ex): Despite the importance of the overdrive, this ability is what ODST’s are most known for. The ODST comes stocked with joints infused with adamantine shored up weak spots. This provides the ODST with a reduction in falling damage. All falling damage is reduced by 2d6 per point of Constitution modifier, with an additional 1d6 per class level. As an immediate action, he may allocate life spark revolutions to increase this by 1d6 of damage per revolution.

Propel (Su): ODST’s are able to channel their life spark revolutions in a way which allows them to momentarily launch themselves into the air.
Starting at 3rd level the ODST may, as part of a move action, allocate 3 revolutions of his life spark to move 30 feet as if flying with clumsy maneuverability.
An ODST may allocate a number of additional life spark revolutions equal to their ODST class level in order to increase the velocity of their movement. Each revolution allocated in this way will increase the distance they may fly by 10 feet. This flight can be maintained by keeping revolutions allocated. The cost is 1 revolution for the first round, two revolutions for the second round, three revolutions for the third round and so forth.
At 5th level, the ODST may improve his maneuverability by one step for every three revolutions allocated.

Bonus Warforged Feat: At level 4, and every 4 levels after, the ODST gains a bonus Warforged feat.

Overdriven Allies (Ex): An ODST is groomed to travel with a team. Working with an ally within 30 feet who has a life spark gives the ODST additional benefits at 4th level. The greater the number of allies, the more they are bolstered as the energy of nearby life sparks seep into each other. The ODST can gain any benefit that he has enough allies within 30 feet to obtain, and gets the bonus per ally up to 1 for every 4 levels he has in a class that grants a life spark.


{table=head]Number of Allies|Bonus Gained
1|+5ft to all move speeds
2|-1 to armor check penalties
3|+1 to saves
4|*Damage Reduction 1/-
5|+1 life spark revolution[/table]
*This damage reduction stacks with other forms of damage reduction but is changed and loses the /- in favor of the already existing damage reduction.

Helljump (Su): The ODST learns how to charge his life spark when falling to mimic a comet at level 9. When the ODST allocates revolutions to reduce his falling damage, he also overheats his life spark to radiate a fiery or electric aura which detonates upon landing. The element must be chosen when he allocates revolutions into this class feature. Any target within 10 feet of the ODST when he lands takes 2d8 damage per revolution allocated. Any target within 20 feet takes half this damage rounded down. Reflex save for half. Allocated revolutions are locked for rounds equal to the amount allocated -1 per ally who has a life spark within 30 feet of the landing zone.

Propel Booster(Ex): The ODST has gained such skill in using his ability to propel, that he can now use short low energy bursts on command. As a part of any move action, he may fly up to 15 feet of that move and can always take a 10 on Fly checks. Unless he allocates revolutions into his propel, he will fall as normal at the end of his 15 feet. He does not need to allocate revolutions to gain this effect.

Supercharged Overdrive (Ex): In moment’s of great need, the ODST can stretch the limits of his life spark to great lengths, gaining a much higher rate of revolution. Whenever an ODST is below 1/10th of his maximum health, he gains temporary revolutions equal to his maximum revolutions. Once activated (instantly without the control of the ODST) this state lasts for 5 rounds. After which, the temporary revolutions cease, and his current revolution pool is reduced by 5 until his current hit points are greater than 1/10th his total hit points. This effect can only occur once in a 24 hour period.

Dual Retrofit: The ODST gains the Dual Retrofit feat.

Exemplar (Su): The 17th level ODST is almost at the peak of his training and is an inspiration to his compatriots. An ODST who is an Exemplar exudes an aura of confidence that encourages his allies into excellence. All allies within 50 feet who have a life spark gain 2 revolutions, a +2 morale bonus to attack rolls, damage rolls, and saves. If an ally would benefit from more than one Exemplar aura, increase the morale bonus by 1 per additional aura for a maximum total of +5.

Starfall (Su): The starfall is a sight rarely seen. An ODST that knows he is heading into a hot zone so dangerous that the chance of surviving the battle is negligible will eagerly starfall to maximize destruction before the inevitable. Once per day, the ODST can exude so much power from his life spark that he shines like a star. He can activate this ability as a part of allocating revolutions into his helljump. He radiates light as the daylight spell but out to 300 feet, and shadowy illumination out to 600 feet. For the purposes of countering a darkness spell, this is considered a 9th level spell with a caster level equal to your class level. Upon landing (and dealing helljump damage) your built up life spark completely depletes itself, dealing 1d8 damage (same element as chosen with helljump) per class level to all within 60 feet with no save.
Unfortunately, with the ODST’s life spark fully depleted, he become inert for 1 round while it recharges. For all effects, intents and purposes, the ODST is dead. If after this round of death, the ODST still has a physical form, he is resurrected as his life spark restarts. He is returned to his previous state (same hit points, same spells if he was effected by any) and he suffers from residual effects of his life spark completely shutting down. The ODST slowly recovers from these penalties over the course of the next 5 rounds. On the first round after his life spark comes back online he cannot voluntarily move from his square, he cannot make any attack or use any ability or magical item, he may not make more than a move action, he is blind and deaf, and he suffers a -6 penalty to all ability scores. This ability score reduction may never reduce an ability score to a level that would kill him.
{table=head]Rounds After Resurrection|Penalty Recovered
1|Blindness and deafness
2|Cannot voluntarily move
3|May not take more than a move action
4|May not attack or use abilities/items
5|-6 penalty to ability scores[/table]

Full Retrofit (Ex): The epitome of the ODST. He cannot improve any further, he is all that he can be. All retrofits that have revolutions allocated to them are considered to have 2 more revolutions (up to the maximum) than actually allocated. The ODST may also select one retrofit to always be active and at maximum revolutions regardless of slot limitations or current revolutions available. Once selected this retrofit cannot be changed. Additionally, the ODST may elect to remove a retrofit and install another. This process takes a total of 8 hours in which time neither the outgoing or oncoming retrofit are available. You may never uninstall a retrofit that has been selected to be at maximum revolutions by this class feature.

Deviston
2012-08-12, 04:41 PM
Witheld for further use.

Deviston
2012-08-12, 04:46 PM
Please critique and what-not, all criticism welcome and encouraged.

EdroGrimshell
2012-08-12, 10:41 PM
After just a quick lookthrough, I have to say it looks interesting. I would definitely play one. The trueforged seem to embrace their soul as a more human-like aspect, the ODST seems to turn it to the opposite, mechanizing their souls to act like an engine. I like the counterpoint to the trueforged honestly.

Deviston
2012-08-13, 05:29 AM
Heh heh heh, I'm glad it was noticed! My theory was, the trueforged are the light side of a dichotemy. With the ODST to fill the other side of the coin, the two parts make a whole. Every entity must be complete, and the ODST brings stark clarity to the fact that they ARE of the same yolk and yet so entirely different, at least IMO.

SanguineEmpires
2012-08-14, 09:53 AM
Well, may I first say that I love the idea for the class. A warforged jumping around the battlefield slamming monsters is awesome; yet, I must ask, were you aiming for tier 4? Also, on a side note, this class screams for a Barbarian rage mechanic, possibly through investing revolutions. All in all, cool idea.

kanachi
2012-08-14, 10:06 AM
Well, may I first say that I love the idea for the class. A warforged jumping around the battlefield slamming monsters is awesome; yet, I must ask, were you aiming for tier 4? Also, on a side note, this class screams for a Barbarian rage mechanic, possibly through investing revolutions. All in all, cool idea.

Tier 3 and 4 are my favorites normally so the fact this one comes in at about 4ish (a mid-high 4 i would say) is no problem to me.

I really quite like the build of this class and the ideas behind it. The retrofits fit the theme very well and the class retains interest and that sense of advancement throughout its lifespan, though it never really hits that "OMFG itz awesome yonks!" kinda level of power.

Ultimately in a group of similar power this will be fun to play. My trueforge class is only slightly more powerful (and thats only because its more versatile, not flat out stronger) so I find a nice unity between the two.

It could be argued of course that both classes need some more sugar... still nice work in my eyes.... but then my glasses always have that tint of rose