rockdeworld
2012-08-18, 08:44 PM
For the record, this is based on Megaman =)
First things first, a new template:
Half-Robot template
For whatever reason, you're part robot. Maybe you've transitioned from being a brain-in-a-jar, maybe some accident took away part of your body, or maybe you were just made that way. In any case, people look at you and wonder whether there's skin beneath that armor.
Creating A Half-Robot
"Half-robot" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-robot uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to construct, however it retains the traits of the base creature, except as follows:
* A half-robot cannot heal damage naturally.
* Half-robots can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a half-robot can be healed by a cure light wounds spell or a repair light damage spell, for example, and a half-robot is vulnerable to a harm spell.
* A half-robot responds slightly differently from other living creatures when reduced to 0 hit points. A half-robot with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a half-robot is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert half-robot does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
* Does not need to sleep, but must rest for 8 hours before preparing spells.
Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class
Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).
Abilities
Change from the base creature as follows: Str +2, Cha -2.
Skills
Half-robots have a -8 racial penalty on Swim checks. Otherwise same as the base creature.
Level Adjustment
+0.
And now the main event!
Power Hunter
https://forums.playfire.com/_proxy/?url=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F 4918%2Fmmxbl7.jpg&hmac=ac35e6a720eeaf32024e08ba0b800375
Rangers believe a warrior should learn his enemy's weak points, then attack them. Power Hunters, on the other hand, understand that there's always a bigger fish, and by copying that guy's power, you can curb stomp the other guy.
Power Hunters have mastered the art of changing their bodies to specialize against specific opponents. Thanks to the technological genius of their makers, Power Hunters are able to tap into the phlebotinum running through their bodies and copycat their opponents' abilities to gain a tactical advantage. Common names include Smeargle, Megaman, and You Copying Bastard!
Oh, and they probably only exist in a steampunk or otherwise high-technology setting, but let's not be picky.
Alignment: Any
Races: Any construct (warforged, etc.)
Starting Gold: 6d6x10 gp (210 gold)
Starting Age: As Fighter
Hit Die: d10
Class Skills: The Power Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
Power Hunter
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Extract Attack, Assume model, 2 Stored models
2nd|
+2|
+3|
+3|
+0|3 Stored models
3rd|
+3|
+3|
+3|
+1|Extract Armor, 5 Stored models
4th|
+4|
+4|
+4|
+1|Multiple Assumption (2 abilities), 6 Stored models
5th|
+5|
+4|
+4|
+1|Extract Size, 8 Stored models
6th|
+6|
+5|
+5|
+2|9 Stored models
7th|
+7|
+5|
+5|
+2|Extract Speed, 11 Stored models
8th|
+8|
+6|
+6|
+2|Multiple Assumption (3 abilities), 12 Stored models
9th|
+9|
+6|
+6|
+3|Extract Special Quality, 14 Stored models
10th|
+10|
+7|
+7|
+3|15 Stored models
11th|
+11|
+7|
+7|
+3|Extract Spells, 17 Stored models[/table]
All of the following are Class Features of the Power Hunter class:
Weapon and Armor Proficiency: Power Hunters are proficient with all Simple Weapons. Power Hunters are proficient with Light, Medium, and Heavy Armor and with Shields. They are also proficient with all natural attacks (claw, bite, and so forth) and weapons they assume as models.
Extract Attack (Ex): To use this ability, a Power Hunter must deal damage to an opponent, and that opponent must be reduced to 0 hit points. A Power Hunter can then choose one of his opponents attacks or special attacks to copy (this does not include spells or spell-like abilities). The Power Hunter can choose any weapon or attack that appears in the creature's Attack or Special Attacks entry, even if it's a weapon (for example: a Hag's claw, a Chaos Beast's Corporeal Instability, or A Balor's +1 Vorpal Longsword), and store it as a model for future use. A Power Hunter can only extract abilities from creatures with CR equal to his ECL+2.
If a regular attack or weapon, the Power Hunter uses the creature's statistics for the attack (eg. a Hag's claw deals 1d6+Str damage), but for every category of size difference between the creature and the Power Hunter, the Power Hunter suffers a -2 penalty to hit with that weapon. If a special attack, the Power Hunter uses the description in the creature's monster manual entry.
At level 1, the Power Hunter can store 2 models for future use in his robotic memory. If he extracts another, he must erase one he already has, which cannot then be used unless the Power Hunter extracts the ability again. A Power Hunter can store additional models per level as noted on the table: Power Hunter.
Assume model (Ex): With a standard action, a Power Hunter can switch between his natural form and a stored model.
If a weapon, the model appears on the same relative body part for the Power Hunter as it did on the monster it was extracted from (mouth for a bite attack, hand for a sword, etc.). Models of supernatural or spell-like abilities are also supernatural or spell-like abilities.
A sundered or otherwise destroyed model remains so until the Power Hunter switches to his natural form or another model, and then is repaired before the next time it is used.
At level 6, the time required to switch is reduced to a move action. At level 11, it is reduced to a swift again.
Extract Armor Class (Ex): At level 3, a Power Hunter can extract his opponent's natural armor bonus and store it as a model. The requirements are the same as Extract Attack.
Extract Size (Ex): At level 5, a Power Hunter can extract his opponent's size, space, and reach, and store them as a model. The requirements are the same as Extract Attack.
Extract Speed (Ex): At level 7, a Power Hunter can extract one of his opponent's modes of movement and store it as a model. The requirements are the same as Extract Attack.
Extract Special Quality (Ex): At level 9, a Power Hunter can extract one of his opponent's special qualities and store it as a model. The requirements are the same as Extract Attack.
Extract Spells (Ex): At level 11, the Power Hunter has learned how to turn phlebotinum into magic, and can extract one of his opponents spell-like abilities and store it as a model. If the ability is usable 3/day or less in the creature description, it can only be used 3/day, no matter how many times the Power Hunter assumes the model.
---
And that's it! It only has 11 class levels, because I couldn't think of any other abilities to add after that, except at level 16 switching as a free action. Of course, that needn't stop the class from continuing with the same pattern.
The question I'd like answered is: would you want to play as this class?
PEACH!
First things first, a new template:
Half-Robot template
For whatever reason, you're part robot. Maybe you've transitioned from being a brain-in-a-jar, maybe some accident took away part of your body, or maybe you were just made that way. In any case, people look at you and wonder whether there's skin beneath that armor.
Creating A Half-Robot
"Half-robot" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-robot uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to construct, however it retains the traits of the base creature, except as follows:
* A half-robot cannot heal damage naturally.
* Half-robots can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a half-robot can be healed by a cure light wounds spell or a repair light damage spell, for example, and a half-robot is vulnerable to a harm spell.
* A half-robot responds slightly differently from other living creatures when reduced to 0 hit points. A half-robot with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a half-robot is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert half-robot does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
* Does not need to sleep, but must rest for 8 hours before preparing spells.
Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class
Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).
Abilities
Change from the base creature as follows: Str +2, Cha -2.
Skills
Half-robots have a -8 racial penalty on Swim checks. Otherwise same as the base creature.
Level Adjustment
+0.
And now the main event!
Power Hunter
https://forums.playfire.com/_proxy/?url=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F 4918%2Fmmxbl7.jpg&hmac=ac35e6a720eeaf32024e08ba0b800375
Rangers believe a warrior should learn his enemy's weak points, then attack them. Power Hunters, on the other hand, understand that there's always a bigger fish, and by copying that guy's power, you can curb stomp the other guy.
Power Hunters have mastered the art of changing their bodies to specialize against specific opponents. Thanks to the technological genius of their makers, Power Hunters are able to tap into the phlebotinum running through their bodies and copycat their opponents' abilities to gain a tactical advantage. Common names include Smeargle, Megaman, and You Copying Bastard!
Oh, and they probably only exist in a steampunk or otherwise high-technology setting, but let's not be picky.
Alignment: Any
Races: Any construct (warforged, etc.)
Starting Gold: 6d6x10 gp (210 gold)
Starting Age: As Fighter
Hit Die: d10
Class Skills: The Power Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
Power Hunter
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Extract Attack, Assume model, 2 Stored models
2nd|
+2|
+3|
+3|
+0|3 Stored models
3rd|
+3|
+3|
+3|
+1|Extract Armor, 5 Stored models
4th|
+4|
+4|
+4|
+1|Multiple Assumption (2 abilities), 6 Stored models
5th|
+5|
+4|
+4|
+1|Extract Size, 8 Stored models
6th|
+6|
+5|
+5|
+2|9 Stored models
7th|
+7|
+5|
+5|
+2|Extract Speed, 11 Stored models
8th|
+8|
+6|
+6|
+2|Multiple Assumption (3 abilities), 12 Stored models
9th|
+9|
+6|
+6|
+3|Extract Special Quality, 14 Stored models
10th|
+10|
+7|
+7|
+3|15 Stored models
11th|
+11|
+7|
+7|
+3|Extract Spells, 17 Stored models[/table]
All of the following are Class Features of the Power Hunter class:
Weapon and Armor Proficiency: Power Hunters are proficient with all Simple Weapons. Power Hunters are proficient with Light, Medium, and Heavy Armor and with Shields. They are also proficient with all natural attacks (claw, bite, and so forth) and weapons they assume as models.
Extract Attack (Ex): To use this ability, a Power Hunter must deal damage to an opponent, and that opponent must be reduced to 0 hit points. A Power Hunter can then choose one of his opponents attacks or special attacks to copy (this does not include spells or spell-like abilities). The Power Hunter can choose any weapon or attack that appears in the creature's Attack or Special Attacks entry, even if it's a weapon (for example: a Hag's claw, a Chaos Beast's Corporeal Instability, or A Balor's +1 Vorpal Longsword), and store it as a model for future use. A Power Hunter can only extract abilities from creatures with CR equal to his ECL+2.
If a regular attack or weapon, the Power Hunter uses the creature's statistics for the attack (eg. a Hag's claw deals 1d6+Str damage), but for every category of size difference between the creature and the Power Hunter, the Power Hunter suffers a -2 penalty to hit with that weapon. If a special attack, the Power Hunter uses the description in the creature's monster manual entry.
At level 1, the Power Hunter can store 2 models for future use in his robotic memory. If he extracts another, he must erase one he already has, which cannot then be used unless the Power Hunter extracts the ability again. A Power Hunter can store additional models per level as noted on the table: Power Hunter.
Assume model (Ex): With a standard action, a Power Hunter can switch between his natural form and a stored model.
If a weapon, the model appears on the same relative body part for the Power Hunter as it did on the monster it was extracted from (mouth for a bite attack, hand for a sword, etc.). Models of supernatural or spell-like abilities are also supernatural or spell-like abilities.
A sundered or otherwise destroyed model remains so until the Power Hunter switches to his natural form or another model, and then is repaired before the next time it is used.
At level 6, the time required to switch is reduced to a move action. At level 11, it is reduced to a swift again.
Extract Armor Class (Ex): At level 3, a Power Hunter can extract his opponent's natural armor bonus and store it as a model. The requirements are the same as Extract Attack.
Extract Size (Ex): At level 5, a Power Hunter can extract his opponent's size, space, and reach, and store them as a model. The requirements are the same as Extract Attack.
Extract Speed (Ex): At level 7, a Power Hunter can extract one of his opponent's modes of movement and store it as a model. The requirements are the same as Extract Attack.
Extract Special Quality (Ex): At level 9, a Power Hunter can extract one of his opponent's special qualities and store it as a model. The requirements are the same as Extract Attack.
Extract Spells (Ex): At level 11, the Power Hunter has learned how to turn phlebotinum into magic, and can extract one of his opponents spell-like abilities and store it as a model. If the ability is usable 3/day or less in the creature description, it can only be used 3/day, no matter how many times the Power Hunter assumes the model.
---
And that's it! It only has 11 class levels, because I couldn't think of any other abilities to add after that, except at level 16 switching as a free action. Of course, that needn't stop the class from continuing with the same pattern.
The question I'd like answered is: would you want to play as this class?
PEACH!