LordErebus12
2013-04-07, 01:26 PM
Bio-Booster Armor, The Guyver (Prestige Class)
http://i.imgur.com/2QzmeIw.png
The Guyver unit can be activated by humanoids and monstrous humanoids, although the Guyver armor reacts more radically with humanoids than other races. Regardless of the host creature, all Guyver units are similar to one another in appearance. Coloring, location and quantity of arm blades, as well as the exact placement of the eyes and head-sensors vary between individual units. Configuration of the chitinous plates is dependent on the physical characteristics of the host. All of the Guyver’s abilities apply only when the armor has been summoned.
Prerequisites
Level: Character level 5th
Race: Humanoids or Monstrous Humanoids only
Special: Successfully bond with a Guyver Unit
Alignment: Any
Hit Dice: d10
Suggested ability scores: Str, Con, Cha
Skills:
The Guyver’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int Modifier
{table=head]{colsp=7}
Table: The Guyver
Level| Attack Bonus | Fort | Ref | Will |
Class Features |
Regen
1 | +1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+0 | Control Metal, Guyver, Self-Defense Mode | 6
2 | +2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+0 | Head Sensors, Sonic Blades | 7
3 | +3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+1 | Gravity Generator | 8
4 | +4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 | Forehead Lasers | 9
5 | +5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 | Sonic Emitter | 10
6 | +6 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 | Hardened Body | 11
7 | +7 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 | Mega Smasher | 12
8 | +8 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+2 | Pressure Cannon | 13
9 | +9 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+3 | Hardened Mind | 14
10 | +10 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+3 | Double Mega Smasher | 15[/table]
Class Features
All of the following are class features of the Guyver.
Armor and Weapon Proficiency:
The Guyver is proficient with all simple and martial weapons but with no armor or shields. The Guyver cannot wear armor certain types of armor while in his Guyver unit is active (see Guyver below).
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Guyver Construction
The exact material used to produce a Guyver is unknown, as the beings that created it have long since disappeared. Despite this fact, the Guyver is obviously an organic being. The Guyver armor regenerates damage it receives almost immediately, meaning that keeping track of damage to it is not necessary. Chitinous plates cover and protect large, key parts of the host’s body while a tendril-like wrapping fills in the gaps between different armor plates. Because of the unique methods and materials used to “grow” the Guyver units, it affords the host complete life support, renders gas attacks ineffectual, and allows the host to function normally underwater and even in deep space.
Activating a Guyver unit
To activate a Guyver unit, the prospective host places the Control Metal against their forehead. In doing so, the device unravels and grabs the being that activated it, knocking the grabbed target unconscious (no save). Once activated, the Guyver armor is permanently bonded to the host; there are (currently) no known means of severing the Guyver from its host.
Summoning The Bio-Booster Armor Guyver
While not in use, the armor is stored in a pocket dimension (similar to a Bag of Holding) and can be called upon using the telepathic organism in the host’s back. The organism near the host’s shoulders appears to be burn scars unless more closely examined. After any attempted removal, they will re-grow within 30 minutes.
Summoning the Guyver armor requires a move action. Next is a thunderous bang and a discharge of energy from the host’s chest that deals 2d6 force damage in a 10 ft. radius blast, centered on you (no save). The explosion and noise is caused by the Guyver armor piercing the barrier between the pocket dimension and the host’s dimension. Excluding shrapnel, all damage is contained within the blast. The Guyver surrounds the host, including clothes and almost any non-metallic armor equipped.
Metal (such as chainmail, scale, and plate-mail), or bulky armor (like leather or hide) is ripped from the host, flying in all possible directions as shrapnel (hard materials deal 1d4 damage, softer materials deal 1 damage. Tight fitting clothes (and cloth armor) are not destroyed but instead are covered by the Guyver armor and remain after the armor is removed. The Guyver armor can be removed by simply willing it away (free action). When the Guyver is removed, the host returns to their regular form; all bonuses from the Guyver are lost until the armor is summoned again. After the Guyver is removed the host must take a short rest, due to the Guyver feeding off of the host’s energy.
The DC's for any class ability that offers a save is 10 + Guyver level + guyver's charisma modifier.
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1st - Control Metal
The Control Metal is what regulates power for the Guyver. It is fragile while the Guyver unit is not bonded with a host. In its un-bonded state, the Control Metal has the following stats: (HP 40, AC 8, Fortitude +8, Reflex +8, Regeneration 10). After the Guyver unit has bonded with a host, it is near invulnerable. The only way to destroy a Guyver is to remove the Control Metal. If the Control Metal is singled out and attacked (-5 Penalty), the shock of the attack will cause the Guyver to be Dazed for 2 rounds (Save Ends).
To remove the Control Metal, you must succeed on an attack on the Control Metal (-5 Penalty), restrain the Guyver, and then attempt to pull the Control Metal out of the Guyver’s forehead (DC 35 Strength check). Doing so destroys the Guyver, causing it to dissolve in a heaping mass of ooze. The removed Control Metal is now vulnerable to attack, with the following stats: (HP 50, AC 10, Fortitude +10, Reflex +10, Regeneration 10). Destroying the removed Control Metal permanently destroys a Guyver.
If the Control Metal is not destroyed, it will completely regenerate the Guyver (host and all) within 3d6 hours unless frozen or similarly encased, which will pause the regenerative process until the Control Metal is no longer sealed.
Once the Guyver has regenerated, the host is treated as having 0 HP and Regeneration as normal. The Guyver goes into Self-Defense Mode until the host is regenerated up to full HP. The host has all its memories and abilities from the moment the Control Metal was removed, as if it never died. The only thing that does not regenerate is the host’s clothing and equipment. There is no loss of level or ability score damage from death and rebirth in this fashion.
1st - Guyver
The next section details what bonuses are granted to the host when the Guyver is in use. Some bonuses stack with the host’s and others will not. There are two rows, one for regular humanoids and one for monstrous humanoids.
The following traits are gained from becoming a guyver, and are active always:
+3 to saves against diseases and poisons
Vulnerable to acid
Lifespan increases 50-75%
The following traits are gained from activating the guyver unit, in addition to the ones above:
Humanoids gain a +4 bonus to Str, Dex and Con, but suffers a -4 penalty to Cha. They also have a +3 natural armor bonus, stacking with any other natural armor.
Monstrous Humanoids gain a +2 bonus to Str, Dex and Con, but suffers a -6 penalty to Cha. They also have a +1 natural armor bonus, stacking with any other natural armor.
Immunity to inhaled diseases and inhaled poisons
Darkvision 60 ft. and Low-Light Vision
Regeneration 5 + Guyver level
No need to breath air, allowing survival underwater and even in deep space
Cannot cast spells or activate spell like abilities or magical items.
Gains access to all class abilities, except Guyver and Self-Defense Mode.
1st - Self Defense Mode (Ex)
The Guyver goes into Self Defense Mode in one of three ways:
After first activation of the unit
The Guyver/host’s HP drops to 0 or less, whether wearing the guyver unit or not.
The Guyver is overwhelmed by mind-controlling effects
In Self Defense Mode, the Guyver is essentially a hostile NPC that attacks any beings that appear to threaten it. There is no way for it to tell the difference between friend or foe, so the best advice is to just run while you can. The Guyver will use any weapon to get the job done, whether the host has learned how to use it or not. The Guyver remains in Self Defense Mode until the host has been healed to 75% HP or higher.
While in Self Defense Mode, the Guyver has the following stat changes:
Total HP = Host’s maximum possible rolled HP + Con modifier per level
+4 to Str, Dex, and Con, this stacks with the previous bonus.
Base Speed x2
Host’s Initiative +4
Armor bonus doubles
2nd - Head Sensors (Ex)
On the head of the Guyver are 2 metal hemispheres, one on each side of the head. These Head Sensors slice back and forth, acting like eyes, grant the user a +10 bonus on spot checks, the Guyver cannot be flanked, and is immune to being surprised. These sensors are always active.
2nd - Sonic Blades (Ex)
On each elbow of a guyver are one or two blades, dealing 1d8 slashing or piercing + 2d6 Sonic + Strength Modifier, scoring critical hits on 18-20x2. The sonic damage is not multiplied on a critical hit. These blades are short until willed to extend (free action), tripling in length and vibrating at extreme speeds. Sonic Blades count as both cold iron and silver weapons and ignore all hardness. They have no enhancement modifier, but are treated as magical. When using the Sonic Blades, the user is treated as being proficient with them.
3rd - Gravity Generator (Ex)
The Gravity Generator Orb is located about where a belt buckle might be on a regular human. This orb allows the Guyver some control over gravity, though not exactly the best. With the ability to control gravity, the Guyver can fly relatively well, though most might consider the ability an advanced form of levitation. The orb grants the Guyver a +10 bonus on Jump and Climb checks. You also take no damage from a fall, do not fall prone at the end of the fall, and gain a +4 bonus to catch yourself from falling over an edge.
4th - Forehead Laser (Ex)
Once per round as a free action, with a mere thought, the guyver fires a thin beam of red light at one target within 10 ft. from a small orb on the guyver's forehead. The guyver must make a ranged touch attack against the target, dealing 1d6 fire Damage on a successful hit.
5th - Sonic Emitters (Ex)
The Sonic Emitter Orbs, located approximately where the Guyver’s mouth is, have several abilities. They, like most other functions of the Guyver, can be used as a weapon. By taking a deep breath, the guyver release an ear-piercing scream. When used to this way, all objects within 10 ft. that are Very Fragile, Fragile/Intricate, or made of Glass, must make a saving throw or take 4d4 sonic damage. Failure destroys the objects, or makes them inoperable. Other targets within range take 2d4 sonic damage (no save) and are deafened (save negates).
6th - Hardened Body (Ex)
The guyver is immune to any spell or spell-like ability that allows spell resistance. Acid effects always effect the guyver as normal, as do Mind affecting effects, as if the guyver had no immunity to magic.
7th - Mega-Smasher (Ex)
As a full round action once per encounter, by opening a single chest plate, the guyver reveals a weapon of incredible destructive capability. The resulting charged blast deals 3d6 Electricity/Fire and 3d10 force damage (no save) to all within a 60 ft. cone. A successful reflex save reduces the Electricity/Fire damage by half.
8th - Pressure Cannon (Ex)
As a standard action, condensing the forces from around the guyver into a small sphere, it creates a blast of energy devastating to those it hits. The guyver must make a successful ranged touch attack against one target within 20 ft., dealing 2d8 force damage. This attack also pushes the target a number of squares equal to the guyver's charisma modifier.
9th - Hardened Mind (Ex)
The guyver gains immunity to all Mind affecting effects, despite it stating otherwise before.
10th - Double Mega-Smasher (Ex)
As a full round action once per encounter, by opening both chest plates, the guyver reveals its ultimate weapon. The resulting charged blast deals 6d6 Electricity/Fire and 6d10 force damage to all within a 60 ft. cone. A successful reflex save reduces the Electricity/Fire damage by half, but not the force damage.
--------------------------------------------------------------------------
Most of the work for this class and fluff can be dedicated to Shinobi_Guyver (http://www.giantitp.com/forums/member.php?u=38467), who did this version (http://www.giantitp.com/forums/showthread.php?t=89259), which was my inspiration.
http://i.imgur.com/2QzmeIw.png
The Guyver unit can be activated by humanoids and monstrous humanoids, although the Guyver armor reacts more radically with humanoids than other races. Regardless of the host creature, all Guyver units are similar to one another in appearance. Coloring, location and quantity of arm blades, as well as the exact placement of the eyes and head-sensors vary between individual units. Configuration of the chitinous plates is dependent on the physical characteristics of the host. All of the Guyver’s abilities apply only when the armor has been summoned.
Prerequisites
Level: Character level 5th
Race: Humanoids or Monstrous Humanoids only
Special: Successfully bond with a Guyver Unit
Alignment: Any
Hit Dice: d10
Suggested ability scores: Str, Con, Cha
Skills:
The Guyver’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int Modifier
{table=head]{colsp=7}
Table: The Guyver
Level| Attack Bonus | Fort | Ref | Will |
Class Features |
Regen
1 | +1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+0 | Control Metal, Guyver, Self-Defense Mode | 6
2 | +2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+0 | Head Sensors, Sonic Blades | 7
3 | +3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+1 | Gravity Generator | 8
4 | +4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 | Forehead Lasers | 9
5 | +5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 | Sonic Emitter | 10
6 | +6 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 | Hardened Body | 11
7 | +7 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 | Mega Smasher | 12
8 | +8 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+2 | Pressure Cannon | 13
9 | +9 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+3 | Hardened Mind | 14
10 | +10 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+3 | Double Mega Smasher | 15[/table]
Class Features
All of the following are class features of the Guyver.
Armor and Weapon Proficiency:
The Guyver is proficient with all simple and martial weapons but with no armor or shields. The Guyver cannot wear armor certain types of armor while in his Guyver unit is active (see Guyver below).
--------------------------------------------------------------------------
Guyver Construction
The exact material used to produce a Guyver is unknown, as the beings that created it have long since disappeared. Despite this fact, the Guyver is obviously an organic being. The Guyver armor regenerates damage it receives almost immediately, meaning that keeping track of damage to it is not necessary. Chitinous plates cover and protect large, key parts of the host’s body while a tendril-like wrapping fills in the gaps between different armor plates. Because of the unique methods and materials used to “grow” the Guyver units, it affords the host complete life support, renders gas attacks ineffectual, and allows the host to function normally underwater and even in deep space.
Activating a Guyver unit
To activate a Guyver unit, the prospective host places the Control Metal against their forehead. In doing so, the device unravels and grabs the being that activated it, knocking the grabbed target unconscious (no save). Once activated, the Guyver armor is permanently bonded to the host; there are (currently) no known means of severing the Guyver from its host.
Summoning The Bio-Booster Armor Guyver
While not in use, the armor is stored in a pocket dimension (similar to a Bag of Holding) and can be called upon using the telepathic organism in the host’s back. The organism near the host’s shoulders appears to be burn scars unless more closely examined. After any attempted removal, they will re-grow within 30 minutes.
Summoning the Guyver armor requires a move action. Next is a thunderous bang and a discharge of energy from the host’s chest that deals 2d6 force damage in a 10 ft. radius blast, centered on you (no save). The explosion and noise is caused by the Guyver armor piercing the barrier between the pocket dimension and the host’s dimension. Excluding shrapnel, all damage is contained within the blast. The Guyver surrounds the host, including clothes and almost any non-metallic armor equipped.
Metal (such as chainmail, scale, and plate-mail), or bulky armor (like leather or hide) is ripped from the host, flying in all possible directions as shrapnel (hard materials deal 1d4 damage, softer materials deal 1 damage. Tight fitting clothes (and cloth armor) are not destroyed but instead are covered by the Guyver armor and remain after the armor is removed. The Guyver armor can be removed by simply willing it away (free action). When the Guyver is removed, the host returns to their regular form; all bonuses from the Guyver are lost until the armor is summoned again. After the Guyver is removed the host must take a short rest, due to the Guyver feeding off of the host’s energy.
The DC's for any class ability that offers a save is 10 + Guyver level + guyver's charisma modifier.
--------------------------------------------------------------------------
1st - Control Metal
The Control Metal is what regulates power for the Guyver. It is fragile while the Guyver unit is not bonded with a host. In its un-bonded state, the Control Metal has the following stats: (HP 40, AC 8, Fortitude +8, Reflex +8, Regeneration 10). After the Guyver unit has bonded with a host, it is near invulnerable. The only way to destroy a Guyver is to remove the Control Metal. If the Control Metal is singled out and attacked (-5 Penalty), the shock of the attack will cause the Guyver to be Dazed for 2 rounds (Save Ends).
To remove the Control Metal, you must succeed on an attack on the Control Metal (-5 Penalty), restrain the Guyver, and then attempt to pull the Control Metal out of the Guyver’s forehead (DC 35 Strength check). Doing so destroys the Guyver, causing it to dissolve in a heaping mass of ooze. The removed Control Metal is now vulnerable to attack, with the following stats: (HP 50, AC 10, Fortitude +10, Reflex +10, Regeneration 10). Destroying the removed Control Metal permanently destroys a Guyver.
If the Control Metal is not destroyed, it will completely regenerate the Guyver (host and all) within 3d6 hours unless frozen or similarly encased, which will pause the regenerative process until the Control Metal is no longer sealed.
Once the Guyver has regenerated, the host is treated as having 0 HP and Regeneration as normal. The Guyver goes into Self-Defense Mode until the host is regenerated up to full HP. The host has all its memories and abilities from the moment the Control Metal was removed, as if it never died. The only thing that does not regenerate is the host’s clothing and equipment. There is no loss of level or ability score damage from death and rebirth in this fashion.
1st - Guyver
The next section details what bonuses are granted to the host when the Guyver is in use. Some bonuses stack with the host’s and others will not. There are two rows, one for regular humanoids and one for monstrous humanoids.
The following traits are gained from becoming a guyver, and are active always:
+3 to saves against diseases and poisons
Vulnerable to acid
Lifespan increases 50-75%
The following traits are gained from activating the guyver unit, in addition to the ones above:
Humanoids gain a +4 bonus to Str, Dex and Con, but suffers a -4 penalty to Cha. They also have a +3 natural armor bonus, stacking with any other natural armor.
Monstrous Humanoids gain a +2 bonus to Str, Dex and Con, but suffers a -6 penalty to Cha. They also have a +1 natural armor bonus, stacking with any other natural armor.
Immunity to inhaled diseases and inhaled poisons
Darkvision 60 ft. and Low-Light Vision
Regeneration 5 + Guyver level
No need to breath air, allowing survival underwater and even in deep space
Cannot cast spells or activate spell like abilities or magical items.
Gains access to all class abilities, except Guyver and Self-Defense Mode.
1st - Self Defense Mode (Ex)
The Guyver goes into Self Defense Mode in one of three ways:
After first activation of the unit
The Guyver/host’s HP drops to 0 or less, whether wearing the guyver unit or not.
The Guyver is overwhelmed by mind-controlling effects
In Self Defense Mode, the Guyver is essentially a hostile NPC that attacks any beings that appear to threaten it. There is no way for it to tell the difference between friend or foe, so the best advice is to just run while you can. The Guyver will use any weapon to get the job done, whether the host has learned how to use it or not. The Guyver remains in Self Defense Mode until the host has been healed to 75% HP or higher.
While in Self Defense Mode, the Guyver has the following stat changes:
Total HP = Host’s maximum possible rolled HP + Con modifier per level
+4 to Str, Dex, and Con, this stacks with the previous bonus.
Base Speed x2
Host’s Initiative +4
Armor bonus doubles
2nd - Head Sensors (Ex)
On the head of the Guyver are 2 metal hemispheres, one on each side of the head. These Head Sensors slice back and forth, acting like eyes, grant the user a +10 bonus on spot checks, the Guyver cannot be flanked, and is immune to being surprised. These sensors are always active.
2nd - Sonic Blades (Ex)
On each elbow of a guyver are one or two blades, dealing 1d8 slashing or piercing + 2d6 Sonic + Strength Modifier, scoring critical hits on 18-20x2. The sonic damage is not multiplied on a critical hit. These blades are short until willed to extend (free action), tripling in length and vibrating at extreme speeds. Sonic Blades count as both cold iron and silver weapons and ignore all hardness. They have no enhancement modifier, but are treated as magical. When using the Sonic Blades, the user is treated as being proficient with them.
3rd - Gravity Generator (Ex)
The Gravity Generator Orb is located about where a belt buckle might be on a regular human. This orb allows the Guyver some control over gravity, though not exactly the best. With the ability to control gravity, the Guyver can fly relatively well, though most might consider the ability an advanced form of levitation. The orb grants the Guyver a +10 bonus on Jump and Climb checks. You also take no damage from a fall, do not fall prone at the end of the fall, and gain a +4 bonus to catch yourself from falling over an edge.
4th - Forehead Laser (Ex)
Once per round as a free action, with a mere thought, the guyver fires a thin beam of red light at one target within 10 ft. from a small orb on the guyver's forehead. The guyver must make a ranged touch attack against the target, dealing 1d6 fire Damage on a successful hit.
5th - Sonic Emitters (Ex)
The Sonic Emitter Orbs, located approximately where the Guyver’s mouth is, have several abilities. They, like most other functions of the Guyver, can be used as a weapon. By taking a deep breath, the guyver release an ear-piercing scream. When used to this way, all objects within 10 ft. that are Very Fragile, Fragile/Intricate, or made of Glass, must make a saving throw or take 4d4 sonic damage. Failure destroys the objects, or makes them inoperable. Other targets within range take 2d4 sonic damage (no save) and are deafened (save negates).
6th - Hardened Body (Ex)
The guyver is immune to any spell or spell-like ability that allows spell resistance. Acid effects always effect the guyver as normal, as do Mind affecting effects, as if the guyver had no immunity to magic.
7th - Mega-Smasher (Ex)
As a full round action once per encounter, by opening a single chest plate, the guyver reveals a weapon of incredible destructive capability. The resulting charged blast deals 3d6 Electricity/Fire and 3d10 force damage (no save) to all within a 60 ft. cone. A successful reflex save reduces the Electricity/Fire damage by half.
8th - Pressure Cannon (Ex)
As a standard action, condensing the forces from around the guyver into a small sphere, it creates a blast of energy devastating to those it hits. The guyver must make a successful ranged touch attack against one target within 20 ft., dealing 2d8 force damage. This attack also pushes the target a number of squares equal to the guyver's charisma modifier.
9th - Hardened Mind (Ex)
The guyver gains immunity to all Mind affecting effects, despite it stating otherwise before.
10th - Double Mega-Smasher (Ex)
As a full round action once per encounter, by opening both chest plates, the guyver reveals its ultimate weapon. The resulting charged blast deals 6d6 Electricity/Fire and 6d10 force damage to all within a 60 ft. cone. A successful reflex save reduces the Electricity/Fire damage by half, but not the force damage.
--------------------------------------------------------------------------
Most of the work for this class and fluff can be dedicated to Shinobi_Guyver (http://www.giantitp.com/forums/member.php?u=38467), who did this version (http://www.giantitp.com/forums/showthread.php?t=89259), which was my inspiration.