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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.

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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.

LordErebus12
2013-04-07, 01:47 PM
Hmm. im looking at revamping the Lycanthropy template a bit, adding various abilities and power increases, all based on their overall HD. might be hard to do, might not. i'd like help on it if anyone is really good with lycanthropy.

Goal: create a bigger, badder creature from two sources. I say allow magical beasts, lol.

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CREATING A ZOANTHROPE
“Zoanthrope” is a template that can be added to any humanoid (referred to hereafter as the base creature). The Zoanthrope template can only be acquired, unlike Zoanthropy. Becoming a Zoanthrope is very much like multiclassing as a magical beast and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The Zoanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the magical beast type (referred to hereafter as the base beast). This beast can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature).

Zoanthropes can adopt a hybrid shape that combines features of the base creature and the base beast. A Zoanthrope’s hybrid form is the same size as the base beast or the base creature, whichever is larger. A Zoanthrope uses either the base creature’s or the base beast’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base beast. To calculate total hit points, apply Constitution modifiers according to the score the Zoanthrope has in each form.

Speed: Same as the base creature or base beast, depending on which form the Zoanthrope is using. Hybrids use the base creature’s speed.

Armor Class: The base creature’s natural armor bonus increases by +2 in both forms. In hybrid form, the Zoanthrope’s natural armor bonus is equal to the natural armor bonus of the base beast or the base creature, whichever is better.

Base Attack/Grapple: Add the base attack bonus for the base beast to the base attack bonus for the base creature. The Zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the Zoanthrope’s form.

Attacks: Same as the base creature or base beast, depending on which form the Zoanthrope is using. A Zoanthrope in hybrid form gains all natural weapons of both creature and beast. These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon or may attack with its natural weapons.

Damage: Same as the base creature or base beast, depending on which form the Zoanthrope is in.

Special Attacks: A Zoanthrope retains the special attacks of the base creature or base beast, depending on which form it is using, and also gains the special attacks described below.

Special Qualities: A Zoanthrope retains all the special qualities of the base creature and the base beast, and also gains those described below.

Alternate Form (Su): A Zoanthrope can assume a bipedal hybrid form with prehensile hands and monstrous features. It does not assume the ability scores of the beast, but instead adds the beast’s physical ability score modifiers to its own ability scores. Changing to or from hybrid form is a standard action. A slain Zoanthrope dissolves into a puddle of sludge, and cannot be resurrected, except by a wish or miracle spell. Separated body parts retain their hybrid form, however. Afflicted Zoanthropes have full control over this power.
Darkvision (Ex): A Zoanthrope has darkvision 60 ft. in any form.
Damage Reduction (Ex): An afflicted Zoanthrope in hybrid form has damage reduction 10/magical and silver.
Fast Healing (Ex): An afflicted Zoanthrope in hybrid form has fast healing 5.
Zoanthropic Empathy (Ex): In any form, Zoanthropes can communicate and empathize with magical beasts of their hybrid form’s base beast. This gives them a +4 racial bonus on checks when influencing the magical beast’s attitude and allows the communication of simple concepts and (if the beast is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Low-Light Vision (Ex): A Zoanthrope has low-light vision in any form.
Scent (Ex): A Zoanthrope has the scent ability in any form.


Base Save Bonuses: Add the base save bonuses of the base beast to the base save bonuses of the base creature.

Abilities: All Zoanthropes gain +2 to Wisdom. In addition, when in hybrid form, a Zoanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the beast’s normal ability scores –10 or –11. In addition, a Zoanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A Zoanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its base beast, as if it had multiclassed into the beast type. (Beast is never its first Hit Die, though, and it does not gain quadruple skill points for any beast Hit Die.) Any skill given in the beast’s description is a class skill for the Zoanthrope’s beast levels. In any form, a Zoanthrope also has any racial skill bonuses of the base creature and of the base beast, although conditional skill bonuses only apply in the associated form.

Feats: Add the base beast’s feats to the base creature’s. If this results in a Zoanthrope having the same feat twice, the Zoanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the Zoanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.

It’s possible that a Zoanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the Zoanthrope still has the feats, but cannot use them when in humanoid form. A Zoanthrope receives Great Fortitude and Lightning Reflexes as bonus feats.

Environment: Same as either the base creature or base beast.

Organization: Solitary or pair, sometimes squad (3–4), pack (6–10), or raid (11-20)

Challenge Rating: By class level or base creature, modified according to the HD of the base beast: 1 HD or 2 HD, +3; 3 HD to 5 HD, +4; 6 HD to 10 HD, +5; 11 HD to 20 HD, +6; 21 or more HD, +7.

Treasure: Standard.

Alignment: Any, typically one step away from base creature.

Advancement: By character class.

Level Adjustment: Same as the base creature +4. In addition, a Zoanthrope’s character level is increased by the number of racial Hit Dice the base beast has.

Common Zoanthropes
Name| Base Beast| Hybrid Form Ability Modifiers| Racial Hit Dice| Preferred Alignment| Nat Armor*| Beast Size
Were-basilisk| Basilisk| Str +4, Dex -2, Con +4| 6d10| Neutral| +7| Medium
Were-Blink| Blink Dog| Dex +6| 4d10| Lawful Good| +3| Medium
Were-Bulette| Bulette| Str +16, Dex +6, Con +10| 9d10| Neutral| +12| Huge
Were-Digester| Digester| Str +6, Dex +4, Con +6| 8d10| Neutral| +5| Medium
Were-Displacer| Displacer Beast| Str +8, Dex +4, Con +6| 6d10| Lawful Evil| +5| Large
Were-Girallon| Girallon| Str +12, Dex +6, Con +4| 7d10| Neutral| +4| Large
Were-Gorgon| Gorgon| Str +10, Con +10| 8d10| Neutral| +11| Large
Were-Render| Grey Render| Str +12, Con +14| 10d10| Neutral| +10| Large
Were-Krenshar| Krenshar| Dex +4| 2d10| Neutral| +3| Medium
Were-Manicore| Manicore| Str +10, Dex +4, Con +8| 6d10| Lawful Evil| +6| Large
Were-Pegasus| Pegasus| Str +8, Dex +4, Con +6| 4d10| Chaotic Good| +3| Large
Were-Remorhaz| Remorhaz| Str +16, Dex +2, Con +10| 7d10| Neutral| +11| Huge
Were-Shocker| Shocker Lizard| Dex +4, Con +2| 2d10| Neutral| +3| Small
Were-Unicorn| Unicorn| Str +10, Dex +6, Con +10| 4d10| Chaotic Good| +6| Large
Were-Worg| Worg| Str +6, Dex +4, Con +4| 4d10| Neutral Evil| +2| Medium
Were-Yrthak| Yrthak| Str +10, Dex +4, Con +6| 12d10| Neutral| +8| Huge
* Natural armor is currently unmodified by the +2 bonus, merely showing raw bonus.

ZOANTHROPY
A character contracts Zoanthropy through infectious sludge. Once infected, an attempt to change is a standard action and can be made each round. Any change to hybrid form immediately and permanently changes the character’s alignment to that of the appropriate Zoanthrope.

Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event.

Curing Zoanthropy
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the Zoanthrope’s infection. The only other way to remove the affliction is to cast remove curse or break enchantment on the character. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.

ZOANTHROPES AS CHARACTERS
Becoming a Zoanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features. Zoanthrope characters possess the following racial traits:

+2 Wisdom. Physical abilities are increased by the beast form’s ability modifiers when a Zoanthrope changes to its hybrid form.
Size same as the base creature or the base beast form.
Darkvision 60 ft. in any form.
Low-light vision in any form.
Scent in any form.
Racial Hit Dice: A Zoanthrope adds the Hit Dice of its beast form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the Zoanthrope’s base attack bonus and base saving throw bonuses accordingly.
Racial Skills: A Zoanthrope adds skill points for its beast Hit Dice much as if it had multiclassed into the beast type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the beast form. Any skills that appear in the beast’s description are treated as class skills for the Zoanthrope’s beast levels. The Zoanthrope’s maximum skill ranks are equal to its beast form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the Zoanthrope’s base race and its beast form (but not conditional adjustments) are added to its skill modifiers in any form.
Racial Feats: Add the beast’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All Zoanthropes gain Great Fortitude and Lightning Reflexes as bonus feats.
+2 natural armor bonus in any form.
Fast Healing 5 (hybrid form only).
Special Qualities (see above): Alternate form, Zoanthropic empathy.
Afflicted Zoanthrope: damage reduction 10/magical and silver (hybrid form only).
Automatic Languages: As base creature.
Favored Class: Same as the base creature.
Level adjustment: Same as the base creature +4

NosferatuZodd
2013-04-07, 09:09 PM
It helps if you develop the class beyond a table a bit so we can actually see what it does.

But considering the hit dice, the regen, and the general stat importance and the fact it's the Guyver, a mage class isn't going to be taking this PRC.

Mages are too squishy to handle those suits.

tbok1992
2013-04-07, 09:46 PM
Funny thing, D&D actually does have its own version of The Guyver in-canon. It's called the Bionoid, and it's an elvish weapon from Spelljammer (Which explains a lot). So maybe take a look at that when designing it so said prestige class could work as a Bionoid.

LordErebus12
2013-04-08, 01:05 AM
It helps if you develop the class beyond a table a bit so we can actually see what it does.

But considering the hit dice, the regen, and the general stat importance and the fact it's the Guyver, a mage class isn't going to be taking this PRC.

Mages are too squishy to handle those suits.

Patience, young grasshopper :smallyuk:


Funny thing, D&D actually does have its own version of The Guyver in-canon. It's called the Bionoid, and it's an elvish weapon from Spelljammer (Which explains a lot). So maybe take a look at that when designing it so said prestige class could work as a Bionoid.

I did not know that, interesting.

Fair enough.




Edit: Class is up.

eftexar
2013-04-08, 01:16 AM
I know it makes no sense whatsoever, but any technological effect in D&D that mimics anything near magic should be labeled as Su or Sp, unless you can explain it way.
Here is an example of what I mean by this. You could explain a force wave via clapping really hard, like the Thing, sonic damage by cutting the air with your sword, or a short range quake by stomping. Otherwise it's pretty hard to justify and has the potential to create balance issues in antimagic or similar conditions.

But this is a pretty sweet class. I never got around to watching the show, so I'll have to drift on over to hulu at some point and hope it's there.

LordErebus12
2013-04-08, 01:31 AM
I know it makes no sense whatsoever, but any technological effect in D&D that mimics anything near magic should be labeled as Su or Sp, unless you can explain it way.
Here is an example of what I mean by this. You could explain a force wave via clapping really hard, like the Thing, sonic damage by cutting the air with your sword, or a short range quake by stomping. Otherwise it's pretty hard to justify and has the potential to create balance issues in antimagic or similar conditions.

But this is a pretty sweet class. I never got around to watching the show, so I'll have to drift on over to hulu at some point and hope it's there.

Cant be helped, they are neither supernatural or magical in nature, imo. i feel that making them suppressible via antimagic fields is out of flavour.

the show is great, i like the original series better than the second, but both are really short... depressing, i loved it growing up.

puctheplayfull
2013-04-08, 10:47 AM
Funny thing, D&D actually does have its own version of The Guyver in-canon. It's called the Bionoid, and it's an elvish weapon from Spelljammer (Which explains a lot). So maybe take a look at that when designing it so said prestige class could work as a Bionoid.

I had heard of the Bionoids, but never seen them until now (http://www.lomion.de/cmm/bionoid.php). They really are a complete Guyver ripoff, but well done for 2nd ed ADnD.

@LordErebus12
Great class. I think I might have to use it in a game I'm currently running.

LordErebus12
2013-04-08, 01:38 PM
I had heard of the Bionoids, but never seen them until now (http://www.lomion.de/cmm/bionoid.php). They really are a complete Guyver ripoff, but well done for 2nd ed ADnD.

@LordErebus12
Great class. I think I might have to use it in a game I'm currently running.

yeah very neat, bionoids.

Id be flattered, although it might want to think about it, lol. its like having a troll in the party, difficult to actually challenge them, compared to the fragile party.

puctheplayfull
2013-04-08, 02:13 PM
Id be flattered, although it might want to think about it, lol. its like having a troll in the party, difficult to actually challenge them, compared to the fragile party.

Who said anything about giving a Guyver unit to someone in the party... I'm curious how they would fight one. Especially since (so far as I know) only 2 of the players even know what a Guyver is. A vague description that doesn't spell it out should leave them guessing at it's nature. That should give me a challenging NPC that can hide among a town or city without being easily caught.

LordErebus12
2013-04-08, 02:30 PM
Who said anything about giving a Guyver unit to someone in the party... I'm curious how they would fight one. Especially since (so far as I know) only 2 of the players even know what a Guyver is. A vague description that doesn't spell it out should leave them guessing at it's nature. That should give me a challenging NPC that can hide among a town or city without being easily caught.

Minotaur can enter right into Guyver, lol.

imagine that as a guyver... three horns, huge blades... ouch.

puctheplayfull
2013-04-08, 03:25 PM
Minotaur can enter right into Guyver, lol.

imagine that as a guyver... three horns, huge blades... ouch.

That one is just scary... Do you plan to homebrew any Zoanoids?

LordErebus12
2013-04-08, 03:27 PM
That one is just scary... Do you plan to homebrew any Zoanoids?

that would be fun, Zektor would be fun to do... and Dozer... IDK. I wasn't planning on it.

Lycanthropy or Zoanthropy, as its sometimes referred to, would be perfect for Zoanoids.

LordErebus12
2013-04-08, 04:35 PM
Hmm. im looking at revamping the Lycanthropy template a bit, adding various abilities and power increases, all based on their overall HD. might be hard to do, might not. i'd like help on it if anyone is really good with lycanthropy.

Goal: create a bigger, badder creature from two sources. I say allow magical beasts, lol.

What you think?

puctheplayfull
2013-04-08, 04:57 PM
Actually, that would probably do it. I think Zoanoids would be more like Aberrations than Magical Beasts, considering their origins, but the rest seems to be in the right direction. I could give you a hand with it, but I'll need to do some research first. I've only seen the two, so bad they were good, 90's movies and the first series, and it's been a while since I've seen those. Was the 2005 series any good?

LordErebus12
2013-04-08, 05:23 PM
Actually, that would probably do it. I think Zoanoids would be more like Aberrations than Magical Beasts, considering their origins, but the rest seems to be in the right direction. I could give you a hand with it, but I'll need to do some research first. I've only seen the two, so bad they were good, 90's movies and the first series, and it's been a while since I've seen those. Was the 2005 series any good?

longer, with more story throughout. not a bad thing, but different. less cursing overall. not my favorite. :smallsmile:

hope i dont get in trouble for this, but you can watch both below, thats how i watch them. (and will be watching them tonight :smallsmile:)


Original
http://www.watchcartoononline.com/anime/guyver-english-dubbed

Remake
http://www.watchcartoononline.com/anime/guyver-bio-boosted-armor


Edit: aberrations might work.

puctheplayfull
2013-04-08, 05:39 PM
Sweet, thanks. I'll check them both out. It's been so long since I've seen the first series that I'd like to see it again.

LordErebus12
2013-04-08, 05:41 PM
Sweet, thanks. I'll check them both out. It's been so long since I've seen the first series that I'd like to see it again.

maybe after you watch them, your'll have some better ideas for them.

id like to cover at least 6 or 7 zoanoid types, if possible.

Edit: i just realized i like the japanese original theme song better...

LordErebus12
2013-04-09, 01:40 PM
Actually, that would probably do it. I think Zoanoids would be more like Aberrations than Magical Beasts, considering their origins, but the rest seems to be in the right direction.

okay, rough draft for Zoanthropy is up. not feeling the whole aberration thing overall, terrible selection of monsters. Thinking magical beast might be better.

LordErebus12
2013-04-10, 02:12 AM
magical beast is better. way more variety. its changed to magical beast. prepare yourself for bronies, I see some were-Pegasus and were-Unicorns in our future.

ZippoMoon
2013-04-10, 07:36 AM
prepare yourself for bronies

Dude I was here from day one, you just gave me even more reson to stay!

LordErebus12
2013-04-10, 02:13 PM
Dude I was here from day one, you just gave me even more reson to stay!

lol, good. we always need more homebrewers

Allnightmask
2013-04-10, 10:58 PM
Your level 10 ability says no save while at the same time saying there is a reflex save for half. Also as a capstone with no scaling damage I'm of the opinion that there should be no save.

LordErebus12
2013-04-10, 11:07 PM
Your level 10 ability says no save while at the same time saying there is a reflex save for half. Also as a capstone with no scaling damage I'm of the opinion that there should be no save.

you get no save against force damage; however, you can partially dodge the fire/electricity. I doesn't scale because its based on technology, which doesn't get better damage when the user is a higher level. its a powerful ability, none the less.

If i did scale it, it would still have save for partial on the elemental damage and none on the force effect. and if i did scale it, what would you recommend doing? As in how should it be formatted?

puctheplayfull
2013-04-11, 11:55 AM
I think the Zoantropes came out well. I'll have to make a couple and use them as enemies to see how well they work out in play. Could you imagine fighting a were-bulette, or a were-manticore?

LordErebus12
2013-04-11, 01:18 PM
I think the Zoantropes came out well. I'll have to make a couple and use them as enemies to see how well they work out in play. Could you imagine fighting a were-bulette, or a were-manticore?

i could imagine an ambush of Were-Bulettes, they burst from the hillside as the party passes by.

were-manicores, on the other hand, could be in a cavern guarding treasure.

i wanna make Hyper team 5 soon.

Elegen (tentacled lighning generator), Thancrus (sonic blade weapons), ZX-Tole (Energy cannons), Gaster (Rocket shoulder pods), Derzerb (Firebreathing-Rhino)


Edit: watching the second live action guyver movie, and the news lady is reporting about a werewolf attack. i lold, since she's actually close to the mark.

LordErebus12
2013-04-11, 03:13 PM
Were-Worg (Human) RacialHD 4th / Fighter 1st / Guyver 10th / LA +4