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LostDeviljho
2014-09-09, 07:51 PM
http://cdn.bulbagarden.net/upload/archive/0/05/20130627144905%21376Metagross.png
•+2 Strength, -2 Dexterity, +4 Intelligence, -2 Wisdom, -2 Charisma
•Construct (Living Construct)
•Medium size
•Quadrupedal: as a quadraped, a metagross uses 1.5x it's strength score to determine carrying capacity.
•a Metagross has a base move speed of 30 ft.
•Naturally Psionic: a metagross has 2 extra Power Points
•Telekinesis (Ps): 1/day, as the Telekinesis spell, except that it is psionic, and as such is subject to a null psionics field rather than an anti-magic field.
•Minor Telekinesis (Ps): a metagross has continuous minor telekinesis as long as it has power points remaining. this telekinesis can emulate the effect of anything a normal hand can do, with effective Str and Dex scores equal to 1/2 character level +2. it has a range of 25 ft. +5 ft/2 levels.
•Metagross have Telapathy 100 ft. (broadcast only)
•Living Construct Subtype (Ex): Metagross are constructs with the living construct subtype. Living constructs combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a metagross has the following features.
A metagross derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A metagross possesses the following traits.

Unlike other constructs, a metagross has a Constitution score.

Unlike other constructs, a metagross does not have low-light vision or darkvision.

Unlike other constructs, a metagross is not immune to mind-affecting spells and abilities.

Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Unlike other constructs, metagross are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

As living constructs, metagross can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a metagross can be healed by a cure light wounds spell or a repair light damage spell, for example, and a metagross is vulnerable to disable construct and harm.

The unusual physical construction of metagross makes them vulnerable to certain spells and effects that normally don't affect living creatures. A metagross takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a metagross is affected by repell metal or stone as if he were wearing metal armor. The iron in the body of a metagross makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A metagross takes the same damage from a rust monster's touch (Reflex DC 17 half).

A metagross responds slightly differently from other living creatures when reduced to 0 hit points. A metagross 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 warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert metagross does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.

As a living construct, a metagross can be raised or resurrected.

A metagross does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.

Although living constructs do not need to sleep, a metagross wizard must rest for 8 hours before preparing spells.

•Plated Skin: The plating covering the outer layer of a metagross's body provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a metagross cannot wear armor or magic robes. Metagross can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a metagross with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a metagross to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
•Livemetal: A metagross's entire body is made of metal. the outer layer of it's body may be covered in other metals, but it's core is composed of livemetal, a curious metal with many organic properties. A metagross heals naturally, but at 1/2 the rate of normal creatures. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only 3/4 of their effect to the metagross.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a metagross, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•a metagross has a natural slam attack that deals 1d4 damage.
•a metagross can qualify for warforged feats.
•automatic languages: Metagross, Common (Metagross understand Common but cannot speak it. thier vocal abilities are limited to humms, buzzes, and clacks, etc.)
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Psion, Psychic Warrior
•LA +1

Extra Anchovies
2014-09-09, 08:09 PM
Hm. Not having arms pretty much prevents them from being capable of anything other than Incarnum and Psionics. Possibly also ToB maneuvers if they choose properly. Maybe give them a continuous minor telekinesis ability, with an effective strength score equal to 1/2 their character level +2, and that can be used for any of the things that a normal hand can do (including using weapons, activating magic items, etc), with a range of 25 ft. +5 ft/2 character levels, usable as long as they have power points remaining? Fits with the fluff, and they already have telekinesis as a PLA. Also: since you didn't list a ML for the telekinesis PLA, maybe make the ML 1/2 the metagross's character levels, rounded up?

Also, specify the sort of natural attack that's granted. Since this race seems pretty similar to Warforged, just making it a slam makes sense.

I actually think this could be only LA +1, because it's essentially a Warforged with a few extra things tossed on and different ability score adjustments. The 1/day telekinesis seems a bit powerful, but not having physical hands (and also needing custom armor) balances that out.

LostDeviljho
2014-09-09, 09:21 PM
Pokemon! Pokemon Everywhere! (http://www.giantitp.com/forums/showthread.php?371096-Sceptile-(3-5-race))