tsj
2015-11-25, 10:38 AM
I was thinking a class like a kind of rogue but with various skills such as...
hacking, cracking, possess robots, posses holograms, posses androids, possess computers,...
could perhaps also be used as a class to give to a demon to mimic the digitalized demon as seen in buffy the vampire slayer...
a template for a hologram could be something like this...
HOLOGRAM
Holograms are the holographic representation of intelligent beings who, for one
reason or another, happends to be defined by a
computer program.
A hologram can be something created by a very very talented programmer or it can even be a person of flesh and blood that somehow managed to convert or leave the physical body behind in favor of a holographic existence.
Unfortunatly intelligent and sentient holograms are rare and very difficult to create.
This makes them rare under normal circumstances.
However unsophisticated and non sentient holograms are common and still uses this template, but they have no or a low intelligence score and can usually not use any skill check that is based on intelligence.
A hologram often greatly resembles its creater, but in some cases the hologram
can look completely different from its
creator/programmer.
Creating a Hologram
"Hologram" is an acquired template that can be added to any aberration, animal,
dragon, giant, humanoid,
magical beast, monstrous humanoid, or plant.
A hologram uses all the base creature’s statistics and special abilities except
as noted here.
Size and Type
The creature’s type changes to construct. Do not recalculate the creature’s base
attack bonus, saves, or
skill points.
It gains the incorporeal subtype. Size is unchanged.
Hit Dice
All current, past and future Hit Dice become d10s.
Speed
Holograms have a fly speed of 30 feet with perfect
maneuverability.
Armor Class
Natural armor is 0. When the
hologram manifests (see below), its natural armor bonus is +0, but it gains a
deflection bonus equal to its
Charisma modifier or +1, whichever is higher.
Attack
A hologram retains all the attacks of the base creature.
Full Attack
A hologram retains all the attacks of the base creature.
Damage
A hologram is immune to any type of non magical damage.
A hologram can not be possessed by a ghost.
A hologram can posses electronics.
A hologram is immune to ability drain, energy drain, level drain, poison and critical hits.
Magical damage to a hologram must be specifically tailored to harm a hologram.
Otherwise a hologram can be made onconcius if deprived the use of holo emitters.
Against any creatures (including ethereal), a hologram uses the base creature’s damage values. In order to harm ethereal beings, the hologram must be manifested and must be using a magical ghost touched weapon, just as if the hologram were a corporeal being.
Special Attacks
A hologram retains all the special attacks of the base creature.
The hologram also gains a manifestation ability.
Manifestation (Su)
Every hologram has this ability. A hologram dwells in electronic circuitry.
When a hologram manifests, it enters the
Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested hologram can be
harmed as normal, but with a 50% chance to ignore any damage.
A manifested hologram is immune to posses sion by ghosts. It can however be hacked, manifested or not.
A manifested hologram can posses electronics.
A manifested hologram can pass through solid objects at will.
A manifested hologram is immune to poison, critical hits, ability drain, energy drain and level drain.
A manifested hologram always moves silently.
A manifested hologram is able to use any equipment that it's base creature can use.
A holo emitter is required for a hologram to manifest itself.
Special Qualities
A hologram has all the special qualities of the base creature as well as those
described below.
Rejuvenation (Su)
In most cases, it’s difficult to destroy a hologram through simple combat: The
"destroyed" hologram will often restore itself in 2d4 days. Even the most powerful spells are usually only
temporary solutions.
A hologram
that would otherwise be destroyed returns to its electronic circuitry with a
successful level check (1d20 +
hologram’s HD) against DC 16.
As a rule, the only way to get rid of a hologram
for sure is to determine all locations of its
source code and delete it.
Abilities
Same as the base creature, except that the hologram has no Constitution score.
Skills
Same as the base creature.
Environment
Any, often as base creature.
Organization
Solitary, gang (2-4), or mob (7-12).
Challenge Rating
Same as the base creature.
Treasure
None.
Alignment
Any.
Level Adjustment
Same as the base creature.
Edit: d12's became d10's
Edit: added immunities
Edit: added more description
hacking, cracking, possess robots, posses holograms, posses androids, possess computers,...
could perhaps also be used as a class to give to a demon to mimic the digitalized demon as seen in buffy the vampire slayer...
a template for a hologram could be something like this...
HOLOGRAM
Holograms are the holographic representation of intelligent beings who, for one
reason or another, happends to be defined by a
computer program.
A hologram can be something created by a very very talented programmer or it can even be a person of flesh and blood that somehow managed to convert or leave the physical body behind in favor of a holographic existence.
Unfortunatly intelligent and sentient holograms are rare and very difficult to create.
This makes them rare under normal circumstances.
However unsophisticated and non sentient holograms are common and still uses this template, but they have no or a low intelligence score and can usually not use any skill check that is based on intelligence.
A hologram often greatly resembles its creater, but in some cases the hologram
can look completely different from its
creator/programmer.
Creating a Hologram
"Hologram" is an acquired template that can be added to any aberration, animal,
dragon, giant, humanoid,
magical beast, monstrous humanoid, or plant.
A hologram uses all the base creature’s statistics and special abilities except
as noted here.
Size and Type
The creature’s type changes to construct. Do not recalculate the creature’s base
attack bonus, saves, or
skill points.
It gains the incorporeal subtype. Size is unchanged.
Hit Dice
All current, past and future Hit Dice become d10s.
Speed
Holograms have a fly speed of 30 feet with perfect
maneuverability.
Armor Class
Natural armor is 0. When the
hologram manifests (see below), its natural armor bonus is +0, but it gains a
deflection bonus equal to its
Charisma modifier or +1, whichever is higher.
Attack
A hologram retains all the attacks of the base creature.
Full Attack
A hologram retains all the attacks of the base creature.
Damage
A hologram is immune to any type of non magical damage.
A hologram can not be possessed by a ghost.
A hologram can posses electronics.
A hologram is immune to ability drain, energy drain, level drain, poison and critical hits.
Magical damage to a hologram must be specifically tailored to harm a hologram.
Otherwise a hologram can be made onconcius if deprived the use of holo emitters.
Against any creatures (including ethereal), a hologram uses the base creature’s damage values. In order to harm ethereal beings, the hologram must be manifested and must be using a magical ghost touched weapon, just as if the hologram were a corporeal being.
Special Attacks
A hologram retains all the special attacks of the base creature.
The hologram also gains a manifestation ability.
Manifestation (Su)
Every hologram has this ability. A hologram dwells in electronic circuitry.
When a hologram manifests, it enters the
Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested hologram can be
harmed as normal, but with a 50% chance to ignore any damage.
A manifested hologram is immune to posses sion by ghosts. It can however be hacked, manifested or not.
A manifested hologram can posses electronics.
A manifested hologram can pass through solid objects at will.
A manifested hologram is immune to poison, critical hits, ability drain, energy drain and level drain.
A manifested hologram always moves silently.
A manifested hologram is able to use any equipment that it's base creature can use.
A holo emitter is required for a hologram to manifest itself.
Special Qualities
A hologram has all the special qualities of the base creature as well as those
described below.
Rejuvenation (Su)
In most cases, it’s difficult to destroy a hologram through simple combat: The
"destroyed" hologram will often restore itself in 2d4 days. Even the most powerful spells are usually only
temporary solutions.
A hologram
that would otherwise be destroyed returns to its electronic circuitry with a
successful level check (1d20 +
hologram’s HD) against DC 16.
As a rule, the only way to get rid of a hologram
for sure is to determine all locations of its
source code and delete it.
Abilities
Same as the base creature, except that the hologram has no Constitution score.
Skills
Same as the base creature.
Environment
Any, often as base creature.
Organization
Solitary, gang (2-4), or mob (7-12).
Challenge Rating
Same as the base creature.
Treasure
None.
Alignment
Any.
Level Adjustment
Same as the base creature.
Edit: d12's became d10's
Edit: added immunities
Edit: added more description