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View Full Version : Optimization TO: Optimus Urbana Hierophantus (a Mobile Suit Gundam / Mech / Transformer build)



Gruftzwerg
2023-07-10, 03:22 PM
Optimus Urbana Hierophantus
(a Mobile Suit Gundam / Mech / Transformer build)


It's again time for another TO build showcase of mine. This time we will build some kind of mobile suit gundam / mech / transformer. As always beware of the cheese level. Some cheese was mandatory and some did just smelled to good to pass by. While the build ain't totally game breaking, you should definitively check it with your DM (rules + power lvl of the PCs) before attempting to play it.
The focus of the build is a bit more on the defense but it still can deal a noticeable amount of damage (Ubercharger).
I tried to find fitting rules for fighting within a gundam/mech/animated object and tried to explore what could be possible with the rules we already have.


Please fasten your seatbelt, we are now about to take off.



OPTIMUS & PRIME




Human Paragon 2 / Urban Druid 15 / Wildrunner 1 / Arcane Hierophant 1 / Warblade 1


Name: Optimus
Race: Human (Mulan*)
Religion: Torm (for Lance of Faerun)
Region: (pick a fitting one for the Saddleback regional feat: Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands)
*Note that Mulan can be found everywhere in Faerun according to several wikis..

Alignment: N-G

STR: 10
DEX: 14
CON: 14
INT: 14
WIS: 10
CHA: 16 (+5 lvl up)


Classes: Wildrunner normally requires you to be an (Half)Elf. Either cheese your way via Polymorph Any Object or ask your DM if he allows the mentioned Adaptation without a race requirement. (We assume the Adaptation here for simplicities sake). This unlocks Trackless Step that together with Southern Magician allows us to enter Arcane Hierophant as an Urban Druid.
Human Paragon (+ Able Learner) is used to get the required skills effectively as class skills for the entire build.
Warblade adds some nice maneuvers options for offense (to attack multiple targets) and defense.
The 2nd lvl of Human Paragon can be exchanged into a Barb dip, if you want to have Pounce in the build. I preferred the option to get a free save reroll 1/encounter (via Martial Study), since the build is more focused on the defense. You opinion may vary here, but imho the warblade maneuvers are enough here. If you want the Barb dip make sure that you take it when you would get +6 BAB to get the most profit here. (skill points don't change, since both have 4+INT points/lvl and due to our paragon + able learner combo, everything has a 1:1 ratio).

Skills: All skills mentioned in the table are picked as class skills for Human Paragon. Combined with Able Learner they effectively remain class skills for the entire build. Adaptive Learning (Human Paragon) becomes obsolete due to Able Learner.
UMD ain't mandatory for the main build to work, but it enables some extra cheese that was to nice to ignore it. It can be exchanged if you don't want the cheese. Good alternatives are Spot or Gather Information. You could also go for a Silverbrow Human (has no extra skill point) and pick Draconic Aura: Vigor as final feat (instead of Imp. Buckler Defense) to get Fast Healing +4 (works also on constructs). Finally, if you DM should insist that you still require a distraction to Hide, you could pick Bluff instead (more on this later..)




LVL
Class
BAB
For
Ref
Wil
Skills
Feats
Class Features


1st
Human Paragon
+0
+0
+0
+2
Hide: 4
K. (arcana): 4
K. (nature): 4
Move Silently: 4
Ride: 4
Survival: 4
UMD: 4
Able Learner
(Human B. Feat)

Saddleback
Adaptive Learning


2nd
Urban Druid (1)
+0
+2
+0
+4
Hide: 5
K. (arcana): 5
K. (nature): 5
Move Silently: 5
Ride: 5
Survival: 5
UMD: 5

Urban Companion:
small Animated Object

City Sense

Favored City 1


3rd
Urban Druid (2)
+1
+3
+0
+5
Hide: 6
K. (arcana): 6
K. (nature): 6
Move Silently: 6
Ride: 6
Survival: 6
UMD: 6
Endurance
Crowdwalk


4th
Urban Druid (3)
+2
+3
+1
+5
Hide: 7
K. (arcana): 7
K. (nature): 7
Move Silently: 7
Ride: 7
Survival: 7
UMD: 7

Ally Fighting


5th
Urban Druid (4)
+3
+4
+1
+6
Hide: 8
K. (arcana): 8
K. (nature): 8
Move Silently: 8
Ride: 8
Survival: 8
UMD: 8

Urban Companion:
medium Animated Object

Disease Immunity

Favored City 2


6th
Urban Druid (5)
+3
+4
+1
+6
Hide: 9
K. (local): 2
Move Silently: 9
Ride: 9
Survival: 9
UMD: 9
Southern Magician
Urban Shape 1/day


7th
Wildrunner
(Adaptation)
+4
+6
+3
+6
Hide: 10
K. (local): 4
Move Silently: 10
Ride: 10
Survival: 10
UMD: 10

Trackless Step

Fast Movement (+10ft)


8th
Arcane Hierophant
+4
+6
+3
+8
Hide: 11
K. (local): 6
Move Silently: 11
Ride: 11
Survival: 11
UMD: 11

Companion Familiar:
medium Animated Object

Ignore Arcane Spell Failure

Wild Shape (progression)
Urban Shape 2/day


9th
Urban Druid (6)
+5
+7
+4
+9
Hide: 12
K. (local): 8
Move Silently: 12
Ride: 12
Survival: 12
UMD: 12
Power Attack
Companion Familiar:
large Animated Object

Urban Shape 3/day


10th
Urban Druid (7)
+6
+7
+4
+9
Hide: 13
K. (arcana): 9
K. (local): 9
Move Silently: 13
Ride: 13
Survival: 13
UMD: 13

Urban Shape (large)


11th
Urban Druid (8)
+7
+8
+4
+10
Hide: 14
K. (arcana): 10
K. (local): 10
Move Silently: 14
Ride: 14
Survival: 14
UMD: 14

Favored City 3


12th
Urban Druid (9)
+7
+8
+5
+10
Hide: 15
K. (arcana): 11
K. (local): 11
Move Silently: 15
Ride: 15
Survival: 15
UMD: 15
Improved Bullrush
Information Network

Urban Shape 4/day


13th
Warblade
+8
+10
+5
+10
Hide: 16
K. (arcana): 12
K. (local): 12
Move Silently: 16
Ride: 16
Survival: 16
Tumble: 16
UMD: 16

Stance:
Leading the Charge

Maneuvers:
Steel Wind
Iron Heart Surge
Mithral Tornado


14th
Urban Druid (10)
+9
+11
+5
+11
Hide: 17
K. (arcana): 13
K. (local): 13
Move Silently: 17
Ride: 17
Survival: 17
UMD: 17

Urban Shape (tiny)


15th
Urban Druid (11)
+10
+11
+5
+11
Hide: 18
K. (arcana): 14
K. (local): 14
Move Silently: 18
Ride: 18
Survival: 18
UMD: 18
Shock Trooper
Urban Shape (object)


16th
Urban Druid (12)
+11
+12
+6
+12
Hide: 19
K. (arcana): 15
K. (local): 15
Move Silently: 19
Ride: 19
Survival: 19
UMD: 19

Favored City 4


17th
Human Paragon (2)
+12
+12
+6
+13
Hide: 20
K. (arcana): 16
K. (local): 16
Move Silently: 20
Ride: 20
Survival: 20
UMD: 20
Martial Study:
Iron Heart Focus
(Paragon Bonus Feat)
Bonus Feat


18th
Urban Druid (13)
+12
+12
+6
+13
Hide: 21
K. (arcana): 17
K. (local): 17
Move Silently: 21
Ride: 21
Survival: 21
UMD: 21
Imp. Buckler Defense
Urban Shape 5/day


19th
Urban Druid (14)
+13
+13
+6
+14
Hide: 22
K. (arcana): 18
K. (local): 18
Move Silently: 22
Ride: 22
Survival: 22
UMD: 22

Urban Shape (huge)


20th
Urban Druid (15)
+13
+13
+7
+14
Hide: 23
K. (arcana): 19
K. (local): 19
Move Silently: 23
Ride: 23
Survival: 23
UMD: 23

Urban Shape
(animated object 1/day)



Spells per Day/Spells Known
* = no progression


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st*
-
-
-
-
-
-
-
-
-
-


2nd
3
1
-
-
-
-
-
-
-
-


3rd
4
2
-
-
-
-
-
-
-
-


4th
4
2
1
-
-
-
-
-
-
-


5th
5
3
2
-
-
-
-
-
-
-


6th
5
3
2
1
-
-
-
-
-
-


7th*
-
-
-
-
-
-
-
-
-
-


8th
5
3
3
2
-
-
-
-
-
-


9th
6
4
3
2
1
-
-
-
-
-


10th
6
4
3
3
2
-
-
-
-
-


11th
6
4
4
3
2
1
-
-
-
-


12th
6
4
4
3
3
2
-
-
-
-


13th*
-
-
-
-
-
-
-
-
-
-


14th
6
5
4
4
3
2
1
-
-
-


15th
6
5
4
4
3
3
2
-
-
-


16th
6
5
5
4
4
3
2
1
-
-


17th
6
5
5
4
4
3
3
2
-
-


18th
6
5
5
5
4
4
3
2
1
-


19th
6
5
5
5
4
4
3
3
2
-


20th
6
5
5
5
5
4
4
3
2
1



Spontaneous Casting: Urban Druid can spontaneously cast Repair spells. Very handy for a build like this. <3

Recommended Spells by LVL:
Since the Urban Druid has a unique spell list I wanted to highlight the most interesting options here.
(Repair spells are not mentioned due to Spontaneous Casting)


0:
Detect Magic/Poison
Read Magic


1:
Cure Light Wounds - Since we don't get it via Spontaneous Casting as cleric do, we have to pick it manually
Detect Secret Doors - always nice to have on certain type of adventures (e.g. dungeons)
Obscure Object - hide your Gundam from divination for 8h


2:
Barkskin - enhancement bonus to Natural Armor Bonus. more AC is always nice for this build
Detect Thoughts - the hero always knows what the evil guy is thinking^^
Knock - who needs a rogue when you can easily open most locks with a spell
Misdirection - if you enemy relies heavily on divination spells this is a very good defense
Lesser Restoration - get rid of ability damage
Suggestion - if you are currently more at a non-combat stage of the adventure and rely more on social interactions


3:
Cure Moderate Wounds - see CLW
Glibness - +30 untyped (!) bonus to Bluff for 10min./lvl. I guess I don't have to bluff here why this is a recommended spell..^^
Nondetection - more defenses against divination


4:
Cure Serious Wounds - see CLW
Dispell Magic - always handy
Freedom of Movement - nothing will stop our mech from moving
Leomunds Secure Shelter - if you want a mobile hotel for the night
Locate Creature - nice to find anyone not having defenses against divination
Scrying - more divination


5:
Animate Objects - if you want more animated objects
Fabricate/Major Creation - not really needed for the build but your allies may find this interesting (e.g. poisonmaking)
Private Sanctum - more privacy..^^
Surruss of the City - you can ask questions (that can be answered in a single word) to a city
Stoneskin - gain DR and share it with your gundam. combines with its hardness of 20 this becomes a strong defensive option


6:
Mass CLW - see CLW
Greater Dispell Magic - see Dispell Magic
Find the Path - if you need to explore/find a way to your destination
Spellstaff - store a spell into a staff for alter usage. nice for niche spells that you don't always need


7:
Mass CMW - see CLW
Disintegrate - if you want a laser beam to annihilate your enemies for the fluff/style, here you go
Heal - a great heal spell..^^
Mordenkainens Magnificent Mansion - extra-deluxe and private hotel
Greater Scrying - more scyring spells..
True Seeing - always handy


8:
Mass CSW - see CLW
Discern Location - more divination
Iron Body - interesting combat option +6 enh. bonus to STR, -6 DEX, 15 DR, and a bunch of immunities (can beshare if you don't care for the movement penalty for your mech)
Polymorph any Object - can be abused, but not really needed
Word of Recall - a nice teleport spell to get "back" to a safe location


9:
Citygate - link to city gates via teleportation magic. nice for either evacuating the innocent or to move allied troops between cities.
Mass CCW - see CLW
Freedom - If Freedom of Movement ain't enough, this will solve even things like imprisonment, petrification, maze and temporal stasis.
Foresight - depending on your DM's interpretation this is a must have to prevent any unexpected thing to happen
Imprisonment - if you can't (or aren't allowed to) kill something, you can suspend it into a state of stasis for eternity.
Shapechange - do I need to say anything here?
Storm of Vengeance - a massive 360ft radius storm for epic large scale battles. Remind you that we are basically immune to its effect due to Saddleback. While Optimus is concentrating on the spell, (gargantuan) Prime can cause havoc with his Crush attack. Imho a truly fitting tag team combo here^^




We pick a humanoid-like shape as base for all our Animated Objects (https://www.d20srd.org/srd/monsters/animatedObject.htm). Attach wheels to it to gain the +40ft bonus speed. By RAW this is stackable with the bonus for having 2 legs (+10ft).
Give it a cape to qualify for sheetlike wings (fly speed = half base speed).
We use adamantine as material for 20 hardness.


Starting @ lvl 8 they get an INT score (Companion Familiar) and therefore can pick up feats and skills according to their HD as usual. Most will invest their skillpoints into Tumble ranks (exceptions noted)

I listed some recommended feat choices here:
(Note that you can always pray 24h to get a new one/exchange your old one. You don't need to settle for anything here. Just pick the one most fitting for your current situation until the next downtime where you can exchange it again.)

medium Animated Object (@LVL 8):
Feat: Martial Study (Crusader's Strike)
This allows for a small heal. Nice if your companion should somehow take damage (saves the repair spells). Otherwise heal yourself or your allies with it. Mainly picked as prerequisite for Iron Guard's Glare

large Animated Object (@LVL 9+):
Feats: Martial Study (Crusader's Strike); Tunnel Fighting
Tunnel Fighting allows to fight in spaces where normally sole a medium sized creature would fit in. Imho this can be fluffed as "transforming into ALT-mode" (in the cartoons some bots are smaller in their alt form). And how else you wanna fluff adamantine squeezing into smaller spaces? I think rearranging movable parts is a good way to describe this.
Feats from Bonus HD: Martial Stance (Iron Guard's Glare) (@LVL12); Exotic Hide Shield proficiency (@LVL18)
Iron Guard's Glare gives enemies a -4 penalty if they try to attack adjacent allies. Effectively a +4 AC bonus.
As last feat we pick Exotic Hide Shield Proficiency to get some extra armor and the option to Hide behind it for cover (like tower shield, except that this doesn't require normal shield proficiency and also only has a -1 attack penalty) (move the ranks from Tumble to Hide for this).

huge Animated Object (@lvl 12+)
Feats: Martial Study (Crusader's Strike); Martial Stance (Iron Guard's Glare); Exotic Hide Shield proficiency
See above.
Feats from Bonus HD: Martial Study (Shield Block); Light Armor Proficiency (@LVL18)
Shield Block allows to give an ally your shield's AC+4 as a bonus to defend a single attack.
Light Armor Proficiency will allow our mech to wear a mithral breastplate for some extra protection.

gargantuan Animated Object (@lvl 20)
Feats: Martial Study (Crusader's Strike); Martial Stance (Iron Guard's Glare); Exotic Hide Shield prof.; Martial Study (Shield Block); Light Armor prof.; Crush
Crush lets you jump/fall onto your enemies and literary crush your enemies under you(r mech). Deal damage to everything underneath you. While it is called out as an attack (and as standard action) it doesn't require any attack rolls but a Reflex save for half damage (DC= 10 + STR + grapple modifier). Imho a truly fitting ability for a giant mech.






We start out as simple adventurer (Human paragon) and quickly become an Urban Druid. The latter has much to offer. We pick a small Animated Object (named "Prime" ^^) made outta adamantine as starting Urban Companion (hardness 20). This is a very tanky fellow and we have the Repair spells to back it up. Since we get crossbow (any) we could give it some backfire with a double-hand-crossbow. Get 2 and alternate between em to avoid reloading (for most short fights) and TWF penalties.
At lvl 5 we upgrade our Urban Companion to a medium sized Animated Object.


Urban Shape allows us to shape into some urban animals and into humanoids. Imho the most interesting option here is to shape into a small Saurial Flyer (Serpent Kingdom Web Enhancement). These have +4 Natural Armor and with their small size they can fit into our medium sized Animated Object. If you wanted to play Iron Man there you go^^. (rules below in the spoiler)

Since we will "Ride" our mech, Saddleback will now start to pay of. Since we can reroll a failed Reflex save as Ride check (no natural 1!) we are pretty save against those type of attacks despite the builds low Reflex saves.

At lvl 8 our gunadam awakens and becomes self aware (INT score). Arcane Hierophant adds the familiar abilities of a 1st lvl wiz/sorc (+1 NA; INT:6; Alertness; Improved Evasion, Empathic Link) to our Urban Companion.
This makes our Animated Object much stronger & more customizable than regular ones (enables feats and skills for the normally mindless Animated Objects).
A lvl later (9th) we can finally get a large Animated Object as mobile suit gundam. If we want, we can now shape into a Dark Stalker. These have slightly better physical stats (Str 14, Dex 17, Con 13). But the main point here is that they give us 3d6 sneak attack damage. Since we will be hiding all the time inside our Urban Companion (see spoiler), we can apply it constantly. Due to the reach difference between our large mount and us we will use a spear for the reach (until we get lance proficiency later from warblade).

Power Attack is picked up to later build into Shock Trooper.




With a full combat suit that "covers" up our body we should have a look into the relevant parts of the cover rules that can be abused here:

Cover and Attacks of Opportunity

You can’t execute an attack of opportunity (https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm) against an opponent with cover relative to you.


Cover and Reflex Saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex)

Cover grants you a +2 bonus on Reflex saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex) against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.


Cover and Hide Checks

You can use cover to make a Hide (https://www.d20srd.org/srd/skills/hide.htm) check. Without cover, you usually need concealment (https://www.d20srd.org/srd/combat/combatModifiers.htm#concealment) to make a Hide (https://www.d20srd.org/srd/skills/hide.htm) check.



Soft Cover

Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex), nor does soft cover allow you to make a Hide (https://www.d20srd.org/srd/skills/hide.htm) check.


Big Creatures and Cover

Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.



Total Cover

If you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover.



Varying Degrees of Cover

In some cases, cover may provide a greater bonus to AC and Reflex saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex). In such situations the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide (https://www.d20srd.org/srd/skills/hide.htm) checks.


While under normal circumstances the Soft Body rules would apply, imho this shouldn't be the case here. The name Soft Cover is a bit misleading, since the mechanics shown have nothing to do with the density/hardness of the object providing the cover. It more about the fact that a creature you try to hide behind moves in an uncontrolled manner. Because we have a combat suit, there is no chance that it moves in a unfavorable way as it would be normally the case. In fact, it the exact opposite. We can more the "suit" in a favorable manner to better Hide our openings/weak spots. We aren't hiding behind it, we are hiding inside of a giant robot(suit). Thus I would like to argue that our "combat suit" doesn't act as a "soft cover".

Depending on how much we are covered up, we can get additional stuff.

For the early levels it might be interesting to aim for a Total Cover. This denies your enemies the option to attack us directly. The downside is that we face the same restrictions. Since Optimus' offensive options are still lacking, this might be a very safe option to survive most combat encounters for the early lvls. Note that Total Cover should include the bonuses that "Varying Degrees of Cover" provides (see below).

As soon as we get our large Animated Object (lvl 9), we will downgrade from Total Cover to sole a "higher degree of cover" as mentioned under "Varying Degrees of Cover". This will allow for attacks in both directions (you can attack your foes as they can attack you).
But it still provides a hefty +8 bonus to AC and +4 bonus to Reflex saves (both untyped!).
Further we are considered to effectively have Improved Evasion with it! Remind you that we can reroll a failed Reflex save with a Ride check (via Saddleback). This makes us kinda immune to anything that allows a Reflex roll for half dmg (no chance to fail on a natural 1 since skill check don't have that rule and we are even allowed to take 10).
Finally we get a +10 bonus to hide and can hide within our combat suit. This is just another layer to ensure that the enemies won't make direct visual contact to our character (no LoS), while we can still see them (and thus attack em). Note that while our location is still obvious for our enemies, they would still take the 50% miss chance if they would try to attack us (this is the main point why to hide at all and denying "targeted" spells). We basically have Hide In Plain Sight since we carry our cover with us (or lets better say our cover carries us around xD ).

Finally, you could ask your DM (for fiat) if it is possible to have movable parts that can let you switch (as a standard action) between "higher degree of cover" and "total cover". But that is totally up to the DM (fiat).


Improved Bullrush is the common feat tax to finally unlock Shock Trooper. This boosts our dmg into 1-hit areas (any lvl appropriate encounter enemy). Add some charge multipliers (up to x6; see item section) and we are good to go.

Warblade enables the use of lances to profit from the double dmg multiplier for charge attacks.

The Steel Wind and Mithral Tornado maneuvers allow to hit multiple enemies with a standard action. Perfect to abuse on a mounted charge (note: it's the mount that spends the full round action for the charge; the rider sole counts as charging for his melee attacks).

Leading the Charge gives an untyped bonus (+ Initiator lvl) to the charge damage of all allies.

Iron Heart Surge shouldn't need an introduction I guess. Get rid of any condition that bothers you while lasting longer than 1 round.

Iron Heart Focus allows us to reroll a failed save once per encounter. We already have strong Fortitude and Will saves and Saddleback for the Reflex saves. With IHF on top it becomes very hard for enemies to get anything off that relies on passing our saves. (and if they manage it somehow, we still have Iron Heart Surge..^^).

Improved Buckler Defense allows to wield the lance and shield at the same time without losing the 1.5x STR bonus for using a 2h weapon.

At the final level we get the ability to shape into an Animated Object ourselves. This offers some interesting combat options. Note that since we don't lose our INT the target form has permission to pick feats according to their HD. Since we get the Extraordinary Abilities of the target form, we get all (EX) feats that we pick for the target form. This again allows for very customizable feat selections depending on the situation. Here an overview of the recommended options:

1: medium Animated Object shape + large Urban Companion
Fits into our large Animated Object. We again pick adamantine as material to get the cheesy 20 hardness. Further the form allows us to pick 2 feats. build options:
a) Cleave + Great Cleave
b) Fly-by-Attack + Great Fly-by-Attack


2: huge Animated Object shape + large Urban Companion
With this size we turn the build upside down. Now our large Animated Object companion can enter Optimus to ride him from the inside (switch his skill ranks to ride if possible). Due to the 8HD we get to pick another feat. Possible feat selections:
a) Cleave + Great Cleave + Knockback
b) Fly-by-Attack + Great Fly-by-Attack + Knockback

3: huge Animated Object shape + gargantuan Urban Companion
Remember that we can summon a new companion with spending 24h for praying. We can now get a gargantuan sized Animated Object as Urban companion and can ride it as a huge Animated Object. This keeps Optimus again in the safe combat suit while giving him access to the extra feats from the huge Animated Object form (see 2). This is the ultimate combat form for giant scale battles.




Here a selection of the most fitting items to give this build the last edge.

(O) for Optimus
(P) for Prime
(OP) for both

10 x Wish scrolls for +5 STR & CON (O)
We can UMD the wish scrolls and share em with our Urban Companion for double profit.

+6 items for STR; DEX; CON (OP)
Primary STR, DEX and CON are nice to have secondary stats

Lance of Faerun +5 + valorous (O)
The lance of Faerun is a +2 holy lance that gives the Spirited Charge feat. For believers of Torm it also has a bane effect against evil outsiders. We let it upgrade to +5 and add valorous for another charge multiplier.

Wand: Thunderlance (O)
A nice alternative weapon for the Lance of Faerun. While we need to cast it by spending a standard action, it provides us with a lance that is made out of force, has a changable reach of up to 20ft and even has some limited dispell effects! Very fitting for the larger mech forms due to the reach.

Battle Bridle (O)
+5 competence bonus on Ride checks and the Mounted Combat feat. Try to defend your mech from a single melee attack per turn via a Ride check.

Riding Boots (O)
again +5 compotence bonus to Ride but Ride-By-Attack as bonus feat. In addition if you have Spirited Charge and use a lance, your charge multiplier increases by one. Everything combined (valorous Lance of Faerun; Diving Charge; Riding Boots) we look at a x6 charge multiplier.

Mask of the Tiger (O)
Gives the Track feat. Since we max survival this is nice to have for this build. While we have spells to follow/locate others, these might not always be available. And sometimes you just want to use the skill to maybe get some clues on a crime scene.

Wilding Leather Armor +5
Almost every cool main character in a gundam series wears leather! ^^
Add more special abilities if you want. (e.g. Death Ward just to be on the safe side)

Mithral Buckler +5 + Arrow Deflection + Empyreal (O)
Arrow Deflection is just nice to have on a tanky build and Empyreal allows to temporary transfer the shield's enhancement bonus into a sacred bonus to save.

Mithral Breastplate +5 (P)
The best possible armor for our mech without sacrificing on mobility (speed and flying). Also imho visually the most fitting option for a mech/gundam.

Exotic Hide Shield +5 + Arrow Deflection + Empyreal (P)
See above, same as Optimus' shield.

Starmantle Cloak (P)
Not mandotory, but if you want to have a truly tank gundam this is the way to go. With this our mech becomes so struddy that nonmagical weapons break against it. Magic Weapon still allow for a Reflex DC 15 save. Since our Animated Object has very low Reflex saves, we can aid it with Ride checks made with Saddleback. After the magic weapons get halfed, it still has to face 20 hardness (and up to 15 DR optional with spells). If you don't want this, you could alternatively take a Phoenix Cloak to get better at flying.

Wand: Enhance Wild Shape (O)
This enables us to get the Extraordinary Abilities of any form we shape into. This includes any EX feats it may have. We have Huamoid Shape and enough ranks in Knowldge (Local) to know any possible Huamanoid with the HD (and feats) we can possibly shape into. Remind you that Rules Compendium updated Wild Shape to be limited to form you either have seen or reasonable "know" = Knowledge checks. For Humanoids this is "Knowledge Local" as said.
Imho a truly broken combo since Wild Shape ain't limited to averagre forms of the species as Alter Self/Polymorph/Shapechange is. It effectively gives you a 2nd set of feats if you limit your choices to EX feats. Sole mentioned because the build has access to it. Not really needed for the main build. But if you really want to go all out this is an option. In the end it becomes irrelevant since at lvl 20 we unlock Animated Object (including Ex abilities by default) as possible form and with that we can get access to the same trick effectively.

Wild Shape Amulet (O)
With this amulet we can Wild/Urban Shape into an Gargantuan Animated Object ourself (at lvl 20). So if you really wanna be big, get this one and the next item.

Belt of Growth (OP)
This nice belt allows to increase in size by a step once per day for 10min. With that we can have a colossal sized "gargantuan Animated Object" as Urban Companion and can shape ourselves into a gargantuan sized "huge Animated Object" (or combined with a Wild Shape Amulet we can shape into a colossal sized "gargantuan Animated Object). If you really want to go XXL this is the option. Note that the belt sole applies an effect "as if affected by enlarge person" and thus doesn't come with the "Target:" limitation the spell normally has (only humanoids). Remind you that the effect of the spell ain't dependent on the humanoid type. Just like when you would polymorph/shape into a non-humanoid after receiving Enlarge Person (and still benefit from it), this amulet can apply its effect to any creature.



END

There you have it. A full mobile suit gundam/mech/transformer build with (imho very) fitting rules to use it.
I hope you all enjoyed the build and survived the wall of text. Thanks your patience and time.
As always, I would appreciate any kind of feedback you might have. Be it regarding the fluff, the adaptation, the rules, critique or even compliments. Everything is welcome.

PS: Updates may follow as always. While I hope that I didn't forget anything this time, I'm not sure. And who knows if I have to fix any bugs again.. I'm betting on your keen eyes to aid me finding any possible bugs as always here.

Nihilarian
2023-07-12, 07:04 AM
Are we just to assume Urban Companion counts as an Animal Companion then?

Gruftzwerg
2023-07-12, 12:17 PM
Are we just to assume Urban Companion counts as an Animal Companion then?

We have to assume that an Urban Companion is still an Animal Companion by RAW.


A 1st-level urban druid's companion is completely typical for its kind except as noted in the Druid's Animal Companion sidebar on page 36 of the Player's Handbook.

Otherwise the ability would sole become dysfunctional. It needs to be an Animal Companion to profit from the sidebar for Animal Companions. Those rules are worded for Animal Companions and don't mention Urban Companions.

I heavily suggest to treat it that way if you want a functional Urban Companion ability in the first place. Or your Urban Companion won't get the progression intended for Animal Companions. And I guess I don't need to argue that this is the explicit intention here, since the ability refers to the sidebar on p36 of the PHB.

I hope you enjoyed the build.

Gruftzwerg
2023-07-15, 10:59 PM
mini Update:

- @ lvl 20: fixed the suggested feat selection for the "Animated Object"-shapes (there was a bug due to multiple feat changes in the main build).

- Wild Shape Amulet added to access Gargantuan Animated Object form at lvl 20

- Added Belt of Growth (+ rules for non-humanoids) to get up to colossal size Animated Objects

______________________

I was expecting a bit more feedback/response due to the theme of the build, but I guess there aren't that many people interested in this kind of builds...

Nevertheless, I still hope for some feedback (or questions/critique) here. Don't be so shy and give me your opinion on the build^^