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Lochar
2008-06-15, 06:01 PM
A modified version of DnD 3.5e, with stolen ideas from 4e and D20 modern/future.

Premise: This is what happens when you're driving 800 miles and need something to keep you awake. I worked all this in my head in one day's worth of driving. This modifies 3.5e into a D20 system for the Xenogears world.


Variants Used:

Armor as Damage Reduction. All armor gives Damage Reduction of X/- where X is the AC it normally gives. Armor still gives penalties as standard.
Natural Armor as Damage Reduction. Anything that gives a bonus to Natural Armor, or a creature that has natural armor, instead gains Damage Reduction of X/-, where X is the Natural Armor. This makes many things easier to hit, yet harder to hurt.
HD: At every level, a PC gains two HD of the listed class HD, and bonus HP equal to twice their Con modifier. Their ECL is still the number of levels that they have in PC classes plus LA if any.
(Optional)Humans only. The only sapient playable race in the world of Xenogears are humans, although there are demihumans. (Demihuman template listed below)



New terms:
AP: Attack Points. Each attack requires a certain number of AP to utilize. A light attack requires 1 AP, a Moderate attack requires 2 AP, and a Heavy Attack requires 3 AP.
Light Attack: An attack that deals weapon damage only. Weapon damage is the base damage of the weapon and bonuses directly derived from the weapon, such as enhancements and feats such as weapon specialization.
Moderate Attack: An attack that deals 2(Weapon Damage) + Str bonus. Rolling a moderate attack imposes a -5 penalty to the attack roll.
Heavy Attack: An attack that deals 3(Weapon Damage) + 2(Str Bonus). Rolling a heavy attack imposes a -10 penalty to the attack roll.
Deathblow: A combo attack that inflicts more than standard damage. Requires 4 AP or more and always ends with a Deathblow Strike. Deathblows are either daily, encounter, or at-will abilities.
Deathblow Strike: The final attack roll in a deathblow. It is rolled without a penalty as a Light Attack is, but usually deals at least Heavy Attack damage. See specific deathblows for more detail.
Ether: The source of all otherworldly energy, also used for powering heavy machinery and Gears.
EP: Ether Points. This is the characters personal source of Ether energy. This source of energy is replenished after a night's rest.

Base classes are 25 level classes, and generally should not be multiclassed through, but can be, although you will not gain as much power doing so.

All characters gain certain abilities at certain levels.
{table=header]Level|Ability
1|AP:3, EP
2|
3|AP:4
4|
5|Combo
6|
7|AP:5
8|
9|
10|
11|
12|AP:6
13|
14|
15|
16|
17|
18|
19|
20|
21|Limiter release, AP:7
[/table]

AP: AP are replenished on a per turn basis. If a PC attacks but does not use all their AP, the AP they did not use that turn is held in reserve. Any AP not used by the encounter end are lost. Any turn when a PC does not use any AP also does not reserve AP in that turn.

EP: All classes gain max EP as listed for their class at first level. Afterwards, EP is rolled for.

Deathblows: Deathblows are gained according to class guidelines. Deathblows are either single daily use, 1/encounter use, or at will use. The highest AP Deathblows are daily use, while the second highest is 1/encounter use, and all lower Deathblows are at will abilities. Using a Deathblow is a full attack action, even if you have more AP than the Deathblow requires. Deathblows can only be used by classes that gain them, and only with weapons listed by that class as Deathblow Weapons.

Combo: At 5th level, all PCs learn to Combo their Deathblows. This is done by reserving AP from one turn to another, up to 28 AP. You may combo any number of Deathblows you have uses for the day left without reducing their number of uses. You may not Combo until you have at minimum of 8 AP in reserve. The same Deathblow may be used more than once in a Combo. A Combo is a full attack action, and leaves you unable to act until the end of your next turn. Combos may be used once per encounter.

Limiter release: Every living being has in their genes a limiter implanted that restricts them from growing to their full potential. Once a living being reaches the height of their restricted power, it is possible to have the limiter removed. Only certain groups and individuals have access to the required technology or Ether abilities to do so, and usually must be persuaded to do so. PCs may level beyond the 20th level without removing the limiter, but do not receive 7 AP or any other listed ability of their class at 20th level or above, including Elemental Deathblows.



Converting 3.5e, 4e, and D20 Modern/Future monsters to Xenogears: Triple their current HP. Monsters with natural attacks gain their standard attack as a Light Attack, and their full attack line as a Heavy Attack. They have 3 AP. Monsters that wield manufactured weapons gain AP as if their HD were levels on the above table. Monsters generally never receive 7 AP or the Limiter release. All creatures do not receive Deathblows unless they have levels in the classes that grant them.

Attacking: On the PCs turn, s/he may choose to do any number of Light, Moderate, or Heavy attacks, up to their AP level. It is a standard attack action to use a number of AP equal to 1/2 their max AP, rounded down. It is a full attack action to use any higher amount of AP.


New Classes:
Weapon Specialist (Str)
Brawler (Con)
Martial Artist (Dex)
Etone (Wis)
Ether Mage (Int)
(No Name chosen) (Cha)

Lochar
2008-06-15, 06:02 PM
Deathblows

Using a Deathblow reduces the PC's initiative by 1. Using three Deathblows in an Encounter would therefore reduce the PC's initiative by a total of 3.

Ether Mages gain a different set of Elemental Deathblows, they do not follow the standard Deathblows.

Deathblows

4 AP
Light: Light Attack, Deathblow Strike. The Deathblow Strike deals standard Heavy Attack damage.

5 AP
Light: Light Attack, Light Attack, Deathblow Strike. The Deathblow strike deals standard Heavy Attack Damage, plus one point of bonus base weapon damage per successful Light Attack hit in the Deathblow.

Moderate: Moderate Attack, Deathblow Strike. The Deathblow strike deals standard Heavy Attack damage and gains your strength bonus as extra base weapon damage if the Moderate Attack hit.

6 AP
Light: Light Attack, Light Attack, Light Attack, Deathblow Strike. The Deathblow strike deals standard Heavy Attack damage, plus two points of bonus base weapon damage per successful Light Attacks that have hit.

Moderate: Light Attack, Moderate Attack, Deathblow Strike. The Deathblow Strike deals standard Heavy Attack damage. You gain additional bonus weapon damage equal to your strength score if the Light Attack connects, and double your strength score as base weapon damage if the Moderate Attack

Heavy: Moderate Attack, Light Attack, Deathblow Strike. The Deathblow strike deals standard Heavy Attack damage. You gain one additional base weapon damage on the Strike if the Light Attack connected, and two additional base weapon damage on the Strike if the Moderate Attack connected. IE: Moderate misses, Light hits. Strike damage is 4(Base Weapon Damage)+2(Strength modifier). Both hit, Strike damage is 6(Base Weapon Damage)+2(Strength Modifier).

Extreme: Heavy Attack, Deathblow Strike. The Deathblow strike deals standard Heavy Attack damage, but uses the damage dealt by the previous Heavy Attack as your strength bonus instead of your normal strength bonus. The Extreme Deathblow cannot be taken until you have two other 6 AP Deathblows.

Elemental Deathblows 7 AP
Wind: Light Attack, Light Attack, Light Attack, Light Attack, Deathblow Strike. The Deathblow Strike counts as electricity damage and deals standard Heavy Attack damage. Add two to the base weapon damage multiplier per Light Attack that connects. Therefore, hitting with all 4 light attacks would have 11(Base Weapon Damage)+2(Strength modifier) as the Strike damage. Enemy must make a Reflex save (DC: 10 +1/2 class levels + Strength Modifier) or be stunned for three rounds.

Fire: Light Attack, Light Attack, Moderate Attack, Deathblow Strike. The Deathblow Strike counts as fire damage and deals standard Heavy Attack damage. Each Light Attack that connects adds two to the base weapon multiplier, and the Moderate Attack adds four. Enemy must make a Reflex save (DC: 10 +1/2 class levels + Strength Modifier) or catch on fire. This fire requires three consecutive rounds to put out and deals 1d6 times the number of rounds they have burned in fire damage.

Water: Light Attack, Moderate Attack, Light Attack, Deathblow Strike. The Deathblow Strike counts as cold damage and deals standard Heavy Attack damage. Each Light Attack that connects adds two to the base weapon multiplier, and the Moderate Attack adds four. Enemy must make a Fortitude save (DC: 10 +1/2 class levels + Strength Modifier) or begin drowning.

Earth: Moderate Attack, Light Attack, Light Attack, Deathblow Strike. The Deathblow Strike counts as acid damage and deals standard Heavy Attack damage. Each Light Attack that connects adds two to the base weapon multiplier, and the Moderate Attack adds four. Enemy must make a Reflex save (DC: 10 +1/2 class levels + Strength Modifier) or sink into the ground as the ground liquefies around them. A Strength check equal to the Reflex save is required to break free.


Ether Mage Elemental Deathblows 7 AP

Ether Mages must have a Ether Ability of the appropriate element to use their Elemental Deathblows.

Wind: Light Attack, Light Attack, Light Attack, Light Attack, Deathblow Strike. Choose one Ether Ability with the Wind type. The Deathblow Strike deals standard Heavy Attack damage, plus the damage of the Ether Ability. Saves apply only for damage of the Ether Ability, not the Heavy Attack damage.

Fire: Light Attack, Light Attack, Moderate Attack, Deathblow Strike. Choose one Ether Ability with the Fire type. The Deathblow Strike deals standard Heavy Attack damage, plus the damage of the Ether Ability. Saves apply only for damage of the Ether Ability, not the Heavy Attack damage.

Water: Light Attack, Moderate Attack, Light Attack, Deathblow Strike. Choose one Ether Ability with the Water type. The Deathblow Strike deals standard Heavy Attack damage, plus the damage of the Ether Ability. Saves apply only for damage of the Ether Ability, not the Heavy Attack damage.

Earth: Moderate Attack, Light Attack, Light Attack, Deathblow Strike. Choose one Ether Ability with the Earth type. The Deathblow Strike deals standard Heavy Attack damage, plus the damage of the Ether Ability. Saves apply only for damage of the Ether Ability, not the Heavy Attack damage.

Lochar
2008-06-15, 06:03 PM
((Reserved for Templates))

Lochar
2008-06-15, 06:05 PM
Ether Abilities

Ether Abilities are gained according to the class table. Unless otherwise noted, all Ether abilities require a standard action to use.

You may take a lower Ether than allowed, IE if you can take a Lesser Ether Ability, you can instead take a Least Ether Ability.

When you gain access to a new level of Ether, you may replace any one lower Ether Ability with one of the same level. IE: You gain access to Normal Ethers, you may swap one Lesser Ether for a different Lesser Ether.

Caster Level is equal to class level.

Weapon Specialist Ethers:

{table=header]Ether Ability|EP Cost|Description|
Least||
Inner Healing|5|Heals (d4/CL)times wisdom modifer(minimum +1) damage
Strengthen Weapon|8|Wielded weapon gains a +1 to damage for CL/minutes
Guided Weapon|8|Wielded weapon gains a +1 to attack rolls for CL/minutes
Lesser|
Greater Strengthen Weapon|15|Wielded weapon deals an extra +1d4+1 damage for CL/rounds
Greater Guided Weapon|15|Wielded weapon gains a +1 bonus to attack rolls per five CL for CL/rounds
Imbue Weapon|10|Wielded weapon gains a +1 to attack and damage rolls for CL/minutes.
Normal||
Greater Imbue Weapon|40|Wielded weapon gains a +1 per three CL to attack and damage rolls for CL/rounds
Weapon of Power|55|All of your attacks in this round gain an addition amount of damage equal to your base weapon. IE: Light attacks now do 2(Weapon Damage), Moderate attacks do 3(Weapon damage) + Str bonus, and Heavy attacks do 4(Weapon Damage)+ 2(Str bonus). This Ether ability can be used as a swift action.
Ghosted Weapon|50|Wielded weapon strike incorporeal enemies
Greater||
Improved Ghosted Weapon|100|As Ghosted Weapon, but the weapon also ignores any form of concealment and cover.
Weapon of Reaching|110|Wielded weapon gains an additional 5' reach per 10 CL.
Weapon of Destruction|150|All of your attacks in this round gain an additional amount of damage equal to three times your base weapon. IE: Light attacks now do 4(Weapon damage), Moderate attacks do 5(Weapon Damage) + Str bonus, and Heavy Attacks do 6(Weapon Damage) +2(Str Bonus). This Ether ability can be used as a swift action.[/table]

Brawler Ether Abilities

{table=header]Ether Ability|EP Cost|Description|
Least||
Inner Healing|5|Heals (d4/CL)times wisdom modifer(minimum +1) damage
Strengthen Body|10|Gain temporary hitpoints equal to twice your Con modifier. These hitpoints fade after one hour.
Lesser||
Mettle|15|Gain a bonus to your Reflex or Will save equal to your Con modifier for one round. This ability can be used as an immediate action before you are required to make a save.
Iron Body|20|Gain DR /- equal to your Con modifier for CL rounds.
Normal||
Iron Fists|35|Your melee weapon damage gains a bonus equal to your Con modifier for CL rounds.
Immovable|45|So long as you don't move more than five feet in a round, you gain DR /- equal to you Con score. This lasts a maximum of 1 minute per CL.
Greater||
Fists of Fury|80|For a number of rounds equal to your Con modifier, your fists go up in damage as if you were a Brawler of six levels higher.
Destructive Smash|90|For the next three rounds, all of your Heavy Attacks and Deathblow Strikes bypass all DR and Hardness. This Ether Ability can be activated as a swift action.[/table]

Lochar
2008-06-15, 06:06 PM
Weapon specialist
Main Ability: Str
Deathblow Weapon: Special, see below
The Weapon Specialist is one who knows how to use many different weapons, although they specialize in one particular one, with which they become truly deadly.
Class Skills: Appraise (Int), Climb (Str), Craft()(Int), Intimidate (Cha), Listen (Wis), Ride (Dex), Spot(Wis), Survival (Wis).
Skill Points: A Weapon Specialist gains 4+Int mod skill points, and x4 that at first level.

HD: d10
EP: 2d6
{table=header]Level|Attack Bonus|Fort|Reflex|Will|Special|AC Bonus
1|1|2|0|2|Fighter Equivalent, Least Ether Ability|1
2|2|3|0|3|Weapon Focus, Weapon Training|2
3|3|3|1|3|Deathblow|2
4|4|4|1|4|Weapon Training|3
5|5|4|1|4|Lesser Ether Ability|3
6|6|5|2|5||3
7|7|5|2|5|Deathblow|4
8|8|6|2|6|Weapon Training|4
9|9|6|3|6|Lesser Ether Ability|5
10|10|7|3|7|Deathblow|5
11|11|7|3|7||6
12|12|8|4|8|Weapon Training, Deathblow|7
13|13|8|4|8|Normal Ether Ability|7
14|14|9|4|9||8
15|15|9|5|9|Deathblow|8
16|16|10|5|10|Normal Ether Ability, Weapon Training|8
17|17|10|5|10||9
18|18|11|6|11|Deathblow|9
19|19|11|6|11|Greater Ether Ability|10
20|20|12|6|12|Weapon Training|10
21|21|12|6|12|Limiter Release Ability|11
22|21|13|7|13|Elemental Deathblow|12
23|22|13|7|13|Elemental Deathblow|12
24|22|14|8|14|Elemental Deathblow, Weapon Training|13
25|23|14|8|14|Elemental Deathblow, Greater Ether Ability|13
[/table]

Weapon and Armor Proficiency: The Weapon Specialist is proficient with all simple and martial weapons, light armor, and shields with the exception of tower shields.

Fighter Equivalent: Weapon Specialists qualify for feats as a fighter of their level. All other prerequisites must still be met.

Weapon Focus: At second level, a Weapon Specialist gains Weapon Focus in one weapon as a bonus feat. The weapon they select is the only type of weapon that they may use for Deathblows.

Weapon Training: At second, fourth, and every four levels afterwards, a Weapons Specialist may choose one of the below abilities. These abilities only work for the weapon type chosen by the Specialist for their Deathblow weapon. Unless otherwise noted, each training ability may only be taken once.

{table=header]Ability|Description|Restrictions
Improved Weapon Use|Weapon damage type may be changed as a swift action to Blunt, Piercing, or Slashing once per round|None
Subdual Weapon|Weapon may be used to deal subdual damage without the -4 penalty|Only for weapons that deal lethal damage by default
Painful weapon|Weapon may be sued to deal lethal damage without the -4 penalty|Only for weapons that deal subdual damage by default
Improved Criticals|The critical threat range of the weapon increases by 1 for every feat invested in the Weapon Focus line beyond Weapon Focus|*
Wounding Hit|The weapon deals an additional 2 points of damage. This is considered base weapon damage|May be taken multiple times.
Opening Gambit|If the enemy is flatfooted or otherwise denied their dex bonus, deal an additional 1d6 points of damage. This damage is considered base weapon damage|**
[/table]
* For example, a weapon specialist has Weapon Specialization and Greater Weapon Focus in their weapon. Their critical threat range increases by 2. This stacks with the feat Improved Critical, but is added after the feat's adjustment.
** This feat may be taken multiple times, but only once per ten levels. IE: A Specialist took Opening Gambit at 4th level, they may not take it again until 14th level.
Alternately, a Weapon Specialist may take a Fighter Bonus Feat in place of a Weapon Training.

Limiter Release: Gain the benefit of two Weapon Training, and Deathblow weapons are considered to be one size larger, without imposing any penalty on the wielder.

Lochar
2008-06-15, 06:08 PM
Brawler

Main Ability: Con
Deathblow Weapon: Unarmed Attack
The Brawler relies on his ability to take a blow and give it right back. He has the highest average HP, and relies on his fists to fight with.
Class Skills: Climb(Str), Concentrate(Con), Intimidate(Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str)
Skill Points: A Brawler gains 2 + Int modifier skill points per level, and x4 at first level.

HD: d12
EP: 2d4
{table=header]Level|Attack Bonus|Fort|Reflex|Will|Special|AC Bonus|Fist damage
1|1|2|0|2|Increased Damage, Unarmed Strike,Least Ether Ability|1|d4
2|2|3|0|3|Mighty Swings|2|d6
3|3|3|1|3|Deathblow|2|d6
4|4|4|1|4|Shrug off Blows|3|d8
5|5|4|1|4|Least Ether Ability|3|d8
6|6|5|2|5||3|d8
7|7|5|2|5|Deathblow|4|d8
8|8|6|2|6||4|d10
9|9|6|3|6|Deathblow|5|d10
10|10|7|3|7|Lesser Ether Ability|5|d10
11|11|7|3|7||6|d10
12|12|8|4|8|Deathblow|7|2d6
13|13|8|4|8||7|2d6
14|14|9|4|9|Deathblow|8|2d6
15|15|9|5|9|Normal Ether Ability|8|2d6
16|16|10|5|10|Deathblow|8|2d8
17|17|10|5|10||9|2d8
18|18|11|6|11|Deathblow|9|2d8
19|19|11|6|11||10|2d8
20|20|12|6|12|Greater Ether Ability|10|2d10
21|21|12|6|12|Limiter Release|11|*
22|21|13|7|13|Elemental Deathblow|12|*
23|22|13|7|13|Elemental Deathblow|12|*
24|22|14|8|14|Elemental Deathblow|13|*
25|23|14|8|14|Elemental Deathblow, Greater Ether Ability|13|*
[/table]
*: See Limiter Release


Weapon and Armor Proficicencies: A Brawler is proficient in simple weapons and no armor.

Increased Damage: The Brawler may add his Con bonus in addition to his Str Bonus to attacks and Str based checks.

Unarmed Strike: At first level, a Brawler recieves Improved Unarmed Strike. He also gains an improved damage potential with his unarmed strikes. A brawler inflicts lethal damage with his unarmed strikes, and must take a -4 penalty to inflict nonlethal.

Mighty Swings:As a swift action during an attack, a Brawler may make a Concentration check. The Concentration check minus twenty(minimum result of 1) is added as an additional strength bonus. This ability uses one AP.

Shrug off Blows:Once per round as an immediate action, a Brawler may make a concentration check in reaction to an attack, physical or ether. He gains DR/- equal to the Concentration check minus twenty-five, minimum result of 1/-, to that attack.

Limiter Release: Unarmed attack damage goes up to 3d10, and the Brawler's Con bonus is added twice to all of his attacks as an addition to his Strength bonus.

Brawlers without their Limiter Release continue to use 2d10 for their unarmed attack.

Lochar
2008-06-15, 06:10 PM
Martial Artist

Main Ability: Dex
Deathblow Weapon: Unarmed Attack
The Martial Artist is a trained hand to hand combatant, aiming for precise strikes and disabling blows, while dodging all incoming ones.
Class Skills: Climb(Str), Escape Artist(Dex), Hide(Dex), Jump (Str), Listen (Wis), Move Silently(Dex), Ride(Dex), Swim (Str), and Tumble (Dex).
Skill Points: A Martial Artist gains 4 + Int modifier skill points per level, and x4 at first level.

HD: d8
EP: 2d6
{table=header]Level|Attack Bonus|Fort|Reflex|Will|Special|AC Bonus|Fist damage
1|1|0|2|2|Artful Attacks, Unarmed Strike,Least Ether Ability|3|d4
2|2|0|3|3||4|d4
3|3|1|3|3|Deathblow|4|d4
4|4|1|4|4||5|d6
5|5|1|4|4|Least Ether Ability|5|d6
6|6|2|5|5||6|d6
7|7|2|5|5|Deathblow|6|d6
8|8|2|6|6||7|d8
9|9|3|6|6|Deathblow|7|d8
10|10|3|7|7|Lesser Ether Ability|8|d8
11|11|3|7|7||8|d8
12|12|4|8|8|Deathblow|9|d10
13|13|4|8|8||9|d10
14|14|4|9|9|Deathblow|10|d10
15|15|5|9|9|Normal Ether Ability|10|d10
16|16|5|10|10|Deathblow|11|2d6
17|17|5|10|10||11|2d6
18|18|6|11|11|Deathblow|12|2d6
19|19|6|11|11||12|2d6
20|20|6|12|12|Greater Ether Ability|13|2d8
21|21|6|12|12|Limiter Release|14|*
22|21|17|13|13|Elemental Deathblow|15|*
23|22|7|13|13|Elemental Deathblow|16|*
24|22|8|14|14|Elemental Deathblow|17|*
25|23|8|14|14|Elemental Deathblow, Greater Ether Ability|18|*
[/table]
*: See Limiter Release


Weapon and Armor Proficiencies: A Martial Artist is proficient in simple weapons and no armor.

Artful Attacks: The Martial Artist gains Weapon Finesse as a bonus feat at first level. His unarmed attacks use Dex for their attack bonus instead of Str.

Limiter Release: Unarmed attack damage goes up to 2d12.During an attack, a Martial Artist may ignore DR or AC equal to his Dex modifier. He makes the choice per monster and may not change it at a later time.

Martial Artists without their Limiter Release continue to use 2d8 for their unarmed attack.

Lochar
2008-06-15, 06:15 PM
Etone
Main Ability: Wis
Deathblow Weapon: handgun
A holy man, but one that carries a gun. The Etone moves through the world bringing the healing word of God to man, and justice to those that break it.
Class Skills: Concentration (Con), Craft(Gunsmith) (Int), Diplomacy (Cha), Heal (Wis), Listen(Wis), Sense Motive(Wis), Spot (Wis), Speak Language, Survival (Wis)
Skill Points: An Etone gains 2 + Int modifier skill points per level, and x4 at first level.

HD: d8
EP: 2d10
{table=header]Level|Attack Bonus|Fort|Reflex|Will|Special|AC Bonus
1|0|0|0|2|Healer's Hands, Least Ether Ability|0
2|1|0|0|3|Least Ether Ability|0
3|2|1|1|3|Deathblow|1
4|3|1|1|4|Least Ether Ability|1
5|3|1|1|4|Holy Crafter|1
6|4|2|2|5||2
7|5|2|2|5|Deathblow|2
8|6|2|2|6|Lesser Ether Ability|2
9|9|3|3|6|Gun Expertise|3
10|7|3|3|7|Deathblow|3
11|8|3|3|7|Lesser Ether Ability|3
12|9|4|4|8||4
13|9|4|4|8|Deathblow|4
14|10|4|4|9|Normal Ether Ability|4
15|11|5|5|9||5
16|12|5|5|10|Deathblow|5
17|12|5|5|10|Normal Ether Ability|5
18|13|6|6|11||6
19|14|6|6|11|Deathblow|6
20|15|6|6|12|Greater Ether Ability|6
21|16|6|6|12|Limiter Release|7
22|16|7|7|13|Elemental Deathblow|8
23|17|7|7|13|Elemental Deathblow|8
24|17|8|8|14|Elemental Deathblow|9
25|18|8|8|14|Elemental Deathblow, Greater Ether Ability|10
[/table]


Weapon and Armor Proficicencies: An Ethos is proficient with all simple weapons, any Handgun, light, and medium armor.

Starting Weapon: An Etone begins play with a loaded Colt M1911 and twenty spare bullets.

Healer's Hands: An Etone gains a bonus on heal checks equal to 1/4th their class level.

Holy Crafter: An Etone can craft bullets that hold a touch of healing energy in them. Ammo so created deals double damage to undead and Wels, but no damage to the living.

Gun Expertise: An Etone may use his Wisdom score in addition to any other modifiers when using or crafting guns and ammo. This includes attack rolls, but not damage rolls.

Limiter Release:All of an Etone's healing Ethers increase one die. d4 becomes d6, d6 becomes d8, etc. Additionally, an Etone suffers no penalty for range increments with a gun until the fourth increment.

Lochar
2008-06-15, 06:18 PM
Ether Mage
Main Ability: Int
Deathblow Weapon: Blunt Simple Weapon
Pratictioners of power, the Ether Mage prefers to utilize the power of the Ether versus martial skill.
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All, taken Separately) (Int), Search (Int), Speak Language
Skill Points: An Ether Mage gains 2 + Int modifier skill points per level, and x4 at first level.

HD: d6
EP: 3d10
{table=header]Level|Attack Bonus|Fort|Reflex|Will|Special|AC Bonus
1|0|0|0|2|Least Ether Ability|0
2|1|0|0|3|Least Ether Ability|0
3|1|1|1|3|Ether Knowledge|0
4|2|1|1|4|Least Ether Ability|1
5|2|1|1|4|Deathblow|1
6|3|2|2|5|Least Ether Ability|1
7|3|2|2|5|Ether Knowledge|1
8|4|2|2|6|Lesser Ether Ability|2
9|4|3|3|6|Deathblow|2
10|5|3|3|7|Lesser Ether Ability|2
11|5|3|3|7|Ether Knowledge|3
12|6|4|4|8|Lesser Ether Ability|3
13|6|4|4|8||3
14|7|4|4|9|Normal Ether Ability|4
15|7|5|5|9|Deathblow|4
16|8|5|5|10|Normal Ether Ability|4
17|8|5|5|10|Ether Knowledge|5
18|9|6|6|11|Greater Ether Ability|5
19|9|6|6|11||5
20|10|6|6|12|Greater Ether Ability|6
21|11|6|6|12|Limiter Release|6
22|11|7|7|13|Elemental Deathblow|6
23|12|7|7|13|Elemental Deathblow, Greater Ether Ability|7
24|12|8|8|14|Elemental Deathblow|7
25|13|8|8|14|Elemental Deathblow, Greater Ether Ability|7
[/table]


Weapon and Armor Proficicencies: An Ether Mage is proficent with all simple weapons and no armor.

Ether Knowledge: An Ether Mage draws the heaviest on the Ether and learns to bend it to their will. At each level the Mage gains this ability, select one Ether Ability you know and apply one of the following knowledges to it. An Ability may have multiple knowledges used on it, but never the same one twice.

{table=header]Knowledge|Effect|Restrictions|
Reduced Cost|Reduce the EP cost of the Ability by half|None
Strengthened Ether|Increase your CL by 2|None
Empowered Ether|Ability deals 1.5x damage|Cannot choose highest ranking Ether you know.*
Maximized Ether|All dice of Ether Ability are maximized|Cannot choose highest ranking Ether you know.*
[/table]
*An Ether Ability that is both maximized and Empowered gains full dice, and then half of the rolled dice damage.

Limiter Release: Ether Doubling. When using an Ether Ability, you may double it's effect for triple the EP cost. This stacks with both Empowered and Maximized Ether, and goes into effect after Strengthened Ether and Reduced Cost.

Lochar
2008-06-15, 06:22 PM
((Reserved for the Cha guy))

Lochar
2008-06-15, 06:23 PM
Feats

Lesser Esoteric Ether
Prerequisite: Character level 6
Benefit: Choose one Least Ether Ability from another class. You gain that Ether Ability. The EP cost is double the standard.
Special: You may gain this ability multiple times. You must choose a different Least Ether, although you may choose from the same class multiple times.
Normal: You may only gain Ether Abilities from your own class.

Esoteric Ether
Prerequisite: Lesser Esoteric Ether
Benefit: Choose one Lesser Ether Ability of a class in which you have chosen a Least Ether Ability of. You gain tat Ether Ability. The EP cost is double the standard.
Special: You may gain this ability multiple times. You must choose a different Lesser Ether, although you may choose from the same class multiple times.
Normal: You may only gain Ether Abilities from your own class.

Greater Esoteric Ether
Prerequisite: Lesser Esoteric Ether, Esoteric Ether
Benefit: Choose one Normal Ether Ability of a class in which you have chosen a Lesser Ether Ability of. You gain tat Ether Ability. The EP cost is double the standard.
Special: You may gain this ability multiple times. You must choose a different Normal Ether, although you may choose from the same class multiple times.
Normal: You may only gain Ether Abilities from your own class.

Extra Ether
Benefit: You gain an Ether Ability of the same level or lower that you already have access to in your class.
Special: You may take this feat multiple times. Each time, choose a different Ether Ability.

Moral Wiz
2008-06-16, 06:45 AM
[generic, poorly substantiated criticism]

[mild statment of sensless anger]

[insult to parentage of progenitors]

Sorry. I've been working on trying to RP an AI.

Looks intermanestin. I'll need to give it a closer read, but lookin' good thus far

Lochar
2008-06-17, 08:34 AM
Aww, no one cares about my conversion?

Azerian Kelimon
2008-06-17, 08:39 AM
Problem is, you forgot the class all of the characters took: The fauxlosophic psychobabbler. :smallbiggrin:


That, and there are no gears.

Lochar
2008-06-17, 08:57 AM
I figured making that into a Feat eventually.

And Gears are a whole other build, even if I steal a good deal of it from d20 future. I'm working on that offline. But unless you steal one or are military and issued one, don't expect to be able to buy one for a while. They're going to be expensive.

Azerian Kelimon
2008-06-17, 09:00 AM
I figured making that into a Feat eventually.

And Gears are a whole other build, even if I steal a good deal of it from d20 future. I'm working on that offline. But unless you steal one or are military and issued one, don't expect to be able to buy one for a while. They're going to be expensive.

This is why sneaks are good. High Stealth, get a gear, and then do a Schwarzzennegger exit.

Lochar
2008-06-17, 09:04 AM
Yeah, but try doing that from a military base to get a decent gear. I'm statting out Civvie gears as well, but you can't use Gear Deathblows from those. You have to have one built for combat to get access to those.

Lochar
2008-06-17, 03:37 PM
Gears

Training

Gears require training to use, and without training, some if not all functions of a Gear are impossible to use. There are three levels of Gear Training.

No training - Someone who has never been in a Gear before. They may not run in the Gear. Attacks are limited to Light and Moderate attacks, and Gear Deathblows may not be used. Light and Moderate attacks are full attack actions that draw Attacks of Opportunity.

Feat: Civilian Gear training

Benefit: Able to use civilian spec Gears without issue. Using military spec equipment applies a -4 penalty to the use of that equipment. Light Gear Deathblows are usable if the Gear is capable of such. All Attacks are full attack actions, but only Heavy Attacks draw Attacks of Opportunity.

Feat: Military Gear training
Prerequisite: Civilian Gear Training
Benefit: Able to use standard military spec Gears without issue and any non-standard equipment they are familiar with(Equipment used for one month). Light and Moderate Attacks are standard attacks, Heavy Attacks are full attack actions. None draw Attacks of Opportunity.


Piloting a Gear
Gears use your character's base strength and dexterity score, as they are machines built to respond to your own input. The Gear gain bonuses and negatives based upon the size difference between the PC and the Gear. The below table is statted from a Medium sized Pilot. All bonuses are circumstance bonuses. This does includes AC and attack negatives for size increases.

{table=header]Gear Size|Stat Changes
Huge|+16 Str, -4 Dex, -2 AC, -2 Melee and Ranged attack
Gargantuan|+24 Str, -6 Dex, -4 AC, -4 Melee and Ranged Attack
Colossal|+32 Str, -8 Dex, -8 AC, -8 Melee and Ranged Attack
[/table]

Gear Deathblows require the Gear version of your Deathblow Weapon.


Gear building
In buying or building a gear, there are several components to consider. Size, superstructure, engine strength, ether engine, weapons, armor, and other parts included.

Size: All Gears are massive, the smallest Huge in size. A Gear must be at least two sizes bigger than it's pilot. Size of the Gear determines it's base movement and HP. HP in a Gear is solely the Gears. A Gear reduced to 0 HP is disabled and may not be used until fully repaired. Partially damaged Gears may continue to be used.

{table=header]Size|Base Speed|Base HP
Huge|40'|600
Gargantuan|50'|750
Colossal|60'|900
[/table]

Superstructure: This is the frame of the Gear. This determines it's general use and bonus HP. There are two types of superstructure and multiple materials the structure can be made of.


Biped: This is the standard model of Gear. Biped gears have two legs and two arms. They are generally the most customizable and most often seen model.

Quadruped: These models have their bottom portion converted into four, sacrificing adaptability for strength and stability. Quadrupedal Gears have an additional +10' to the base landspeed and gain a +8 bonus to stability checks. Quadrupedal gears gain an additional 10' of space and lose 5' of reach. Additionally, Quadrupedal Gears cannot squeeze into spaces smaller than their own base space. Costs for leg modifications are double that of bipedal models.

Superstructure material: All superstructures bypass Hardness equal to or less than their own. Materials with a Hardness higher than their own are not bypassed. These same materials are used to create weapons and shields, which follow the same rules. Therefore, it is best to buy the toughest materials possible.

Costs are in gp
{table=header]Material|Hardness|Bonus HP|Huge Cost|Gargantuan Cost|Colossal Cost
Duralloy|15|0|45,000|60,000|75,000
Vandium|18|50|52,500|67,500|82,500
Neovulcanium|20|100|60,000|75,000|90,000
Neutronite|25|200|90,000|105,000|120,000
Megatanium|35|400|*|*|*
[/table]
* Megatanium is not a creatable material, instead, it is the material that forms when a Gear is aligned with an Anima Relic.


Engines: There are two types of Engines. Power engines provide the power for the Gear to move and attack. Ether Engines apply modifiers to a pilot's Ether Abilities, including multipliers.

Power Engines: Every power engine derives it's energy from latent Ether energy in the air. This power is generally enough to move the Gear, although a Gear with no fuel cannot run, fly, or hover. Fuel is fossil fuels that are expended when power requirements are more than latent Ether energy can supply. Fuel is expended in battle as systems come onto full alert and rapid attacks are made. Engines stronger than standard can give bonuses to a Gear's attack, strength, or other abilities.

Costs are in gp
{table=header]Engine|Fuel Capacity|Special|Cost
Standard|500||5,000
Mastercraft|550|Boost|7,500
Hypercraft|600|Boost, Strength +4|15,000
Ultracraft|650|Boost, Strength +8|30,000
Powercraft|250|Boost, Strength +24|60,000
[/table]
Boost: Every turn, add +2 to your init count. Once you reach double the highest init of the enemies, take an extra standard action. Your init count it reset to 0. Cost to activate: 1/20th maximum fuel a turn.

Strength +X: Add the listed bonus to the Gears Strength score.


Ether Engines: Ether Engines channel a users Ether abilities, amplifying and changing the Ether to work on the Gear. Regardless of the Ether Engine, healing Ether Abilities will never heal a Gear.

Costs are in gp
{table=header]Engine|Effect|Cost
Standard|Gear Ether active|10,000
Mastercraft|Gear Ether active, +4d|75,000
Hypercraft|Gear Ether active, +6d|125,000
Ultracraft|Gear Ether active, +4d, double ether effect|250,000
[/table]
Gear Ether active: Ethers are usable on the Gear. Effects are used as the Ether ability list.
+Xd: Add the stated number of dice to any Ether used.
Double Ether effect: Ether effects are doubled in duration, damage, and range. +Xd is added after doubling.


Equipment: Equipment is a catch-all phrase for weapons, armor, and the various other systems that can be built onto and into a Gear. Listed is whether or not a piece of equipment is military or civilian use. Military equipment usually can only be found on military gears, although those rich enough can buy their way into the best. Prices listed for military equipment include the necessary fees, bribes, and shipping costs of acquiring them.

Equipment List
{table=header]Name|Effect|Cost
Combat System, Civilian*|Allows for Light, Moderate, and Heavy Attacks. Allows Light Deathblows|3,000
Combat System, Military*|Allows for Light, Moderate, and Heavy Attacks and Deathblows|12,000
Melee Combat Enhancement|Unarmed Attack scales up to Gear Size|1,000 + 2000(Size above Huge)
Huge Duralloy GWeapon|Hardness 15, deals damage as Huge MW version of weapon|Twice cost in SRD
Huge Vandium GWeapon|Hardness 18, deals damage as Huge MW version of weapon|Triple cost in SRD
Huge Neovulcanium GWeapon|Hardness 20, deals damage as Huge MW version of weapon|Quadruple cost in SRD
Huge Neutronite GWeapon|Hardness 25, deals damage as Huge MW version of weapon|Quintuple cost in SRD
Huge Megatanium GWeapon|Hardness 35, deals damage as Huge MW version of weapon|**
Gargantuan Duralloy GWeapon|Hardness 15, deals damage as Gargantuan MW version of weapon|Twice cost in SRD
Gargantuan Vandium GWeapon|Hardness 18, deals damage as Gargantuan MW version of weapon|Triple cost in SRD
Gargantuan Neovulcanium GWeapon|Hardness 20, deals damage as Gargantuan MW version of weapon|Quadruple cost in SRD
Gargantuan Neutronite GWeapon|Hardness 25, deals damage as Gargantuan MW version of weapon|Quintuple cost in SRD
Gargantuan Megatanium GWeapon|Hardness 35, deals damage as Gargantuan MW version of weapon|**
Colossal Duralloy GWeapon|Hardness 15, deals damage as Colossal MW version of weapon|Twice cost of Colossal Tower Shield
Colossal Vandium GWeapon|Hardness 18, deals damage as Colossal MW version of weapon|Triple cost of Colossal Tower Shield
Colossal Neovulcanium GWeapon|Hardness 20, deals damage as Colossal MW version of weapon|Quadruple cost of Colossal Tower Shield
Colossal Neutronite GWeapon|Hardness 25, deals damage as Colossal MW version of weapon|Quintuple cost of Colossal Tower Shield
Colossal Megatanium GWeapon|Hardness 35, deals damage as Colossal MW version of weapon|**
Huge Duralloy GShield|Hardness 15, gives a +2 Armor bonus to Gear|Twice cost of Colossal Tower Shield
Huge Vandium GShield|Hardness 18, gives a +2 Armor bonus to Gear|Triple cost of Colossal Tower Shield
Huge Neovulcanium GShield|Hardness 20, gives a +3 Armor bonus to Gear|Quadruple cost of Colossal Tower Shield
Huge Neutronite GShield|Hardness 25, gives a +3 Armor bonus to Gear|Quintuple cost of Colossal Tower Shield
Huge Megatanium GShield|Hardness 35, gives a +6 Armor bonus to Gear|**
Gargantuan Duralloy GShield|Hardness 15, gives a +2 Armor bonus to Gear|Twice cost of Colossal Tower Shield
Gargantuan Vandium GShield|Hardness 18, gives a +2 Armor bonus to Gear|Triple cost of Colossal Tower Shield
Gargantuan Neovulcanium GShield|Hardness 20, gives a +3 Armor bonus to Gear|Quadruple cost of Colossal Tower Shield
Gargantuan Neutronite GShield|Hardness 25, gives a +3 Armor bonus to Gear|Quintuple cost of Colossal Tower Shield
Gargantuan Megatanium GShield|Hardness 35, gives a +6 Armor bonus to Gear|**
Colossal Duralloy GShield|Hardness 15, gives a +2 Armor bonus to Gear|Twice cost of Colossal Tower Shield
Colossal Vandium GShield|Hardness 18, gives a +2 Armor bonus to Gear|Triple cost of Colossal Tower Shield
Colossal Neovulcanium GShield|Hardness 20, gives a +3 Armor bonus to Gear|Quadruple cost of Colossal Tower Shield
Colossal Neutronite GShield|Hardness 25, gives a +3 Armor bonus to Gear|Quintuple cost of Colossal Tower Shield
Colossal Megatanium GShield|Hardness 35, gives a +6 Armor bonus to Gear|**
Duralloy Armor|Adds a +4 Armor bonus to Gear|2,000
Vandium Armor|Adds a +6 Armor bonus to Gear|3,000
Neovulcanium Armor|Adds a +8 Armor bonus to Gear|4,500
Neutronite Armor|Adds a +10 Armor Bonus to Gear|6,500
Megatanium Armor|Adds a +16 Armor bonus to Gear|**
Autopilot system|Allows for untrained pilots to pilot at the civilian level of training|8,000
Military Autopilot system|Allows for civilian trained pilots to pilot at the military trained level|40,000
Autotarget system|Gives a +2 equipment bonus to attack rolls|4,000
Military autotarget system|Gives a +6 equipment bonus to attack rolls|36,000
Speed conversion system|Split the Strength bonus for the Gear half and half between Strength and Dex. Negates Dex penalty.|50,000
Jet Boots|Allows for flight, 50' clumsy maneuverability|25,000
Military Jetboots|Allows for flight, 40' good maneuverability|70,000
Jetpack|Allows for flight, 80' clumsy maneuverability|60,000
Military Jetpack|Allows for flight, 60' good maneuverability|110,000
C Charger|Three times per day, recharge 30 fuel, +10 fuel per Attack Level|50,000
B Charger|Three times per day, recharge 50 fuel, +15 fuel per Attack Level|75,000
A Charger|Three times per day, recharge 80 fuel, +20 fuel per Attack Level|110,000
Z Charger|Three times per day, recharge 150 fuel, +30 fuel per Attack Level|400,000
[/table]
* A Gear without a Combat system can only do Light Attacks and no Deathblows.
** Megatanium cannot be created, it is formed when a Gear is aligned with an Anima Relic.


Battling in a Gear

Gears get one attack per round, regardless of whether it is a Light, Moderate, or Heavy attack.

A Light Attack uses 10 units of fuel. A Moderate Attack uses 20 units of fuel. A Heavy Attack uses 30 units of fuel.

Gear Deathblows are built up by consecutive attacks, without using a Deathblow. One attack allows a Light Deathblow the next round. A second attack instead of a Deathblow allows a Moderate Deathblow the third round. A third attack instead of a Deathblow allows a Heavy Deathblow the fourth round.

Gear Deathblows are gained based upon the character's Deathblows. See the Gear Deathblow list for conversion.


Infinity Mode

Characters who have access to Elemental Deathblows may enter infinity mode. Every round they are able to do Heavy Gear Deathblows but do not choose to do so, there is a percentage chance to enter Infinity Mode equal to 1/2 the character level.

In Infinity Mode, Gears gain a +10 bonus to Strength and Dexterity and each attack is a special Light, Moderate, or Heavy Deathblow.

Infinity Mode Deathblows are accessed based on the number of Elemental Deathblows a character has.

One Elemental Deathblow gives access to the Light Gear Deathblow.
Two Elemental Deathblows gives access to the Moderate Gear Deathblow.
Four Elemental Deathblows gives access to the Heavy Gear Deathblow.

See the Deathblow list for Infinity Mode Deathblows.

Azerian Kelimon
2008-06-17, 04:40 PM
This system requires quite a few tweaks.

First off, training. I don't like how it's time based. What happens when a players wants to begin with higher training than Untrained? Do you say "No"? Make the training feat based.

Second, no way to regain fuel. Introduce chargers to the system, or it'll fall apart.

Third, there's no reason take weapons above Duralloy. They cost more and provide no added benefit other than hardness. Armor and shields should be made at the best possible alloy, but weapons are exempted from that. Change it.

Lochar
2008-06-17, 05:46 PM
I'll make the training feat based, and probably pull the Spec Op then.

Knew I forgot something. I'll add the chargers.

Weapons of a Hardness less than the Hardness of armor can't bypass the armor. Therefore it's best to have a weapon of the highest hardness you can, otherwise you're losing 18 or more points of damage bypassing their hardness.

Azerian Kelimon
2008-06-17, 05:55 PM
Doesn't work that way. All of this things are derivates of adamantine. Thus, the weapons will olympically skip over the first 20 points of hardness, and past that, there's the extra hardness of simple duralloy to tide you over and effectively ignore the remaining hardness. Hardness is another form of DR, overcome by raw damage or special properties, such as adamantine's.

What I'd do is this: all of the alloys have the base properties of adamantine. However, there's a twist: Every point of hardness over what you'd need to bypass the hardness of the armor transfers as extra damage. That would give an incentive to upgrading the weapon.

Lochar
2008-06-17, 09:10 PM
I'm fairly tired right now, and even earlier when I read that, I didn't quite get it. Put it in numbers for me, so my brain can see it.

Debating chargers. Should they be a number of uses per day? Otherwise, after every battle people would just take a few moments to recharge. Never did see why you couldn't do that in the game anyways.