Person_Man
2008-11-18, 01:34 PM
This is a spin-off of something I wrote quickly in reply to this thread (http://www.giantitp.com/forums/showthread.php?t=96934). Homebrewing is just plain fun, so I expanded the basic idea to this class.
The basic premise is simple - what would a balanced and fun mechwarrior look like in D&D? How would it fit in a standard campaign world? Here's my best attempts:
Mark I Magitech Templar
Alignment Restriction: Any Lawful
Full BAB
d10 hit points
Strong Fort and Will Saves, weak Ref
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.
Magitech Templars are devoted to Hephaestus (or some similar craftsman god). They devote their lives to building and perfecting a perfect suit of armor, which they use to promote their faith and fight the enemies of their god.
Level - Ability
1 - Detect Disorder, Construct Empathy
2 - Lay on Hands
3 - Mechitech Armor
4 - Mechitech Armor +1, Share Senses, empathy, hearing, and speech
5 - Craft Magic Arms and Armor, Magitech Secret
6 - Mechitech Armor Minor Augmentation
7 - Magitech Secret
8 - Mechitech Armor +2, vision
9 - Magitech Secret
10 - Mechitech Armor Minor Augmentation
11 - Magitech Secret
12 - Mechitech Armor +3, 120 ft Darkvision
13 - Magitech Secret
14 - Mechitech Armor Major Augmentation
15 - Magitech Secret
16 - Mechitech Armor +4, 60 feet Tremorsense
17 - Magitech Secret
18 - Mechitech Armor Major Augmentation
19 - Magitech Secret
20 - Mechitech Armor +5, 30 feet True Seeing, Special Purpose
Class Abilities:
Detect Disorder: As a Swift Action, Magitech Templars may Detect Chaos (www.d20srd.org/srd/spells/detectChaos.htm) at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.
Construct Empathy: You may use your Magitech Templar level + your Con score as a check to effect the attitudes of any construct, including mindless constructs, following the same rules as Wild Empathy.
Lay on Hands: Healing pool per day equal to your Magitech Templar level * Con bonus. You may use this power to heal or repair (any construct, your armor, Warforged, or any other object). You may use this ability on yourself, your armor, or any ally or item within reach of your touch as a Move Action. You may also use it to make a touch attack against any Chaotic enemy as a Standard Action (no Save on damage).
Mechitech Armor: At 3rd level you gain a suit of armor from your church. It is of masterwork quality, and made of any material you wish. You may choose any type of armor that you wish.
As you gain levels, the suit gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon (www.rpgoracle.com/srd/magicItemsICA.html). It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). It's ability to perceive the world and communicate with you improve with your levels. If its ever destroyed, you must go on a special side quest determined by your church (the DM) to replace it.
At 4th level and every four levels thereafter, it gains a +1 enhancement bonus to armor class. You also gain the ability to Share Senses with your magitech armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and to eventually gain Darkvision, Blindsense, True Seeing, and potentially other forms of detection through its abilities.
At 4th level your magitech armor gains the ability to speak and hear. It has a Listen Skill equal to your Magitech Templar level + 3 + your Con bonus. It also gains empathy, and you may silently communicate basic knowledge and telepathically with it, or vice verses. At 8th level it gains the ability to see. It has a Spot Skill equal to your Magitech Templar level + 3 + your Con bonus. At 12th level it gains Darkvision of 120 feet. At 16th level it gains Tremorsense of 60 feet. At 20th level it gains True Seeing of 30 feet. In addition, your suit may act on its own to locate enemies and tell you of their location. For example, it could spend its own Move action to make a Listen check to determine the location of an enemy, and then tell you what space to target.
At 6th and 10th levels, your Magitech Armor gains a Minor Power. At 14th and 18th levels, it gains any Greater Power. At 20th level, it gains a Ultimate Power. Your armor may use these powers independently on your turn, just as an intelligent weapon could. (For example, your suit may activate the Greater Power of Haste. You need not spend a Standard Action to do so). However, all powers must target and/or be centered on the Magitech Templar who wears the armor. Your armor has a caster level equal to your Magitech Templar level, and uses your Constitution as its primary caster stat.
Choose powers from the following lists:
Minor Powers:
Darkness (www.d20srd.org/srd/spells/darkness.htm) at will and/or Light (www.d20srd.org/srd/spells/light.htm) at will
Status (www.dandwiki.com/wiki/SRD:Status) at will
Detect Magic (www.d20srd.org/srd/spells/detectMagic.htm) continually active
Comprehend Languages (www.d20srd.org/srd/spells/comprehendLanguages.htm) continually active
Tongues (www.dandwiki.com/wiki/Tongues) continually active
Sanctuary (www.dandwiki.com/wiki/SRD:Sanctuary) 3 times per day
Shield of Faith (http://sancus.off.net/srd2/spellsS.html#shield-of-faith) 3 times per day
Death Knell (www.d20srd.org/srd/spells/deathKnell.htm) 3 times per day
Locate Object (http://sancus.off.net/srd2/spellsHtoL.html#locate-object) 3 times per day
Lessor Restoration (http://sancus.off.net/srd2/spellsPtoR.html#lesser-restoration) 3 times per day
Blur (www.dandwiki.com/wiki/SRD:Blur) 3 times per day
Gains Decipher Script Skill equal to its Spot Skill
Gains Search Skill equal to its Spot Skill, and the ability to Find Traps (as Rogue)
Major Powers:
Any 2 Minor Powers
Daylight (www.d20srd.org/srd/spells/Daylight.htm) at will and/or Deeper Darkness (www.d20srd.org/srd/spells/deeperDarkness.htm) at will
Clairaudience/Clairvoyance (www.d20srd.org/srd/spells/ClairaudienceClairvoyance.htm) at will
Detect Thoughts (www.d20srd.org/srd/spells/DetectThoughts.htm) at will
Bull's Strength (www.d20srd.org/srd/spells/Bullsstrength.htm) on self continually active
Cat's Grace (www.d20srd.org/srd/spells/catsGrace.htm) on self continually active
Nondetection (www.d20srd.org/srd/spells/nondetection.htm) continually active
Magic Circle Against Chaos (www.dandwiki.com/wiki/SRD:Magic_Circle_against_Chaos_(Spell)) continually active
Haste (www.d20srd.org/srd/spells/Haste.htm) 3 times per day
Greater Invisibility (www.d20srd.org/srd/spells/invisibilityGreater.htm) 3 times per day
Displacement (www.d20srd.org/srd/spells/displacement.htm) 3 times per day
Ultimate Powers:
Any 2 Major Powers
Axiomatic Sword (Lawful Holy Sword (www.d20srd.org/srd/spells/holySword.htm)) continually active
Freedom of Movement (www.d20srd.org/srd/spells/freedomOfMovement.htm) continually active
Righteous Might (www.d20srd.org/srd/spells/righteousMight.htm) at will (DR is 3/Chaos)
Dimension Door (www.d20srd.org/srd/spells/dimensiondoor.htm) at will once every other round
Shield of Law (www.dandwiki.com/wiki/SRD:Shield_of_Law) 3 times per day
True Resurrection (URL="www.d20srd.org/srd/spells/trueResurrection.htm")[/URL] on former owner, once per month, no cost
Craft Magic Arms and Armor: You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.
Magitech Secret: At 5th level and every odd level thereafter, you gain one of the following abilities:
Magitech Health (Disease): You become immune to all disease, including magical and supernatural diseases.
Magitech Health (Poison): You become immune to all poison, including magical and supernatural poisons.
Magitech Health (Fortification): You gain 20% Fortification. You may take this gift up to five times, and its effects stack.
Magitech Health (Timeless): Requires 100% Fortification. You no longer age, are immune to all effects that age you, and no longer take the penalties of old age. You are also immune to all Death effects. You and everything that you wear or hold are also immune to all Disintegration effects.
Magitech Stability: Requires 100% Fortification. You gain your Con bonus as a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, Trip, and attempts. This bonus stacks with similar bonuses from other sources, such as a Dwarf's stability bonus.
Magitech Protection (Fort): You gain your Con bonus as a supernatural bonus to your Fort Save (in addition to the normal bonus derived from Con). This ability does not stack with any ability that grants you a bonus to Fort Saves from any other class or prestige class, such as a Paladin.
Magitech Protection (Will): You gain your Con bonus as a supernatural bonus to your Will Save (in addition to the normal bonus derived from Wis). This ability does not stack with any ability that grants you a bonus to Will Saves from any other class or prestige class, such as a Paladin or a Crusader.
Magitech Protection (Ref): You gain your Con bonus as a supernatural bonus to your Ref Save (in addition to the normal bonus derived from Dex). This ability does not stack with any ability that grants you a bonus to Ref Saves from any other class or prestige class, such as a Paladin.
Divine Damage Reduction: Requires Magitech Protection (Fort): You gain DR 1/-. This ability stacks with any damage reduction from Magitech Armor, such as if the armor is made of adamantine, or if your armor has Righteous Might active. You may take this ability multiple times, and it stacks with itself, but not with DR from any source other then itself and your armor.
Divine Mettle: Requires Magitech Protection (Fort and Will): You gain the Mettle ability.
Magitech Reflexes: You may treat your Mechitech Armor as if it were one category lighter. For example, heavy armor would count as medium, and medium armor would count as light. This ability stacks with the benefits of Mithril or similar materials.
Magitech Evasion: Requires Magitech Reflexes: You gain the Evasion ability. This ability only functions while in Mechitech Armor that counts as being light armor (light armor, or medium armor + Divine Reflexes, or Heavy Mithril armor + Divine Reflexes, etc).
Magitech Courage (Fear): You gain immunity to all fear effects.
Magitech Courage (Charm): You gain immunity to all Charm effects.
Magitech Courage (Compulsion): Magitech Courage (Fear and Charm): You gain immunity to all Compulsion Effects.
Magitech Mind: Aura of Courage (Compulsion) and Magitech Protection (Will): You gain immunity to all mind affecting effects, enchantments, and illusions, including all spells from those schools.
Mark II Magitech Templar
Alignment Restriction: Any Lawful
d12 hit points
Full BAB
Strong Will and Fort Save
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.
1 - Detect Disorder, Construct Empathy
2 - Armor Expertise
3 - Magitech Armor
4 - +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade
5 - Craft Magic Arms and Armor, Magitech Upgrade
6 - Armor Expertise
7 - Magitech Upgrade
8 - +2 Enhancement Bonus, Armored Sense Upgrade
9 - Magitech Upgrade
10 - Armor Expertise
11 - Magitech Upgrade
12 - +3 Enhancement Bonus, Armored Sense Upgrade
13 - Magitech Upgrade
14 - Armor Expertise
15 - Magitech Upgrade
16 - +4 Enhancement Bonus, Armored Sense Upgrade
17 - Magitech Upgrade
18 - Armor Expertise
19 - Magitech Upgrade
20 - +5 Enhancement Bonus, Armored Sense Upgrade, Armor Transcendence
Detect Disorder (Sp): As a Swift Action, Magitech Templars may Detect Chaos at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.
Construct Empathy (Ex): This ability functions exactly like Wild Empathy, except that it effects constructs instead of animals. In addition, mindless constructs (Int 0) treat you as if you were a construct of the same type. Essentially, they ignore your presence unless you attack them or are directly ordered to attack you by their controller.
Armor Expertise (Ex): At second level and every four levels thereafter, choose any one of the following benefits. You may choose the same benefit multiple times, and the benefits stack with the benefits from special materials or other Magitech Templar class abilities, including itself:
Armored Attack: When attacking with armor spikes, they count as one size larger for calculating damage. Use the following progression for calculating damage: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6 (max).
Armor Proficiency: You gain a bonus feat of your choice. This feat must either provide proficiency with an armor or shield (such as Dwarvern Armor Proficiency or Tower Shield Proficiency), or it must have armor or shield proficiency as a requirement of the feat (such as Armor Specialization or Improved Shield Bash). You must also otherwise qualify for the feat.
Armored Ease: When wearing armor that you are proficient with, your max Dex bonus is increased by 2, and the armor check penalty is decreased by 2 (minimum 0).
Armored Mobility: When wearing armor that you are proficient with, your armor counts as one size lighter for determining movement.
Armored Mastery: When wearing armor that you are proficient with, you gain a +1 Natural Armor bonus to AC. This bonus does not stack with Natural Armor bonuses from other sources, though it dos stack with itself.
Magitech Armor: At 3rd level you gain a suit of armor from your church (or organization as appropriate for your campaign). You may choose any type of armor that you are proficient with. It is of masterwork quality, but is otherwise typical of armor of that type. At your option and expense, you may request that the armor be made of special materials, or that it include armor spikes or other mundane additions (hidden sheaths, heraldry) as long as they are normally capable of being added to such armor, and you pay the full gp cost associated with the improvements. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair or improve it, though you must still pay for materials or other associated costs. If your Magitech Armor is ever destroyed, you must go on a special side quest determined by your church (the DM) to prove your devotion to its faith, and they will replace it free of charge. When replaced, it will contain any upgrades and improvements that you have accumulated and invested in it up to that point.
Armor Sentience (Sp): You suit gain gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon. It has speech, vision, hearing, and empathy. It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). All Magitech Armor abilities and upgrades only function for the Magitech Templar for which it was created. Other characters, including other Magitech Templars, may not use it.
At 4th level and every four levels thereafter, it also gains a +1 enhancement bonus to armor class.
Armored Sense Upgrade (Sp): You gain the ability to Share Senses with your Magitech Armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and/or to use its Darkvision, Blindsight, or other special senses in place of your own.
At 4th level and every five levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. You may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:
Darkvision (Requires Spot): Your armor gains Darkvision for a number of feet equal to your Magitech Templar level * 10. This vision functions in both mundane, supernatural, and magical darkness of all types.
Decipher: Your armor gains Ranks in Decipher Script equal to your Magitech Templar level + 3 + your armor’s Wis bonus (or penalty). In addition, you armor also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, and read instantaneously on your behalf.
Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armor’s Wis bonus (or penalty). In addition, your armor does not take penalties to your Listen check that would not effect a construct (sleeping, being distracted, mind affecting effects, etc).
Search: Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armor’s Int bonus (or penalty). In addition, you may Find Traps as a Rogue.
See Invisibility (Requires Search): Your armor gains See Invisibility for a number of feet equal to one half your Magitech Templar level * 5.
Spot: Your armor gains Ranks in Spot equal to your Magitech Templar level + 3 + your armor’s Wisdom bonus (or penalty). In addition, you gain Low Light Vision.
Tremorsense (Requires Listen): Your armor gains Tremorsense for a number of feet equal to your Magitech Templar level * 5.
X-Ray Vision (Requires Darkvision): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. This vision is blocked by lead (regardless of its thickness).
Craft Magic Arms and Armor (Sp): You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech Armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.
Magitech Upgrade (Sp): At 5th level and every odd level thereafter, you gain a new ability with your armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted you may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:
Armored Fortitude: You gain a bonus to your Fort Save equal to the Enhancement bonus to your Magitech Armor.
Armored Mind: You gain a bonus to your Will Save equal to the Enhancement bonus to your Magitech Armor.
Armored Reflexes: You gain a bonus to your Ref Save equal to the Enhancement bonus to your Magitech Armor.
Armored Stability: You gain a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to the Enhancement bonus on your Magitech Armor. These bonuses stack with similar bonuses from feats or racial abilities.
Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source.
Dauntless: You no longer need to sleep or eat. In addition, you are effected by a continuous Endure Elements (www.d20srd.org/srd/spells/Endureelements.htm) effect.
Deflection (Requires Evasion): Your armor bonus from your Magitech Armor applies to your touch AC.
Energy Shield: You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This resistance stacks with any resistance provided by your armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with resistance from any other source.
Evasion: (Requires Armored Reflexes): You gain the Evasion ability. This ability only function in light armor, or heavier armor that has been modified by materials (like Mithril) and/or abilities (such as Armored Mobility) to count as light armor.
Frost Missile: As a Standard Action, you may fire a Frost Missile. The missile has a range of 5 feet per Magitech Templar level (max 100 feet). Make a ranged touch attack. If it hits, it deals 2d8 points of cold damage, and the enemy is Slowed (www.d20srd.org/srd/spells/Slow.htm) for 1d4 rounds. If your enemy makes a Will Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not Slowed. You may fire one missile for every 5 Magitech Templar levels you posses (max 4). Each missile may target the same enemy, or different enemies. Multiple Slow effects do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.
Great Strength: You gain a enhancement bonus to Strength equal to the enhancement bonus to your Magitech Armor.
Flame Thrower: As a Standard Action you shoot a cone of flame that is 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). It deals 1d6 points of fire damage for every two Magitech Templar levels (max 10d6 at 20th level) to all enemies within its area, and enemies that receive damage catch on fire, taking an addition 1d6 points of damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they do not catch on fire. A burning creature may take a Move Action to put out the flame. Multiple effects which make an enemy catch on fire do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.
Mettle (Requires Armored Fortitude and Mind): You gain the Mettle ability.
Power Jump: You gain an enhancement bonus to your Jump check equal to one half your Magitech Templar level, and may take 10 on all Jump checks, even when threatened or rushed. In addition, the DC for determining Jump checks are always calculated as if you were making a running jump. And as long as you are not Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.
Propulsion: You gain a Fly Speed of 20 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.
Repulsor Ray: As a Standard Action you may make a ranged touch attack. The ray has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits, it deals 1d4 points of force damage for every two Magitech Templar levels (max 10d4 at 20th level), and the enemy is hit by a Bull Rush that pushes them directly away from you, using the damage dealt for your opposed check (instead of a d20 + Str + size). Other feats and abilities that effect Bull Rush attempts (Improved Bull Rush, Shock Trooper, Dungeon Crasher, magic items, etc) otherwise effect this check. If your enemy makes a Fort Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not effected by a Bull Rush. After you use this ability, you must wait 1d4 rounds before you can use it again.
Transmutation: Your armor is transformed to a special material of your choice, such as adamantine, mithril, ironwood, dragon hide, etc. In addition, your armor gains 10 points of hardness and 50 hit points above and beyond that provided by the material, enhancement bonus, etc. It also becomes immune to all acid, corrosion, decay, disintegration, and rust effects (though you still damaged and affected normally by these effects). Any armor spikes may similarly be transformed to a material of your choice (adamantine, cold iron, silver, etc) and gain the same hardness, hit point, and immunities.
Underwater Adaptation: Your armor is adapted to underwater travel. You no longer need to breath, and are not effected by the negative effects of spells and environments based on having to breath. (Thus you would not be effected by poison gas or Stinking Cloud, though you would still be effected by Solid Fog or Obscuring Mist). You gain a Swim speed equal to your base land or Fly speed (whichever is higher), and may take 10 on all Swim checks, even while threatened or rushed. Your armor’s weight is no longer included into any calculation that would effect buoyancy. However, your Armor Check Penalty (if any) still applies to Swim checks.
Armor Transcendence: When you are wearing your armor, you transcend your mortal form and take on many of the characteristics of a construct. You gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage. You maintain all of the other features of living beings – you still count as the same type of creature, still have a Con score, can be resurrected, are still effected by mind affecting effects, etc.
The basic premise is simple - what would a balanced and fun mechwarrior look like in D&D? How would it fit in a standard campaign world? Here's my best attempts:
Mark I Magitech Templar
Alignment Restriction: Any Lawful
Full BAB
d10 hit points
Strong Fort and Will Saves, weak Ref
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.
Magitech Templars are devoted to Hephaestus (or some similar craftsman god). They devote their lives to building and perfecting a perfect suit of armor, which they use to promote their faith and fight the enemies of their god.
Level - Ability
1 - Detect Disorder, Construct Empathy
2 - Lay on Hands
3 - Mechitech Armor
4 - Mechitech Armor +1, Share Senses, empathy, hearing, and speech
5 - Craft Magic Arms and Armor, Magitech Secret
6 - Mechitech Armor Minor Augmentation
7 - Magitech Secret
8 - Mechitech Armor +2, vision
9 - Magitech Secret
10 - Mechitech Armor Minor Augmentation
11 - Magitech Secret
12 - Mechitech Armor +3, 120 ft Darkvision
13 - Magitech Secret
14 - Mechitech Armor Major Augmentation
15 - Magitech Secret
16 - Mechitech Armor +4, 60 feet Tremorsense
17 - Magitech Secret
18 - Mechitech Armor Major Augmentation
19 - Magitech Secret
20 - Mechitech Armor +5, 30 feet True Seeing, Special Purpose
Class Abilities:
Detect Disorder: As a Swift Action, Magitech Templars may Detect Chaos (www.d20srd.org/srd/spells/detectChaos.htm) at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.
Construct Empathy: You may use your Magitech Templar level + your Con score as a check to effect the attitudes of any construct, including mindless constructs, following the same rules as Wild Empathy.
Lay on Hands: Healing pool per day equal to your Magitech Templar level * Con bonus. You may use this power to heal or repair (any construct, your armor, Warforged, or any other object). You may use this ability on yourself, your armor, or any ally or item within reach of your touch as a Move Action. You may also use it to make a touch attack against any Chaotic enemy as a Standard Action (no Save on damage).
Mechitech Armor: At 3rd level you gain a suit of armor from your church. It is of masterwork quality, and made of any material you wish. You may choose any type of armor that you wish.
As you gain levels, the suit gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon (www.rpgoracle.com/srd/magicItemsICA.html). It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). It's ability to perceive the world and communicate with you improve with your levels. If its ever destroyed, you must go on a special side quest determined by your church (the DM) to replace it.
At 4th level and every four levels thereafter, it gains a +1 enhancement bonus to armor class. You also gain the ability to Share Senses with your magitech armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and to eventually gain Darkvision, Blindsense, True Seeing, and potentially other forms of detection through its abilities.
At 4th level your magitech armor gains the ability to speak and hear. It has a Listen Skill equal to your Magitech Templar level + 3 + your Con bonus. It also gains empathy, and you may silently communicate basic knowledge and telepathically with it, or vice verses. At 8th level it gains the ability to see. It has a Spot Skill equal to your Magitech Templar level + 3 + your Con bonus. At 12th level it gains Darkvision of 120 feet. At 16th level it gains Tremorsense of 60 feet. At 20th level it gains True Seeing of 30 feet. In addition, your suit may act on its own to locate enemies and tell you of their location. For example, it could spend its own Move action to make a Listen check to determine the location of an enemy, and then tell you what space to target.
At 6th and 10th levels, your Magitech Armor gains a Minor Power. At 14th and 18th levels, it gains any Greater Power. At 20th level, it gains a Ultimate Power. Your armor may use these powers independently on your turn, just as an intelligent weapon could. (For example, your suit may activate the Greater Power of Haste. You need not spend a Standard Action to do so). However, all powers must target and/or be centered on the Magitech Templar who wears the armor. Your armor has a caster level equal to your Magitech Templar level, and uses your Constitution as its primary caster stat.
Choose powers from the following lists:
Minor Powers:
Darkness (www.d20srd.org/srd/spells/darkness.htm) at will and/or Light (www.d20srd.org/srd/spells/light.htm) at will
Status (www.dandwiki.com/wiki/SRD:Status) at will
Detect Magic (www.d20srd.org/srd/spells/detectMagic.htm) continually active
Comprehend Languages (www.d20srd.org/srd/spells/comprehendLanguages.htm) continually active
Tongues (www.dandwiki.com/wiki/Tongues) continually active
Sanctuary (www.dandwiki.com/wiki/SRD:Sanctuary) 3 times per day
Shield of Faith (http://sancus.off.net/srd2/spellsS.html#shield-of-faith) 3 times per day
Death Knell (www.d20srd.org/srd/spells/deathKnell.htm) 3 times per day
Locate Object (http://sancus.off.net/srd2/spellsHtoL.html#locate-object) 3 times per day
Lessor Restoration (http://sancus.off.net/srd2/spellsPtoR.html#lesser-restoration) 3 times per day
Blur (www.dandwiki.com/wiki/SRD:Blur) 3 times per day
Gains Decipher Script Skill equal to its Spot Skill
Gains Search Skill equal to its Spot Skill, and the ability to Find Traps (as Rogue)
Major Powers:
Any 2 Minor Powers
Daylight (www.d20srd.org/srd/spells/Daylight.htm) at will and/or Deeper Darkness (www.d20srd.org/srd/spells/deeperDarkness.htm) at will
Clairaudience/Clairvoyance (www.d20srd.org/srd/spells/ClairaudienceClairvoyance.htm) at will
Detect Thoughts (www.d20srd.org/srd/spells/DetectThoughts.htm) at will
Bull's Strength (www.d20srd.org/srd/spells/Bullsstrength.htm) on self continually active
Cat's Grace (www.d20srd.org/srd/spells/catsGrace.htm) on self continually active
Nondetection (www.d20srd.org/srd/spells/nondetection.htm) continually active
Magic Circle Against Chaos (www.dandwiki.com/wiki/SRD:Magic_Circle_against_Chaos_(Spell)) continually active
Haste (www.d20srd.org/srd/spells/Haste.htm) 3 times per day
Greater Invisibility (www.d20srd.org/srd/spells/invisibilityGreater.htm) 3 times per day
Displacement (www.d20srd.org/srd/spells/displacement.htm) 3 times per day
Ultimate Powers:
Any 2 Major Powers
Axiomatic Sword (Lawful Holy Sword (www.d20srd.org/srd/spells/holySword.htm)) continually active
Freedom of Movement (www.d20srd.org/srd/spells/freedomOfMovement.htm) continually active
Righteous Might (www.d20srd.org/srd/spells/righteousMight.htm) at will (DR is 3/Chaos)
Dimension Door (www.d20srd.org/srd/spells/dimensiondoor.htm) at will once every other round
Shield of Law (www.dandwiki.com/wiki/SRD:Shield_of_Law) 3 times per day
True Resurrection (URL="www.d20srd.org/srd/spells/trueResurrection.htm")[/URL] on former owner, once per month, no cost
Craft Magic Arms and Armor: You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.
Magitech Secret: At 5th level and every odd level thereafter, you gain one of the following abilities:
Magitech Health (Disease): You become immune to all disease, including magical and supernatural diseases.
Magitech Health (Poison): You become immune to all poison, including magical and supernatural poisons.
Magitech Health (Fortification): You gain 20% Fortification. You may take this gift up to five times, and its effects stack.
Magitech Health (Timeless): Requires 100% Fortification. You no longer age, are immune to all effects that age you, and no longer take the penalties of old age. You are also immune to all Death effects. You and everything that you wear or hold are also immune to all Disintegration effects.
Magitech Stability: Requires 100% Fortification. You gain your Con bonus as a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, Trip, and attempts. This bonus stacks with similar bonuses from other sources, such as a Dwarf's stability bonus.
Magitech Protection (Fort): You gain your Con bonus as a supernatural bonus to your Fort Save (in addition to the normal bonus derived from Con). This ability does not stack with any ability that grants you a bonus to Fort Saves from any other class or prestige class, such as a Paladin.
Magitech Protection (Will): You gain your Con bonus as a supernatural bonus to your Will Save (in addition to the normal bonus derived from Wis). This ability does not stack with any ability that grants you a bonus to Will Saves from any other class or prestige class, such as a Paladin or a Crusader.
Magitech Protection (Ref): You gain your Con bonus as a supernatural bonus to your Ref Save (in addition to the normal bonus derived from Dex). This ability does not stack with any ability that grants you a bonus to Ref Saves from any other class or prestige class, such as a Paladin.
Divine Damage Reduction: Requires Magitech Protection (Fort): You gain DR 1/-. This ability stacks with any damage reduction from Magitech Armor, such as if the armor is made of adamantine, or if your armor has Righteous Might active. You may take this ability multiple times, and it stacks with itself, but not with DR from any source other then itself and your armor.
Divine Mettle: Requires Magitech Protection (Fort and Will): You gain the Mettle ability.
Magitech Reflexes: You may treat your Mechitech Armor as if it were one category lighter. For example, heavy armor would count as medium, and medium armor would count as light. This ability stacks with the benefits of Mithril or similar materials.
Magitech Evasion: Requires Magitech Reflexes: You gain the Evasion ability. This ability only functions while in Mechitech Armor that counts as being light armor (light armor, or medium armor + Divine Reflexes, or Heavy Mithril armor + Divine Reflexes, etc).
Magitech Courage (Fear): You gain immunity to all fear effects.
Magitech Courage (Charm): You gain immunity to all Charm effects.
Magitech Courage (Compulsion): Magitech Courage (Fear and Charm): You gain immunity to all Compulsion Effects.
Magitech Mind: Aura of Courage (Compulsion) and Magitech Protection (Will): You gain immunity to all mind affecting effects, enchantments, and illusions, including all spells from those schools.
Mark II Magitech Templar
Alignment Restriction: Any Lawful
d12 hit points
Full BAB
Strong Will and Fort Save
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
4 Skill Points per level
Skills: Appraise, Climb, Concentration, Craft, Jump, Knowledge (Architecture and Engineering, Religion), Profession.
1 - Detect Disorder, Construct Empathy
2 - Armor Expertise
3 - Magitech Armor
4 - +1 Enhancement Bonus, Armor Sentience, Armored Sense Upgrade
5 - Craft Magic Arms and Armor, Magitech Upgrade
6 - Armor Expertise
7 - Magitech Upgrade
8 - +2 Enhancement Bonus, Armored Sense Upgrade
9 - Magitech Upgrade
10 - Armor Expertise
11 - Magitech Upgrade
12 - +3 Enhancement Bonus, Armored Sense Upgrade
13 - Magitech Upgrade
14 - Armor Expertise
15 - Magitech Upgrade
16 - +4 Enhancement Bonus, Armored Sense Upgrade
17 - Magitech Upgrade
18 - Armor Expertise
19 - Magitech Upgrade
20 - +5 Enhancement Bonus, Armored Sense Upgrade, Armor Transcendence
Detect Disorder (Sp): As a Swift Action, Magitech Templars may Detect Chaos at will. In addition, a Magitech Templar may use this ability to learn the material(s), hardness, and hit points of any weapon, armor, object, wall, door, etc. They may also use this ability to determine the hit points of any construct.
Construct Empathy (Ex): This ability functions exactly like Wild Empathy, except that it effects constructs instead of animals. In addition, mindless constructs (Int 0) treat you as if you were a construct of the same type. Essentially, they ignore your presence unless you attack them or are directly ordered to attack you by their controller.
Armor Expertise (Ex): At second level and every four levels thereafter, choose any one of the following benefits. You may choose the same benefit multiple times, and the benefits stack with the benefits from special materials or other Magitech Templar class abilities, including itself:
Armored Attack: When attacking with armor spikes, they count as one size larger for calculating damage. Use the following progression for calculating damage: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6 (max).
Armor Proficiency: You gain a bonus feat of your choice. This feat must either provide proficiency with an armor or shield (such as Dwarvern Armor Proficiency or Tower Shield Proficiency), or it must have armor or shield proficiency as a requirement of the feat (such as Armor Specialization or Improved Shield Bash). You must also otherwise qualify for the feat.
Armored Ease: When wearing armor that you are proficient with, your max Dex bonus is increased by 2, and the armor check penalty is decreased by 2 (minimum 0).
Armored Mobility: When wearing armor that you are proficient with, your armor counts as one size lighter for determining movement.
Armored Mastery: When wearing armor that you are proficient with, you gain a +1 Natural Armor bonus to AC. This bonus does not stack with Natural Armor bonuses from other sources, though it dos stack with itself.
Magitech Armor: At 3rd level you gain a suit of armor from your church (or organization as appropriate for your campaign). You may choose any type of armor that you are proficient with. It is of masterwork quality, but is otherwise typical of armor of that type. At your option and expense, you may request that the armor be made of special materials, or that it include armor spikes or other mundane additions (hidden sheaths, heraldry) as long as they are normally capable of being added to such armor, and you pay the full gp cost associated with the improvements. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair or improve it, though you must still pay for materials or other associated costs. If your Magitech Armor is ever destroyed, you must go on a special side quest determined by your church (the DM) to prove your devotion to its faith, and they will replace it free of charge. When replaced, it will contain any upgrades and improvements that you have accumulated and invested in it up to that point.
Armor Sentience (Sp): You suit gain gains sentience and abilities. Starting at 4th level, your suit has an Intelligence, Wisdom, and Charisma scores equal to your Magitech Templar level, and follows similar rules as an intelligent weapon. It has speech, vision, hearing, and empathy. It shares your alignment. If you ever cease to be Lawful or to follow the general tenets of your god, the armor ceases to function for you until you Atone. (And may start an Ego struggle, as per the rules of intelligent items). All Magitech Armor abilities and upgrades only function for the Magitech Templar for which it was created. Other characters, including other Magitech Templars, may not use it.
At 4th level and every four levels thereafter, it also gains a +1 enhancement bonus to armor class.
Armored Sense Upgrade (Sp): You gain the ability to Share Senses with your Magitech Armor. You may use your armor's ability to perceive the world in place of your own. This allows you to replace your Listen, Spot, or other Skill check with your armor's Skill checks, and/or to use its Darkvision, Blindsight, or other special senses in place of your own.
At 4th level and every five levels thereafter, you gain one Armored Sense Upgrade. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. You may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:
Darkvision (Requires Spot): Your armor gains Darkvision for a number of feet equal to your Magitech Templar level * 10. This vision functions in both mundane, supernatural, and magical darkness of all types.
Decipher: Your armor gains Ranks in Decipher Script equal to your Magitech Templar level + 3 + your armor’s Wis bonus (or penalty). In addition, you armor also gains a number of additional languages equal to one half your Magitech Templar level, and may translate everything you hear, say, and read instantaneously on your behalf.
Listen: Your armor gains Ranks in Listen equal to your Magitech Templar level + 3 + your armor’s Wis bonus (or penalty). In addition, your armor does not take penalties to your Listen check that would not effect a construct (sleeping, being distracted, mind affecting effects, etc).
Search: Your armor gains Ranks in Search equal to your Magitech Templar level + 3 + your armor’s Int bonus (or penalty). In addition, you may Find Traps as a Rogue.
See Invisibility (Requires Search): Your armor gains See Invisibility for a number of feet equal to one half your Magitech Templar level * 5.
Spot: Your armor gains Ranks in Spot equal to your Magitech Templar level + 3 + your armor’s Wisdom bonus (or penalty). In addition, you gain Low Light Vision.
Tremorsense (Requires Listen): Your armor gains Tremorsense for a number of feet equal to your Magitech Templar level * 5.
X-Ray Vision (Requires Darkvision): You may see through solid matter. You may see through one foot of matter per Magitech Templar level. This vision is blocked by lead (regardless of its thickness).
Craft Magic Arms and Armor (Sp): You may make magic arms and armor as if you had the Craft Magic Arms and Armor feat. You may use this ability to craft new items, or to improve your Magitech Armor above and beyond the abilities granted to it by this class (following the normal rules and paying the full costs of improving a magic item). You count as having the Use Magic Device Skill equal to the appropriate Craft (Weaponsmithing or Armorsmithing) Skill, however you may only use this ability to activate the necessary scrolls or other objects needed to craft arms or armor using this ability. You incur the full gp and xp costs for any and all steps and materials associated with magic item creation.
Magitech Upgrade (Sp): At 5th level and every odd level thereafter, you gain a new ability with your armor. These abilities improve as you gain levels, and function only while you wear your Magitech Armor. Unless otherwise noted you may not choose the same upgrade multiple times. Choose one of the following upgrades to your armor:
Armored Fortitude: You gain a bonus to your Fort Save equal to the Enhancement bonus to your Magitech Armor.
Armored Mind: You gain a bonus to your Will Save equal to the Enhancement bonus to your Magitech Armor.
Armored Reflexes: You gain a bonus to your Ref Save equal to the Enhancement bonus to your Magitech Armor.
Armored Stability: You gain a bonus to resist all Bull Rush, Disarm, Grapple, Overrun, and Trip attempts equal to the Enhancement bonus on your Magitech Armor. These bonuses stack with similar bonuses from feats or racial abilities.
Damage Reduction (Requires Mettle): You gain DR X/-, where X is equal to the enhancement bonus of your armor. This DR stacks with the DR provided by your armor (such as if it is made of adamantine or is enchanted with the Invulnerability enchantment), but not with DR from any other source.
Dauntless: You no longer need to sleep or eat. In addition, you are effected by a continuous Endure Elements (www.d20srd.org/srd/spells/Endureelements.htm) effect.
Deflection (Requires Evasion): Your armor bonus from your Magitech Armor applies to your touch AC.
Energy Shield: You gain Energy Resistance against all forms of energy equal to the Enhancement bonus to your Magitech Armor. This resistance stacks with any resistance provided by your armor (such as if it is made of dragon hide or has an Energy Resistance enchantment), but not with resistance from any other source.
Evasion: (Requires Armored Reflexes): You gain the Evasion ability. This ability only function in light armor, or heavier armor that has been modified by materials (like Mithril) and/or abilities (such as Armored Mobility) to count as light armor.
Frost Missile: As a Standard Action, you may fire a Frost Missile. The missile has a range of 5 feet per Magitech Templar level (max 100 feet). Make a ranged touch attack. If it hits, it deals 2d8 points of cold damage, and the enemy is Slowed (www.d20srd.org/srd/spells/Slow.htm) for 1d4 rounds. If your enemy makes a Will Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not Slowed. You may fire one missile for every 5 Magitech Templar levels you posses (max 4). Each missile may target the same enemy, or different enemies. Multiple Slow effects do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.
Great Strength: You gain a enhancement bonus to Strength equal to the enhancement bonus to your Magitech Armor.
Flame Thrower: As a Standard Action you shoot a cone of flame that is 5 feet long and 5 feet wide at its farthest point for every two Magitech Templar levels (max 50 feet). It deals 1d6 points of fire damage for every two Magitech Templar levels (max 10d6 at 20th level) to all enemies within its area, and enemies that receive damage catch on fire, taking an addition 1d6 points of damage every round (including the round they are initially hit) for 1d4 rounds. If your enemy makes a Ref Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they do not catch on fire. A burning creature may take a Move Action to put out the flame. Multiple effects which make an enemy catch on fire do not stack. After you use this ability, you must wait 1d4 rounds before you can use it again.
Mettle (Requires Armored Fortitude and Mind): You gain the Mettle ability.
Power Jump: You gain an enhancement bonus to your Jump check equal to one half your Magitech Templar level, and may take 10 on all Jump checks, even when threatened or rushed. In addition, the DC for determining Jump checks are always calculated as if you were making a running jump. And as long as you are not Flat Footed, Paralyzed, or otherwise incapacitated, you are immune to damage from falling. However, your Armor Check Penalty (if any) still applies to Jump checks.
Propulsion: You gain a Fly Speed of 20 with Clumsy maneuverability. You may take this Magitech Upgrade multiple times. Each time you take this Upgrade, your Fly Speed increases by 10 and your maneuverability increases by one step.
Repulsor Ray: As a Standard Action you may make a ranged touch attack. The ray has a range of 5 feet per Magitech Templar level (max 100 feet). If it hits, it deals 1d4 points of force damage for every two Magitech Templar levels (max 10d4 at 20th level), and the enemy is hit by a Bull Rush that pushes them directly away from you, using the damage dealt for your opposed check (instead of a d20 + Str + size). Other feats and abilities that effect Bull Rush attempts (Improved Bull Rush, Shock Trooper, Dungeon Crasher, magic items, etc) otherwise effect this check. If your enemy makes a Fort Save (DC = 15 + 1/2 your Magitech Templar level) then the damage is halved and they are not effected by a Bull Rush. After you use this ability, you must wait 1d4 rounds before you can use it again.
Transmutation: Your armor is transformed to a special material of your choice, such as adamantine, mithril, ironwood, dragon hide, etc. In addition, your armor gains 10 points of hardness and 50 hit points above and beyond that provided by the material, enhancement bonus, etc. It also becomes immune to all acid, corrosion, decay, disintegration, and rust effects (though you still damaged and affected normally by these effects). Any armor spikes may similarly be transformed to a material of your choice (adamantine, cold iron, silver, etc) and gain the same hardness, hit point, and immunities.
Underwater Adaptation: Your armor is adapted to underwater travel. You no longer need to breath, and are not effected by the negative effects of spells and environments based on having to breath. (Thus you would not be effected by poison gas or Stinking Cloud, though you would still be effected by Solid Fog or Obscuring Mist). You gain a Swim speed equal to your base land or Fly speed (whichever is higher), and may take 10 on all Swim checks, even while threatened or rushed. Your armor’s weight is no longer included into any calculation that would effect buoyancy. However, your Armor Check Penalty (if any) still applies to Swim checks.
Armor Transcendence: When you are wearing your armor, you transcend your mortal form and take on many of the characteristics of a construct. You gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage. You maintain all of the other features of living beings – you still count as the same type of creature, still have a Con score, can be resurrected, are still effected by mind affecting effects, etc.