1. - Top - End - #140
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    This is a combination of the Rogue Titan, Pilot, Evolutionist and both the 3.5e and PF barbarian.

    I haven’t finished the Personal Chassis section, please give any ideas you have, especially for linking it with more gramarie material.

    The Autopilot
    Spoiler
    Show
    "I still don’t get what is creepy about telling you guys to get inside me."

    Autopilots were originally created as living weapons by the Xendrik in secret, but soon spies traded this knowledge to the other races. This combined with the fact that autopilot capabilities are sometimes passed onto children has lead to a fair amount of non-military autopilots.

    Most autopilots aren't even aware of their supernatural power to generate a chassis around themselves, leading to dangerous results when it first manifests.

    Game Rule Information
    Alignment: Any
    Hit Die: d12
    Skill Points at each Level: 6 + Int modifier

    Class Skills: The autopilot’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

    The Autopilot
    {table=head]Level|BAB|Fort|Ref|Will|Special|Mutations

    1st|+1|+2|+0|+0|Chassis Rage, Monster in Mortal Clothing, Repair Mode|0

    2nd|+2|+3|+0|+0|Puissance Battery, Uncanny Dodge|3

    3rd|+3|+3|+1|+1|Determinator (Will)|6

    4th|+4|+4|+1|+1|Personalized Chassis I|9

    5th|+5|+4|+1|+1|Improved Uncanny Dodge|12

    6th|+6/+1|+5|+2|+2|Hardness|15

    7th|+7/+2|+5|+2|+2|Fast Healing|18

    8th|+8/+3|+6|+2|+2|Improved Puissance Battery, Personalized Chassis II|21

    9th|+9/+4|+6|+3|+3|Determinator (Defenses)|24

    10th|+10/+5|+7|+3|+3|Copilot|27

    11th|+11/+6/+1|+7|+3|+3|Restored Flesh|30

    12th|+12/+7/+2|+8|+4|+4|Personalized Chassis III|33

    13th|+13/+8/+3|+8|+4|+4|Eldritch Focus|36

    14th|+14/+9/+4|+9|+4|+4|Energy within the Flesh|39

    15th|+15/+10/+5|+9|+5|+5|Determinator (HP)|42

    16th|+16/+11/+6/+1|+10|+5|+5|Personalized Chassis IV|45

    17th|+17/+12/+7/+2|+10|+5|+5|Tireless Transformation|48

    18th|+18/+13/+8/+3|+11|+6|+6|Mastered Puissance Battery|51

    19th|+19/+14/+9/+4|+11|+6|+6| |54

    20th|+20/+15/+10/+5|+12|+6|+6|Personalized Chassis V, True Monster|57
    [/table]

    All of the following are class features of the Autopilot.

    Weapon and Armour Proficiencies: Autopilots are proficient with all simple, improvised, and natural weapons. They are proficient with all light armour.

    Chassis Rage (Su): You can use the primal urges in your flesh to create yourself an avatar of destruction from biostructure as a standard action. Whenever you are dealt damage you must make a will save (DC 10) or enter chassis rage.

    After the activation of the ability, the flesh and bone grows out from the Autopilot, increasing his size one step, gaining a +2 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC.

    If insufficient room is available for the desired growth, the Autopilot attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

    You can remain in Chassis Form without difficultly for a number of rounds equal to your class level, at this end of this time you must make a will save to maintain it (DC 5 per previous will save), though when making this will save you may also add your autopilot level. If you succeed, you remain in chassis form for a number of rounds equal to your class level, at the end of which you must make another save. If you fail, you exit chassis form. You may exit your chassis form early as a full-round action.

    After a Chassis Rage, the Autopilot is Fatigued for a number of rounds equal to the number of rounds he was in Chassis Rage for. An Autopilot cannot enter a new chassis rage while fatigued or exhausted but can otherwise enter chassis rage multiple times during a single encounter or combat.

    If an autopilot falls unconscious while raging, his chassis rage doesn't end.

    Monster in Mortal Clothing (Ex): Your biostructurally tainted nature gives you the traits of abominations. You regain triple the amount of hit points from natural healing, Heal checks, and Heal check based ability than you otherwise would. In addition, you can be healed with the Craft skill as an object.

    Repair Mode (Su): As a full-round action, you can enter an alternate method of chassis rage. Repair mode functions as normal except the autopilot can't take any actions aside from a full-round action to leave chassis form, and the chassis rage lasts till the Autopilot chooses for it to end.

    In addition others may modify it by preparing principles on it, attaching grafts, or anything similar. If they try to change your chassis form in a way that you do not want, you may make opposed will saves against the person modifying your avatar to resist said change. When you leave repair mode these modifications are set to your chassis form, meaning that they disappear when you are in your natural form but reactivate whenever you enter chassis rage or repair mode.

    Mutations: At every level past first, the Autopilot can select three mutations that his Chassis Rage form meets the prerequisites of. The autopilot gains those mutations, but only when in chassis rage. The autopilot has a mutator level equal to one less than his class level.

    Mutations can be found here.

    Puissance Battery(Su): An autopilot can function as a battery for Puissance, and can store a number of ebbs inside it's body up to half it's class level indefinitely. At 8th and 18th level, this amount of storage doubles.

    Uncanny Dodge (Ex): At 2nd level, an Autopilot gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An Autopilot with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    If an Autopilot already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead

    Determinator (Ex): A third level Autopilot is an monster that runs on instinct rather than insight, but despite this they are determined strong willed individuals. An autopilot may use their charisma modifier to determine their will save rather than wisdom.

    At ninth level, this determination improves further, gaining a morale bonus to all saves and his armour class equal to his charisma modifier.

    At fifteenth level, an autopilots determination is powerful enough to keep him alive when others would have fallen, granting him temporary hit points equal to his charisma score, which are restored at the start of each day and whenever he enters chassis rage.

    Personalized Chassis: At fourth level and every four levels thereafter, the Autopilot can pick a benefit from a Personalized Chassis, as long as it’s level is equal to or lower than the personalized chassis stage you are and you meet it’s prerequisites. These are identical to Teratomorphs, except it has additional options.

    Improved Uncanny Dodge (Ex): At 5th level and higher, an Autopilot can no longer be flanked. This defence denies a rogue the ability to sneak attack the autopilot by flanking him, unless the attacker has at least four more rogue levels than the target has autopilot levels.

    If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Hardness: Being able to manipulate the biostructure that forms their body, at 6th level the autopilot gains hardness as if an object. His hardness is equal to half of his class level.

    Fast Healing (Su): You have learnt how to produce biostructure in small amounts to restore your body. At seventh level, an Autopilot gains Fast Healing equal to half your hardness (rounded down). This stacks with any other form of fast healing.

    Copilot (Su): Slowly over time programming starts to bleed into your mind as you transform more and more until it becomes something similar to a primitive eldritch intelligence. Upon reaching 10th level, the quasi intelligence sealed inside your flesh awakens. This copilot has 10 in each of the mental stats, though no other statistics. An autopilot and his copilot can communicate with each other telepathically.

    Having this copilot allows you to direct ebbs to or from your puissance battery to any one gramaric device incorporated into your body as an attack action.

    Restored Flesh: You can create a giant body from biostructure, so why can’t you grow your legs back as well. At eleventh level, whenever you enter or leave Chassis Rage you regrow any limbs or body parts you have lost (such as bitten of legs or eyes which were cut out).

    Eldritch Focus (Su): With some time, you learn how to use the voice in your head to improve your capabilities. At 13th level, any round where you don't use the copilot to direct ebbs you gain one of the following. The benefit gained can be changed as a move-action, otherwise the selected ability remains indefinitely.

    Databank: You gain an insight bonus to knowledge checks equal to half your level.
    Hazard Detection: You immediately detect any volatile substances that you can sense. In regards to this ability, a volatile substance is anything that easy explode or ignite (such as oil or alchemist fire), or would deal a form of energy damage if you came in contact with it (such as acid).
    Maneuver Prediction: As free action, you don't provoke an attack of opportunity when you otherwise would. You can make this free action a number of times per round equal to your dexterity modifier (minimum 1).
    Targeting Assistance: You gain an insight bonus to attack rolls equal to half your class level.

    Energy within the Flesh (Ex): At 14th level, after resting for at least 8 hours the autopilot automatically possesses at least half his class level in ebbs within his Puissance Battery. If there already would be more than that amount then he doesn't gain any additional ebbs.

    Tireless Transformation: An autopilot of seventeenth level isn't anywhere near as tired from transformations as they normally would, only being fatigued for a number of rounds equal to a tenth of the rounds you were in chassis form.

    True Monster (Ex): Upon reaching 20th level, you become a true monster. By default you are in chassis form, with the self-inflicted wounds and limited duration instead turning you into your “natural” non-chassis form.

    Personal Chassis’s Additional Teratomorphs
    Spoiler
    Show
    Personal Chassis 1
    • Cockpit: Your internal body structure warps and shifts to allow for someone to enter and manipulate your body. This acts as the cockpit described in the Artificial Fleshshape discovery, except that you do not lose your intelligence score, and the DC to control your body is removed unless you are resisting the command of the pilot. If you are resisting the control of your pilot the DC for them piloting you that round changes to your Will Save modifier + 10.
    • Enduring Autonomy 1: You can use Enduring Autonomy 1 as a full-round action. For the next ten minutes, you repeat your actions from last round. For the purposes of your Chassis Rage duration these 10 minutes count as one round.


    Personal Chassis 2
    • Grafts 2: Select two level two or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
    • Metallic Mimicry 1: Select a planetary metal (including crystal, ice, and wood). For the purpose of principles and similar effects, your body counts as that material while in your chassis form. You may take this Personal Chassis multiple times, each time selecting a new metal.


    Personal Chassis 3
    • Enduring Autonomy 2: You can use Enduring Autonomy 2 as a full-round action. For the next hour, you repeat your actions from last round. For the purposes of your Chassis Rage duration this hour counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 1, though this personalized chassis doesn't replace it.
    • Grove Manipulation: If a geoccultism principle is prepared upon you while inside your grove and in repair mode, you may force it affect the grove rather than having a standard bubble size and the effect can continue to function with you moving as long as you remain within the grove. If more than 50% of your body leaves the grove at any time, the pole counts as being destroyed and it's effects are undone. To select this personal chassis, you must have the Grove mutation.
    • Size Increase II (Requires Size Increase I): This personal chassis works exactly like size increase I and stacks with it. This replaces the normal location of size increase II.


    Personal Chassis 4
    • Metallic Mimicry 2: Select an ascended planetary metal (including deep crystal and darkwood). Your body counts as that material while in your chassis form. To take this personal chassis you must have Metallic Mimicry 1.
    • Size Increase III (Requires Size Increase II): This personal chassis works exactly like size increase I and stacks with it. This replaces the normal location of size increase III.


    Personal Chassis 5
    • Enduring Autonomy 3: You can use Enduring Autonomy 3 as a full-round action. For the next day, you repeat your actions from last round. For the purposes of your Chassis Rage duration this day counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 2, though this personalized chassis doesn't replace it.
    • Size Increase IV (Requires Size Increase III): This personal chassis works exactly like size increase I and stacks with it.

    Last edited by Milo v3; 2014-01-31 at 05:13 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png