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  1. - Top - End - #1
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    Default The Mechanical warrior [PF;WIP;PEACH]

    This is a PF base class, which is kinda done. Kinda, like the Sorcerer if only half his spells had been come up with. Feel (more than) free to invent new systems, and I'll work them in if they make sense.

    Here goes...


    Mechanical Warrior by Maquise.

    "...I have come... to destroy you...... and you... shall not get the chance... of a second life... as I did..."
    -Solion Ezekiel Luminor, the first Mechanical warrior.


    The Mechanical Warrior

    Alignment: Any
    Starting age: Simple
    Hit Die: D8
    Starting Wealth: 2d6*5 gp. (Average 35 gp). Unlike other classes, the Mechanical Warrior does not start play with a free outfit.
    Class skills: The Mechanical Warrior’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skill ranks per level: 4 + Int modifier

    The Mechanical Warrior Systems
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +0
    Mechanical Body, Systems
    2nd
    +1
    +3
    +0
    +0
    3rd
    +2
    +3
    +1
    +1
    4th
    +3
    +4
    +1
    +1
    Serial System +1
    5th
    +3
    +4
    +1
    +1
    6th
    +4
    +5
    +2
    +2
    Greater Power Storage +1
    7th
    +5
    +5
    +2
    +2
    8th
    +6/1
    +6
    +2
    +2
    Serial System +2
    9th
    +6/1
    +6
    +3
    +3
    Greater Power Storage +2
    10th
    +7/2
    +7
    +3
    +3
    11th
    +8/3
    +7
    +3
    +3
    12th
    +9/4
    +8
    +4
    +4
    Serial System +3, Greater Power Storage +3
    13th
    +9/4
    +8
    +4
    +4
    14th
    +10/5
    +9
    +4
    +4
    15th
    +11/6/1
    +9
    +5
    +5
    Greater Power Storage +4
    16th
    +12/7/2
    +10
    +5
    +5
    Serial System +4
    17th
    +12/7/2
    +10
    +5
    +5
    18th
    +13/8/3
    +11
    +6
    +6
    Greater Power Storage +5
    19th
    +14/9/4
    +11
    +6
    +6
    20th
    +15/10/5
    +12
    +6
    +6
    Serial System +5, Quickened System
    Level Left Arm Right Arm Body Legs Back Head Left Shoulder Right Shoulder Other
    1st 1 1 0 0 0 0 0 0 0
    2nd 1 1 1 1 0 0 0 0 0
    3rd 1 1 1 1 1 1 0 0 0
    4th 1 1 1 1 1 1 1 1 0
    5th 1 1 1 1 1 1 1 1 1
    6th 2 2 1 1 1 1 1 1 1
    7th 2 2 2 2 1 1 1 1 1
    8th 2 2 2 2 2 2 1 1 1
    9th 2 2 2 2 2 2 2 2 1
    10th 2 2 2 2 2 2 2 2 2
    11th 3 3 2 2 2 2 2 2 2
    12th 3 3 3 3 2 2 2 2 2
    13th 3 3 3 3 3 3 2 2 2
    14th 3 3 3 3 3 3 3 3 2
    15th 3 3 3 3 3 3 3 3 3
    16th 4 4 3 3 3 3 3 3 3
    17th 4 4 4 4 3 3 3 3 3
    18th 4 4 4 4 4 4 3 3 3
    19th 4 4 4 4 4 4 4 4 3
    20th 4 4 4 4 4 4 4 4 4
    Class features:

    Weapon and armour proficiency: The Mechanical Warrior contains all of his own weapons and armour, and is not proficient in any except those granted through class features.

    Mechanical Body: The Mechanical Warrior's body is partially replaced with machine-like components. The Mechanical Warrior's unarmed strikes deal lethal damage as a gauntlet. He gains a +4 armour bonus to AC, but cannot cast any spells, channel any powers, invoke any invocations, name any true names or use any other such magical or psionic abilities, with the exception of spell-like or psi-like abilities granted from races or templates, which function as normal. Manouevres may be used as normal.

    The Mechanical Warrior is immune to some effects as though he were a construct, though his type does not change.

    Note that the Mechanical Body counts as a set of medium metal armour for the purposes of spells such as shocking grasp or multiclassing druids.

    If Mechanical Warrior is not chosen at first level, it costs 100 gp to create the mechanical body. A character placed in a mechanical body regains all hitpoints and loses any conditions which a construct is immune to, and any associated with low hitpoints (such as dying) with the exception that a dead character cannot lose the dead condition through this method. If a character is placed within a mechanical body, they gain all benefits of this class feature even though they do not have any mechanical warrior levels, however they are not used to the machine and aquire a -4 ACP until they take Mechanical Warrior levels, which they must do at the next opportunity.

    A mechanical body weighs as much as an appropriately sized full plate. Similarly, it must be fitted for an individual.

    Systems: A Mechanical Warrior gains a number of systems to place on certain locations on his body. Table: Systems shows how many systems may be placed on each location on the Mechanical Warrior's body, and also what level these systems have attained. For example, a first level Mechanical Warrior has a single right arm system, which uses its first level effect. When he reaches sixth level, the system will use its second level effect, and he will obtain another second level system for use with his right arm.

    Systems are either passive, or active. Passive systems might alter movement speed or attack damage and do not require a separate action, while active systems grant an additional ability and do require an action. This action may be anything from free to full-round, but only one active system may be used per round.

    Systems will also be either (ex), (su) or (pw). Powered abilities, marked (pw), function as (ex) abilities with the exception that they cannot be used more than three times without recharging as a swift action - for example, a full-round action consisting of two attacks uses two "charges". They may not recharge under circumstances which disallow (su) abilities, such as antimagic field. If a passive ability which does not affect an action is (pw), it lasts only three full rounds under such circumstances, but like others can freely recharge.

    Extraordinary systems with charges/day only regain thier charges after 8 hours continued sleep in an area which allows (su) abilities.

    Design note:
    Spoiler
    Show
    Why have a new type of ability? Surely, this shouldn't come up at all? You're not going to use the same ability three times in the same antimagic field, are you? Well, not if you're being sensible. The reason for (pw) abilities was to stop this powerful, potentially ranged damage dealer and an allied wizard with an antimagic field waltzing into the lair of ten spellcasters with a few levels each on you, and completely smashing them because they can't hurt you.

    In normal play, it shouldn't matter, no. But it also makes some level of sense - these things are drawing ambient magic into their systems and making them into non-magical solid objects. Unless you'd rather have to pay for those ballista bolts and small rockets?


    Serial system: At 4th level, and every 4th level thereafter, an additional active system may be used each round. This does not, however, allow the same system to be used twice.

    Greater Power Storage: At 6th level, and every 3rd level thereafter, the mechanical warrior can use his (pw) abilities once more before needing to recharge.

    Quickened System: At 20th level, active systems take less time to activate: Those which require full-round actions become standard; those which are standard actions become move actions; move actions become swift actions; and swift actions become immediate actions. Systems which require immediate or free actions do not change. Note that this does not speed up actions associated with your passive abilities, so a full-round attack action still uses a full-round action.
    Last edited by Jormengand; 2014-07-01 at 01:31 PM.

  2. - Top - End - #2
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    Default Systems

    All arm systems can be hidden at will as a free action, giving a +20 to Sleight of Hand checks to hide them on your person. While hidden, they cannot be used but do not take up the hand. Only one left and one right arm system may be unhidden at once.

    Weapon systems cannot be used in two hands.


    Right Arm


    Buzzsaw (Pw)


    On command, a small whirring disk pops out of a compartment on the Mechanical Warrior's wrist. Unwieldy though it is, it finds itself more at home whem used to cut open locks, or damage walls or even weapons.


    The buzzsaw is an active system requiring a full round action, or a passive system granting a bonus to sunder attempts. When activated, it creates a buzzing sound which can be heard up to 30 feet away; this increases to 120 feet when it is actively cutting. It is too unwieldy to be used as a weapon directly.

    System Level Effect
    1 The buzzsaw can be used to damage an immobile object - includng a lock, wall or manacles - as a full-round action. It deals 2d6 damage each round and ignores up to 20 hardness. It will only ever make a Fine-size incision: enough to remove a lock or manacles but not to damage a wall or door appreciably. It provides a +2 bonus on sunder checks against weapons only.
    2 The buzzsaw now deals 3d6 damage, ignoring up to 30 hardness. It can make a tiny-size laceration which will destroy furnature or doors, but not large walls. It provides a +4 bonus on sunder checks against weapons or armour.
    3 The buzzsaw deals 4d6 damage and ignores up to 40 hardness. It can make a large-size hole which will damage a wall enough to climb through it, or destroy even a large gate. It provides a +6 bonus on sunder checks.
    4 The buzzsaw deals 6d6 damage and ignores up to 60 hardness. It can make a gap of any size in any substance to which it can deal damage, and provides a +10 bonus on sunder checks.


    Heavy Blade (Ex)


    This takes the form of anything from a decent sword to a great blade capable of cleaving a creature in half. It appears out of a sheath just above the knuckles, provoking a fairly unorthodox but no less deadly fighting style.

    The Heavy Blade is always a one-handed (not light) melee weapon which can never be disarmed. If sundered, it can regenerate fully as a full-round, supernatural action at any time. The Mechanical Warrior is always proficient in it, regardless of his proficiency or otherwise with the relevant weapon. It is a passive system granting a bonus to attacks.

    System Level Effect
    1 The Heavy Blade takes the form of an appropriately sized nonmagical longsword, and gains all the benefits thereof.
    2 The Heavy Blade is now a +2 bastard sword of the correct size. Part of the enhancement bonus may be exchanged for appropriate weapon properties.
    3 The Heavy Blade is treated as a +4 greatsword of the right size, save that it remains a one-handed weapon. Part of the enhancement bonus may be exchanged for appropriate weapon properties.
    4 As 3, except that the enhancement is +6 and the greatsword deals damage as though it were made for a creature one size category larger, although no other effects of it being so take place.

    On weapon, armour and shield systems.

    Spoiler
    Show
    Of course, any magical properties of a weapon do not function in any location in which they would not normally - although the weapon continues to function as a weapon of its type.

    Also, you can't take dancing weapons. Don't be stupid.

    Next, you never get armour check penalty or arcane spell failure, nor any movement speed penalty. Because the weapons are part of you, they don't count as weighing anything for your purposes, but if someone or a Floating Disk is trying to lift you then they do, if they have a weapon/shield/armour/whatever type specified.[

    Finally, all weapons systems can be taken multiple times, but must be on a different, correct arm. This is partly for the benefit of light blades, and partly for the benefit of mech-arms.


    Heavy Bludgeon (Ex):


    Anything from a small rod to a great bludgeon emerges from a compartment under the wrist.


    The Heavy Bludgeon acts exactly as the Heavy Blade, save that the weapon progression is club, warhammer, earth breaker, and then an earth breaker of one greater size category than normal.

    Bolt Thrower (Pw):


    A bolt whistles out of a small hole at the side of the armour's hand.


    The Bolt Thrower works similarly to the Heavy Blade, but the progression is hand crossbow, light crossbow, heavy crossbow and light ballista, all treated as one-handed weapons and reloading freely. Ammunition is unneccesary, and represented entirely by the denotion as Powered. Ammunition cannot be placed within the Bolt Thrower even if it is in a situation to run out.

    The Bolt Thrower needn't be taken out, and is always concealed. Another weapon can be held at the same time, but not used as part of the same action.

    Left arm


    Arm Shield (Ex):


    A small disk on the back of the hand increases in size to protect the body.


    This works strangely similarly to the Heavy Blade and its cousins, save that it produces a shield rather than a weapon. The shield produced grants a shield bonus to AC equal to its level, and the normal enhancement bonus (0/2/4/6)

    Grappling Hand (Pw):


    A second gauntlet over the original one can be released to shoot off and grab an object, before returning with it in hand.

    The Grappling Hand is an active system which launches a "Second gauntlet" to grab an item and return it to the hand with a standard action.

    System Level Effect
    1 The grappling hand can go a maximum of 30 feet, and can lift 30 pounds. It gains a +2 bonus to Sleight of Hand, Disarm and Grapple checks.
    2 The grappling hand can go a maximum of 60 feet, and can lift 60 pounds. It gains a +4 bonus to Sleight of Hand, Disarm and Grapple checks.
    3 The grappling hand can go a maximum of 90 feet, and can lift 90 pounds. It gains a +6 bonus to Sleight of Hand, Disarm and Grapple checks.
    4 The grappling hand can go a maximum of 120 feet, and can lift 120 pounds. It gains a +8 bonus to Sleight of Hand, Disarm and Grapple checks.

    Shock-prod (Pw):

    This small metal baton is capable of administering a sharp shock.


    System Level Effect
    1 The Shock-prod can be used actively as a standard action to deal 1d6 lightning damage to 1 target within 30 feet of you. Alternatively, it can be used to grant a +2 to handle animal checks.
    2 The Shock-prod can be used actively as a standard action to deal 2d6 lightning damage to 2 targets, both within 60 feet of you and 20 feet of each other. Alternatively, it can be used to grant a +4 to handle animal checks.
    3 The Shock-prod can be used actively as a standard action to deal 3d6 lightning damage to 3 targets, all within 90 feet of you and 30 feet of each other. Alternatively, it can be used to grant a +6 to handle animal checks.
    4 The Shock-prod can be used actively as a standard action to deal 4d6 lightning damage to 4 targets, all within 120 feet of you and 40 feet of each other. Alternatively, it can be used to grant a +8 to handle animal checks.


    Either-Hand Systems

    Light Blade (Ex):


    Like the Heavy Blade, this is a small bladed weapon which fits atop the knuckle.


    The Light Blade works exactly as the Heavy Blade, except that the weapons progress from dagger to short sword to rapier, all appropriately sized except that the 4th-level rapier is one category higher, but all of them still count as a light weapon.

    Chanelling Wires (Su):

    These wires allow the chanelling of some kind of magical or psionic power.

    This is a passive system. When you take the chanelling wires, choose a type of spellcasting or similar (Arcane, Divine, Psionic, etc.)


    System Level Effect
    1 This type of casting may now be used.
    2 You gain +1 level of spell progression exactly as though you had levels in a prestige class which granted this.
    3 You gain +2 levels of spell progression exactly as though you had levels in a prestige class which granted this.
    4 You gain +3 levels of spell progression exactly as though you had levels in a prestige class which granted this.

    Note that touch spells and somatic components may only be fulfilled with the relevant hand. You needn't take the wires out as with any other arm system, but your hand must be free as normal.

    SPECIAL: Multiple channelling wires may be taken. They do not stack; each affects a different form of magic.

    Body

    Body systems generally provide intrinsic benefits to your durability and defences.

    Reinforced Armour Plates (Ex):

    A stronger substance is used to make the armour plates, or they are simply thicker.

    This is a passive system.


    System Level Effect.
    1 The Mechanical Warrior gains a +1 bonus to AC and DR 2/-
    2 The Mechanical Warrior gains a +2 bonus to AC and DR 4/-
    3 The Mechanical Warrior gains a +3 bonus to AC and DR 6/-
    4 The Mechanical Warrior gains a +4 bonus to AC and DR 8/-

    Antimagic Crystals (Su):

    Crystaline forms embedded in the armour provide minor defence against magic.


    This is a passive system. The Mechanical Warrior gains spell resistance equal to 5, plus his Mechanical Warrior class levels. He gains +1 to all saves against spells per system level.

    Mantle of Great Fortitude (Su):

    This heavily-wrought armour plating allows for greater tenacity. The magic may also help.


    This is a passive system.
    System Level Effect
    1 The Mechanical Warrior gains +1 to all fortitude saves.
    2 The Mechanical Warrior gains +2 to all fortitude saves.
    3 The Mechanical Warrior gains +3 to all fortitude saves.
    4 The Mechanical Warrior gains +4 to all fortitude saves.

    Solion's Wrathful Cage (Su):

    This armour's first wearer greatly disliked being attacked, so he had the maker build a second, more volatile set of armour to make sure that this was a bad idea.


    This is an active system. Once per day, as an immediate action, the wearer may make the second armour layer explode, dealing fire damage based on the system level to nearby enemies. A reflex save (DC 10 + constitution modifier + 1/2 Mechanical Warrior level) allows for half damage.

    System Level Effect
    1 1d6 to those within 5 ft
    2 3d6 within 10 ft
    3 5d6 within 15 ft
    4 7d6 within 20 ft


    The blast can be "contained" to affect a smaller area than normal, if you so wish. The Mechanical Warrior never takes damage from using this ability.

    Spiked Carapace (Ex):


    The spines and hooks on this armour make approaching too close a dangerous idea.


    The mechanical warrior is counted as using armour spikes. The damage die for these improves a single step for each system level beyond the first.

    Runed Carapace (Su):


    This armour has several small runes on it which have a tendency to go boom at the least appropriate moments... for the enemy, that is.


    There are 3 runes on the carapace, plus 3 per system level. When damage is dealt to the Mechanical Warrior, one of the runes may retaliate as an immediate action. The rune uses up all its power to deal 1 damage per Mechanical Warrior level, plus 2d6 damage per system level after the first, to whoever caused the Mechanical Warrior to take damage. The runes recover all their power after 8 hours of sleep.

    The Mechanical Warrior must be able to see or hear the attacker or the attack, or at least locate the vague direction from which he was attacked.

    Chameleon plating


    We're subtly ignoring the fact that the colour change is more like a manta ray than a chameleon.


    System Level Effect
    1 The Mechanical Warrior gets +3 to hide and disguise checks.
    2 The Mechanical Warrior gets +6 to hide and disguise checks.
    3 The Mechanical Warrior gets +10 to hide and disguise checks.
    4 The Mechanical Warrior gets +10 to hide and disguise checks and Hide in Plain Sight.

    Legs

    Feet of Fury (Ex)


    The Mechanical Warrior's legs move faster and more controlledly.
    [/td]

    System Level Effect
    1 The Mechanical warrior gains +10 to his base land speed, and +2 to checks made to jump.
    2 The Mechanical warrior gains +20 to his base land speed, and +4 to checks made to jump.
    3 The Mechanical warrior gains +30 to his base land speed, and +6 to checks made to jump.
    4 The Mechanical warrior gains +40 to his base land speed, and +8 to checks made to jump.

    Grip Pads (Ex)


    These suction pads allow for walking on steep or slippery surfaces.


    System Level Effect
    1 The Mechanical Warrior gains a +5 to checks made to prevent his feet slipping, and he can walk on ice or wet surfaces, but not snow, without any penalty
    2 The Mechanical Warrior gains a +10 to checks made to prevent his feet slipping, and can climb a surface of up to 60 degrees without penalty.
    3 The Mechanical Warrior gains a +15 to checks made to prevent his feet slipping, and can climb a surface of up to 90 degrees without penalty.
    4 The Mechanical Warrior gains a +20 to checks made to prevent his feet slipping, and can climb any slope as though it were flat, allowing him to walk upside-down for a number of rounds equal to twice his CON modifier.

    Rocket Feet (Su)

    With a burst of flame, the Mechanical Warrior jumps an honestly ridiculous distance.


    System Level Effect
    1 The Mechanical Warrior can use the rockets on his feet once per day to gain +20 to checks made to jump, and +50 feet to his jump distance.
    2 The Mechanical Warrior can use the rockets on his feet twice per day to gain +40 to checks made to jump, and +100 feet to his jump distance.
    3 The Mechanical Warrior can use the rockets on his feet thrice per day to gain +60 to checks made to jump, and +150 feet to his jump distance.
    4 The Mechanical Warrior can use the rockets on his feet four times per day to gain +80 to checks made to jump, and +200 feet to his jump distance.


    Legs of Incredible Reflexes (Su)


    This pair of legs is always ready to jump you out of danger. Okay, sometimes at least. Maybe.


    System Level Effect
    1 The Mechanical Warrior gains +1 to reflex saves.
    2 The Mechanical Warrior gains +2 to reflex saves.
    3 The Mechanical Warrior gains +3 to reflex saves.
    4 The Mechanical Warrior gains +4 to reflex saves.

    Sea legs (Ex)

    No, these are NOT just legs with flippers on! Well, they're special flippers. You can't deny that they're better than normal flippers!


    System Level Effect
    1 The Mechanical Warrior gains 5 ft to his swim speed and a +3 to swim checks.
    2 The Mechanical Warrior gains 10 ft to his swim speed and a +6 to swim checks.
    3 The Mechanical Warrior gains 15 ft to his swim speed and a +9 to swim checks.
    4 The Mechanical Warrior gains 20 ft to his swim speed and a +12 to swim checks.

    Padded Feet (Ex)

    Sneaky sneaky feet. They're VERY sneaky. They also come with bits that let you move your leg more sneakily


    System Level Effect
    1 The mechanical warrior gets +5 to stealth checks
    2 The mechanical warrior gets +10 to stealth checks
    3 The mechanical warrior gets +15 to stealth checks
    4 The mechanical warrior gets +20 to stealth checks.
    Last edited by Jormengand; 2014-07-01 at 01:43 PM.

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    Default Re: The Mechanical warrior [PF;WIP]

    Back:

    Rocket Pack (Su)

    This contraption allows the Mechanical Warrior to fly at great speeds... or headbutt someone really hard.

    The Mechanical Warrior may use the Rocket Pack to fly:

    1: With a speed of 80 feet and clumsy manouevrability for 1 round/day.
    2: With a speed of 160 feet and poor manoeuvrability for 2 rounds/day.
    3: With a speed of 240 feet and average manoeuvrability for 3 rounds/day.
    4: With a speed of 320 feet and good manoeuvrability for 4 rounds/day.

    If the Mechanical Warrior impacts an enemy while flying like this, he may bull rush them with a bonus of +5 per system level, or deal damage as though he had fallen half the full distance that his move has taken him onto the enemy. He ignores 25% of this falling damage per system level, as he gains more and more control over the impact. He always counts as having deliberately fallen onto a yielding surface and made his acrobatics check.

    But... Feather fall! Slow fall!
    Spoiler
    Show
    No. Thie fall is taken as though you have no spells on you, can't use monk abilities, and so on. I mean, the point is that you're using the force of the impact to hurt them, damn it!


    Wings (Pw):

    A pair of mechanical wings - at LEAST as good as the real thing!

    The Mechancial Warrior has wings and can fly. His manouevrability and speed are as follows:

    1: Poor, 30 ft
    2: Average, 45 ft
    3: Good, 60 ft
    4: Perfect, 75 ft

    The system cannot recharge while he is actively flying, so he must deliberately fall for a round or land to recharge.

    Back Armour Plate (Ex):

    Another piece of armour - great for stopping those pesky rogues!

    1: The Mechanical Warrior gains the Uncanny Dodge ability, as the Rogue ability of the same name.
    2: The Mechanical Warrior gains the Improved Uncanny Dodge ability.
    3: The Mechanical Warrior is immune to precision damage.
    4: The Mechanical Warrior cannot be attacked by invisible creatures without revealing the attacker.

    Head:

    Eyes of seeing (Su)

    These eyes allow the Mechanical Warrior to see more than some may wish...

    1: The Mechanical Warrior has low-light vision.
    2: The Mechanical Warrior also has darkvision up to 30 feet.
    3: Darkvision becomes 60 feet, and the Mechanical Warrior always gains the effects of Detect Magic and See Invisibility.
    4: The Mechanical Warrior has unlimited darkvision, and always gains the effects of True Seeing.

    Spiked cap (Ex)

    Why would you use your arms and legs for fighting when you can use your HEAD?

    The Mechanical Warrior may headbutt an enemy as a full-round action, dealing 2d6 damage, plus 1.5*the Mechanical Warrior's Strength, per system level. This requires a successful melee attack roll. This damage is also applied if the mechanical warrior chooses to damage an enemy with a rocket pack.

    Is using the spiked cap an attack action?
    Spoiler
    Show
    No, and thus you cannot use Quickened System, turn the headbutting back into a full-round attack action, and deal 32d6 damage plus 24 times your strength modifier. Because even at level 20, that would be silly.


    Casque of indomitable will (Su):

    This'll make sure your thoughts stay your own. Or at least, a bit less unsure.

    The Mechanical Warrior gains +1 to will saves per system level.

    Target Lock (Ex)

    Good for locating the vital bits.

    The Mechanical Warrior gains the Sneak attack ability of the Rogue, using his Mechanical Warrior level as his effective Rogue level if necessary, but it progresses based on system level:
    {table=head]System Level|Effect
    1|1d6
    2|3d6
    3|5d6
    4|7d6[/table]

    This does stack with the sneak attack ability of the Rogue and similar classes.

    Right Shoulder

    Zephyrus' Flaming Arrow (Ex):

    Not so much an arrow as a giant missile strapped to the shoulder, this strange piece of equipment still functions just as well. We in the trade don't like to claim we're better than anyone else.

    The missile can only be fired once a day per system level. It is an active system with an effect similar to the Fireball spell, with the exception that it is (Ex) and functions in an anti-magic field, that the reflex save DC is 10+dex+1/2 Mechanical Warrior level and that its area of effect and damage vary by system level as follows:

    1: 3d6 damage, 15 ft radius.
    2: 7d6 damage, 30 ft radius.
    3: 11d6 damage, 45 ft radius.
    4: 15d6 damage, 60 ft radius.

    The blast can be "contained" to affect a smaller area than normal.

    Left shoulder:

    Command Capacitator: (Ex)

    The Command Capacitator allows one more active system to be used per round, per system level.

    Distortion engine (Su)

    This piece of equipment allows the Mechanical Warrior to strike unseen. Or at least only PARTIALLY seen...

    1: The Mechanical Warrior has 5% concealment from all directions per 5 feet away he is being attacked from.
    2: The Mechanical Warrior has 10% concealment from all directions per 5 feet away he is being attacked from, and gains a +2 to all attack rolls.
    3: The Mechanical Warrior has total concealment from all directions against attacks which originate from further away than the square next to him, and gains +4 to all attack rolls.
    4: The Mechanical Warrior is invisible, and gains a +6 to all attack rolls.

    Either Shoulder:

    Bubbler (Su)

    This creates a very big bubble. Brilliant at parties! Or, y'know, if you can't breathe.

    The Bubbler can be used to create a 10 ft radius bubble around the Mechancial Warrior, which is normal, breathable air, at will. The bubble is only visible in environments in which air is visible.

    1: Allies near the Mechanical Warrior can breathe underwater.
    2: Allies near the Mechanical Warrior gain +5 to their Fortitude save against inhaled poisons, or any save against things which are breathed in.
    3: Allies near the Mechanical Warrior are immune to inhaled poisons, and anything else which must be breathed in to harm them.
    4: The bubble is strong enough to push earth out of the Mechanical Warrior's way if he is trapped underground, or bull rush everyone else inside the bubble out of it with a CMB of 20 as a standard action.

    Mech-arm (Pw)

    Originally designed to fix things, who knows what its use will now become?

    The Mech-arm is an additional arm. All of its relevant ability scores are treated as 10, +2 per system level including the first, but it takes your skill scores. Arm systems may be mounted on it.

    SPECIAL: 2 mech-arms may be taken. One must be on each shoulder.

    Mech-arms, manyhanded weapons and manyweapon fighting:
    Spoiler
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    You can wield a three-handed or four-handed weapon, but take a -10 penalty to attack rolls for each additional hand beyond the second.

    Take the penalties for two-weapon fighting once for each offhand weapon you have. For example, if you have a Heavy Blade in your right hand and your right Mech-Arm, and a Light Blade in your left hand, as well as all the 2-weapon fighting feats, you take a -2 for a light offhand weapon and -4 for a non-light weapon for a total of -6 to all your attack rolls.

    Dual-wielding greatswords is now a thing. Go ahead, waste five feats and two systems on it.


    Other:

    Drone (Pw)

    Rather than looking like an actual construct, this is an awkward-looking floating square with another system loosely strapped under it.

    The Drone is equipped with a free system of its own level. When released, the Drone hovers beside the Mechanical Warrior's head and uses its assigned system as per the Mechanical Warrior's commands. Commanding the Drone is not an action. The Drone's attacks are made with a BAB of 3 per system level and any relevant ability scores are treated as 10, +2 per system level. The Drone is too small, swift and resilient to be targetted meaningfully. It always remains located in the Mechanical Warrior's square, and stays with him even as it loses power.

    If the Drone has a (Pw) system, it uses the same power as the system it holds, so it will use 2 power each round if the system is passive.

    SPECIAL: Drones count as a separate Mechanical Warrior in terms of system limits, and more drones may be taken so long as they do not break these limits.

    SPECIAL: Drones cannot take other drones as systems.

    Inferno Engine (Su)

    Legend has it that there's a god trapped in there. Trust us, no gods were harmed in the making if this system!

    The Inferno Engine grants +2 to the Mechanical Warrior's strength and dexterity per system level.
    Last edited by Jormengand; 2013-07-29 at 09:11 PM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Well, I'm not especially familiar with Pathfinder and it might have been better to have systems for more than just the arms before you opened it up for review; but I'll see what I can do.

    You spelled System Sytstem in your table.

    Your various class features should be bolded so they can be easily spotted.

    The concept is an interesting one, but it doesn't naturally fit into a fantasy setting; so I would suggest some kind of flavor text to try and integrate it.

    I don't see any point in having a recharge system but making it a free action, it should probably be a swift instead and make some of the systems also usable as swifts to give it some action economy.

    It might be a bit overly strong to give access to +3 weapons at level 6 and +6 at level 11; since unless Pathfinder changed the WBL table significently a +3 is 18,000 gold while a level 6 character is only supposed to have 16,000. The same goes for giving a 72,000 gold weapon to someone who's only supposed to have 66,000 gold and to a lesser extent a 200,000 gold weapon to someone with 260,000 gold, since that's still almost doubling their effective WBL. Obviously you don't want to be as bad as the Soulknife, but getting a free magic weapon is its primary class feature and it doesn't get a +3 until level 12 and never gets a +6, let alone a +10. It isn't clear if the warrior is allowed to use the weapon two-handed or not, but if so there would be essentially no reason to use any of the other systems.

    Overall though it looks good, although I'd like to see a wider variety of systems.
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Yeah, that's a point. I should probably hack down the enhancement weapon bonuses to 2 per level after the first.

    The point of the recharge thing was literally to stop you waltzing in behind a wizard with an a-m field before proceeding to whack open the skulls of any nearby wizards/sorcerers/psions/wilders/clerics and so on - you actually have to step out and let them nuke you for a round before continuing. Swift action does now make more sense, I think.

    The way it fits in... I had imagined it being similar to a golem, only a bit more snazzy and it has a real person inside. It was also meant to be a sort of magical life-support machine.

    Formatting, yeah. I should do that. Do you think that the small number of class features is bad? I'm thinking the systems themselves are enough to make up for that.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    I understood the purpose behind the recharge, but if its a free action wouldn't they be able to move out of the field, recharge, then move back in since they would still be taking a move action?

    Systems are probably fine as far as class features are concerned; most classes that have whole subsystems don't get all that many other class features.

    Your idea to make it fit is fine, but it should be in the main entry.
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    Default Re: The Mechanical warrior [PF;WIP]

    So this is interesting. Some use of bold to indicate the start of class features would make this more readable.

    The Mechanical Warrior's body is partially replaced with machine-like components. The Mechanical Warrior's unarmed strikes deal lethal damage as a gauntlet. He gains a +4 armour bonus to AC, but cannot cast any spells, channel any powers, invoke any invocations, name any true names or use any other such magical or psionic abilities, with the exception of spell-like or psi-like abilities, which function as normal.
    This seems unnecessarily restrictive. I can think of fluff-wise why you've done this (something like how more mechanical parts make magic harder) but this seems to be a severe mechanical restriction will little detailed benefit. I'm also not sure how this interacts with channeling wire.

    The Mechanical Warrior is immune to some effects as though he were a construct, though his type does not change.
    How this works will matter a fair bit. But I'm worried that getting a lot of immunities will make this very tempting as a dip class. It might make sense to make one become progressively more mechanized and get more benefits as you progress in the class.

    I can't comment much more right now. What the other systems look like is going to matter a lot. If I can suggest possible other systems- an arm system that lets one shock things would be nice and a body system consisting of mechanical wings to allow flying would also be potetially useful.
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    Default Re: The Mechanical warrior [PF;WIP]

    Quote Originally Posted by JoshuaZ View Post
    So this is interesting. Some use of bold to indicate the start of class features would make this more readable.

    Ayup.

    This seems unnecessarily restrictive. I can think of fluff-wise why you've done this (something like how more mechanical parts make magic harder) but this seems to be a severe mechanical restriction will little detailed benefit. I'm also not sure how this interacts with channeling wire.

    You must take a channeling wire to cast spells. That was the point. It also stops it being a dip class for arcanes with such efficiency.

    How this works will matter a fair bit. But I'm worried that getting a lot of immunities will make this very tempting as a dip class. It might make sense to make one become progressively more mechanized and get more benefits as you progress in the class.

    Maybe. Remember that just a single level stops you getting your nice capstone - your capstone essentially becomes "you get AC, and are immune to stuff that you could have been immune to if you were just a fricking construct already." It's too big a trade-off when you could have your five minute god mode (psi warrior - add your WIS to everything) instead.

    I can't comment much more right now. What the other systems look like is going to matter a lot. If I can suggest possible other systems- an arm system that lets one shock things would be nice and a body system consisting of mechanical wings to allow flying would also be potetially useful.

    Both are good ideas; wings would be back rather than body though.
    Some nice suggestions.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    A note on a few of the systems:

    I would take away the weapon's ability to automatically repair itself; it seems a little powerful to me. You might add an auto-repair system, though, to achieve the same effect.

    I would change the Light Blade's progression to Dagger, Short Sword, Rapier. Technically, Rapier and Longsword are fairly even statted, with the rapier buying off the extra damage for higher crit, and it seems to fit more thematically.

    I might add an auto-loader system that would work in conjunction with the bolt thrower that would enable it to shoot custom ammunition.

    As a suggestion for a system, you might add a firearm weapon.

    A question: can you use the Grapple Arm to grab someplace and lift yourself up? At a high enough level, it should be able to lift your weight.
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by Maquise View Post
    A note on a few of the systems:

    I would take away the weapon's ability to automatically repair itself; it seems a little powerful to me. You might add an auto-repair system, though, to achieve the same effect.

    Maybe. I'll make it a full-round action so you can't legit'ly do it in the same combat, but you don't have to complete a lengthly ritual/eight hours' sleep/loadsa craft checks to get your sword back.

    I would change the Light Blade's progression to Dagger, Short Sword, Rapier. Technically, Rapier and Longsword are fairly even statted, with the rapier buying off the extra damage for higher crit, and it seems to fit more thematically.

    That's a good point.

    I might add an auto-loader system that would work in conjunction with the bolt thrower that would enable it to shoot custom ammunition.

    Ooh, I could explore that idea.

    As a suggestion for a system, you might add a firearm weapon.

    Was going to, I admit...

    A question: can you use the Grapple Arm to grab someplace and lift yourself up? At a high enough level, it should be able to lift your weight.

    The trouble with this is, what happens if you hit a dwarf of around the same weight as you (with his heavy axes, non-move-reducing armour and great bulk) and decide to pull? Theoretically, it'd be who digs his heels in harder. I decided to make the maximum weight low enough that it shouldn't come up.
    Some good points.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    GOOD NEWS! There are now enough systems to play the first 12 levels of Mechanical Warrior!

    More ideas for systems would be appreciated!

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    How about a Sealed Environment system? Something that would provide protection from poison gas, drowning, vacuum, etc. While your at it, what about a hydro-propulsion system?
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Very nice, as someone who plays mostly 3.5 and some PF, I like it a lot. It seems to be quite strong which would actually allow you to use it with a party including wizards or clerics. I think you may have managed to create a vaguely warrior class that is around the low end of tier two (According to 3.5 tier system).
    If i was going to make one change i would suggest that you make it so that some systems restict other systems due to the fact that some of your systems put together can make your character immune to most non straight up damage effects and your class also has the potential for amazing armour and magic resistance as well as immunity to criticals at the same time.
    If you spec'd this class for armour (Seems you have no dex cap from armour) then potentially you are immune to crits, fort, will and reflex saves, resistant to magic, reasonably tank, hard to hit, with decent ranged and melee fighting.
    In a party with a psion or even a wizard or clericyour class wouldn't be out of place but imo, without testing, you would be the strongest non-full caster class in the party.
    A six level dip will allow, from what i understand, a caster to net full progression, decent hit-die and the stats mentioned above for very little to no trade-off.
    Love the idea and concept, interesting system and great ability to synergize with other party members. Great class.
    Also like i mentioned i'm more familiar with 3.5 so i'm sure wizards and clerics have been nerfed slightly, doubt it's been enough though.
    Last edited by KaiserSozay; 2013-01-31 at 04:09 AM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by KaiserSozay View Post
    Very nice, as someone who plays mostly 3.5 and some PF, I like it a lot. It seems to be quite strong which would actually allow you to use it with a party including wizards or clerics. I think you may have managed to create a vaguely warrior class that is around the low end of tier two (According to 3.5 tier system).
    If i was going to make one change i would suggest that you make it so that some systems restict other systems due to the fact that some of your systems put together can make your character immune to most non straight up damage effects and your class also has the potential for amazing armour and magic resistance as well as immunity to criticals at the same time.
    If you spec'd this class for armour (Seems you have no dex cap from armour) then potentially you are immune to crits, fort, will and reflex saves, resistant to magic, reasonably tank, hard to hit, with decent ranged and melee fighting.
    In a party with a psion or even a wizard or clericyour class wouldn't be out of place but imo, without testing, you would be the strongest non-full caster class in the party.
    A six level dip will allow, from what i understand, a caster to net full progression, decent hit-die and the stats mentioned above for very little to no trade-off.
    Love the idea and concept, interesting system and great ability to synergize with other party members. Great class.
    Also like i mentioned i'm more familiar with 3.5 so i'm sure wizards and clerics have been nerfed slightly, doubt it's been enough though.
    I'm not immune to For, Ref or Wil saves - a sorcerer will easily have a higher Wil save. The spell res will save you a quarter of the time from a fully-progressed (not necessarily a full-caster) caster, and the mech warrior only progesses on his 6th, 11th and 16th levels meaning you lose 5 levels of your casting progression.

    Can you think of specific examples of systems which combine to do horrible things?

    Also, all PF classes are better than the equivalent 3.5 class. Wizards and sorcerers now have *gasp* class features. And full SCP. Bards, fighters etc have taken the biggest boost, but almost all classes do better stuff (except, for some reason, for DD, which has been nerfed sillily).

    Quote Originally Posted by Maquise View Post
    How about a Sealed Environment system? Something that would provide protection from poison gas, drowning, vacuum, etc. While your at it, what about a hydro-propulsion system?
    The Bubbler (Either shoulder) and the Sea Legs (Legs, duh) are now systems.
    Last edited by Jormengand; 2013-01-31 at 11:48 AM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Okay i obviously misread the caster progression thing, my bad. The build i was specifically talking about, keeping in mind i got the caster progression wrong was for a weapon finesse blade-caster such as 3.5's duskblade(Not sure what the PF equivalent is) although you could still do this with flat progression in your class. Stacking dex, combined with legs of incredible reflexes, arm shield (is that 5 AC?, combined with magic res or save enhance enchantments), light blade (Maybe crit and hit enchants for a rapier?), channeling wires (If you take a small dip in a useful class), Back armour plate, Casque of indomitable Will, Reinforced armour plates (And mantle of great fortitude assuming they stack which can be swapped for crystalline body depending on the situation) and inferno engine.
    My assumption is you would have At minimum by level 20, around 30-40 dex resulting in good hit you would have an AC of at least 50 since you can spend all your money on armour class magic items, you have above average will, reflex and fort saves and spend your PF Trait-Backstory things on small bonuses to saves, some of your feats on the same thing. damage reduction 10 is a nice bonus, helps protect you against the usually weaker unmissable attacks. Your feats should be put into anything that improves saves (Or things like Dex as will saves, assuming they still have those in PF) or half damage on failed saves and a crafting feats, Maybe Wands for some extra options like silence and haste.
    Now i'm not saying you would be a wizard or anything but as a general rule of thumb you should be basically unhitable from most straight out autoattack threats and have a decent chance of resisting most NPC Fort effects, dodging most reflex or halving it and have an Okay will save. In addition you have a +6 weapon of 1 size category larger, which i believe can afford to have keen and lucky on them (Assuming there still in PF).
    Now I'm not that experienced with pathfinder but from what i can tell you basically have a character that doesn't take damage easily from most sources, deals a good amount of damage and has utility (for example you might start of invisible and fast).
    Now i'm not saying other classes can't abuse similar situations or anything but most NPC's and non-casters can't even get near your level of usefulness in combat even with full specing with expensive equips and enchants. I think that for a party of low tiered characters, Warlocks, Fighters and Rangers for example, you would probably almost singly handedly win assuming you start from range with your very strong offensive options (And very hitty cause of dex spec) and invisibility.
    Having said that a wizard would probably still chew on you for breakfast and so would the other genuinely OP classes, but the main problem your class seems to have is the money.
    You get bonuses that cost a large amount of the money earned from 20 levels nearly for free. Maybe make your body cost a certain amount to upgrade, say 20% estimated wealth on average, or have your systems require gold to install or something.
    Like i said love the class mechanics and story and i'm only running one campaign in pathfinder (As an Armiger) and i hope my feedback is useful (Oh and btw your legs of movespeed have a typo).
    Last edited by KaiserSozay; 2013-01-31 at 12:59 PM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Woah. Return keys are a thing, man.

    Okay, you can only have one system one one arm slot at one time. Read: YOU CANNOT DUAL WIELD AND HAVE A SHIELD.

    Now, the AC of 50. That's 10 for existing, maybe 10 for DEX, 10 for the shield, 4 for the lv 1 class feature and 8 for the armour... that does sound about right. Oh wait, it's a touch spell. Oops. Yes, I'll have halfway decent saves and enough magic resist to save me sometimes... but then, what about the other 75% of the time?

    This cannot stand up to a halfway decent sorcerer. It's probably T3.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Feet of fury says +0 to speed per level right now.

    Here is an idea for an other system.
    Emergency power it has uses per day to give extra charges for when you just can't spend the time to recharge.
    A shoulder ability that deflects projectiles.
    More might be coming unless you beat me to them.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by WyvernLord View Post
    Feet of fury says +0 to speed per level right now.

    Here is an idea for an other system.
    Emergency power it has uses per day to give extra charges for when you just can't spend the time to recharge.
    A shoulder ability that deflects projectiles.
    More might be coming unless you beat me to them.
    Whoops! That should read +10, and now does.

    A power storage system? I like the idea, but it could easily be redundant later. Hmm.
    Deflecting projectiles sounds cool.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    If I might make a suggestion for the system slots progression: Currently, the way it works is that you get left arm/right arm slots, then body/leg slots, then back/head slots, then left shoulder/right shoulder slots, then an other slot, then repeat the cycle. That's a nice and regular pattern, but that means that someone who wants to get, say, two Head systems as soon as possible has to wait until he has a second left arm, right arm, body, and leg slots first when he'd really prefer another head slot.

    What if you change it so that you gain two slots of your choice per level, Other systems take up two slots, and you can't have X systems in any slot until all of your slots have X+1 systems in them? That makes things more modular for people who like systems for a particular slot while still ensuring that they need to spread their systems around. You can put level minima on each system if you're worried about people getting Drones before level 5 or whatever, but I doubt letting players mix-and-match things would be too disruptive.
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    I didn't say dual-wield and shield? I said weapon finesse'd light blade (Dex to hit)
    Due to the insane amount of cash your class has because they don't need to pay for armour or weaponry, It would be easy to buy a +6 dex item, compined with spending all your level ups on dex and making your primary stat dex (Your class doesn't actually have any stats that they need) It would be easy to have at least 40-45+ dex without even trying (+10 from the Infernal attachment is a nice increase). Combined with the +14 AC from your class and say even a a moderately decent ring or talisman granting natural armour (Which also applied to touch) your AC could be for under 100k over 50 with more touch then most (I also believe there is a feat which lets you add your Shield or Armour, i think shield, AC to Touch AC). Estimate for 40 dex says: 10 Base + 15 dex + 5 shield + 4 Class armour + 5 Reinforced body + 5 Natural armour (Talisman). Thats 43 armour working of my mimimum estimate for dex with only one armour purchase and no feats.

    If you enchant your sword with say keen, guardian and mimetic you gain a bunch more resistances. Armour and shield get similar defensive orientated enchants. You should have a fortitude save of around 22+ a reflex save of that's even higher and and a better then average will save for someone with your will progression. Like I said most high tier casters will still demolish you but casters are accepted to be overpowered. Your class is probably on par with a unspec'd sorceror. This is not even considering using you as a ranger with permanent invisibilty, cover and whole nother set of enchants and class features for the situation.

    Your class is also useful both in and out of combat with good skill abilities and utility abilities. With many more of your slots needing at least 3 or more additional options left your potential for versatility and power increase only increases.

    On another note have you considered an ethereal attachment or a short ranged blink attachment. A burrow attachment might also be useful as might a head slot (Or other slot) which provides an intersting form of other sight such as tremor sense or blind sense. A Mask or slight body/feature altering attachment and/or a projector (Non-magical illusion maker) might also fit.
    An overcharge class feature, an increase in power short term in return for taking damage or a disability relating to the feature your overcharging (Fatigue for legs, Accuracy penalty for arms for example) might also make for an interesting addition.

    Big fan of the class and i'll probably try to convince my Dm to let me play it next time i do a PF campaign although he'll probably say no, i had hell trying to even let me play an Armiger (He's not a huge fan of 3rd party).

    Your definitely either a low tier 2 or a high tier 3 class and you haven't even finished yet and i think that is a good thing because it is nice to finally see a non-caster who could actually be useful in a party with high-tier casters.
    Last edited by KaiserSozay; 2013-02-01 at 10:59 AM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Can i also ask were the hell you got that table.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by KaiserSozay View Post
    I didn't say dual-wield and shield? I said weapon finesse'd light blade (Dex to hit)
    Due to the insane amount of cash your class has because they don't need to pay for armour or weaponry, It would be easy to buy a +6 dex item, compined with spending all your level ups on dex and making your primary stat dex (Your class doesn't actually have any stats that they need) It would be easy to have at least 40-45+ dex without even trying (+10 from the Infernal attachment is a nice increase). Combined with the +14 AC from your class and say even a a moderately decent ring or talisman granting natural armour (Which also applied to touch) your AC could be for under 100k over 50 with more touch then most (I also believe there is a feat which lets you add your Shield or Armour, i think shield, AC to Touch AC). Estimate for 40 dex says: 10 Base + 15 dex + 5 shield + 4 Class armour + 5 Reinforced body + 5 Natural armour (Talisman). Thats 43 armour working of my mimimum estimate for dex with only one armour purchase and no feats.

    If you enchant your sword with say keen, guardian and mimetic you gain a bunch more resistances. Armour and shield get similar defensive orientated enchants. You should have a fortitude save of around 22+ a reflex save of that's even higher and and a better then average will save for someone with your will progression. Like I said most high tier casters will still demolish you but casters are accepted to be overpowered. Your class is probably on par with a unspec'd sorceror. This is not even considering using you as a ranger with permanent invisibilty, cover and whole nother set of enchants and class features for the situation.

    Your class is also useful both in and out of combat with good skill abilities and utility abilities. With many more of your slots needing at least 3 or more additional options left your potential for versatility and power increase only increases.

    On another note have you considered an ethereal attachment or a short ranged blink attachment. A burrow attachment might also be useful as might a head slot (Or other slot) which provides an intersting form of other sight such as tremor sense or blind sense. A Mask or slight body/feature altering attachment and/or a projector (Non-magical illusion maker) might also fit.
    An overcharge class feature, an increase in power short term in return for taking damage or a disability relating to the feature your overcharging (Fatigue for legs, Accuracy penalty for arms for example) might also make for an interesting addition.

    Big fan of the class and i'll probably try to convince my Dm to let me play it next time i do a PF campaign although he'll probably say no, i had hell trying to even let me play an Armiger (He's not a huge fan of 3rd party).

    Your definitely either a low tier 2 or a high tier 3 class and you haven't even finished yet and i think that is a good thing because it is nice to finally see a non-caster who could actually be useful in a party with high-tier casters.
    You're confusing some systems with their epic (SyL 5) equivalents. Epic characters... hell, epic rogues can pull grand shenanigans and make about twelve attacks before you know they exist.

    But some cool system ideas.

    Quote Originally Posted by PairO'Dice Lost View Post
    If I might make a suggestion for the system slots progression: Currently, the way it works is that you get left arm/right arm slots, then body/leg slots, then back/head slots, then left shoulder/right shoulder slots, then an other slot, then repeat the cycle. That's a nice and regular pattern, but that means that someone who wants to get, say, two Head systems as soon as possible has to wait until he has a second left arm, right arm, body, and leg slots first when he'd really prefer another head slot.

    What if you change it so that you gain two slots of your choice per level, Other systems take up two slots, and you can't have X systems in any slot until all of your slots have X+1 systems in them? That makes things more modular for people who like systems for a particular slot while still ensuring that they need to spread their systems around. You can put level minima on each system if you're worried about people getting Drones before level 5 or whatever, but I doubt letting players mix-and-match things would be too disruptive.
    Ehh, first-level Zephyrus' Flaming Arrow. That's enough to take down a crowd of barbarians if you're lucky, and sorcerers and wizards are pretty likely to fall to that. The systems are supposed to progress in an ordered way to prevent grand shenanigans like that.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by Jormengand View Post
    Ehh, first-level Zephyrus' Flaming Arrow. That's enough to take down a crowd of barbarians if you're lucky, and sorcerers and wizards are pretty likely to fall to that. The systems are supposed to progress in an ordered way to prevent grand shenanigans like that.
    As I said above, you could put level minima on the types of systems so people can't access them before the intended level, I just think leaving it open and modular once you start doubling up on systems might work better than the set progression you have now.
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Not sure what you mean by i'm confusing systems with there epic counterparts. I've never used the epic rules before and have no clue what they do. Also could you tell me where/how to find that table.
    Also i just had the hilarious idea of decreasing your size to tiny or smaller hiding in the square of an ally an firing of light ballista rounds.
    Last edited by KaiserSozay; 2013-02-01 at 10:36 PM.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    I was directed here through the PEACH Exchange. I would ask for a PEACH of my rune knight, but this is me returning the favor. Overall, I really like it. It seems very complex, which can be intimidating to new players, and it can't be simplified like a Wizard (the other more complicated class) can by restricting spell selection. But I think the complexity might be necessary; every part of it fits together well and it comes together to make a very customizable, multifaceted class.

    Restricting all casting seems unnecessarily...restrictive. Giving a huge (40%+) Arcane Spell Failure chance that also applied to Divine spells would at least give a chance to cast spells and would let SLA's go through...I think.

    Why does having a mechanical body count as medium armor? As a character takes more levels, why not have it go from light to medium to heavy, to show how they're becoming more of a machine? Maybe they could gain the construct subtype at 20th level?

    <nitpick> I like the systems, but they do seem difficult to read. Maybe you could have them look like this

    Body Part
    System Name
    short, italicized description (I like these)
    Basic system effect
    Spoiler
    Show
    {table=head]System Level|damage/effect/etc.
    1|X
    2|Y
    3|Z
    4|θ[/table]


    or like this?

    System Name
    short, italicized description
    1st Level:
    Spoiler
    Show
    Whatever it does at 1st level.

    2nd Level:
    Spoiler
    Show
    Whatever it does at 2nd level.

    3rd Level:
    Spoiler
    Show
    Whatever it does at 3rd level.

    4th Level:
    Spoiler
    Show
    Whatever it does at 4th level.


    Also, you forgot to bold "weapon and armor proficiency". </nitpick>
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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by AttilaTheGeek View Post
    Overall, I really like it. It seems very complex, which can be intimidating to new players, and it can't be simplified like a Wizard (the other more complicated class) can by restricting spell selection. But I think the complexity might be necessary; every part of it fits together well and it comes together to make a very customizable, multifaceted class.

    That was the plan. New players don't have a tendency to pick up homebrew before they've had a few goes with other classes.

    Restricting all casting seems unnecessarily...restrictive. Giving a huge (40%+) Arcane Spell Failure chance that also applied to Divine spells would at least give a chance to cast spells and would let SLA's go through...I think.

    Maybe.

    Why does having a mechanical body count as medium armor? As a character takes more levels, why not have it go from light to medium to heavy, to show how they're becoming more of a machine? Maybe they could gain the construct subtype at 20th level?

    Because heavy is worse than medium.

    <nitpick> I like the systems, but they do seem difficult to read. Maybe you could have them look like this

    Body Part
    System Name
    short, italicized description (I like these)
    Basic system effect
    Spoiler
    Show
    {table=head]System Level|damage/effect/etc.
    1|X
    2|Y
    3|Z
    4|θ[/table]


    or like this?

    System Name
    short, italicized description
    1st Level:
    Spoiler
    Show
    Whatever it does at 1st level.

    2nd Level:
    Spoiler
    Show
    Whatever it does at 2nd level.

    3rd Level:
    Spoiler
    Show
    Whatever it does at 3rd level.

    4th Level:
    Spoiler
    Show
    Whatever it does at 4th level.


    Also, you forgot to bold "weapon and armor proficiency". </nitpick>

    Ooh, shinies. I like it.
    Some good shouts here.

    Quote Originally Posted by KaiserSozay View Post
    Not sure what you mean by i'm confusing systems with there epic counterparts. I've never used the epic rules before and have no clue what they do. Also could you tell me where/how to find that table.
    Also i just had the hilarious idea of decreasing your size to tiny or smaller hiding in the square of an ally an firing of light ballista rounds.
    You're using the System Level 5 numbers in your calculations. Also, the light ballista is always sized so that you can wield it properly, so if you were tiny it would do 1d10 damage rather than 2d10 (from memory).

    Quote Originally Posted by PairO'Dice Lost View Post
    As I said above, you could put level minima on the types of systems so people can't access them before the intended level, I just think leaving it open and modular once you start doubling up on systems might work better than the set progression you have now.
    Ehh, but I don't do that for the same reason that letting a wizard take 8th level spells when he would normally take 5th level ones would be at least as catastrophic as letting him take 4th level spells in the place of 1st level spells.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by KaiserSozay View Post
    Can i also ask were the hell you got that table.
    Eh? It's just two tables IN another table.

    So you have:

    <table=head><table=head>(Insert mech warrior stuff here)</table>|<table=head>(Insert system stuff here)</table></table>

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    A tiny nitpick: make the post about back systems look the same as the earlier one.

    I love the idea, and the addition of (pw) abilities.

    To avoid gaining a lot of money, I'd make the cost of systems roughly equal to their normal equivalents (ie. a Heavy Blade costs roughly equal to a weapon with the same enhancement bonus; any armor system cost roughly equal to armor etc.)

    Other systems, especially these marked as (su) and (pw), should also cost a lot of money.

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    hey, this looks really cool!
    i'm working (vaguely) on a similr kind of "mech suit" class, but with the option of it turning into various steampunk ground and air vehicles, with branching paths for close combat, ranged, stealth, and support.

    anyway, my solution to the immunities thing was to have it so thearmour had its own hardness/hp, and could be damaged. if you let it beregenerated as a...say...1 minute action, then the guy is fine in combat, but needs to be cautious about getting too beaten up lest he has tobail from the armourand be rather unequipped.

    if you went this route (treating it s a literal rmour/mini-mech) youcould add in some sort of repair arm attatchment, and pople could have repair drons and such.

    might not be someting your interestedin, but it would let you keep the immunities whilst still not being crazily unair.
    i dunno, im pretty much just throwing things out and seeing whether you like the sound of it, here

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    Default Re: The Mechanical warrior [PF;WIP;PEACH]

    Quote Originally Posted by Zireael View Post
    A tiny nitpick: make the post about back systems look the same as the earlier one.

    I love the idea, and the addition of (pw) abilities.

    To avoid gaining a lot of money, I'd make the cost of systems roughly equal to their normal equivalents (ie. a Heavy Blade costs roughly equal to a weapon with the same enhancement bonus; any armor system cost roughly equal to armor etc.)

    Other systems, especially these marked as (su) and (pw), should also cost a lot of money.
    Not going to happen, I'm afraid. I already hate the idea of spells costing money; I'm not going to make the systems do it.

    The second lot of systems will have the formatting redone, be patient!

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