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    Halfling in the Playground
     
    MindFlayer

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    Post Overwatch Classes, D.Va -theperfect25

    Mecha Pilot

    Description:A Mecha pilot specializes in piloting and wielding a personalized construct of their own making. Living their lives as they see fit with a wrench in hand and the possibilities of their mind. They are tanks on the battlefield as their magical creations crash through the battlefield, making tactical plights against foes near and far.

    Attribute:dexterity and intelligence are needed to maintain and fight through the rigors of combat inside and outside of their piloted construct.

    Alignment:any non chaotic alignment.

    Starting gold: 4d4 (average 10gp)

    Starting age:any

    Health:Hp D4 Rider
    level BAB Fort Ref Will Special
    1 0 0 0 0 Mech just for me, Mech specialization
    2 1 0 0 0 Repair kit
    3 2 1 1 1
    4 3 1 1 1 Mechanoid combat training
    5 3 1 1 1
    6 4 2 2 2 Call Mech
    7 5 2 2 2
    8 6/1 2 2 2 Self destruct
    9 6/1 3 3 3
    10 7/2 3 3 3 Mobile Evasion
    11 8/3 3 3 3
    12 9/4 4 4 4 improved repair kit
    13 9/4 4 4 4
    14 10/5 4 4 4
    15 11/6/1 5 5 5 Path chosen(Journeyman)
    16 12/7/2 5 5 5 Improved self destruct
    17 12/7/2 5 5 5
    18 13/8/3 6 6 6 Path chosen(Expert)
    19 14/9/4 6 6 6
    20 15/10/5 6 6 6 Path chosen(Master)
    Class Skills: (4+int, x4 first level)
    Appraise (Int), Jump (Str), Sense Motive (Wis), Climb (Str), Intimidate (Cha), Spot (Wis), Listen (Wis), Craft (Int), Tumble (Dex), Balance (Dex), Knowledge (engineering) (Int), Knowledge (arcane) (Int),Search

    Main class features

    Weapon and Armor Proficiency
    A Mecha fighter is proficient with all simple weapons

    Main Class Features:

    Mech just for me
    Starting at first level a Mecha pilot gets access to a magically created Construct that they have the ability to pilot inside and manual use in combat.
    Spoiler: Piloted construct details
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    Size/type: medium construct
    Hit Dice: 1d10
    speed: 30ft
    Armor class: 18 (+2Dex, +6 natural armor), touch 12, flatfooted 16
    special qualities: construct traits*(see text), low light vision 60ft
    Abilities: Str:18 Dex:14 Con:- Int:- Wis:10 Cha:10
    Special: Unlike other constructs. This magical construct is still subject to critical hits, nonlethal damage, and stunning effects. When the construct hits 0 hp it is considered disabled. The construct does not receive extra HP depending on its size. The Mecha Pilot associated with the Construct may fully enter the construct regardless of size.

    A Mecha fighterís life revolves around this custom made magical mechanism and as such, the Mecha fighter may perfectly fit inside of the construct and use it in combat as an external suit. When the Mecha fighter is using the construct in this way, they gain complete control over the construct and may replace the constructs Base attack bonus, skills, and saves with the that of the Mecha pilotís. While the Mecha pilot is inside the Mech they cannot be damaged unless by non-physical mental attacks. Whenever the piloted construct is brought to 0 or below health, the pilot is immediately ejected 10ft in any direction of their choosing. The mech is then disabled and unable to be used until healed to have at least 1 hp.

    Repair kit
    Starting at level 2 through constant fighting, a Mecha Pilot has learned how to quickly repair her own Mech or any other construct. While out of their Mech, a Mecha Pilot may as a full round action target an adjacent construct and heal them of a 1d12+Int mod health. The Mecha Pilot may only use this ability once per day per 2 levels they have taken in Mecha Pilot.

    Mechanoid combat training
    Whenever the Mecha pilot is inside their construct, their fortitude save is increased by ⅓ their Mecha pilot level(rounded up). When the Pilot is out of their mech their reflex save is increased by ⅓ their level(rounded up) instead of their fortitude.

    Call Mech
    Starting at level 6 a Mecha pilot has grown a magical connection towards their piloted construct that enables them to flare the life of the construct together in times of emergency. once per day a Mecha pilot may choose to sacrafice some of their own life energies to have their piloted construct quickly disassemble and reform around Mecha pilot. The use of this ability inflicts a d4 magical damage to the Mecha pilot for every hd their piloted construct has, as it uses their life energy to power the magical nature of such a transformation, healing the construct of equal damage taken(up to max). This ability may be used even if their construct is currently disabled, the constructs Hp healed starting at 0, no matter how damaged it was previously.

    Self destruct
    Starting at level 8, the Mecha pilot gains access to one of their most devastating abilities in the time of emergency. as a full round action, the Mecha pilot may choose to set their piloted construct on overload. Using this ability consumes all the magical energy within the piloted construct and bursts itself outwards, hitting all targets within its area of effect. Activating this ability immediately sends the Mecha pilot out of their construct and allows them to move at double their normal movement in any direction they wish. At the beginning of their next turn the construct consumes all remaining Hp that it has and sends a magical pulse that deals a d8 damage for every 5 hp that was consumed. The radious of the explosion is equal to 5ft for every 5hp consumed. Once the magical pulse has been activated. the construct is brought to 0 hp and disabled.

    Mobile Evasion
    Starting at level 10 a Mecha pilot has learned how to further survive without their trusted Construct. While outside of their piloted Construct they gain the use of the evasion ability as well as a +3 dodge bonus to their ac.

    Improved repair kit
    Starting at level 12, whenever a Mecha pilot uses their repair kit ability, they may now heal 3d12+int mod per use.

    improved self destruct
    Starting at level 16, a Mecha pilot has become infused with the magical energies that emanate from their piloted construct. Activating their self destruct ability is now only a standard action as well as they no longer take damage from their own self destruct ability. the magical energies knowing not to harm their own pilot.

    Mech specialization
    As the Mecha pilot continues to fight and constantly tune up and even repair their fighting construct, they further learn how to utilize and upgrade it. Their Construct gaining the following abilities as they level up.

    Class level Bonus HD Natural armor Adj Str/Dex Adj Mecha specialization special
    1st-2nd +1 +1 +1 0
    3rd-4th +3 +2 +2 1 Uplink
    5th-6th +5 +3 +3 2 Familiarity
    7th-8th +7 +4 +4 3
    9th-10th +9 +5 +5 4 increase size
    11th-12th +11 +6 +6 5 feat
    13th-14th +13 +7 +7 6 Mechanoid fortification
    15th-16th +15 +8 +8 7
    17th-18th +17 +9 +9 8 mettle
    19th-20th +19 +10 +10 9 feat

    Class Level: The characterís Mecha pilot level in which the construct will gain the following bonuses.

    Bonus HD: Extra ten-sided (d10) Hit Dice which is added to the Constructs current HD.

    Natural Armor Adj: The number here is an improvement to the constructs existing natural armor bonus, stacking with all abilities and features from the Mecha Pilot class.

    Str/Dex Adj: Add this value to the construct's current Strength and Dexterity scores.

    Mecha specialization:The value given in this column is the total number of specializations that the Mecha pilot may give to their construct. Once the Mecha pilot selects a specialization they cannot be changed. A Mecha pilot's construct may not use any of their specialization abilities unless they are being piloted by their Mecha pilot.

    Uplink: The Mecha Pilot has amagical link with their construct, but may not instruct it to do anything more complex than they could with normal speech. While not being mounted by the Mecha pilot they may only take a single action per round. With a concentration check (DC 5 + 5/0 ft the construct is from the Mecha Pilot) the Mecha pilot may see and hear what the construct sees and hears. Check is not needed if the Mecha Pilot is mounted in their construct.

    Feat: The Mecha Pilot may give their construct any fighter feat that a fighter can choose as a bonus feat, as well as meet the prerequisites for.

    Familiarity: Due to the Mecha pilot's intimate knowledge of the workings of their Construct, the Mecha Pilot's Repair Kit ability is twice as effective when used on it.

    Mechanoid fortification
    Starting at level , a Mecha pilot has learned to cover the weak points of their Mech with machinery and other materials at hands. This allows the Mech to gain a 50% fortification as well as a +2 natural armor bonus

    Mettle
    The Mecha pilot's construct has become so battle attuned that they may withstand some of the even hardiest effects of combat. While being piloted, the construct as well as the Mecha pilot gain the effect of the Mettle feat. If a Mecha pilot makes a successfully Will or Fortitude save that would normally reduce the spellís effect (such as a spell with Will partial or Fortitude half) they instead negates the effect entirely.

    Weapon specialization
    Name Benefit
    Fusion Cannons Using this specialization mounts magical cannons on a Mecha construct. These cannons send short ranged waves of magic shrapnel out in front of them. Activating this ability is considered an attack action(that may be used with a full round attack) rolling a ranged attack and comparing it to everyone in a 15ft cone in front of the mech, this deals a d8 piercing damage that does not provoke attack of opportunities.
    Improved Fusion Cannons Only available to those who have already specialized with Fusion Cannons. After Further Tampering with the magic shrapnel cannons on their construct, a Mecha pilot has learned how to further enhance the damaging capability of their fusion cannons. When activation the fusion cannon ability and rolling for a ranged attack. the cone of effect is now a 20ft cone as well deal the Mecha Pilots int mod to damage.
    greater Fusion Cannons Only available to those who have already specialized with improved Fusion Cannons. After even more Tampering with the magic shrapnel cannons on their construct, a Mecha pilot has learned how to increase the projectile speed of their fusion cannons. When activation the fusion cannon ability and rolling for a ranged attack. the cone of effect is now a 30ft cone as well deals 2d8 damage instead of 1d8.
    Weaponed Gauntlets Using this specialization enables a piloted construct the ability to wield a weapon it is proficient with. Taking this specialization gives it proficiency in simple weapons and one martial weapon of the Mecha pilots choice. Taking this specialization a second time gives it proficiency in all martial weapons and one exotic weapon of the Mecha pilots choice.
    Magical networking When a Mecha pilot takes this specialization, they have gained knowledge of how to rework the magical energies inside their construct to allow them to further analyze and experience reality while they pilot their construct. giving them a bonus to all range attacks equal to their int mod.
    Rail turret Only available to those who have already specialized with magical networking. This specialization enables the Mecha pilot to construct a built in medium range turret onto their construct. This turret has a range of 100ft+10ft/int mod and as a full round action fires a magical bolt of energy as a ranged attack. The bolt of energy deals 4d6 points of magical energy to their target with a 3x critical chance. The turret may not be used against any target within 15ft of the piloted construct and a critical failure disables the turret until repairs.
    Improved rail turret Only available to those who have already specialized with the rail turret. With further use and experimentation a Mecha pilot has learned how enhance the capabilities of their Rail Turret. While piloting the construct, a Mecha pilot may activate their Rail Turret ability as a standard action. The also may choose to extract more power from their construct and activate the ability as a full round action. increasing the damage to 6d6+int mod to a hit target and all adjacent squares of that target. reflex dc 10+1/2Mecha pilot level+int mod for half.


    mobility specialization
    Name Benefit
    Mech Boosters A Mecha pilot who has specialized their construct with Mech boosters may send magical bursts towards the feet of their Construct, this helping them traverse the area around them. The Mecha Pilot now receives a +20 circumstance bonus to all jump and balance checks while piloting their construct and having a light load.
    Improved Mech Boosters Only available to those who have already specialized with Mech Boosters. After further specializing with the Magical bursts at their constructs feet, a mecha pilot may further enhance their Mech Boosters to give them temporary flight. As a standard action they may activate their Mech Boosters to give them 2d4 rounds of 40ft clumsy flight. When their flight is no longer active they are considered under the effect of feather fall, considered flat footed until they touch the ground.
    Greater Mech Boosters Only available to those who have already specialized with improved Mech Boosters. Now perfecting the magical energies that boost them from the ground, they may now use a move action to gain 60ft good flight for 3d8 rounds. When their flight is no longer active they are considered under the effect of feather fall, they are no longer considered flat footed until they touch the ground.
    Treads Taking the Tread specialization replaces the legs of the piloted construct with treads. Replacing their movement speed with the constructs wheel speed. This specialization also enables them to ignore rough terrain for movement purposes.
    Grapple Barbs Taking the Grapple Barbs specialization allows the knowledge and ability to install short spiked barbs on multiple appendages on the piloted construct. These Barbs allow the construct to climb at a speed of 1/2 their normal movement at a max of a 90 degree slope. As well as installing these barbs also gives the construct a +4 circumstance bonus to all grapple checks


    Defensive specialization
    Name Benefit
    Defense Matrix Only available to those who have already specialized with the fusion cannons specialization. A mecha Pilot who specializes in a defensive matrix may augment their fusion cannons to allow for a more defensive mode in which they focus on targeting all debri and flying objects around them. With a standard action a Mecha pilot may designate a defensive matrix, making all ranged attacks or objects within their fusion cannon range be affected as if by the feat Deflect arrow, with the exception that it affects all objects regardless of who they are aimed for and is not limited to one deflection. Defensive matrix lasts until the Mecha pilots next round, and is then deactivated.
    Improved Defense Matrix Only available to those who have already specialized with the Defense Matrix specialization. A Mecha Pilots has specialized in the improved defense matrix has learned how to use their fusion cannon to disrupt magical abilities. When activating their defense matrix, all ranged magical attacks that pass through the area affect have a chance to be magically disrupted and dispersed. When a ranged magical attack, cone, or ray enters the defence matrix, they are considered attacking a target with a Spell resistance equal to the Mecha pilots level+Wisdom modifier. Any magic attack that requires concentration is not disrupted but requires a concentration check with a -10 penalty to continue its use.
    fortifying armor A Mecha pilot who chooses to specialize in fortifying armor has learned how to attach armored pieces onto their construct that does not hinder their movement in battle. Getting this specialization grants a 25% fortification and a 1/- Dr This specialization may be taken multiple times, each stacking with the last.
    Shield plates A Mecha pilot who chooses to specialize in Shield plates configures large armor like plates onto their constructs appendages. This allowing the construct to assume a defensive stance as a full round action. giving the construct a +6 shield bonus to their ac as well as considering the construct as well as anyone directly behind the construct to be in full cover.
    improved Shield plates Only available to those who have already specialized with the Shield plates specialization. After further augmentation towards their construct, a Mecha pilot has enabled their piloted construct to to assume a defensive stance with their shields as a standard action. As well as whenever they assume this stance their shield bonus has increased to a +8 instead of a +6.
    Magical resistors A Mecha pilot who chooses to specialize in Magical resistors has honed the magical energies within their Construct to naturally counteract specific elements that they may come into contact with. When choosing this specialization, the Mecha pilot chooses an element of their choice. While piloting their construct they gain a resistance to that element equal to 10+their int modifier. This Specialization may be taken multiple times, the effects stack if choosing the same element.

    Path Chosen: At level 15 a Mecha pilot may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a complete reinstall to realign their construct that requires 200gp/level in supplies, which is expended during the reinstall. The reinstall itself only takes 24 hours, interruption of it will cause the reinstall to be reset. A Mecha pilot gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through the understanding and capability of the path that they have chosen.

    White rabbit
    Journeyman:Mecha pilots who adventure throughout the world learn to love the open world and have even learned how to augment their piloted construct to further enable them to fully explore it. Starting at level 15 a Mecha pilot choosing the path of the White Rabbit has learned how to unleash the full mobile capabilities of the piloted construct. With specialized tampering their construct may gain a +20ft movement on all forms of movement, as well a gaining a +6 to their dexterity score.
    Expert:At level 18 a White rabbit has become true to their name, becoming mobile tanks and turrets. While piloting their chosen construct, a White rabbit may now take a standard action to make a jump or fly action in which they may activate any of the abilities available from this class. While jumping they gain an additional +20 competency bonus to their jump check.
    Master: At level 20 a White rabbit has ventured far and wide across the world and have learned that in nearly all adventures, luck has always been on their side. Learning this, they have learned to use the magic energies within their piloted construct to effect it. A number of times equal to their level divided by 5 a White rabbit may force a reroll to any individual within 30ft of them. The target must accept the second roll.


    Recycled Warrior
    Journeyman:There are those Mecha pilots out in the world that have learned to survive by using their minds to learn how to use any and all materials to further enhance their piloted construct. Starting at level 15, a Mecha pilot who has chosen the path of a recycled warrior has begun to use even old and used parts and able to bring great use in all the resources around them. They may now add their intelligence modifier as bonus hp to their construct as if it was a con modifier. Applying the extra hp for every HD the construct has.
    Expert: At level 18 a recycled warrior has learned how to repair and reattach and use the metal and resources around it, even as they are being smashed and sliced off of it. While being piloted, a recycled warriors construct gains a fast heal equal to the constructs HD. This fast heal may never heal past half of their total Hp.
    Master: At level 20 they have mastered the ability of reusing materials once thought useless, endlessly upgrading and piling them onto their construct. this enabling their construct to gain a full size category larger. Gaining 4 extra Hd, 8 strength, 4 dexterity, and a Dr of 10/-. All of these able to stack with any abilities or feature originating from this class.

    Last updated
    1/31/2017

    Notes:
    Spoiler
    Show
    This is a class based off of the video game character D.Va from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25



    Other Overwatch classes:
    Last edited by theperfect25; 2017-02-04 at 06:18 PM.
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  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Overwatch Classes, D.Va -theperfect25

    Well, I have a small number of complaints about this. Not about the incomplete class(that's to be expected of trying to implement Overwatch characters as D&D classes) but about the way you go about it. There's existing d20 system rules for mechs and customizeable creatures used as armor, and yet you ignore those for... a clunky mess of wording that sometimes considers the mech as separate from the PC and sometimes as part of them.

    Also, Wisdom scaling. Craft skills are Intelligence based, Knowledge(Engineering) is Intelligence based, most crafting-related abilities are Intelligence based and Clerics and Druids are Wisdom based, while the Intelligence based Wizards are a bit overhyped due to surprisingly high reliance on DM permission to get overwhelming. Sure, buying scrolls is easy, but that takes DM permission.

    Basically, I'd prefer the class to be Intelligence based and for the mech to either be consistent as a thing layered on the PC without anything referring to it having separate stats or be stated like d20 mechs. Or be based on PF Summoner Eidolon crunch, particularly the Synthesist archetype, which would actually fit the lore of D.Va a bit better because D.Va's mech is actually a converted, highly customizeable drone fighter.

    Cookie cutter setups do not work well in D&D, and D.Va's mech is just one loadout of the type. Perhaps have the basic abilities be fixed and then specializing in certain parts of the loadout? Like, adding effects, improving the basic abilities, lowering disadvantages, but the abilities being altered are all fixed? Maybe an option of a few different weapons that all fit the anti-crowd/suppressing fire role. Like, you have D.Va's shotgun-type for close range cone, you could have a rocket-type one for long-ranged fighting that has a smaller AoE, you could have a rapid fire one that doesn't have actual AoE but simply lets out enough attacks to deal with a significant group of weak enemies.

    Edit: Also, instead of having the ability unlock order be fixed, why not have them be unlocked in an order of the player's choice? With obvious restrictions on level needed to unlock some of them.
    Last edited by Morphic tide; 2017-01-30 at 09:32 AM.

  3. - Top - End - #3
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Overwatch Classes, D.Va -theperfect25

    Quote Originally Posted by Morphic tide View Post

    Also, Wisdom scaling. Craft skills are Intelligence based, Knowledge(Engineering) is Intelligence based, most crafting-related abilities are Intelligence based

    Basically, I'd prefer the class to be Intelligence based and for the mech to either be consistent as a thing layered on the PC without anything referring to it having separate stats or be stated like d20 mechs.

    Cookie cutter setups do not work well in D&D, and D.Va's mech is just one loadout of the type. Perhaps have the basic abilities be fixed and then specializing in certain parts of the loadout? Like, adding effects, improving the basic abilities, lowering disadvantages, but the abilities being altered are all fixed?


    you could have a rapid fire one that doesn't have actual AoE but simply lets out enough attacks to deal with a significant group of weak enemies.

    Edit: Also, instead of having the ability unlock order be fixed, why not have them be unlocked in an order of the player's choice? With obvious restrictions on level needed to unlock some of them.
    update 1/30/17

    I agree with most of what you are saying and i was having a hard time figuring out what to do. Wanting a Mech build on with the class itself. After thinking for a day i came up with what i believe is a much better system that follows more with a familiar then anything else. something easy to view and know what it needs to be. I do like the customization. Originally i was against (mostly because i didnt like the idea of having to figure out so many things for D.va) but after thinking on it, i was able to figure out a large amount of the details. I still have future abilities towards the call in ability. Now my major issue is if the Mech is going to be balanced or not.

    -Theperfect25
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  4. - Top - End - #4
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Overwatch Classes, D.Va -theperfect25

    finished through preliminary and now ready for play testing. What do you think?
    Be Back In Time.
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  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: Overwatch Classes, D.Va -theperfect25

    I just realized that you have the Mech share the stats of a Large Animated Object. That's a CR 3 creature. As in, meant to be a proper challenge for 4 level 3 PCs. Then you gave the thing extra hit dice, improved Str and Dex and a bonus to AC. All at level 1. That is quite OP at low levels.

    I think that you should go over the stat lines of CR 1/4 creatures to find stat lines that would be appropriate for a level 1 character to use, then upgrade from there. That's the CR registered as "challenging" for a single level 1 character.

    Much better of a way to find appropriate stat lines is to use thed20SRD Encounter Calculator to find CRs for Challenging or Easy encounters for a single character of a given level, then keep on the rough stat lines for those CRs and difficulties.

  6. - Top - End - #6
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Overwatch Classes, D.Va -theperfect25

    Quote Originally Posted by Morphic tide View Post
    I think that you should go over the stat lines of CR 1/4 creatures to find stat lines that would be appropriate for a level 1 character to use, then upgrade from there. That's the CR registered as "challenging" for a single level 1 character.
    I decided to create a personal set because of all of the customization with the Mech. but based it off of the Cr1 Astral construct. However, because of a number of debuff from the health and not gaining all of the benefits of a construct further lowers the cr. Hopefully this helps with the power curve of the class.
    Be Back In Time.
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