User:DraconicMan/Bionic Commando (3.5e Class)

Summary::Bionic Commandos summon and may drain great amounts of power and force Minimum Level::1 Class Ability::Alternate Magic [[Class Ability Progression::Other

Bionic Commando
Bionic Commandos use spell like abilities in order to drain and quickly destroy a foe

Making a Bionic Commando
Bionic Commandos are powerful spell casters that are meant to move quickly through the battlefield and quickly destroy any large group

Abilities: Wisdom, Intelligence

Races: Only bionics may become this.

Alignment: Any

Starting Gold: 2d4x10gp (50gp).

Starting Age: Simple.

Class Features
All of the following are class features of the Bionic Commandos.

Weapon and Armor Proficiency: Any light or medium armor, daggers, short sword, any bow or cross bow.

Unless it is a bard spell.

this may lift 20 pounds x(levels in Bionic Commando). He may control +1 object per level in this class up to 10. Once every 1d10 rounds he may affect the roll of one attack within range + or - how many levels he has in this class. Any object that is affected by this may be used to attack, it has the same BAB as the Commando and has 1 str and 1 dex per level (+5 for first level).

If a target succeeds they are immune to the effect for 1d4 rounds. Affects may be accumulative, these affects may stay with the Commando until after their next attack, a commando may pass this drain onto any target within the range listed:

Level 1: Drain any target within 30 feet for 1 point from any stat. This last for 1d10 rounds.

Level 2: Drain any 2 targets within 30 feet for 1 point from any 2 stats. This last for 1d10 rounds.

Level 3: Drain any 3 targets within 30 feet for 1 point from any 2 stats. this last for 1d12 rounds.

Level 4: Drain any 3 targets within 40 feet for 1 point from any 2 stats and 1d2 health. This last for 1d12 rounds but health loss/gain remains.

Level 5: Drain any 4 targets within 40 feet for 2 points from any 2 stats and 1d2 health. This last for 1d12 rounds but health loss/gain remains.

Level 6: Drain any 4 targets within 40 feet for 2 points from any 3 stats and 1d4 health. This last for 1d12 rounds but health loss/gain remains.

Level 7: Drain any 5 targets within 50 feet for 3 points from any 3 stats and 1d4 health. This last for 1d12 rounds but health loss/gain remains.

Level 8: Drain any 5 targets within 60 feet for 3 points from any 4 stats and 1d6 health. This last for 1d12 rounds but health loss/gain remains.

Level 9: Drain any 6 targets within 60 feet for 4 points from any 4 stats and 1d6 health. This last for 1d12 rounds but health loss/gain remains.

Level 10: Drain every target within 60 feet for 3 points from all stats and 1d6 health. This last for 1d10 rounds but health loss/gain remains.

This has a spot DC of 10 (+1 per caster level) to be seen, break DC of 10 (+1 per caster level). This rope may hold up to 50 pounds per caster level, move on its own, move 30 feet, and follows the commando's mental commands. It does not burn and may be used to cast any touch spell through and conducts electricity. It may be used to hold a spell. This rope stays for 1d12 rounds but may stay as long as it is holding a spell. The commando may release it at will and cannot cast another until it leaves. It may split at the caster's will and for every 10 feet it may bind a creature (1/2 for smaller creature x2 for each size bigger). This binding cannot be stopped unless it is broken or the target makes a reflex check of 10 (+1 per caster level)

Any physical damage dealt by the clone or if the clone is touched it may deal 1d4 electrical damage. The commando may sustain the clone by continuing casting the spell, this causes the clone to stay until 1d12 rounds after the commando stops casting. If sustained the clone may intangible, taking double damage from spells but none from physical, and loses the -2 to rolls. If sustained the clone may fly.

Area of affect spells that are resisted do not do anything to the commando, but are no redirected. Any counterspell oppose will check gains +5.Magic cannot deal damage to reduce a commando's health below 1.

Any creature held acts as if they are entangled and loose 1 of every stat point each round. has 1d10 round cool down

Any being controlled this way may be released or must make a will save once every 2d6 turns. Bodies have no resistance. Any attack made by a controlled being deals an additional 1d6 electrical damage He may only control as many HD as he could undead. For classification reasons this is divine and arcane.

You may have caster level x 5 charges at any time. As a standard action once every encounter rounds a commando may spend force points to make a force field anywhere in a 50 foot area that will block any hit that would have hit the target. The force shield has 1/2 hp for each point used. A commando may only have 1 force field at a time. This field moves at the will of the target creature or the caster to anywhere within 100 feet and it can move 60 feet each round, this may be commanded to move as a free action. This last for 1d20 rounds or until it drops to 0 hp, if this is destroyed the shielded target may make a reflex save to negate the attack damage to himself.



Single Target: you may use as many single target force blast as you have force points. Range 60 feet. Deal 1 damage for each point used. Target must make a DC fortitude opposed roll against the blast, which will count has having fortitude = how many points where used, to negate half damage (rounded down) and resist being thrown as many feet as the force charges. Each target may not have more than x4 caster level Force points thrown at them.

Area of affect 1: Any creature casting a spell or attack (other than the caster) for the next round within 100 feet must make a will save of DC 1 + how many points used- or be silenced (lasting 1d4 rounds) or disarmed. Any creature with less hit dice than the caster that fails this will save becomes stunned for 1d6 rounds.

Area of affect 2: Everything within 30 feet must make a fortitude save DC 1 + how many points were used - how many creatures were affected. Or be thrown away from the caster 1 foot per point used. Falling damage may apply. If the creature was of Medium or smaller size it becomes stunned for 1 round for every 20 points used (+1 for base).

DC to detect the web is spot check 20+caster level. Anything stepping in the web will become entangled. Each round the entangled creature is pulled toward the thickest part of the web at a speed of 5 feet. And is dealt 1d4 damage. Each round the creature may make an escape attempt with strength or escape artist, DC 20+ caster level. When being cast the caster may spend 40 force points to increase damage dealt to 1d8.

The commando decides what points goes where. It will fade after 1d20+ caster level rounds.It cannot be dealt physical damage and takes half magic damage. It may cast echo twice a turn but make no other action during that turn. The caster may see through it's eyes. To any test except detect magic it does not exist. It moves 60 feet a round flying. It may attack for 1d10+str but make no other action that turn. If this has 20 or more wisdom, intelligence, or charisma it may make a will save each round after it is meant to leave with DC of 5, this increase by 2 every round after.

Melee attacks may not be made without leverage, if made it will deal 50% less damage. Strength checks made during this have -10. Using telekinesis on a creature slamming it into something now deals 1d12+caster level damage. Any attacks with arrows must be made by having a dexterity check of 15 or higher, if shot an arrow may deal 50% more damage. Wind spells have 200% effectivity. This may only be cast once per encounter. The center of this remains on the commando. (Master spells may not be cast at the same time of each other. If a new one is cast the last one becomes canceled and the new comes into play.

For 1d4 rounds time stops to everything but the caster or target willing creature. They may not attack or cast spells. Anything may be moved by the target. The target may walk on air, breathe normal, and walk through or on walls. Any disarm attempts of a subject stopped by this becomes instantly successful. Arrows and other objects may be positioned to hit a target or miss. At the end of this time the subject takes 1d6 force damage for each round they were stopped.

gravity becomes tripled. Arrows may not be fired. If a creature cannot lift it's weight it becomes immobilized if a spell requires a verbal command and the creature is immoblized it cannot be cast. Telekinesis and other telekinetic powers may help lift a subject to move normally. Melee attacks gain 50% damage. This may only be cast once per encounter



~All magic in this area has double effect, all physical attacks deal no damage. this may be dispelled at will

~All magic in this area is negated. All physical attacks deal double damage