Difference between revisions of "ATRuns Superior (3.5e Racial Paragon Class)"
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'''{{Anchor|Quick Fix}} {{Ex}}:''' At 1st level, an ATRuns superior is easier to fix and optimized for accessible repairs. The DC to restore HP to a dead or inert ATRuns superior is reduced by 10. For each hour of "Downtime Mode" an ATRuns superior repairs 2 HP per HD per hour to itself. | '''{{Anchor|Quick Fix}} {{Ex}}:''' At 1st level, an ATRuns superior is easier to fix and optimized for accessible repairs. The DC to restore HP to a dead or inert ATRuns superior is reduced by 10. For each hour of "Downtime Mode" an ATRuns superior repairs 2 HP per HD per hour to itself. | ||
− | + | '''{{Anchor|Save Boost}} {{Ex}}:''' At 1st level, an ATRuns superior learns to focus on its shortcomings and overcome them. It chooses one of the following feats as a bonus feat: [[SRD:Great Fortitude|Great Fortitude]], [[SRD:Iron Will|Iron Will]] or [[SRD:Lightning Reflexes|Lightning Reflexes]]. | |
At 2nd level, it may choose another of these feats from the list. If it already has all these feats, it gains a +1 bonus to all its saves. | At 2nd level, it may choose another of these feats from the list. If it already has all these feats, it gains a +1 bonus to all its saves. |
Revision as of 23:42, 30 April 2015
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A racial paragon class for the ATRuns. 3 1 Moderate Poor Poor Poor Other Other
ATRuns Superior
The ATRuns superior advances features of the base ATRuns race, granting some resilience and mobility features.
Making an ATRuns Superior
As a non-casting progression racial paragon class, most ATRuns superiors will focus on physical ability scores and some form of combat.
Class Features
All of the following are class features of the ATRuns superior.
Weapon and Armor Proficiency: An ATRuns superior gains proficiency with simple weapons, light armor, shields (but not tower shields), combat shovel, combat spade, greathammer, spiked hammer and a single exotic crossbow of its choice.
Quick Fix (Ex): At 1st level, an ATRuns superior is easier to fix and optimized for accessible repairs. The DC to restore HP to a dead or inert ATRuns superior is reduced by 10. For each hour of "Downtime Mode" an ATRuns superior repairs 2 HP per HD per hour to itself.
Save Boost (Ex): At 1st level, an ATRuns superior learns to focus on its shortcomings and overcome them. It chooses one of the following feats as a bonus feat: Great Fortitude, Iron Will or Lightning Reflexes.
At 2nd level, it may choose another of these feats from the list. If it already has all these feats, it gains a +1 bonus to all its saves.
Secondary Mode (Ex): At 1st level, an ATRuns superior learns to unlock its secondary form. It gains the Shapechanger Subtype. An ATRuns superior gains a secondary physical form mode as an alternate form. In this form, it retains its own abilities with any changes noted under the specific form. Only built-in (or custom-made at the non-humanoid cost in the case of armor) gear changes shape to suit its secondary form. Changing into or back from a Secondary Mode is a standard action that provokes an attack of opportunity. An ATRuns superior has one of the following for its secondary mode:
Aquatic Mobility Mode: An ATRuns superior while in this form gains a swim speed equal to its previous land speed. Its land speed is reduced to 5 feet in this mode. It gains a +8 racial bonus to Swim skill checks and may take 10 on these checks even when in danger or threatened.
All Terrain Mode: An ATRuns superior with this form gains a climb speed equal to 20 feet and a +4 stability bonus against being bull rushed and tripped while on the ground. It's land speed drops by 10 feet.
Extra Arms Mode: An ATRuns superior with this form gains an extra set of arms. If it has two-weapon fighting, it gains the equivalent version of multi-weapon fighting while in this form. Its effective Strength and Dexterity for all its arms is 4 less while in this form.
Hover Mode: An ATRuns superior with this form gains a hover speed (perfect maneuverability) equal to 20 feet. It's land speed drops by 10 feet.
Turbo Mode: An ATRuns superior with this form gains a +20 racial bonus to its land speed movement and the Run feat. It suffers a –4 racial penalty to Balance and each square of difficult terrain counts as 4 squares instead of 2 squares.
Vehicle Suit Mode: An ATRuns superior with this form serves as a vehicle (gaining the Vehicle subtype) for a single occupant its size or smaller. An occupant gains total cover so long as the ATRuns superior has at least half its HP total. When the ATRuns drops below half HP, it only provides soft cover to its occupant. A vehicle suit mode ATRuns superior has three operator functions: Automatic Control, Manual Control and Tandem Control.
An ATRuns superior in Vehicle Suit Mode can communicate telepathically with its occupant. The occupant maintains up to the ATRuns superior's Dexterity modifier to its armor class.
Entering or exiting an ATRuns superior in Vehicle Suit Mode is a move action. An ATRuns superior also ejects any occupant when returning to its base form as a standard action. An unwillingly ejected occupant is allowed a Reflex save (DC 10 +1/2 the ATRuns superior's HD + the ATRuns superior's Strength modifier) to avoid falling prone in the ATRuns superior's space. Success allows the ejected occupant to land in an adjacent space, provoking attacks of opportunity from other creatures as applicable but not from the ATRuns.
In Automatic Control, the ATRuns maintains full control of its own actions. Any occupant relinquishes command willingly or is otherwise unable to take physical actions but still may take purely mental actions.
To enter Manual Control, the pilot and ATRuns make an opposed check (10 + 1/2 HD + highest mental ability score modifier) against each other. If the pilot succeeds, he gains control of the ATRuns physical form (including applicable feats, abilities and special qualities). An ATRuns may willingly allow the pilot control. If the ATRuns is unconscious or otherwise unable to move its body (if its body is even capable of movement), the pilot must make a Craft (Machinery or Trapmaking), Knowledge (Architecture and Engineering), Knowledge (Xeno) or Profession (Tinkerer) skill check (DC 10 + 1/2 the ATRuns superior's HD + the ATRuns superior's highest mental ability score modifier) to gain physical control of the ATRuns as a standard action, though once control is established, the pilot maintains control of the ATRuns physical form and physical abilities so long as he is a conscious occupant. The ATRuns may challenge the occupant to another opposed check once every 1d4 rounds.
To enter Tandem Control, the ATRuns superior must offer that option and the pilot occupant must willingly accept it. Both creatures must also be conscious. A Tandem Control ATRuns superior and pilot function as a single creature, using the highest initiative modifier, ability score modifiers, applicable skill modifiers, attack & special attack action roll modifiers and save modifiers between the two of them. They act on the same initiative and are allowed only as many actions as the most possible by one of them each round. When targeted with an affect that allows a saving throw, both the ATRuns superior and the pilot must check against it.
Attempting to hold an unwilling occupant constitutes a grapple. If the ATRuns superior pins the occupant, it remains held within.
Generational Assembly (Ex): At 2nd level, an ATRuns superior is much better at manufacturing its progeny. Every hour an ATRuns superior spends assembling its offspring counts as four hours.
Hybrid Core (Ex): At 2nd level, an ATRuns superior may develop a secondary core (chosen from the list of cores on the racial traits list) or a modification to its existing core chosen from the list below.
- Clockwork (Long Now) Core: An ATRuns superior gains 2 HP per HD instead of 1.
- Discharge Core: An ATRuns superior's discharge damage increases to 1d6 per HD. While overcharged, an ATRuns superior takes only 50% extra damage from all damage dealt to it instead of double.
- Electric Core: An ATRuns superior no longer becomes erratic when wet.
- Soul Core: An ATRuns superior is raised and resurrected (or reactivated when rebuilt) at no material cost.
- Thermal Core: An ATRuns superior no longer takes +50% damage from [Cold] effects.
Ability Boost (Ex): At 3rd level, an ATRuns superior gains a +2 racial bonus to an ability score of its choice.
Deluxe Model Feature (Ex): At 3rd level, an ATRuns superior unlocks its in-built racial potential and gains a second Model Feature chosen from the list of model features on the racial traits list.
Back to Main Page → 3.5e Homebrew → Classes → Racial Paragon Classes
Article Balance | Moderate + |
Author | Ganteka Future + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Racial Paragon Class + |
Length | 3 + |
Minimum Level | 1 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope + |
Skill Points | 4 + |
Summary | A racial paragon class for the ATRuns. + |
Title | ATRuns Superior + |
Will Save Progression | Poor + |