Difference between revisions of "ATRuns Superior (3.5e Racial Paragon Class)"

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|author_name=Ganteka Future
 
|author_name=Ganteka Future
 
|date_created=25 April 2015
 
|date_created=25 April 2015
|status=Condition: Normal / v1.1
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|status=Condition: Normal / v1.8
|balance=Moderate
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|balance=High
 
}}
 
}}
 
{{3.5e Class Data
 
{{3.5e Class Data
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|length=3
 
|length=3
 
|minlevel=1
 
|minlevel=1
|bab=Moderate
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|bab=Good
 
|fort=Poor
 
|fort=Poor
 
|ref=Poor
 
|ref=Poor
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
|1st|| class="left" | +0 || +0 || +0 || +0
+
|1st|| class="left" | +1 || +0 || +0 || +0
| class="left" | [[#Quick Fix|Quick Fix]], [[#Save Boost|Save Boost]], [[#Secondary Form|Secondary Form]]
+
| class="left" | [[#Partial Advancement|Partial Advancement]], [[#Quick Fix|Quick Fix]], [[#Save Progression|Save Progression]], [[#Secondary Form|Secondary Form]]
 
|-
 
|-
|2nd|| class="left" | +1 || +0 || +0 || +0
+
|2nd|| class="left" | +2 || +0 || +0 || +0
| class="left" | [[#Generational Assembly|Generational Assembly]], [[#Hybrid Core|Hybrid Core]], [[#Save Boost|Save Boost]]
+
| class="left" | [[#Generational Assembly|Generational Assembly]], [[#Hybrid Core|Hybrid Core]], [[#Skillful & Practiced|Skillful & Practiced]]
 
|-  
 
|-  
|3rd|| class="left" | +2 || +1 || +1 || +1
+
|3rd|| class="left" | +3 || +1 || +1 || +1
| class="left" | [[#Ability Boost|Ability Boost]], [[#Deluxe Model Feature|Deluxe Model Feature]]
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| class="left" | [[#Ability Boost|Ability Boost]], [[#Unlock Potential|Unlock Potential]]
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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Tumble,  
 
Tumble,  
 
Use Magic Device,  
 
Use Magic Device,  
Use Rope}}
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Use Rope}}<br/>''Homebrew Class Skills:'' {{Property Link|Skill|Pilot (3.5e Skill)|Pilot}} ([[SRD:Intelligence|Int]])
 
|}
 
|}
  
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All of the following are class features of the ATRuns superior.
 
All of the following are class features of the ATRuns superior.
  
'''Weapon and Armor Proficiency:''' An ATRuns superior gains proficiency with [[SRD:Weapons|simple weapons]], [[SRD:Armor|light armor]], shields (but not tower shields), [[Combat Shovel (3.5e Equipment)|combat shovel]], [[Combat Spade (3.5e Equipment)|combat spade]], [[Greathammer (3.5e Equipment)|greathammer]], [[Spiked Hammer (3.5e Equipment)|spiked hammer]] and a single [[SRD:Exotic Weapon Proficiency|exotic]] crossbow of its choice.
+
'''Weapon and Armor Proficiency:''' An ATRuns superior gains proficiency with [[SRD:Weapons|simple weapons]], [[SRD:Armor|light armor]], [[SRD:Armor|medium armor]], [[SRD:Armor|heavy armor]], shields (but not tower shields), [[Combat Shovel (3.5e Equipment)|combat shovel]], [[Combat Spade (3.5e Equipment)|combat spade]], [[Greathammer (3.5e Equipment)|greathammer]], [[Spiked Hammer (3.5e Equipment)|spiked hammer]] and a single [[SRD:Exotic Weapon Proficiency|exotic]] crossbow (or gun, setting permitting) of its choice.
 +
 
 +
'''{{Anchor|Partial Advancement}}:''' At 1st level, the ATRuns superior gains advancement to pre-existing class features from a chosen class, such as sneak attack, bardic songs per day (but not bardic music known), caster level (but not spells known), and initiator level (but not new maneuvers). It does not grant new class features, nor does it grant spells per day, spells known, or similar abilities. If it does not yet possess a class to tie this feature to, it may choose a class later when it qualifies.
  
 
'''{{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 as a construct 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]].
+
'''{{Anchor|Save Progression}} {{Ex}}:''' At 1st level, an ATRuns superior focuses on how it develops. Choose two of either [[SRD:Fortitude|Fortitude]], [[SRD:Reflex|Reflex]] or [[SRD:Will|Will]]. Increase these saving throw progressions to Good instead of Poor for all its ATRuns superior levels.
  
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.
+
'''{{Anchor|Secondary Mode}} {{Ex}}:''' At 1st level, an ATRuns superior learns to unlock its secondary form. It gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]]. An ATRuns superior gains a secondary physical form mode as an [[SRD:Alternate Form|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 [[SRD:Move Actions|move action]] or a [[SRD:Standard Actions|standard action]] which does not provoke an attack of opportunity.  
  
'''{{Anchor|Secondary Mode}} {{Ex}}:''' At 1st level, an ATRuns superior learns to unlock its secondary form. It gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]]. An ATRuns superior gains a secondary physical form mode as an [[SRD:Alternate Form|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 [[SRD:Standard Actions|standard action]] that provokes an attack of opportunity. An ATRuns superior has one of the following for its secondary mode:
+
An ATRuns superior may choose a different secondary form from the list after focusing for 1 hour (typically done during Downtime Mode). An ATRuns superior chooses to access one of the following for its secondary mode at a time:
  
:''{{Anchor|Aquatic Mobility Mode}}:'' An ATRuns superior while in this form gains a [[SRD:Swim Speed|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 [[SRD:Swim Skill|Swim]] skill checks and may take 10 on these checks even when in danger or threatened. It takes no penalty on attack rolls for attacking underwater.
+
:''{{Anchor|Aquatic Mode}}:'' An ATRuns superior while in this form gains a [[SRD:Swim Speed|swim speed]] equal to its previous land speed. Its land speed is reduced by 10 feet. It gains a +8 racial bonus to [[SRD:Swim Skill|Swim]] skill checks and may take 10 on these checks even when in danger or threatened. It takes no penalty on attack rolls and damage rolls for attacking underwater.
 +
:At ECL 5, this [[SRD:Swim Speed|swim speed]] increases by 20 feet.
 +
:At ECL 10, this [[SRD:Swim Speed|swim speed]] increases by an additional 20 feet.
  
:''{{Anchor|All Terrain Mode}}:'' An ATRuns superior with this form gains a [[SRD:Climb Speed|climb speed]] equal to 20 feet and a +4 stability bonus against being [[SRD:Bull Rush|bull rushed]] and [[SRD:Trip|tripped]] while on the ground. It's land speed drops by 10 feet. It gains a +8 racial bonus on [[SRD:Jump Skill|Jump]] checks.
+
:''{{Anchor|Terrain Mode}}:'' An ATRuns superior with this form gains a [[SRD:Climb Speed|climb speed]] equal to 20 feet and a +4 stability bonus against being [[SRD:Bull Rush|bull rushed]] and [[SRD:Trip|tripped]] while on the ground. It's land speed is reduced by 10 feet. It gains a +8 racial bonus on [[SRD:Jump Skill|Jump]] checks. It takes half damage from falling and ignores the movement penalties of difficult terrain.
 +
:At ECL 5, it gains a [[SRD:Movement, Position, and Distance#Burrow|burrow]] speed of 5 feet. It does not leave behind a tunnel while burrowing and it ignores all penalty and damage effects of difficult terrain (including magical difficult terrain).
 +
:At ECL 10, this [[SRD:Movement, Position, and Distance#Burrow|burrow]] speed increases to 20 feet and it may choose to leave behind a tunnel.
  
:''{{Anchor|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 [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] for all its arms is 4 less while in this form.
+
:''{{Anchor|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 [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] for all its arms is 4 less while in this form. When using all of its arms in conjunction as a [[SRD:Standard Actions|standard action]] when making a [[SRD:Strength|Strength]]- or [[SRD:Dexterity|Dexterity]]-based ability check, it gets a +4 bonus to the check.
 +
:At ECL 5, it may draw and sheath weapons as part of the action used to transform into this form.
 +
:At ECL 10, the effective [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] for all its arms is only 2 less in this form.  
  
:''{{Anchor|Hover Mode}}:'' An ATRuns superior with this form gains a [[Hover (3.5e Creature Ability)|hover]] speed (perfect maneuverability) equal to 20 feet. It's land speed drops by 10 feet. At ECL 5, it can [[SRD:Fly|fly]] for a continuous number of rounds equal to its [[SRD:Constitution|Constitution]] bonus (minimum of 1 round). Flight capability recharges automatically after 1 minute.
+
:''{{Anchor|Hover Mode}}:'' An ATRuns superior with this form gains a [[Hover (3.5e Creature Ability)|hover]] speed (perfect maneuverability) equal to 20 feet. It's land speed is reduced by 10 feet. It maintains any stability bonuses while hovering or flying.
 +
:At ECL 5, it can [[SRD:Fly|fly]] (perfect maneuverability) for a continuous number of rounds equal to its [[SRD:Constitution|Constitution]] bonus (minimum of 1 round). Flight capability recharges automatically after 1 minute.
 +
:At ECL 10, it gains unlimited [[SRD:Fly|flight]].
  
:''{{Anchor|Siege Mode}}:'' An ATRuns superior with this form is capable of devastating objects and defenses. While in this form, its movement speeds are reduced to 5 feet. For every consecutive attack against the same target that misses, a Siege Mode ATRuns gains a +1 bonus to attack rolls (to a maximum of +5). Additionally, for the purposes of severe weather, a Siege Mode ATRuns' projectiles count as siege attacks and the ATRuns itself counts as 2 sizes larger than its actual size for the purposes of [[SRD:Weather#Table: Wind Effects|wind effects on creatures]]. A Siege Mode ATRuns' attacks bypass object [[SRD:Breaking and Entering#Hardness|hardness]] of 10 or less.
+
:''{{Anchor|Siege Mode}}:'' An ATRuns superior with this form is capable of devastating objects and defenses. While in this form, its movement speeds are reduced to 5 feet. Additionally, for the purposes of severe weather, a Siege Mode ATRuns' projectiles count as siege attacks and the ATRuns itself counts as 2 sizes larger than its actual size for the purposes of [[SRD:Weather#Table: Wind Effects|wind effects on creatures]]. A Siege Mode ATRuns' attacks bypass object [[SRD:Breaking and Entering#Hardness|hardness]] of 10 + 1/2 its HD or less.
 +
:At ECL 5, for the purposes of stability, it gains a +4 bonus on ability checks to resist being [[SRD:Bull Rush|bull rushed]], [[SRD:Grapple|grappled]], [[SRD:Overrun|overrun]] and [[SRD:Trip|tripped]] when standing firmly on a solid surface.
 +
:At ECL 10, it need not be on a solid surface and gains [[Siege Shot (3.5e Feat)|Siege Shot]] as a bonus feat. If the ATRuns already possesses this feat or later gains it from another source, he ignores the –2 penalty on the attack.
  
:''{{Anchor|Turbo Mode}}:'' An ATRuns superior with this form gains a +20 racial bonus to its land speed movement and the [[SRD:Run|Run]] feat. It suffers a –4 racial penalty to [[SRD:Balance Skill|Balance]] and each square of [[SRD:Movement, Position, and Distance#Difficult Terrain|difficult terrain]] counts as 4 squares instead of 2 squares.
+
:''{{Anchor|Turbo Mode}}:'' An ATRuns superior with this form forgoes stability for speed. It gains a +20 racial bonus to its land speed movement and the [[SRD:Run|Run]] feat. It suffers a –4 racial penalty to [[SRD:Balance Skill|Balance]] and each square of [[SRD:Movement, Position, and Distance#Difficult Terrain|difficult terrain]] counts as 4 squares instead of 2 squares.
 +
:At ECL 5, this bonus to land speed movement increases to +40 feet.
 +
:At ECL 10, this bonus to land speed movement increases to +60 feet.
  
:''{{Anchor|Vehicle Suit Mode}}:'' An ATRuns superior with this form serves as a vehicle (gaining the [[Vehicle (3.5e Subtype)|Vehicle]] subtype) for a single occupant its size or smaller. An occupant gains [[SRD:Cover#Total Cover|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 [[SRD:Cover#Soft Cover|soft cover]] to its occupant. A vehicle suit mode ATRuns superior has three operator functions: Automatic Control, Manual Control and Tandem Control.
+
'''{{Anchor|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 a number of hours equal to double its HD total.
  
:An ATRuns superior in Vehicle Suit Mode can communicate telepathically with its occupant. The occupant maintains up to the ATRuns superior's [[SRD:Dexterity|Dexterity]] modifier to its armor class.
+
'''{{Anchor|Hybrid Core}} {{Ex}}:''' At 2nd level, an ATRuns superior may develop a [[ATRuns (3.5e Race)#Core Type|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.
  
:Entering or exiting an ATRuns superior in Vehicle Suit Mode is a [[SRD:Move Actions|move action]]. An ATRuns superior also ejects any occupant when returning to its base form as a [[SRD:Standard Actions|standard action]]. An unwillingly ejected occupant is allowed a [[SRD:Saving Throw#Reflex|Reflex]] save (DC 10 +1/2 the ATRuns superior's HD + the ATRuns superior's [[SRD:Strength|Strength]] modifier) to avoid falling prone in the ATRuns superior's space. Success allows the ejected occupant to land in an adjacent space, provoking [[SRD:Attack of Opportunity|attacks of opportunity]] from other creatures as applicable but not from the ATRuns.
+
:''Clockwork Core:'' An ATRuns superior gains 2 HP per HD instead of 1. It automatically stabilizes if dying.
 +
:''Discharge Core:'' An ATRuns superior's discharge damage increases to 1d6 per HD. It may use each of its discharge abilities once per day. You may automatically overcharge, gaining your extraordinary ''[[SRD:Haste|haste]]'' effect while at a number of HP equal to or below your HD total.
 +
:''Electric Core:'' An ATRuns superior gains Evasion as a rogue against [Electricity] effects. If the ATRuns possesses or later gains Evasion from another source, it scales up to Improved Evasion.
 +
:''Magnetic Core:'' An ATRuns superior gains +2 to its AC against metallic ranged and thrown attacks. Its ''mage hand'' improves to 30 feet and the weight liftable increases to one quarter its light load (minimum 5 lbs). Additionally, it gains a +4 bonus against being [[SRD:Disarm|disarmed]].
 +
:''Soul Core:'' An ATRuns superior is [[SRD:Raise Dead|raised]] and resurrected (or reactivated when rebuilt) with no level loss and material component costs for such resurrections are halved. Gain [[SRD:Skill Focus|Skill Focus]] for a [[SRD:Perform Skill|Perform]] skill of your choice. Additionally, negative levels don’t give a penalty, though it still dies if it accrues a total equal to its HD.
 +
:''Thermal Core:'' Gain ''[[Cook (3.5e Spell)|cook]]'' at will as an extraordinary ability. Cold environments are treated as 1 step less severe for it. Additionally, it may heat up itself to deal 1 [Fire] damage on a successful attack with a non-reach melee, natural or feral strike weapon.
  
: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.
+
'''{{Anchor|Skillful & Practiced}}:''' At 2nd level, gain [[Handyman (3.5e Feat)|Handyman]] and [[Skill Tool Optimization (3.5e Feat)|Skill Tool Optimization]] as bonus feats.
  
: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 [[SRD:Craft Skill|Craft]] (Machinery or Trapmaking), [[SRD:Knowledge Skill|Knowledge (Architecture and Engineering)]], [[Knowledge Xeno (3.5e Skill)|Knowledge (Xeno)]] or [[SRD:Profession Skill|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 [[SRD:Standard Actions|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.
+
'''{{Anchor|Ability Boost}} {{Ex}}:''' At 3rd level, an ATRuns superior gains a +2 racial bonus to an ability score of its choice.
 
 
: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 [[SRD:Grapple|grapple]]. If the ATRuns superior pins the occupant, it remains held within.
 
 
 
'''{{Anchor|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.
 
 
 
'''{{Anchor|Hybrid Core}} {{Ex}}:''' At 2nd level, an ATRuns superior may develop a [[ATRuns (3.5e Race)#Core Type|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 3 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 [[SRD:Raise Dead|raised]] and resurrected (or reactivated when rebuilt) at no material cost.
 
:''Thermal Core:'' An ATRuns superior no longer takes +50% damage from [Cold] effects.
 
  
'''{{Anchor|Ability Boost}} {{Ex}}:''' At 3rd level, an ATRuns superior gains a +2 racial bonus to an ability score of its choice.
+
'''{{Anchor|Unlock Potential}} {{Ex}}:''' At 3rd level, an ATRuns superior unlocks more in-built racial potential. It may transform into or from its [[#Secondary Mode|Secondary Mode]] as a [[SRD:Swift Actions|swift action]] as well. Additionally, it gains one of the following:
  
'''{{Anchor|Deluxe Model Feature}} {{Ex}}:''' At 3rd level, an ATRuns superior unlocks its in-built racial potential and gains a second [[ATRuns (3.5e Race)#Model Feature|Model Feature]] chosen from the list of model features on the racial traits list.
+
:''{{Anchor|Deluxe Model}}:'' Gain a second [[ATRuns (3.5e Race)#Model Feature|Model Feature]] chosen from the list of model features on the racial traits list.
 +
:''{{Anchor|Supplementary Core}}:'' Gain a [[ATRuns (3.5e Race)#Core Type|supplementary core]] (chosen from the list of cores on the racial traits list) or modify for an existing core as listed above in [[#Hybrid Core|Hybrid Core]].
 +
:''{{Anchor|Versatile}}:'' Access two additional [[#Secondary Mode|Secondary Mode]] forms chosen from the list. When focusing for 1 hour, a versatile ATRuns superior may swap out any or all of its [[#Secondary Mode|Secondary Modes]] for different ones.
  
  

Latest revision as of 20:26, 21 September 2021


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Author: Ganteka Future (talk)
Date Created: 25 April 2015
Status: Condition: Normal / v1.8
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A racial paragon class for the ATRuns. 3 1 Good Poor Poor Poor Other Other

ATRuns Superior[edit]

The ATRuns superior advances features of the base ATRuns race, granting some resilience and mobility features.

Making an ATRuns Superior[edit]

As a non-casting progression racial paragon class, most ATRuns superiors will focus on physical ability scores and some form of combat.

Table: The ATRuns Superior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +0 Partial Advancement, Quick Fix, Save Progression, Secondary Form
2nd +2 +0 +0 +0 Generational Assembly, Hybrid Core, Skillful & Practiced
3rd +3 +1 +1 +1 Ability Boost, Unlock Potential

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture & Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Homebrew Class Skills: Pilot (Int)

Class Features[edit]

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, medium armor, heavy armor, shields (but not tower shields), combat shovel, combat spade, greathammer, spiked hammer and a single exotic crossbow (or gun, setting permitting) of its choice.

Partial Advancement: At 1st level, the ATRuns superior gains advancement to pre-existing class features from a chosen class, such as sneak attack, bardic songs per day (but not bardic music known), caster level (but not spells known), and initiator level (but not new maneuvers). It does not grant new class features, nor does it grant spells per day, spells known, or similar abilities. If it does not yet possess a class to tie this feature to, it may choose a class later when it qualifies.

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 Progression (Ex): At 1st level, an ATRuns superior focuses on how it develops. Choose two of either Fortitude, Reflex or Will. Increase these saving throw progressions to Good instead of Poor for all its ATRuns superior levels.

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 move action or a standard action which does not provoke an attack of opportunity.

An ATRuns superior may choose a different secondary form from the list after focusing for 1 hour (typically done during Downtime Mode). An ATRuns superior chooses to access one of the following for its secondary mode at a time:

Aquatic Mode: An ATRuns superior while in this form gains a swim speed equal to its previous land speed. Its land speed is reduced by 10 feet. It gains a +8 racial bonus to Swim skill checks and may take 10 on these checks even when in danger or threatened. It takes no penalty on attack rolls and damage rolls for attacking underwater.
At ECL 5, this swim speed increases by 20 feet.
At ECL 10, this swim speed increases by an additional 20 feet.
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 is reduced by 10 feet. It gains a +8 racial bonus on Jump checks. It takes half damage from falling and ignores the movement penalties of difficult terrain.
At ECL 5, it gains a burrow speed of 5 feet. It does not leave behind a tunnel while burrowing and it ignores all penalty and damage effects of difficult terrain (including magical difficult terrain).
At ECL 10, this burrow speed increases to 20 feet and it may choose to leave behind a tunnel.
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. When using all of its arms in conjunction as a standard action when making a Strength- or Dexterity-based ability check, it gets a +4 bonus to the check.
At ECL 5, it may draw and sheath weapons as part of the action used to transform into this form.
At ECL 10, the effective Strength and Dexterity for all its arms is only 2 less 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 is reduced by 10 feet. It maintains any stability bonuses while hovering or flying.
At ECL 5, it can fly (perfect maneuverability) for a continuous number of rounds equal to its Constitution bonus (minimum of 1 round). Flight capability recharges automatically after 1 minute.
At ECL 10, it gains unlimited flight.
Siege Mode: An ATRuns superior with this form is capable of devastating objects and defenses. While in this form, its movement speeds are reduced to 5 feet. Additionally, for the purposes of severe weather, a Siege Mode ATRuns' projectiles count as siege attacks and the ATRuns itself counts as 2 sizes larger than its actual size for the purposes of wind effects on creatures. A Siege Mode ATRuns' attacks bypass object hardness of 10 + 1/2 its HD or less.
At ECL 5, for the purposes of stability, it gains a +4 bonus on ability checks to resist being bull rushed, grappled, overrun and tripped when standing firmly on a solid surface.
At ECL 10, it need not be on a solid surface and gains Siege Shot as a bonus feat. If the ATRuns already possesses this feat or later gains it from another source, he ignores the –2 penalty on the attack.
Turbo Mode: An ATRuns superior with this form forgoes stability for speed. It 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.
At ECL 5, this bonus to land speed movement increases to +40 feet.
At ECL 10, this bonus to land speed movement increases to +60 feet.

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 a number of hours equal to double its HD total.

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 Core: An ATRuns superior gains 2 HP per HD instead of 1. It automatically stabilizes if dying.
Discharge Core: An ATRuns superior's discharge damage increases to 1d6 per HD. It may use each of its discharge abilities once per day. You may automatically overcharge, gaining your extraordinary haste effect while at a number of HP equal to or below your HD total.
Electric Core: An ATRuns superior gains Evasion as a rogue against [Electricity] effects. If the ATRuns possesses or later gains Evasion from another source, it scales up to Improved Evasion.
Magnetic Core: An ATRuns superior gains +2 to its AC against metallic ranged and thrown attacks. Its mage hand improves to 30 feet and the weight liftable increases to one quarter its light load (minimum 5 lbs). Additionally, it gains a +4 bonus against being disarmed.
Soul Core: An ATRuns superior is raised and resurrected (or reactivated when rebuilt) with no level loss and material component costs for such resurrections are halved. Gain Skill Focus for a Perform skill of your choice. Additionally, negative levels don’t give a penalty, though it still dies if it accrues a total equal to its HD.
Thermal Core: Gain cook at will as an extraordinary ability. Cold environments are treated as 1 step less severe for it. Additionally, it may heat up itself to deal 1 [Fire] damage on a successful attack with a non-reach melee, natural or feral strike weapon.

Skillful & Practiced: At 2nd level, gain Handyman and Skill Tool Optimization as bonus feats.

Ability Boost (Ex): At 3rd level, an ATRuns superior gains a +2 racial bonus to an ability score of its choice.

Unlock Potential (Ex): At 3rd level, an ATRuns superior unlocks more in-built racial potential. It may transform into or from its Secondary Mode as a swift action as well. Additionally, it gains one of the following:

Deluxe Model: Gain a second Model Feature chosen from the list of model features on the racial traits list.
Supplementary Core: Gain a supplementary core (chosen from the list of cores on the racial traits list) or modify for an existing core as listed above in Hybrid Core.
Versatile: Access two additional Secondary Mode forms chosen from the list. When focusing for 1 hour, a versatile ATRuns superior may swap out any or all of its Secondary Modes for different ones.



Back to Main Page3.5e HomebrewClassesRacial Paragon Classes

Article BalanceHigh +
AuthorGanteka Future +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Racial Paragon Class +
Length3 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, 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 +, Use Rope + and Pilot +
Skill Points4 +
SummaryA racial paragon class for the ATRuns. +
TitleATRuns Superior +
Will Save ProgressionPoor +