User:Johnnya4344/Sandbox
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Contents
Mechanic
Mechanics are rare finds in the D&D world. They posses the powers to hijack monsters and give them a tune-up so that they can be used in combat effectively. Also, If he finds enough "spare monster parts," he can create his own monsters that act like armed cars, tanks, and APCs. (Loosely based off of Scooter from Borderlands).
Making a Mechanic
Mechanics are the definition of team players. They work their ass off on racers just so their buddies can goof around on them and crash into the fountain in the middle of town. Also, many of their class features benefit their allies more than himself in combat, making him a good support class for a strong party of three or four.
Abilities: Dexterity for having skilled hands, Constitution to boost the DCs and power of many of his class features.
Races: Humans are the only known race to ever become mechanics, though it isn't out of the question to have other races become mechanics.
Alignment: Any
Starting Gold: 3d12x10 gp
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +2 | +0 | I's Named After Mah Sister, Lucky Will Pay 1/day, Harvest Parts | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +3 | +0 | Get You Some Wheels!, Skilled Hands | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +3 | +1 | Shit and Meatballs, Monkeywrench | ||||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +4 | +1 | Don't Just Sit There Thumbs Up Yer Ass Slack Jawed! | ||||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +4 | +1 | Did That Steele Chick Take Her Clothes Off Yet? | ||||||||||||||||||||||||||||||||||||
6th | +4 | +5 | +5 | +2 | say Hi from Scooter. ... and by that I mean you just go murder the crap outta him, ye hear?, Lucky Will Pay 2/day | ||||||||||||||||||||||||||||||||||||
7th | +5 | +5 | +5 | +2 | Smoking Jesus titty cinnamon! That thing's a MONSTER! | ||||||||||||||||||||||||||||||||||||
8th | +6 | +6 | +6 | +2 | All we got here is mud, guns, and dirt! | ||||||||||||||||||||||||||||||||||||
9th | +6 | +6 | +6 | +3 | Now, this is just between you, me, and some choice monster parts over there | ||||||||||||||||||||||||||||||||||||
10th | +7 | +7 | +7 | +3 | you better treat her right, otherwise I'm gonna bury you where I buried Lucky | ||||||||||||||||||||||||||||||||||||
11th | +8 | +7 | +7 | +3 | Magical Wheels, Lucky Will Pay 3/day | ||||||||||||||||||||||||||||||||||||
12th | +9 | +8 | +8 | +4 | Hey, you just holler when you need me, alright? | ||||||||||||||||||||||||||||||||||||
13th | +9 | +8 | +8 | +4 | OMG APC | ||||||||||||||||||||||||||||||||||||
14th | +10 | +9 | +9 | +4 | what'd anyone put in the damn thing? Gold? Hot chicks? ...Monkeys? | ||||||||||||||||||||||||||||||||||||
15th | +11 | +9 | +9 | +5 | Just get your murder on and we'll pretend nobody saw nuthin | ||||||||||||||||||||||||||||||||||||
16th | +12 | +10 | +10 | +5 | Lucky Will Pay 4/day | ||||||||||||||||||||||||||||||||||||
17th | +12 | +10 | +10 | +5 | |||||||||||||||||||||||||||||||||||||
18th | +13 | +11 | +11 | +6 | I never thought I'd see your dumb ass again! | ||||||||||||||||||||||||||||||||||||
19th | +14 | +11 | +11 | +6 | |||||||||||||||||||||||||||||||||||||
20th | +15 | +12 | +12 | +6 | Lucky Will Pay 5/day | ||||||||||||||||||||||||||||||||||||
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: The Mechanic is proficient with all light bludgeoning weapons and all heavy crossbows.
I's Named After Mah Sister: Your Name is Scooter. You also have an older sister named Scooter, but she isn't really important.
Lucky Will Pay "(Ex)", Once per day, Scooter can bring the horible memory of Lucky ruining his momma's girl parts into his head and fuel his rage into an attack. As an attack action, he can add his Constitution modifier to his attack roll and deal extra damage equal to twice his mechanic level on the attack. He gains another daily use of this ability every 5 levels after 1st (6th, 11th, etc.) and at 20th level.
Harvest Parts: When the party kills a magical beast, Scooter can harvest some of their useful bits for building his parts collection or using them to create outrunners. In a 1 minute process that can only be done within 10 minutes of the death of the creature, Scooter can harvest parts worth the monster's CR squared x 10 gp. These parts can be used as materials for creating an outrunner, for other class features, or Scooter can sell them for around 75% of their actual value. Ya never know who will end up needing the Tarrasque's junk...
Get You Some Wheels!: Scooter has the unique ability to make outrunners, a type of magical beast/zombie/awesome thing. The first type he can make is a racer, which takes up a 5'x10' space and has AC room for two occupants, one drives the racer and one operates the turret. Both occupants have cover while in the racer. The racer has 15x(Scooter's mechanic level at creation) HP, and when it is destroyed, the occupants are expelled from the racer and all entities within 10' of the racer (including the 2 occupants)take 3d6 damage (no save). The turret counts as a heavy repeating crossbow for proficiency, and it can attack once every round to do 5d6 untyped damage in a 10' burst within medium range of the racer (reflex save for half damage). The racer has a base land speed of 60 ft, but it cannot move more than once every round. Entering and exiting an outrunner is a full round action.
Creating a racer costs 250 gp and 1 day/mechanic level. Scooter can outfit his racer with more HP at the cost of 275 gp per 15 exter HP, but he cannot upgrade an outrunner to have more HP than one he can make at his current level.
At 7th level, Scooter can make the monster outrunner. It has much more HP (30 x level at creation) and is much slower (base land speed 30 ft). It takes up a 10' by 10' space and has AC 19 (Touch 9). There is room for two occupants, a driver and a gunner. It's turret launches a special projectile up into the air which splits into 3 normal projectiles that come down from the sky and deal 5d6 untyped damage to its targets. The projectiles can target the same victim or different ones, and the targeting is chosen by the gunner. The turret can only be fired once every 2 rounds, but requires no attack roll. The projectiles automatically hit their target. When this outrunner is destroyed, all entities within 20' of the outrunner take 5d6 points of damage (including the occupants) and are knocked over and pushed 5' away (no save).
Creating a monster costs 500 gp and 2 days/mechanic level, and upgrading it costs 550 gp per 30 HP. same upgrade rules apply for the racer.
Note: Whenever one of Scooter's monster outrunners kills an enemy with line of sight to Scooter, Scooter feels an inkling (DC 10 Will save to resist, but many fail on purpose) to shout, "Smokin' Jesus titty cinnamon! That was awesome!" If Scooter is in combat, this counts as an immediate action, does not provoke an attack of opportunity, nor does it count against his action limit. He just wants to have fun.
At 13th level, Scooter can make the APC of outrunners: the lancer. It takes up a 15'x15' space, has AC 25 (touch 8), has 50 HP/mechanic level, and has room for a driver, a gunner, and 2 passengers. Its base land speed is 20', and entering and exiting the lancer is only a move action. The turret on the lancer, when fired, has an effect similar to an electric version of fireball: it has long range and does 10d6 electric damage in a 15' burst at the target point. It can be fired once every round. The occupants of the lancer cannot be targeted by attacks from the outside.
Creating a lancer costs 1000 gp and 1 week/Mechanic level, and HP upgrades are 1100 gp/50 HP. Subject to same upgrade limits that the racer and monster have.
Scooter can only have 2 outrunners in existence at one time, and if one ever gets destroyed, Scooter can salvage the dead outrunner for parts. For every 2 minutes after the outrunner has been destroyed, Scooter salvages 5% less stuff, and within the first 2 minutes, he can salvage 50% of the outrunner's worth (So, between 2-4 mins, he gets 45%. 4-6, 40%, etc.). This takes 1 minute.
Epic <-class name->
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
<nowiki>
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