ATRuns Superior (3.5e Racial Paragon Class)
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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.
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 Page → 3.5e Homebrew → Classes → Racial Paragon Classes
Article Balance | High + |
Author | Ganteka Future + |
Base Attack Bonus Progression | Good + |
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 +, Use Rope + and Pilot + |
Skill Points | 4 + |
Summary | A racial paragon class for the ATRuns. + |
Title | ATRuns Superior + |
Will Save Progression | Poor + |