Difference between revisions of "Servotrooper"
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'''Base Attack Bonus:''' +4<br> | '''Base Attack Bonus:''' +4<br> | ||
− | '''Feats:''' Skill Focus: | + | '''Feats:''' Skill Focus: Sabotage, Skill Focus: Knowledge (Architecture/Engineering)<br> |
− | '''Skills:''' | + | '''Skills:''' Sabotage 4, Knowledge (Architecture/Engineering) 8<br> |
'''Race:''' Gnomes. | '''Race:''' Gnomes. | ||
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'''Armor Proficiencies''': All armor proficiencies.<br> | '''Armor Proficiencies''': All armor proficiencies.<br> | ||
'''Skill Points''': 6 + Int Modifier.<br> | '''Skill Points''': 6 + Int Modifier.<br> | ||
− | '''Class Skills''': Appraise | + | '''Class Skills''': Acrobatics, Appraise, Knowledge (Arcana), Knowledge (Architecture/Engineering), Knowledge (Religion), Sabotage, Spellcraft |
'''''This class is a 5 level PRC''''' | '''''This class is a 5 level PRC''''' |
Revision as of 21:18, 22 September 2018
Base Classes | Prestige Classes |
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Servo Troopers use a (proprietary) exoskeleton which they upgrade with various parts as they feel the need. Each Servo Trooper tends to have her own unique style, meaning the upgrades she applies are usually unique to her needs. Given the personal nature of the design it is often all but impossible for one gnome to use the exoskeleton of another. Any attempts to do so usually devolve into yelling about improperly aligned mechanisms and the occasional "WHY WOULD YOU DO IT THAT WAY?!"
Contents
Requirements
Base Attack Bonus: +4
Feats: Skill Focus: Sabotage, Skill Focus: Knowledge (Architecture/Engineering)
Skills: Sabotage 4, Knowledge (Architecture/Engineering) 8
Race: Gnomes.
Class Features
Hit Die: d6
Base Attack Bonus: 3/4
High Saves: Reflex
Weapon Proficiencies: Simple and martial weapon proficiencies.
Armor Proficiencies: All armor proficiencies.
Skill Points: 6 + Int Modifier.
Class Skills: Acrobatics, Appraise, Knowledge (Arcana), Knowledge (Architecture/Engineering), Knowledge (Religion), Sabotage, Spellcraft
This class is a 5 level PRC
Modulare Upgrades (feats)
Each level of Servo Trooper you may choose one feat that modifies your exoskeleton in a number of unique and useful ways. Each feat is part of a series that stacks (up to three times in most cases), allowing you to focus on one or two specific abilities, or to gain minor benefits from several. (See below for descriptions/options).
Armor Upgrades:
Light Plating: A series of light but flexible plating is grafted to the exoskeleton, giving you a small amount of defense and a limited ability to absorb damage, much like the a thick hide might protect an animal. +1 to Natural AC, 1/Adamantine DR, 5% ASF.
Medium Plating: By reinforcing the original plating you've managed to make it even tougher and more resistant to blows, though you've lost some flexibility. +2 to Natural AC, 2/Adamantine DR, 5% Immunity to Physical Attack, and 10% ASF (all bonuses are cumulative with Light Plating for a total of +3 Natural AC, 3/Adamantine DR, 5% Immunity to Physical Attack, and 15% ASF).
Heavy Plating: Having taken the earlier plating options as far as they can go, you've finally resorted to add thick and tough plates of metal. Though highly protective, they are completely inflexible. +3 to Natural AC, 3/Adamantine DR, 5% Immunity to Physical Attack, and 15% ASF (all bonuses are cumulative with Light and Medium Plating for a total of +6 Natural AC, 6/Adamantine DR, Immunity to Sneak Attacks, 10% Immunity to Physical Attack, and 30% ASF).
Bracer Upgrades
Powerful Blows: With this augmentation you add more powerful motors and supports to the arms and back of the exoskeleton to allow for sudden and powerful strikes. This has the double advantage of being harder to dodge, and piercing deeper through armor or hide. Unfortunately this can at times cause you to move just that little bit too far or too fast and thus makes Somatic Components harder. +2 AB, +2 Damage, 5% Spell Failure.
Boosted Bashes: You've found that with some clever use of simple mechanics you can add a fair amount of spring to your attacks, allowing for more sudden and powerful strikes than before. +3 AB, +3 Damage, 10% ASF (All bonuses are cumulative with Powerful Blows for a total of +5 AB, +5 Damage, and 15% ASF).
Crafted Claws: With little else that can be done for your bracers, you've considered the possibilities of a weapon that can't be disarmed or taken from you. Having studied many of the creatures on Eramer you've designed a set of claws that combines some of the best features of such natural weapons, and made a set that you can extrude over your hands at will. You gain a +1 1d8 Slashing/Piercing creature weapon (Monks who take this augment replace the damage with their Monk unarmed Damage (including damage penetration abilities), in addition any Unarmed Attack feats you may have count for the purposes of bonuses).
Greaves Upgrades
Spring Step I: Springs, everyone loves springs, and more than that everyone loves to have a bit of spring in their steps. You've taken this a little more literally than most, perhaps, however it seems like it was a good choice. Using a series of springs, gears, and other mechanisms you've managed to capture a small portion of the energy that you use for walking and release it for a small boost. Your movement speed increases by 10% and you gain a +2 bonus to Jump, Climb, and Balance. In addition you find it easier to spring away from an oncoming attack, adding a +1 Dodge Bonus to your AC.
Spring Step II: Tighter springs, an ingenious set of gears, and even a tiny motor or two grant you that little bit more that you've been looking for. Your movement speed increases by 10% and you gain a +4 bonus to Jump, Climb, and Balance. Your quicker movements also provide a greater combat advantage, granting a +1 Dodge bonus to AC. (All bonuses are cumulative with Spring Step I for a total bonus of 20% Movement Increase, +6 to Jump, Climb and Balance, and +2 Dodge AC)
Spring Step III: You've pushed springs as far as they'll go already, but you were certainly on the right track with motors. The new ones are a bit bulky but they certainly do the job! Your movement speed increases by 10%, and you gain a +6 bonus to Jump, Climb, and Balance. The new motors react so much more quickly than the originals, further increasing your ability to escape from impending doom, granting a +1 Dodge bonus to AC. (All bonuses are cumulative with Spring Step I and II for a total bonus of 30% Movement Increase, +12 to Jump, Climb, and Balance, and +3 Dodge AC)
Exoskeleton
Reinforced Steel, Oiled Hinges I: The traditional exoskeleton is made of thin steel meant for the support of the various upgrades. Contemplating this you realized that with a thicker skeleton you'd be able to support more weight, and with stronger motors and well oiled joints you should be able to quicken your movement. It took you only a short time to design, and even less to implement, but the result is a much sturdier frame that augments both your strength, and deftness. You gain a +1 bonus to both Strength and Dexterity (These bonuses are not cumulative with other Enhancement Bonuses to Strength and Dexterity, such as those from Spells and Magic Items).
Reinforced Steel, Oiled Hinges II: Having worked with the improved exoskeleton for some time now you've come to recognize it's weak points, and the ways to overcome them, you've also found ways to augment the motors and joints to allow for greater strength and range of movement. You gain a +1 bonus to both Strength, and Dexterity. (This bonus is cumulative with Reinforced Steel, Oiled Hinges I for a bonus of +2 Strength, and +2 Dex, These bonuses are not cumulative with other Enhancement Bonuses to Strength and Dexterity, such as those from Spells and Magic Items).
Reinforced Steel, Oiled Hinges III: By this time you know your exoskeleton like the back of your hand. It's flaws are (to you) glaring and obvious, but with a bit of ingenuity and creativity you've managed to not just overcome them, but once more improve it. It's augmentation to your strength is incredible, and it helps you to move with a grace normally obtained only by years of training. You gain a +2 to Strength, and Dexterity. (This bonus is cumulative with Reinforced Steel, Oiled Hinges I and II for a bonus of +4 Strength, and +4 Dex, These bonuses are not cumulative with other Enhancement Bonuses to Strength and Dexterity, such as those from Spells and Magic Items).
Integrations
Integration I: UBACA: One of the most useful devices gnomes have devised, the Underwater Breathing And Communication Apparatus is all but standard issue. That said, why carry one with you when you could instead build one directly into your Exoskeleton? You've decided the effort is worth the cost, and that it'd be quite worth it to never be caught without the ability to breath (or communicate) underwater.
IIntegration II: Technomantic: These days devices that combine technology and magic are becoming more and more common and you, being one of the Servo Troopers, have access to them more than most. You've taken some of these devices and built them directly into your Exoskeleton.
- Thaumometer: You've got a built in, Military Grade thaumometer. Unlike the normal market version this, being made of sturdy and high grade materials, will not break if subjected to extreme levels of magical detection, though it does need to be recalibrated every so often. This ability does not have a cooldown.
- Synergistic Frazzler: Known for it's ability to cloak a person in an invisible field the Synergistic Frazzler is an incredible device to have on call. You've managed to work one into your exoskeleton, and have found that the audible buzzing can be damped, however it does cause a mildly unpleasant vibrating sensation every now and again instead. This Ability lasts for One Minute per Servo Trooper level and has a Five Minute cooldown.
- B.U.L.B: A relatively new device, the Bright and Uniform Light Broadcaster generate s a field of light around whoever is using it. In this case, that's you. While the gnomish ability to see in dark places is a wonderful boon, not everyone shares that ability, and besides, it lacks color. The B.U.L.B acts, for all intents and purposes, like a Light spell applied to an object, except mildly brighter. This ability lasts for One Hour per Servo Trooper level and does not have a cooldown.
- A.M.P: Another stunning new device the Accelerated Movement Provider gives it's user a sudden burst of speed and energy, much like being under the effects of a haste spell. This ability lasts for One Round per Servo Trooper level and has a One Minute cooldown.
- M.I.D.: The Magical Identification device is another new tool in the same vein as the Thaumometer, however this one, instead of detecting magic, identifies it, specifically that on magical objects and other items. This ability does not have a cooldown.
In addition to the above devices, you have also managed to integrate a TALK into your UBACA.
Integration III: Mechamagical: Your suit now contains almost as much magic as it does technology, granting it several unique abilities that are more often the domain of spell casters than not.
- R.A.I.N.B.O.W: The Radiant Arcane Intense Narrow Beamed Omni-elemental Weapon was envisioned by Roipipithanlten Feln as a device capable of harming any enemy, given that it relies on no singular element. Ideally it would be a large mounted weapon, however you've adapted the concept to your specific needs, and instead project a small field of Elemental Light over whatever weapon you may be using at the time, adding 2 points of each type of elemental damage to any weapon you wield (including unarmed attacks). This damage multiplies on a crit, and stacks with any other elemental damages the weapon might have, in addition it sheds white light in a 10ft radius.
- Environmental Comfort: Be it the heat of the Daobi Desert or the chill of the Frostbeards, your suit has the capacity to keep you warm, or cool in anything but the harshest of environments. Your suit has a limited ability to absorb elemental energies, granting the equivalent of resistance 10 to all elemental damages (this does not stack with resistances granted by spells or items), and the ability to survive in less than idea temperatures, as if under the effects of an Endure Elements spell.
Ocular Upgrades
Vision Enhancment: With the use of several types of optical overlays and lenses that magnify and gather light, others that allow seeing in unusual spectrums, and magnifying objects both close, and distant you've managed to grant yourself the ability to both see in the dark and given yourself several passive bonuses to Spot, Search, and Appraise. You gain Darkvision, and +5 to Spot, Search, and Appraise.
Spacial Recalcuation: Numbers can be applied to all storts of things, including space, time, and all things that move through them. Normally it's very difficult to spot unobtrusive changes to a given area (such as those caused by someone using a spell of Invisibility or similar effects) with an untrained or unaided eye. However you are not using the unaided eye, you've found that some of those earlier lenses you created can help to locate spots where such abilities are being used, by further enhancing them with a few easily mechanised calculations involving objects in space. You can now easily pinpoint invisible creatures, in addition it helps you further notice irregularities and minute deteails, granting you another +5 to Spot, Search, and Appraise, for a total bonus of +10 to each.
Opaque Optics: By exploiting some recent advances you've managed to create a material that reacts equally to Magic and Light. Your new optic upgrades will protect you from both bright light (by darkening to block it as necessary) and magics that might target your eyes. You gain immunity to Blindness and spells that rely on sight for their effects, such as Color Spray, or Gaze Attacks.