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Author Topic: Chozo Warrior [3.5] (Arena-approved)  (Read 7897 times)
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Prime32
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« on: January 03, 2009, 03:19:48 PM »

With the changes I was making for Arena approval, I thought it would be easier to start a new thread for this.

Previous thread here

08/11/10: Added multiclassing feats, minor clarifications
21/06/09: Added Beam variants
10/06/09: Minor balance tweaks
08/01/09: Modified Charge Beam so it can be used while moving
06/01/09: Minor revisions and clarifications
03/01/09 - 04/01/09: New version with revised feats, altform, etc.
« Last Edit: November 10, 2010, 01:02:45 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
Honorary Moderator
Organ Grinder
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Posts: 7534


Modding since 03/12/10


« Reply #1 on: January 03, 2009, 03:19:57 PM »

CHOZO WARRIOR

MAKING A CHOZO WARRIOR

 Abilities: Constitution is important for a Chozo Warrior, as it sets the DCs for attacks. Dexterity is very useful, for both increasing the accuracy of ranged attacks and the Chozo Warrior's armour class.
 Races: While, naturally, the Chozo are likely to take up this class, they are few in number, and the secrets of this class are often shared with the common races, particularly humans, elves and half-elves. Halflings are also common, but members of the other races are comparatively rare.
 Alignment: Chozo Warriors can be of any alignment, but most Chozo are good, and hence most creatures which can take up the class are likewise good-aligned.
 Starting Gold: 4d4 x 10gp
 Starting Age: As ranger.


Hit Dice: d10

Class Skills
The chozo warrior’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Quote
Lv. BAB Fort Ref Will Special Beam damage
1+1+2+2+0Form Suit, Power Beam1d6
2+2+3+3+0Missile 1/encounter1d6
3+3+3+3+1Altform2d6
4+4+4+4+1Bonus feat, Visor I2d6
5+5+4+4+1Armour +23d6
6+6/+1+5+5+2Missile 2/encounter3d6
7+7/+2+5+5+2Bonus feat, Charge Beam4d6
8+8/+3+6+6+2Suit Defences I, Visor II4d6
9+9/+4+6+6+3Acrobatics5d6
10+10/+5+7+7+3Armour +4, Bonus feat, Missile 3/encounter5d6
11+11/+6/+1+7+7+3Suit Defences II6d6
12+12/+7/+2+8+8+4Visor III6d6
13+13/+8/+3+8+8+4Bonus feat7d6
14+14/+9/+4+9+9+4Suit Defences III, Missile 4/encounter7d6
15+15/+10/+5+9+9+5Armour +68d6
16+16/+11/+6/+1+10+10+5Bonus feat, Visor IV8d6
17+17/+12/+7/+2+10+10+5Suit Defences IV9d6
18+18/+13/+8/+3+11+11+6Missile 5/encounter9d6
19+19/+14/+9/+4+11+11+6Bonus feat10d6
20+20/+15/+10/+5+12+12+6Armour +8, Suit Defences V, Visor V10d6

Weapon and Armour Proficiencies: Chozo Warriors are proficient with simple weapons and light armour. They are also proficient with all weapons and armour granted by their class features.

Form Suit (Su): A chozo warrior may form or unform their Power Suit as a standard action. All chozo warrior class features function only while the suit is worn, but it inflicts a -4 circumstance penalty on all Charisma-based skills. Apart from appearance, the suit is treated as masterwork leather, scale or banded armour (chozen at 1st level). While the suit is worn, it is effectively part of the chozo warrior’s body and cannot be removed. However, one of the chozo warrior's arms is encased by a large cannon, preventing the character from using that arm. The benefits of the chozo warrior’s suit cannot be negated or dispelled, though an antimagic field prevents it from forming. A Power Suit may be enchanted, but the chozo warrior must be present to do so. If the suit is dismissed for some reason during the enchantment process, the caster must start from the beginning.

Power Beam (Su): A chozo warrior’s most basic attack, a Power Beam is a ranged attack that deals force damage as shown above (range increment 50ft). They are automatically proficient with the Power Beam, which counts as a masterwork weapon and can be enchanted. Feats such as Weapon Focus which apply to the Power Beam also apply to any other beam weapons the chozo warrior may have, as do enchantments.

Missile (Su): At 2nd level, once per encounter as a standard action, a chozo warrior may convert energy into an explosive missile and fire it from their arm cannon. This deals damage as a Power Beam. In addition, on impact it creates a 5-foot burst of energy which deals Power Beam damage to all creatures in its radius (including the original target, who takes damage twice). Creatures within the radius must make Fortitude saves or be knocked to the nearest edge of the area and fall prone (the primary target receives no save, and is knocked directly away from the chozo warrior). At 6th level and every four levels thereafter, a chozo warrior may use one additional missile per encounter.

Altform (Su): As a move action, a 3rd level chozo warrior can take on an a specific alternate form. Except as noted below, this functions as the change shape ability.
An altform does not have functional hands or other manipulators. Any gear worn or carried by the character (including his Arm Cannon, but not his Power Suit) melds into the new form and becomes nonfunctional (though effects which allow characters to use items while wildshaped also allow their use in altform). When the character reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn by the altform fall off and land at the character's feet.
Quote
32 Special abilities
4Fast movement +5ft
5Special ability
6Special ability
7Fast movement +10ft
8Special ability
9Special ability
10Fast movement +15ft
11Special ability
12Special ability
13Fast movement +20ft
14Special ability
15Special ability
16Fast movement +25ft
17Special ability
18Special ability
19Fast movement +30ft
20Special ability

Special abilities: (Indented abilities have an above ability as a prerequisite)
  • Bombs: As a standard action, you may lay a bomb in your square. In the next round, it explodes, dealing maximised beam damage to everything in the square. This damage is doubled against objects, crystalline creatures and creatures grappling the Chozo Warrior, and ignores up to 8 points of hardness. You may not have more than one bomb in existence at a time, +1 per 5 character levels. You are immune to the effects of your own bombs, and your bombs cannot affect each other. Bombs can be sundered, in which case they detonate immediately - a bomb is a Tiny object with hardness 1 and hit points equal to your Chozo Warrior level.
    • Cloak Bombs: When you create a bomb, you may choose for it to be affected by an invisibility effect.
    • Delay Bombs: You may delay the detonation of your bombs by 1 additional round per 5 character levels. The duration is chosen when each bomb is created and cannot be changed. For every round the bomb goes without detonating, its damage is increased by +4d6. If a bomb is destroyed prematurely, it detonates, retaining the benefit of whatever charge it had accumulated up to that point.
      • Trip Bombs: You may create special bombs that do not detonate immediately. If, after 1 round, a creature other than the Chozo Warrior comes within 5 feet of the bomb, the bomb immediately moves to their space and detonates. A Chozo Warrior may also detonate a trip bomb as a purely mental standard action. If combined with the Delay Bombs ability, the bombs begin charging for the specified number of rounds when a creature approaches. If there is no creature within 5ft when the bombs are fully charged, they detonate in their own space.
    • Quick Bomb: When you lay a bomb you may choose for it to detonate immediately, rather than after 1 round.
    • Rapid Lay: You may lay a bomb as an attack in a full attack. This does not allow you to have more bombs in existence at a time than normal.
    • Power Bomb: You may create a bomb which detonates as a circle of death instead of its normal effect (caster level equals your class level) once per minute. All objects within range of this bomb take damage equal to their hardness. If combined with the Delay Bombs ability, a Power Bomb deals no extra damage, but its DC is increased by 2 for each round charged. A chozo warrior must be at least 15th level to select this ability.
  • Camouflage: You can take a full-round action to become invisible for 1 round.
    • Improved Camouflage: You can take a move action to become invisible for 1 round.
      • Greater Camouflage: You can take a swift action to become invisible for 1 round.
  • Construct body: Your type changes to construct.
  • Beam: You retain your Power Beam in altform.
    • Improved Beam: You retain all of your beam weapons in altform.
  • Boost: When charging, you gain +5ft to your speed and can make a slam attack that deals double beam damage. You cannot make any other attacks in conjunction with this slam attack, even if you could normally make multiple attacks as part of a charge.
  • Feather fall: You can generate a feather fall effect (self only) at will.
    • Flight: You can fly at your land speed with good manoueverability. A chozo warrior must be at least 9th level to select this ability.
  • Natural weapon: You gain a bite, slam, pair of slams, pair of claws, or some other natural weapon. Singular weapons deal damage equal to your beam damage, while paired weapons have their damage reduced by one die size. You may gain this ability multiple times, selecting a different weapon each time.
    • Energy Strike: When you strike a target with one of your altform's natural weapons, they are affected as if struck by one of your beam weapons rather than just dealing damage equal to your beam damage (eg. a plasma beam can set them on fire). In addition, the DC of your beams' effects is increased by 2 when channeled in this way.
    • Pounce: When you charge, you can make a full attack with your natural weapons.
  • Size decrease: Reduce size by one category, as the compression power. Can be taken multiple times - the effects stack.
  • Size increase: Increase size by one category, as the expansion power. Can be taken multiple times - the effects stack.
  • Sneak attack: You gain +1d6 sneak attack. You may select this ability up to one time per two class levels - the effects stack.
  • Spider climb: You gain a continuous spider climb effect. A chozo warrior must be at least 6th level to select this ability.

Bonus feat: At 4th level and every third level thereafter, a Chozo Warrior gains a bonus feat from the list below.

Visor (Su): At every fourth level, a chozo warrior receives one of the following abilities. He may use only one of these abilities at a time and may switch between them as a swift action. Indented abilities have an above ability as a prerequisite. Unless noted otherwise, these abilities have the range of a 120ft sphere centred on you.

Armour: The chozo warrior’s suit grants an additional +2 armour bonus to AC per 5 levels.

Charge Beam: As a move action (or as a free action combined with a regular move), a chozo warrior of 7th level or higher may charge their arm cannon with energy, increasing the power of their next shot. For every attack they could normally make as part of a full attack, their next beam attack deals +2d6 damage. If the beam has an additional effect that allows a save, increase the DC by 1 for each attack. (eg. a 20th-level Chozo Warrior, with +20 BAB, would deal 18d6 damage and gain a +4 bonus to his beam's DC) Your arm cannon can hold a charge for 1 minute, and cannot be used for any other purpose until the charged attack is made. If some effect would increase the number of attacks you can normally make as part of a full attack, the power of your charge beam is also increased.

Acrobatics (Ex): At 8th level, a chozo warrior adds their class level as a bonus on Jump and Tumble checks.

Suit Defences (Ex): At 8th level, a chozo warrior receives DR 1/- and energy resistance 1, +1 for every three levels thereafter.
« Last Edit: November 10, 2010, 01:07:41 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
Honorary Moderator
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Posts: 7534


Modding since 03/12/10


« Reply #2 on: January 03, 2009, 03:20:04 PM »

FEATS


Beam Feats
Basic beams
Plasma Beam [Chozo Warrior, Beam]
Prerequisites: Power Beam
Benefit: You gain a new type of beam - the Plasma Beam. This beam is identical to the power beam in all respects except that a plasma beam does not gain the Force descriptor, deals half fire and half piercing damage, has a critical threat range of 19-20, and sets enemies on fire unless they succeed on a Reflex save (DC = 10 + half class level + Con modifier). A plasma beam ignores hardness.

Penetrating Plasma [Chozo Warrior]
Prerequisites: Plasma Beam, character level 12th
Benefit: : When you hit with your plasma beam, light beam or judicator, the beam continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When your beam hits an object, it stops.

Improved Penetration [Chozo Warrior]
Prerequisites: Penetrating Plasma
Benefit: The AC bonus received by additional targets of your plasma beam, light beam or judicator is reduced to +2.
Normal: Additional targets receive a +4 bonus to AC.

Wave Beam [Chozo Warrior, Beam]
Prerequisites: Power Beam, character level 3rd
Benefit: You gain a new type of beam - the Wave Beam. This beam is identical to the power beam in all respects except that a Wave Beam does not gain the Force descriptor, deals half electric and half slashing damage, strikes as a brilliant energy weapon, and causes enemies to become sickened for 1d3 rounds unless they succeed on a Fortitude save (DC = 10 + half class level + Con modifier). If an opponent fails their save by 5 or more, they also become nauseated for 1 round.

Ice Beam [Chozo Warrior, Beam]
Prerequisites: Power Beam, character level 12th
Benefit: You gain a new type of beam - the Ice Beam. This beam is identical to the power beam in all respects except that an Ice Beam does not gain the Force descriptor and deals half cold and half bludgeoning damage. An Ice Beam causes enemies to become frozen (stunned) for 1 round unless they succeed on a Fortitude save (DC = 10 + half class level + Con modifier). The intense cold generated by a charged Ice Beam makes charging any of your beam weapons impossible for one round after a charged attack, regardless of effect.

Brittle Ice [Chozo Warrior]
Prerequisites: Ice Beam
Benefit: Whenever an opponent frozen by your Ice Beam would take bludgeoning or sonic damage, he takes one-third again as much damage.

Battlehammer [Chozo Warrior, Beam]
Prerequisites: Power Beam, Charge Beam
Benefit: You gain a new type of beam – the Battlehammer. This beam fires explosive projectiles that act as flasks of acid, but deal beam damage. Splash damage is increased to 1d4. A Battlehammer requires a full-round action to charge.

Magmaul [Chozo Warrior, Beam]
Prerequisites: Plasma Beam, Charge Beam
Benefit: You gain a new type of beam - the Magmaul. This beam is identical to the plasma beam in all respects except that it fires sticky, flaming goo that deals half fire and half bludgeoning damage, and half damage in the following round. A Magmaul takes a –2 penalty on attack rolls when charged, but deals +2 points of damage.

Improved Magmaul [Chozo Warrior]
Prerequisites: Magmaul
Benefit: When attacking with a Magmaul, you ignore the AC bonus granted to targets by anything less than total cover. In addition, the saving throw DC for your Magmaul is increased by 1.

Judicator [Chozo Warrior, Beam]
Prerequisites: Ice Beam, Charge Beam
Benefit: You gain a new type of beam - the Judicator. This beam is identical to the ice beam in all respects except that it deals half cold and half piercing damage and possesses a critical threat range of 18-20.

Shock Coil [Chozo Warrior, Beam]
Prerequisites: Wave Beam, Charge Beam
Benefit: You gain a new type of beam - the Shock Coil. This beam is identical to the wave beam in all respects except that you heal damage equal to half of that inflicted to the opponent. A Shock Coil requires a full-round action to charge.

Improved Shock Coil [Chozo Warrior]
Prerequisites: Shock Coil
Benefit: When you inflict damage to an opponent with your Shock Coil, you heal damage equal to the damage you have inflicted on your opponent - 1.
Normal: You heal damage equal to half the damage inflicted to your opponent with the Shock Coil.

Volt Driver [Chozo Warrior, Beam]
Prerequisites: Wave Beam, Charge Beam
Benefit: You gain a new type of beam - the Volt Driver. This beam is identical to the wave beam in all respects except that it deals half electric and half bludgeoning damage, blinds the target for 1 round if they fail their Fortitude save and may be used in conjunction with the Power Attack feat.

Improved Volt Driver [Chozo Warrior]
Prerequisites: Power Attack, Volt Driver
Benefit: For the purposes of the Power Attack feat, your Volt Driver is treated as a two-handed weapon. This grants you a +2 damage bonus for every -1 penalty to the attack roll.

Imperialist [Chozo Warrior, Beam]
Prerequisites: Plasma Beam, Charge Beam
Benefit: You gain a new type of beam - the Imperialist. This beam is identical to the plasma beam except that it does not set enemies on fire, and has a critical multiplier of x3. Charging an Imperialist does not increase the (non-existent) save DC, but grants an equal bonus to the attack roll. An Imperialist has a range increment of 90ft. You may make precision-based attacks (such as sneak attacks) with this beam from a range of 60 ft.

Improved Imperialist [Chozo Warrior]
Prerequisites: Imperialist
Benefit: The critical multiplier for your Imperialist increases to x4. In addition, the penalty on Hide checks for sniping with your Imperialist is reduced by 6.
Normal: You take a -20 penalty on Hide checks made to hide again after making a ranged attack while hidden.

Light Beam [Chozo Warrior, Beam]
Prerequisites: Plasma Beam
Benefit: You gain a new type of beam - the light beam. This beam is identical to the plasma beam in all respects except that it strikes as a holy weapon (+2d6 damage against evil creatures). A non-good character is not treated as being proficient with this beam.

Improved Light Beam [Chozo Warrior]
Prerequisites: Light Beam
Benefit: Your Light Beam deals half fire and half sacred damage. In addition, attacks with your Light Beam gain the good descriptor.
Normal: A Light Beam deals half fire and half piercing damage, as a Plasma Beam

Dark Beam [Chozo Warrior, Beam]
Prerequisites: Ice Beam
Benefit: You gain a new type of beam - the dark beam. This beam is identical to the ice beam in all respects except that it strikes as a unholy weapon (+2d6 damage against good creatures). A non-evil character is not treated as being proficient with this beam.

Improved Dark Beam [Chozo Warrior]
Prerequisites: Dark Beam
Benefit: Your Dark Beam deals half cold and half profane damage. In addition, attacks with your Dark Beam gain the evil descriptor.
Normal: A Dark Beam deals half cold and half bludgeoning damage, as an Ice Beam

Annihilator Beam [Chozo Warrior, Beam, Epic]
Prerequisites: Light Beam, Dark Beam
Benefit: You gain a new type of beam - the annihilator beam. This beam deals sonic damage equal to your normal beam damage +2d6. When attacking with this beam, you may make one additional attack at your highest attack bonus as part of a full attack. This also increases the power of your Charge Beam.

Improved Annihilator Beam [Chozo Warrior, Epic]
Prerequisites: Light Beam, Dark Beam, Improved Light Beam, Improved Dark Beam
Benefit: Your Annihilator Beam deals half sonic and half divine damage. When attacking with this beam, you may make two additional attacks at your highest attack bonus as part of a full attack. This also increases the power of your Charge Beam.
Normal: An Annihilator Beam deals sonic damage

Hyper Beam (Chozo Warrior, Beam, Epic)
Prerequisites: Rapid Beam Switch
Benefit: Once per day, a character with this feat may enter "hyper mode" for a number of rounds equal to 3 + his Con modifier. In hyper mode, you lose access to all of your beam weapons, and instead gain the Hyper Beam. You may charge a Hyper Beam as a free action (allowing you to make a full attack of charge attacks), and it ignores hardness and every kind of damage reduction and energy resistance. If a creature damaged by the Hyper Beam possesses a vulnerability to a specific type of energy (such as a troll or a creature with an elemental subtype), it is affected by the Hyper Beam as if struck by that type of energy. A creature reduced to 0hp by the Hyper Beam is disintegrated. The Chozo Warrior is fatigued after hyper mode ends.
Other
Long Beam [Chozo Warrior]
Prerequisites: Power Beam
Benefit: The maximum range of your beam weapons is fifteen range increments instead of ten.

Rapid Beam Switch [Chozo Warrior]
Prerequisites: Power Beam, any other beam weapon
Benefit: You may switch between your beam weapons as a free action. This allows you to use multiple beam weapons as part of a full attack.

Overcharge Beam [Chozo Warrior]
Prerequisites: Charge Beam
Benefit: As a full-round action, you may charge your beam beyond its normal maximum. The next beam attack you make receives double the normal benefit of a charge (+16d6/+8DC at BAB +20). This may also be applied to other abilities based on a charge, such as beam combos. Holding an overcharged beam is taxing however - you take 1 point of damage every round you hold the overcharge. If you die or lose consciousness while holding an overcharged shot, it is released in a random direction (see the rules for missing with splash weapons).
Note: While your beam holds a charge, you lose the ability to make non-charged shots.
Special: If the beam would normally take a full-round action to charge, overcharging it instead takes 2 rounds. If the beam would normally take a free action to charge, overcharging it instead takes a move action.

Practiced Beam [Chozo Warrior]
Prerequisites: Charge Beam, base attack bonus +4
Benefit: Your effective Chozo Warrior level for determining beam damage is increased by four. Your effective class level cannot exceed your character level.
Beam combos
To use a beam combo, the warrior must have its beam weapon charged. They may then take a standard action to expend their charge and 1 missile to perform a special attack. Unless otherwise specified, a beam combo deals damage equal to that of your charged beam, and allows a Reflex save for half damage with a DC equal to the DC of the charged beam. A target which fails this saving throw is automatically affected by the secondary effect of the beam, if any.

Flamethrower [Chozo Warrior]
Prerequisites: Charge Beam, Plasma Beam, Missile
Benefit: All creatures within a 60ft line are affected by your charged Plasma Beam, except that the damage is maximised. If you expend one additional missile, the line remains in place for 1 round, damaging any creatures that pass through it.

Wavebuster [Chozo Warrior]
Prerequisites: Charge Beam, Wave Beam, Missile
Benefit: If you expend 1 missile when making a charged Wave Beam attack, you may arc the attack to one additional target per five points of BAB. Each secondary target must be within 30ft of the previous target and takes half the damage of the primary target. You cannot target the same creature multiple times with this ability. If one of your attack rolls misses, the chain ends immediately. If you expend one additional missile, creatures struck by this beam take a -4 penalty to AC against your electricity-based attacks until the end of your next turn.
Special: If your beam is overcharged, the maximum number of secondary targets is doubled.

Ice Spreader [Chozo Warrior]
Prerequisites: Charge Beam, Ice Beam, Missile
Benefit: All creatures in a 60ft cone are affected by your Charged Ice Beam.

Sunburst [Chozo Warrior]
Prerequisites: Good alignment, Charge Beam, Light Beam, Improved Light Beam, Missile, Super Missile
Benefit: This beam combo creates a 30ft-radius sunburst effect. Instead of the normal damage, undead creatures take damage equal to your maximised charge beam damage.

Darkburst [Chozo Warrior]
Prerequisites: Evil alignment, Charge Beam, Dark Beam, Improved Dark Beam, Missile, Super Missile
Benefit: All creatures within a 30ft-radius burst are affected by your Charged Dark Beam. If they fail the save they also gain a negative level.

Sonic Boom [Chozo Warrior, Epic]
Prerequisites: Charge Beam, Light Beam, Improved Light Beam, Dark Beam, Improved Dark Beam, Annihilator Beam, Improved Annihilator Beam, Missile, Super Missile
Benefit: All creatures in a 60ft-radius burst are affected by your Charged Annihilator Beam, except that it deals double damage.

Suit Feats
Varia Suit [Chozo Warrior, Suit]
Prerequisites: Suit Defences
Benefit: You gain the benefits of a constant endure elements effect. In addition, you gain resistance to fire and cold 5. This stacks with the energy resistance provided by Suit Defences.

Improved Varia Suit [Chozo Warrior]
Prerequisites: Suit Defences, Varia Suit
Benefit: Your resistance to fire and cold provided by the Varia Suit increases to 15. Your resistance to all other elements increases by 1.
Normal: The Varia Suit supplies resistance to fire and cold 5.

Gravity Suit [Chozo Warrior, Suit]
Prerequisites: Suit Defences II
Benefit: You do not take penalties on attack rolls with your beam weapons while underwater. A character with this feat may choose at any point whether or not they are "weighed down" and may move at full speed if they have firm footing. You are not affected by light or heavy gravity conditions, and are immune to the reverse gravity spell.

Improved Gravity Suit [Chozo Warrior]
Prerequisites: Gravity Suit
Benefit: You gain hardness 1. This stacks with any existing hardness you may have. In addition, you may use feather fall as a supernatural ability at will (caster level equals half your Chozo Warrior level). You may only target yourself with this ability.
Special: You may gain this feat multiple times. The boost to hardness stacks.

Gravity Booster [Chozo Warrior]
Prerequisites: Gravity Suit
Benefit: You gain a swim speed equal to half your land speed.

Improved Gravity Booster [Chozo Warrior]
Prerequisites: Gravity Booster
Benefit: Your swim speed is equal to your land speed.
Normal: The Gravity Booster supplies a swim speed equal to half your land speed.

Armour Deflection [Chozo Warrior]
Prerequisites: Form Suit
Benefit: The AC bonus provided by your Armour class feature becomes a deflection bonus rather than an armour bonus. The base bonus provided by your suit is unaffected. For example, a 5th-level Chozo Warrior with a full plate power suit would have a +8 armour bonus to AC and a +2 deflection bonus.

Phazon Suit [Chozo Warrior, Suit, Epic]
Prerequisites: Suit Defences IV, Toughness
Benefit: You gain resistance to Phazon 15 and a +1 deflection bonus to armour class for every 10 character levels.

Improved Phazon Suit [Chozo Warrior, Epic]
Prerequisites: Phazon Suit
Benefit: You gain immunity to Phazon.

Phazon Beam [Chozo Warrior, Epic]
Prerequisites: Charge Beam, Phazon Suit, Improved Phazon Suit
Benefits: You may sacrifice your own health to increase the damage done to an opponent. When attacking with any beam weapon, you may take up to 1d6 points of damage per four character levels in order to increase the damage dealt by the attack by double the amount lost. For example, if you inflict 10 points of damage on yourself, your attack deals an extra 20 points of damage.

Improved Phazon Beam [Chozo Warrior, Epic]
Prerequisites: Phazon Beam
Benefits: Whenever you use your Phazon Beam, your beam attacks also deal 1d4 points of Constitution damage.

Misc. Feats
Missile
Rapid Missile [Chozo Warrior]
Prerequisites: Missile 2/encounter
Benefit: You gain one additional use of your missile special attack per encounter. In addition, as a full-round action, you may fire two missiles.

Missile Barrage [Chozo Warrior]
Prerequisites: Missile 2/encounter
Benefit: Whenever you could fire any kind of missile, you may instead fire two missiles which deal half damage. You must pay the normal costs for two missiles (so that firing two half-strength Super Missiles would require an expenditure of four missiles).

Seeker Missile [Chozo Warrior]
Prerequisites: Missile Barrage
Benefit: As a standard action, you may expend two missiles to make a full attack of missiles. Each missile deals half damage and must be aimed at a different target.

Energy Missile [Chozo Warrior]
Prerequisites: Missile, Any beam
Benefit: Select one beam you possess. When firing a missile, you may choose to base the missile's effects on that beam instead of the Power Beam.
Normal: Your missile deals damage as a Power Beam

Super Missile [Chozo Warrior]
Prerequisites: Missile 2/encounter
Benefit: You may fire a missile with a burst radius of 10 feet. This missile's save DC is increased by 2, and it deals additional damage to its primary target equal to the Chozo Warrior's class level. You must expend two missiles to use this ability.

Diffusion Missile [Chozo Warrior]
Prerequisites: Missile
Benefit: You may increase your missiles' area of effect. As a full-round action, you may fire a missile that has normal effect within its radius (5 ft. for a normal missile and 10 ft. for a super missile), but also has a reduced effect out to double its radius. Creatures in the secondary radius take half of the normal damage (Reflex negates).
Grapple
Grapple Beam [Chozo Warrior]
Prerequisites: Power Beam, character level 3rd
Benefit: As a move action, you may extrude a stream of energy from your arm cannon that functions as a +1 whip. This whip grants an additional +2 bonus on rolls to disarm an opponent, for a total of +4. The whip cannot be disarmed, but you cannot use your arm cannon while it is active. You may dismiss the whip as a swift action.

Improved Grapple Beam [Chozo Warrior, Grapple]
Prerequisites: Grapple Beam
Benefit: You gain the improved grab special attack with your grapple beam, allowing you to start a grapple as a free action if you hit an opponent with the beam. In addition, you may make one attack against the grappled opponent with the whip as a swift action each turn. You cannot pin an opponent with the grapple beam, but you may make a grapple check to move your opponent as normal.

Grapple Beam Module [Chozo Warrior, Grapple]
Prerequisites: Grapple Beam
Benefit: Your Grapple Beam manifests from a small device on your free arm instead of your arm cannon, allowing you to use your arm cannon as normal. This module hinders your free hand as a light shield while the grapple beam is active.
Normal: Your grapple beam emerges from your arm cannon, preventing you from using beam attacks.
Other
Charge Attack [Chozo Warrior]
Prerequisites: Charge Beam
Benefit: You may attack with your beam as part of a charge. When your beam is fully charged, charge an enemy and make a melee touch attack at the end of the charge. If it hits, the opponent takes beam damage as normal.

Improved Energy Conversion [Chozo Warrior]
Prerequisites: Form Suit, Altform
Benefit: You may form or unform your suit as a move action, and enter or leave altform as a swift action. In addition, you may store objects weighting up to 10 pounds within your suit - this otherwise functions as a glove of storing.
Normal: It takes a standard action to form or unform your suit, and a move action to enter or leave altform.

Speed Booster [Chozo Warrior]
Prerequisites: Improved Energy Conversion, Altform, Run
Benefit: Once per 1d4 rounds, after taking a move action to move your speed in a straight line, you may take a standard action to transform into a line of energy that deals damage equal to your maximised beam damage (Reflex half). The damage is half force and half electric, and deals full damage to objects - you may use this ability to tunnel as if you had a burrow speed. This line is equal in length to the distance you moved on your move action, and you reform at the opposite end.

Shinespark [Chozo Warrior]
Prerequisites: Speed Booster
Benefit: You may take a full-round action to become a line of energy with a length equal to triple your speed. This otherwise functions as the Speed Booster ability, and counts as a use of it. If you use this ability, you also take damage equal to your beam damage.

Screw Attack [Chozo Warrior]
Prerequisites: Acrobatics, Altform, Improved Overrun
Benefit: When you successfully overrun an opponent, you may make a free melee touch attack against them with your Power Beam. This does not provoke attacks of opportunity.
Special: If you have the Charge Attack feat, you may attack with a charged Power Beam in this manner to gain increased damage without losing the charge.

Improved Screw Attack [Chozo Warrior]
Prerequisites: Charge Attack, Screw Attack
Benefit: You may make any number of overrun attempts per round.

Bomb Spray [Chozo Warrior]
Prerequisites: Charge Beam, Altform, Bomb special ability
Benefit: If you enter altform while your beam is charged, you may choose to expend the charge to release a shower of bombs. Each adjacent square is struck by 1d3-1 bombs, which detonate instantly.

Improved Visor [Chozo Warrior]
Prerequisites: Visor
Benefit: The range of all your visors is doubled.

Truth Visor [Chozo Warrior, Epic]
Prerequisites: 4 Visors
Benefit: You gain a new visor which grants true seeing, blindsight and deathwatch out to 120ft.

Multiclassing Feats
Eldritch Warrior [Chozo Warrior]
Prerequisites: Power Beam, Eldritch Blast
Benefit: Your warlock and Chozo Warrior levels stack for determining the damage dealt by your Beams and Eldritch Blast. In addition, the damage reduction and energy resistance provided by both classes stack. For example, a character with DR 2/- from Chozo Warrior and DR 3/cold iron from warlock would reduce damage from non-cold-iron weapons by 5 and from cold iron weapons by 2.
Normal: A character with DR 2/- and DR 3/cold iron reduces damage from non-cold-iron weapons by 3 and from cold iron weapons by 2.

Eldritch Beam [Chozo Warrior]
Prerequisites: Eldritch Warrior
Benefit: You may treat your Beams as Eldritch Blasts for all purposes. Among other things, this lets you apply eldritch essence invocations to your Beam weapons. In addition, your warlock and Chozo Warrior levels stack for determining the highest grade of invocations you can select.

Mystic Suit [Chozo Warrior]
Prerequisites: Form Suit, caster level 1st
Benefit: The arcane spell failure chance of your Power Suit is reduced to 0%.

Fist of Tallon [Chozo Warrior]
Prerequisites: Charge Beam, Flurry of Blows, Still Mind
Benefit: Your Beams are treated as monk weapons, allowing you to use them as part of a flurry of blows. In addition, the base damage of your unarmed strikes is equal to their normal damage or your Beam damage, whichever is higher.

Construct Companion [Chozo Warrior]
Prerequisites: Form Suit, Animal Companion
Benefit: Your Chozo Warrior levels count as druid levels for determining the abilities of your animal companion. In addition, your animal companion's type changes to Construct. You may cast spells which target animals on it as if it possessed its original type.
« Last Edit: November 10, 2010, 01:01:56 PM by Prime32 » Logged

My work
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Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #3 on: January 03, 2009, 03:20:21 PM »

PLAYING A CHOZO WARRIOR
 Religion: The Chozo have their own religion, but do not care what faith their "apprentices" have: Chozo Warriors worship a variety of gods, with a slight preference for gods of travel, since their quests often take them far and wide.
 Other Classes: Chozo Warriors usually travel alone, though they sometimes gather a group to face a great challenge. Even then, the group is usually composed of other members of the class. A Chozo Warrior's abilities tend to confuse fighters and wizards alike, with the martialists viewing them as spellcasters and the spellcasters viewing them as warriors, though they get on reasonably well with rangers.
 Combat: Your class features focus mainly on ranged attacks, though you can accquire abilities similar to those wielded by spellcasters. Your uses of many of these abilities is limited, so keep a close eye on your missiles.
 Advancement: Your potential is determined largely by your feat selection. You could focus on long-distance combat or in fighting enemies of opposed alignments (many chozo warriors with such inclinations multiclass as paladins or blackguards)

CHOZO WARRIORS IN THE WORLD
 The Chozo Warrior's abilities make them mostly self-sufficient. When they enter civilisation, they rarely activate their strange, organic armour unless there is a threat. This can mean that even those who have fought a warrior in battle may not recognise them in a town.
 Organizations: Most Chozo Warriors work directly for the Chozo. There are few organisations outside of this, mostly guilds of evil-aligned warriors who share their secrets with others.

NPC Reaction
 If encountered without their armour activated, a Chozo Warrior is unremarkable, and may be mistaken for a member of another class. With their armour, however, they are difficult to miss - Chozo Warriors may be mistaken for mages or even monsters.

CHOZO WARRIORS IN THE GAME
 Adaptation: While they may seem initially difficult to integrate into a campaign, the Chozo can be easily represented as planar travellers. Alternatively, with some flavour modifications, a Chozo Warrior can become a totemist-like character who embodies the strength of magical beasts, or any number of other characters.
 Encounters: The most common encounters with Chozo Warriors take place in dungeons. Typically, a lone Chozo Warrior will be sent to attain some rare artefact or spell component, and will fight to the death to take or protect it.
« Last Edit: January 04, 2009, 11:26:17 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #4 on: January 03, 2009, 03:20:30 PM »

BEAM VARIANTS
Whenever a Chozo Warrior gains a Beam (including Power Beam) he may give up its normal usage and apply one or more of the following variants.

Blade
The beam takes the form of a melee weapon. The beam (and only that beam) gains a +1 enhancement bonus (or equivalent) per two class levels. You may choose for the beam to take the form of a set of multiple weapons, but each additional weapon reduces the enhancement bonus of all weapons by 1 (a double weapon counts as two weapons). The weapon vanishes if it leaves the character's hands.

Heavy
The beam requires a standard action to fire. Any abilities based on the beam, such as missiles and beam combos, require double the normal amount of time to use (standard action becomes full-round action, etc.) In exchange, the base damage for that beam (and only that beam) is increased by +2 per class level.
« Last Edit: June 21, 2009, 07:40:55 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
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« Reply #5 on: January 03, 2009, 03:20:39 PM »

Reserved in case I need anything 2
« Last Edit: January 04, 2009, 11:26:44 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #6 on: January 05, 2009, 07:21:14 AM »

I so have to send this to some of my video gamer friends Big Grin
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« Reply #7 on: January 06, 2009, 05:00:18 PM »

Continuing from the Homebrew Submissions thread:

Charge Beam: I feel that it's clunky right now.  There's not much reason to use it except on the first attack of the encounter (you will most likely do much more damage without it, adding more attacks through things like Rapid Shot makes it even worse).  And by special effect I mean like stunning or something.  NOt just making your numbers bigger.
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« Reply #8 on: January 06, 2009, 05:12:32 PM »

Charge Beam: I feel that it's clunky right now.  There's not much reason to use it except on the first attack of the encounter (you will most likely do much more damage without it, adding more attacks through things like Rapid Shot makes it even worse).  And by special effect I mean like stunning or something.  NOt just making your numbers bigger.
Hmmm... what about auto-entangle for 1 round? Stunning is too much, though staggering or dazing might work. In the games, there were a lot of periods where an enemy would be temporarily invulnerable (sometimes through something as simple as moving an arm over a weak point), creating plenty of opportunities to charge.

A "Strafing Charge" feat perhaps, that lets you move and charge as a single move action? Or should that be built into the class?
« Last Edit: January 06, 2009, 05:18:29 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #9 on: January 06, 2009, 06:33:40 PM »

Stun was just an example.  I'm just worried that Charge Beam won't get any use whatsoever after the first attack in an encounter.  That was also the reasoning behind the action suggestion.  If it's a move action to start you can charge it and release it as a standard action, allowing you to make it that much more powerful (since you can't combine it with a full attack).  I've never played the games, but was there a recharge time (just a small pause between firing a charged shot and the next shot)?  That previous statement was more from a mechanics standpoint than a canon perspective.
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« Reply #10 on: January 07, 2009, 07:10:09 AM »

I've never played the games, but was there a recharge time (just a small pause between firing a charged shot and the next shot)?  That previous statement was more from a mechanics standpoint than a canon perspective.
In the 3D games, firing a missile, beam combo or charged Ice Beam would do that, but nothing else. (Well, missiling a frozen enemy is an instant kill, so there has to be some balance)

I guess I'll build in Strafing Charge then, to help Shot on the Run types (or the smart types who use Flyby Attack instead).
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #11 on: February 04, 2009, 08:03:16 PM »

THis is absolutely great! Do you have any more metroid stuff? Races, monsters, etc?

 Clap
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« Reply #12 on: February 23, 2009, 01:43:25 AM »

Are you going to finish the remake of the class?

Your idea is really great.
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« Reply #13 on: February 23, 2009, 08:47:01 AM »

Are you going to finish the remake of the class?
Well, it's playable (and Arena-accepted) as it is.
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Saxony
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Posts: 742


My avatar is from the anime "Pani Poni Dash!".


« Reply #14 on: February 23, 2009, 04:52:31 PM »

Some of the special abilities under Altform seem to be excluded from using
Altform (such as flying), which gets me somewhat confused. Which of the
abilities are only usable while in morphball/altform mode, which ones are
usable at all times, and and which ones cannot be used in combination
with altform?

Thank you for the clarification.
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« Reply #15 on: February 23, 2009, 05:46:55 PM »

Some of the special abilities under Altform seem to be excluded from using
Altform (such as flying), which gets me somewhat confused. Which of the
abilities are only usable while in morphball/altform mode, which ones are
usable at all times, and and which ones cannot be used in combination
with altform?

Thank you for the clarification.
All of them are usable only while in Altform.
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Saxony
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« Reply #16 on: February 24, 2009, 11:14:38 PM »

How would all those special abilities translate from using the Fly Variant of the older version of Chozo Warrior?

Would I get any, considering that  I don't use altform?
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« Reply #17 on: March 20, 2009, 09:16:11 PM »

For the love of Yalort! Someone answer me! Please!
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Prime32
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« Reply #18 on: March 21, 2009, 09:33:10 AM »

THis is absolutely great! Do you have any more metroid stuff? Races, monsters, etc?

 Clap
Some, but most of it was made ages ago when I didn't understand the rules that well.
Luminoth as Characters
Luminoth possess the following racial traits.
- Monstrous Humanoid type
- -4 Strength, -2 Constitution, +2 Intelligence, +4 Wisdom. Luminoth are wise but frail.
- Medium size
- Space/Reach: 10 ft./10 ft.
- A Luminoth’s base land speed is 30 feet.
- Superior Low-light Vision: Luminoth can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
- Expanded Space: Luminoth have the space and reach of a Large (tall) creature. They do not receive any of the other benefits of being Large.
- Naturally Psionic: Luminoth gain 1 power point per level, regardless of whether they take levels in a psionic class.
- Psionics (Ps): at will - control light (increase light level only), empathic transfer, psionic levitate (self only).
- Spell-like abilities (Sp): at will - dancing lights
- Special Qualities: Spell and power resistance equal to class levels +5, telepathy 100 ft.
- Automatic Languages: Luminoth. Bonus Languages: Abyssal, Auran, Celestial, Chozo, Common, Draconic
- Favoured Class: Psion
- Level adjustment: +3

The Luminoth incredibly tall, frail creatures with soft, insectile faces and spindly limbs. They possess an innate ability to create and manipulate energy, which they turn to spreading life. Many Luminoth become druids rather than psions.

Luminoth Flight [Racial]
Prerequisites: Luminoth race
Benefit: Your psionic levitate psi-like ability is replaced by psionic fly.

Light of Aether [Racial]
Prerequisites: Luminoth race
Benefit: You may use searing light (caster level equals half your character level) as a spell-like ability at will.


Chozo as Characters
Chozo possess the following racial traits.
- Monstrous Humanoid type
- +2 Constitution, +4 Intelligence, +2 Wisdom, +2 Charisma.
- +1 natural armour bonus
- A Chozo’s base land speed is 30 feet.
- Darkvision 60 ft and low-light vision.
- Naturally Psionic: Chozo gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Wizened: Ageing bonuses for Chozo are doubled. Penalties accrue at the same rate.
- Natural Weapon: Slam (1d6)
- Spell-like abilites (Sp): 1/day – identify. Effective caster level equals the chozo’s class levels.
- Stonecunning: Chozo receive a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Chozo who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Chozo can use the Search skill to find stonework traps as a rogue can. A Chozo can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Special Qualities: Spell resistance equal to class levels +5
- Chozo possess a +4 bonus on saves against poison and disease (this does not apply to supernatural diseases).
- Adaptation (Su): A Chozo may create an adapt body effect at will
- Chozo recieve a +1 bonus to caster level for divination spells, as well as manifester level for powers from the clairsentience discipline
- Chozo possess a +2 bonus on all Knowledge and Craft skills and may use such skills untrained. All Knowledge skills are class skills for a Chozo.
- Automatic Languages: Chozo, Common. Bonus Languages: Abyssal, Draconic, Infernal, Luminoth, Terran
- Favoured Class: Artificer
- Level adjustment: +3

Chozo are great birdlike humanoids with solemn faces and thick, wrinkled skin. The Chozo possess great resilience, and can live in almost any environment, but for reasons unknown, the majority of their race migrated to the depths of the Underdark long ago. While few records remain of the Chozo, their mental abilities are legendary, and more than one surfacer has braved the perils of the Underdark in search of a Chozo sage. The birdfolks' dwellings are well-guarded and difficult to find, though those who suceed in discovering a Chozo can expect a warm welcome.


Half-Chozo as Characters
Half-Chozo possess the following racial traits.
- Humanoid type
- +2 Dexterity, +2 Constitution, +2 Charisma.
- A Half-Chozo’s base land speed is 30 feet.
- Low-light vision.
- Special Qualities: Resistance to fire and cold 5
- Half-Chozo possess a +2 bonus on saves against poison and disease (this does not apply to supernatural diseases).
- Chozo Blood: For all effects related to race, a half-chozo is considered an chozo.
- Automatic Languages: Chozo, Common. Bonus Languages: Any
- Favoured Class: Any. When determining whether a multiclass half-chozo takes an experience point penalty, his highest-level class does not count.
Level adjustment: +1

Half-Chozo bear surprisingly lttle resemblance to their non-human parents, instead appearing as humans with sharp features and large, expressive eyes. They are sometimes mistaken for elves in areas where elves are rare, though no elf would mistake them for one of his own.
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #19 on: March 21, 2009, 10:44:01 PM »

Thank you, I am saving them as I speak(type, whatever).  Bow
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