Author Topic: Metroid as Incarnum  (Read 11398 times)

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Garryl

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Metroid as Incarnum
« on: March 18, 2010, 08:07:31 PM »
Note: Still a work in progress. Comments are appreciated. If you have any ideas of your own, please post them.

As of November 17th, there are some new things in the works. I've posted them in their current states on page 3 of this thread. Take a look if you want.

Update Log (Last Update: 05/6/10)
[spoiler]
05/6/10: New modules: Arcane Synthesis, Astral Shift, Essence Balancing, Hammer Beam, Order Enforcement, Probability Breaker, Screw Attack, Wind Strider. Reposted.
01/6/10: Removed the Core hard-point from being accessed via feats and spells. It is now a class feature only. Removed the helmet hard-point from the Exploration module and the core hard-point from the Energy Weapon module. Changed the Energy Weapon arms hard-point. Tweaked the Rezbit Control module and added a support hard-point. Removed Luminoth Protection module from Chozo Warrior, added it to Pirate Trooper.
27/5/10: Added a table of the feats and modules. Renamed Phazon Enhancement Device module to just Phazon Enhancement module.
26/5/10: New modules: Flare Beam, ***Ing something-or-other*** (name in progress), Kinetic Accelerator, Temporal Accelerator, and Thermal Visor modules. Reposted.
07/5/10: Reposted.
25/4/10: New PrCs: Full Metal Warrior, Soulsteel Shaper. New skill: Computer Use. Added rules for removing integrated equipment while a Power Suit is formed.
24/4/10: I'm starting on the fluff for the modules and classes. Tweaked some of the clunky Pirate Trooper abilities, gave them a new Reverse Engineering ability to fill the gaps. It's like the Beguiler and Warmage's Advanced Learning abilities, but for modules instead of spells. Tweaked the Chozo Warrior's Energy Beam and Beam Cannon so they can enchant it like a magic weapon, and so they can remove modules that force certain damage types that may be ineffective.
23/4/10: New modules: Corrosion Inducement, Dimensional Shift, Disruption Beam, Duality, Energy Charge, Gravity Booster, Psychic Devastator, X-Ray Scope modules. Reposted.
22/4/10: New feat: Energy Blade, Widened Beam. Tweaked the Improved Energy Beam feat, and probably a couple of other things.
17/4/10: New race: Phyrigisian. Tweaked the Chozo Warrior's Energy Beam damage to be more consistent and hopefully stand up well at higher levels.
14/4/10: New modules: Annihilator Beam, Biofeedback, Energy Transfer, Resonance Detonator, Terranean Resonator modules. Added the first few spells: Access Least/Lesser/Greater Hard-point, Phazon Assassin. Reposted.
13/4/10: Added some simple stats of a few weapons.
12/4/10: New modules: Alt-form, Cryo Core, Phazon Control, Thermal Lance modules.
07/4/10: New PrC: Bio-mech Fuser. Inspired by Ghor from Metroid Prime 3, members of this dual suit-forming and infusing PrC meld their consciousnesses with the bodies of machines. Also, changed the numbering of the sections. Section 5 will have spells and similar things as soon as there's any to add. Reposted
04/4/10: New Monsters: Phazon Behemoth, Phazon Husk. New Feats: Alacritous Reflexes System, Biotic Fortitude System, Cognition Detection System, Companion Bond System, Lethality Enhancement System, Psychic Resonator System, Recursive Willpower System, Sublime Recuperation System. Changed the way the System feats work. Now most of them have a single, scaling effect for simply investing energy, and another, more powerful effect for investing 3 or more energy. Note that anyone can gain the required suit-former level (11th) to invest 3 energy by level 20 with the Form Power Suit feat. Added skill lists for the completed or mostly completed classes.
02/4/10: New PrC: Energy Reaper. New feats: Harden Power Suit, Lighten Power Suit, Toughen Power Suit. New modules: Dark Beam, Dark Visor, Light Beam, Luminoth Protection module, Nova Beam, Scan Visor, Spazer Beam, Speed Booster. Reposted.
31/3/10: New PrC: Eldritch Armorsmith (needs a new name and a capstone ability).
29/3/10: New PrC: Phazon Adept. New Feats: Cobalt Transference System, Energy Siphon, Hunter-Killer System, Phazon Rage, Superior Smiting System. Added a new ability for the Federation Marine. Tweaked the Space Pirate race. They now get a bonus System feat at 1st, giving them the 1 point of energy and a place to stick it.
22/3/10: New Monster: Greater Rezbit, Cybernetic Dragon. Yup, we have a base to stat out Ridley now. Reposted.
21/3/10: New PrC: Ironskin Arcanist. Updated the Adaptable Energy Beam, Adaptable Training, Adaptable Modules feats to account for PrCs as well as multi-classing.
21/3/10: New Feats: Adaptable Energy Beam, Adaptable Training, Adaptable Modules. New item: Stunstick. New Modules: Echo Visor, Space Jump, Ice Beam, Plasma Beam, Wave Beam modules. Reposted.
20/3/10: New Modules: Energy Charge, Energy Weapon, Rezbit module. New Monster: Rezbit. Reposted.
20/3/10: Reposted
20/3/10: Added the Assassin Teleportation, Infantry Teleportation, Phazon Enhancement Device modules. Added Prestige Class idea stubs. Added Expanded Hard-point, Split Attachment feats.
20/3/10: Began Iji adaptation. (Removed 02/4/10 since there's really only just a stub)
19/3/10: Added the Dual Weapon Module. Two-Weapon beam wielders rejoice! New Feats: Sysadmin Reboot System. Renamed Space Pirate class to Pirate Trooper. Space Pirate race is up.
19/3/10: Reposted.
19/3/10: Added the first of many feats. There's over a dozen of them now.
19/3/10: Added the Space Pirate and Federation Marine base classes. Federation Marine is far from complete, and Space Pirate is only missing a capstone ability.
19/3/10: Added more modules. Space Jump, Energy Tank, Missile Launcher, Riot shield. Updated the Grapple Lasso module.
19/3/10: Added Starcraft adaptation section, including the Ghost Infiltrator PrC and the Personal Cloaking and Stim Pack modules.
18/3/10: First posting. Includes the Chozo Warrior class and several modules.
[/spoiler]

Table of Contents
[spoiler]
Overview
Base Classes
Prestige Classes
Prestige Classes (Continued)
Modules (A-C)
Modules (D-H)
Modules (I-P)
Modules (Q-Z)
Incomplete Modules
Feats
Spells, Equipment
Races, Monsters
Additional Rules, Adaptation
Reference lists and data
[/spoiler]



This is basically applying what little I know of Incarnum to something else. I don't actually have Magic of Incarnum, but the concept looks like fun. I'm making this because this is the idea I had for making something approximating the completed Incarnum system that I can play around with. Please let me know what you think of it. If you don't like the flavor of Metroid, the concept lends itself well enough to other things without changing the names. Turn it into Starcraft and give Terran Marines the Stim Pack module. Or maybe it's Star Trek and the suit-formers are starships. All power to main deflectors?


The general idea is that this is mostly a reflavored, renamed Incarnum system, built from the ground up based on what I've seen and heard about it online. Energy works like essentia, modules and systems work like soulmelds and the invest 1/day feats, and hard-points are similar to chakra binds.


Hard-points available are:   (accessibility slightly different from Incarnum)
Crown = Helmet      lesser     interaction, morale, mental combat
Brow = Visor        least      senses, detection
Hands = Hands       least      melee prowess
Arms = Arms         greater    aid allies, extra attacks
Feet = Feet         least      movement
Throat = Support    greater    unusual abilities, ???
Shoulders = Back    lesser     unusual mobility, protection
Heart = Shielding   lesser     defensive capabilities
Waist = Utility     least      transformation, physical improvement
Soul = Core         greater    general improvement, multiple effects and abilities
Totem = Beam Cannon            special, improves Energy Beam     *Chozo Warrior only




1. A Brief Overview:
[spoiler]
1.1   Forming a Power Suit and Activating Modules
   At 1st level, a suit-former gains the ability to form a Power Suit (or similar device) and activate modules within it. This process takes 8 hours to complete, plus another 1 hour to attach any activated modules to available hard-points. Since this process is mostly automated, the suit-former can move about 1 round after beginning the process. As long as the suit-former is not involved in combat or other stressful conditions (basically anything that would interrupt a Wizard preparing spells for the day), this process continues as normal. The suit-former need not even be conscious during this time, and may sleep, eat, and walk around as normal. Each significant interruption adds one hour to the time remaining to form the suit, to a maximum of the process's normal time. Unforming a Power Suit takes one minute.
   Each time your form your suit, you may choose which modules to activate amongst those available to you. You may choose to activate fewer modules than your normal maximum. If you do, you can activate them later in the day using a process similar to forming your suit, except that it only takes one hour. Similarly, you can attach fewer modules to your available hard-points, and the process to attach more later in the day takes one hour.
   If you have the ability to form different suits (such as a Chozo Warrior 3/Federation Marine 2), you must choose only one to form. However, your available modules may be applied to whichever suit you have formed, even if they are from a class different from the one whose suit you formed. You need not form a suit to use modules, although you must form a suit to attach them to hard-points. If you choose to activate modules without forming a suit, it still takes the normal amount of time (usually 8 hours) and suffers from the same limitations.
   Note that most classes limit the total number of modules that can be activated from that class at once to your Constitution minus 10. This only counts the modules activated from that class. Modules from other classes or from other sources, such as feats, do not count against this limit.

1.2   Energy Pools
   Suit-formers gain a pool of energy generated by the systems in their Power Suits. This energy can be applied to the various modules and systems that they have available to them in order to improve their effects. Energy granted from multiple classes, from feats, and from other sources is combined into one single pool that can be used for all of a characters active modules.
   As a swift action, you may reallocate your energy investments amongst your active modules once each round.
   Systems are feats that grant an effect that can be improved by investing energy into them. Energy invested this way must be done concurrently or after attaching modules to hard-points, and these points of energy are locked into the feat for 24 hours, or until the suit-former next reforms her suit. Energy cannot be added or removed from these feats once they are locked, even through a change in energy capacity or excessive energy damage. Temporary energy damage in sufficient quantities to deplete all other sources of a suit-formers energy are ignored. When something refers to investing energy in it like a System, this is what it means.
   Some effects grant temporary points of energy or cause temporary energy damage. If you gain temporary energy, it does not apply to any of your modules until you next reallocate your energy investments. If you suffer temporary energy damage, you immediately lose a total amount energy from your pool or invested in modules equal to the damage taken. You regain this lost energy at the same rate that you recover ability damage.
   If you have energy invested in a module and that module's capacity decreases to less than the amount of energy invested, the excess energy immediately returns to your energy pool.

1.3   Modules and Magic
   Modules interact with magic and magical effects similar to magic items. They cannot be dispelled, but they are suppressed for 1d4 rounds by a targeted Dispel Magic or similar effect. Their effects are suppressed in an anti-magic field, although they return as soon as they are removed from the field. A Mage's Disjunction spell deactivates all modules that fail the Will saves that their suit-formers roll on their behalf. Most experienced suit-formers learn techniques to help resist the effects of anti-magic.
   Unless otherwise stated, modules and their effects are considered to be supernatural abilities.

1.4   Power Suits, Magical Equipment and Integrated Equipment
   Because most Power Suits cover the entire body, using magical equipment in the usual manner is difficult at best. Thankfully, most Power Suits are created with these limitations in mind and include the ability to integrate equipment into their matrix when being formed. When forming a suit, a suit-former can choose to integrate mundane and/or magical equipment into her suit. This integrated equipment cannot be removed while the suit is formed without causing serious damage. Integrated equipment grants its normal bonuses and effects, which may or may not stack with those already granted by the suit and active modules. Integrated equipment makes the hard-point equivalent to the body slot used unavailable for normal use. However, equipment can be integrated even if the equivalent hard-point is not accessible, and do not normally count against the normal limit of hard-point attachments.
   Integrated equipment can interfere with the full use of modules and hard-points. Hard-points for which there is integrated equipment for the equivalent body slot cannot have anything attached to them other than the integrated equipment in question. Integrated equipment can be attached to the hard-point its body slot is equivalent to, which counts against the normal limit of hard-point attachments and may grant bonuses, depending on the item in question.
   Power Suits have biological components that integrate themselves with their users' nervous systems and bodies. Removing integrated equipment while the suit is formed is a dangerous procedure as it risks interrupting vital functions of the suit and its wearer. A Computer Use check is required to bypass the safety protocols and remove integrated equipment from a formed Power Suit and causes Constitution damage. A Heal check made at the same time reduces the Constitution damage. The Heal check need not be made by the same person attempting to remove the equipment. See the Computer Use skill for more details.

1.5   Suit Feats and System Feats
   While each descriptor does nothing on its own, these feats share certain characteristics in common with others of the same descriptor. All Suit feats described here grant an increase to the users suit-former level. All System feats described here grant a point of energy and allow energy to be invested in them once per day for a bonus of some sort.
   While Suit and System feats need not necessarily share the following characteristics, all such feats detailed here do. For simplicity, all future Suit and System feats should share these characteristics as well.
   System feats increase a characters total energy pool and grant a single effect that can be improved by investing energy into them. Energy invested this way must be done concurrently or after attaching modules to hard-points, and these points of energy are locked into the feat for 24 hours or until the suit-former next reforms her suit, at which point all energy in a System feat is returned to its owners energy pool. Energy cannot be added or removed from these feats once they are locked, even through a change in energy capacity or excessive energy damage. Temporary energy damage in sufficient quantities to deplete all other sources of a suit-formers energy are ignored. Unlike modules and most other energy receptacles, System feats are usually extraordinary abilities (as is normal for most feats in general), not supernatural.
   Suit feats generally enhance the users suit-forming abilities. Each one also provides a small boost the the user's suit-former level in all classes, to a maximum of the user's total Hit Dice or level.

1.6   Modules Without Suit-former Levels
   Characters without levels in suit-former classes are treated as though they had a suit-former level of 0. Any bonuses they may gain to their suit-former level apply to this. If you have a suit-former level of 0, you can only invest 1 point of energy at a time into any given module or system.

1.7   Temporary Energy Damage and Energy Drain
   Temporary Energy Damage works similarly to ability damage, except that it applies to your energy pool instead of ability scores. See section 1.2 for more details. Energy Drain is a more permanent form of Temporary Energy Damage, similar to ability drain.
   You recover from temporary energy damage and from energy drain just like from ability damage and from ability drain. Any effect that cures ability damage or removes ability drain can affect temporary energy damage or energy drain as though they were damage or drain to one of your ability scores, respectively.


[/spoiler]


Copied from section 3.1: Modules Overview for conveniece
[spoiler]
   Similar to soulmelds, modules take 8 hours to activate, and another 1 hour to attach to any available hard-points. Each module can be attached to only one hard-point at a time, and each hard-point can only accommodate one module. Unlike soulmelds, modules can be attached to any available hard-point, although there is usually no special benefit to doing so for hard-points not listed for the module in question. Each character can activate a limited number of modules and attach the to a limited number of their suit's hard-points at any given time, as determined by their levels in suit-forming classes. The amount of energy that can be assigned to a given module is limited by your suit-former level, as given on table 3.1.1. If you gain the ability to activate a module through an effect that does not specify your effective suit-former level for the module, treat your suit-former level as 1 for the module.
   Not all hard-points are available to all characters. Each character can attach modules only to hard-points that have been made accessible by that character's class features, feats, or other effects. In addition, integrating equipment in one's suit interferes with the use of hard-points. Each hard-point has a corresponding body slot. While a module is attached to that hard-point, other equipment cannot be benefited from if worn on the corresponding body slot. Incarnum reacts in a similar manner to equipment and attached hard-points. Attached hard-points and chakra binds for a given slot are mutually exclusive. See table 3.1.2 for equivalencies between body slots, chakra binds, and hard-points. hard-points not listed on table 3.1.2 (such as the Beam Cannon) have no equivalencies, and are compatible with all equipment and chakra binds.


Table 3.1.1: Energy capacity by level  
Suit-former Maximum Energy  
Level       per Module        
0-5         1            
6-10        2            
11-15       3              
16-20       4              
21+         ((level + 4) / 5)        

Table 3.1.2: hard-point, body slot, and chakra bind equivalencies
             Body     Chakra
Hard-point   Slot     Bind  
Helmet       Head     Crown  
Visor        Face     Brow  
Hands        Hands    Hands  
Arms         Arms     Arms  
Feet         Feet     Feet      
Support      Throat   Throat  
Back         Shoulder Shoulder  
Shielding    Torso    Heart
Utility      Waist    Waist  
Core         Body     Soul



   Each module is listed in the following format. The first line has the module's name. The second lists the module's descriptors, if any. Descriptors usually have no game effect on their own, and are only used for how they interact with other effects and abilities. The third line lists the classes that can activate the module in question. This is only a reference for convenience. Actual class lists of available modules should take precedence over the descriptions here, and other effects (such as the Activate Module feat) are not limited by this unless explicitly mentioned. The fourth line lists any prerequisites that a module might have. A module cannot be activated by a character unless she fulfills these prerequisites. A module cannot be counted towards fulfilling its own prerequisites. If a suit-former loses the ability to fulfill these requirements at any time, the module is suppressed until such time as the character fulfills them again. In such a case, the module is still considered active with respect to the limited number of modules a character can have active at one time. The fifth line lists the hard-points that the module gains additional benefits from being attached to. The sixth line indicates what types of saving throws this module's effects may cause. See text for more details.
   After that, the general benefits for having the module active are listed, followed by the specific benefits for having it attached to specific hard-points. You always gain the general benefits while the module is active, and you also gain all of the benefits for the hard-point that the module is attached to, if any. If a module is attached to multiple hard-points, you gain the additional benefits of each hard-point attachment. If you attach a module to two or more hard-points that grant the same effect, then you only get that effect once.
[/spoiler]


This is just a reference list of various bits of useful or interesting information and numbers from this system.
[spoiler]

Hard-points available are:   (accessibility slightly different from Incarnum)
Helmet      lesser     interaction, morale, mental combat
Visor       least      senses, detection
Hands       least      melee prowess
Arms        greater    aid allies, extra attacks
Feet        least      movement
Support     greater    unusual abilities, ???
Back        lesser     unusual mobility, protection
Shielding   lesser     defensive capabilities
Utility     least      transformation, physical improvement, random stuff
Core        greater    general improvement, multiple effects and abilities
Beam Cannon            special, improves Energy Beam     *Chozo Warrior only



Hard-point access by class and level:   PrCs have class level (expected ECL)
            Feat CW  FM  PT   PhzAdp  IrnArc  StlThr  EngRpr  FmlWar  EldArm  SlShap  GFElit  BmechF  CompGh
Arms        12   14  17   9    7(14)  --(--)  XX(YY)  --(--)  XX(YY)  --(--)  XX(YY)  XX(YY)  --(--)  XX(YY)
Back         6   --  11   6    4(11)   8(13)  XX(YY)   4(11)  XX(YY)   8(13)  XX(YY)  XX(YY)   6(11)  XX(YY)
Core        --   17  --  15    9(16)  --(--)  XX(YY)  --(--)  XX(YY)  --(--)  XX(YY)  XX(YY)   9(14)  XX(YY)
Feet         3    5   5   2    1 (8)   3 (8)  XX(YY)   1 (8)  XX(YY)   3 (8)  XX(YY)  XX(YY)   2 (7)  XX(YY)
Hands        3    9   5   2    1 (8)   3 (8)  XX(YY)   1 (8)  XX(YY)   3 (8)  XX(YY)  XX(YY)   2 (7)  XX(YY)
Helmet       6    9  11   6    4(11)   8(13)  XX(YY)   4(11)  XX(YY)   8(13)  XX(YY)  XX(YY)   6(11)  XX(YY)
Shielding    6    9  11   9    4(11)   8(13)  XX(YY)   4(11)  XX(YY)   8(13)  XX(YY)  XX(YY)   6(11)  XX(YY)
Support     12   14  --  12    7(14)  --(--)  XX(YY)  --(--)  XX(YY)  --(--)  XX(YY)  XX(YY)  --(--)  XX(YY)
Utility      3    5  --   2    1 (8)   3 (8)  XX(YY)   1 (8)  XX(YY)   3 (8)  XX(YY)  XX(YY)   2 (7)  XX(YY)
Visor        3    5   5   6    1 (8)   3 (8)  XX(YY)   1 (8)  XX(YY)   3 (8)  XX(YY)  XX(YY)   2 (7)  XX(YY)
Beam Cannon --    2  --  --   --(--)  --(--)  XX(YY)  --(--)  XX(YY)  --(--)  XX(YY)  XX(YY)  --(--)  XX(YY)

CW = Chozo Warrior
FM = Federation Marine
PT = Pirate Trooper
PhzAdp = Phazon Adept
IrnArc = Ironskin Arcanist
StlThr = Steel Theurge
EngRpr = Energy Reaper
FmlWar = Full-metal Warrior
EldArm = Eldritch Armorsmith
SlShap = Soulsteel Shaper
GFElit = GF Elite
BmechF = Bio-mech Fuser
CompGh = Computer Ghost


Adaptations - Hard-point access by class and level:   PrCs have class level (expected ECL)
            GhoInf
Helmet       8(13)
Visor        1 (6)
Hands        4 (9)
Arms        --(--)
Feet         4 (9)
Support      8(13)
Back         4 (9)
Shielding   --(--)
Utility      1 (6)
Core        --(--)
Beam Cannon --(--)

GhoInf = Ghost Infiltrator



Available modules and hard-point attachments by class:
            All  CW   FM   PT   PhzAdp  IrnArc  StlThr  EngRpr  FmlWar  EldArm  SlShap  GFElit  BmechF  CompGh
Modules     57   33   25   39
Arms        10    4    6    6   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Back         9  * 3*   5    7   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Core        12    6  * 4*   9   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Feet        11    6    5    8   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Hands       12    6    8    8   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Helmet      14    5    8   11   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Shielding   13    6    7   10   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Support      9    4  * 4*   7   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Utility     12    9  * 1*  10   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Visor       12    9    4   10   XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)
Beam Cannon 14   14  * 3* * 5*  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)  XX(YY)

CW = Chozo Warrior
FM = Federation Marine
PT = Pirate Trooper
*  = This class does not get this hard-point

Ideally, I'd like to have 50-60 total modules, with ~30 for the Chozo Warrior, ~15-20 for the Federation Marine, and another ~20-30 for the Pirate Trooper.
Hard-point attachments should be roughly even in numbers across the board for any given class, skewed slightly towards the lower level attachments.
Aside from that, it's probably complete enough to play with it now. Mission accomplished. Now time to see if I can get 100% completion. :)



Module hard-point attachments by other hard-point attachments.
First row/column is total number of modules with that attachment. Across the row is how many modules with the hard-point of the row also have the hard-point of the column.
Final 3 lines are how many modules have exactly 1, 2, or 3 hard-point attachments, and the frequency thereof.

               Any Arms Back Core Feet Hand Helm Shld Sprt Util Visr Beam
Modules       | 57   10   09   12   11   12   14   13   09   12   12   14
Arms          | 10   --    1    0    1    5    1    0    1    1    1    3
Back          | 09    1   --    2    2    2    3    0    1    2    1  * 0*
Core          | 12    0    2   --    3    1    2    4    0    1    3    1
Feet          | 11    1    2    3   --    1    1    3    2    1    0    1
Hands         | 12    5    2    1    1   --    1    3    1    1    2    3
Helmet        | 14    1    3    2    1    1   --    2    3    1    3    2
Shielding     | 13    0    0    4    3    3    2   --    2    2    1    3
Support       | 09    1    1    0    2    1    3    2   --    1    1    1
Utility       | 12    1    2    1    1    1    1    2    1   --    1    2
Visor         | 12    1    1    3    0    2    3    1    1    1   --    2
Beam Cannon   | 14    3  * 0*   1    1    3    2    3    1    2    2   --
--------------|----------------------------------------------------------
1 hard-point  | 04    1    0    0    1    0    0    0    0    1    1    0
2 hard-points | 35    4    4    7    5    4    9    6    5    9    7   10
3 hard-points | 18    5    5    5    5    8    5    7    4    2    4    4
               Any Arms Back Core Feet Hand Helm Shld Sprt Util Visr Beam




Modules with descriptors:

Acid: Corrosion Inducement, Nova Beam
Cold: Cryo Core, Duality, Ice Beam
Electricity: Grapple Lasso, Wave Beam, Wind Strider
Fire: Duality, Plasma Beam, Thermal Lance
Sonic: Annihilator Beam, Echo Visor, Resonance Detonator
Force: Kinetic Accelerator, Power Beam, Riot Shield
---
Air
Earth: Terranean Resonator
Water
---
Darkness: Dark Beam, Duality, Dark Visor
Light: Duality, Flare Beam, Light Beam
Teleportation: Assassin Teleportation, Astral Shift, Dimensional Shift, Infantry Teleportation
Phazon: Phazon Control, Phazon Enhancement Device
---
Chaotic: Probability Breaker
Evil: ***Ing something-or-other***
Good: Luminoth Protection
Lawful: Order Enforcement
---
Special: Energy Weapon
Combo: (not an actual descriptor) Assassin Teleportation, Duality


Modules that boost things: (Format is ModuleName {noEnergyBonus}+{bonusPerEnergy} attachmentPointIfAny. Stars * indicate that the effect may have limitations or special bonuses)

Attack rolls: Annihilator Beam 2+0*, Dual Weapon 0+1*, Energy Weapon 0+1*, Kinetic Accelerator 0+1* Hands, Kinetic Accelerator 1+0* Visor, Nova Beam 4+0*, Power Beam 0+1* Hands, Riot Shield 0+1* Hands, Spazer Beam X+0*, Temporal Accelerator 0+1 Core, Terranean Resonator 1+0.5*, Thermal Lance 0+1*
Damage rolls: Annihilator Beam 0+1, Dark Beam 0+1, Energy Weapon 0+1*, Essence Balancing 0+1* Hands, Hammer Beam 0+1, Ice Beam 0+1, Kinetic Accelerator 0+1* Hands, Kinetic Accelerator 1+0* Visor, Light Beam 0+1*, Nova Beam 0+1, Plasma Beam 0+1, Power Beam 0+1* Hands, Riot Shield 0+1* Hands, Spazer Beam 0+X*, Terranean Resonator 0+1*, Thermal Lance 0+1*, Thermal Lance 0+1* Feet, Wave Beam 0+1
Armor class: Alt-form 2+1*, Essence Balancing 0+1*, ***Ing something-or-other*** 0+1*, Luminoth Protection 0+1*, Order Enforcement 0+1*, Power Beam 0+1 Shielding, Probability Breaker 0+1*, Riot Shield 2+1*, Temporal Accelerator 0+1 Core
All Saves: Flare Beam 2+1*, Essence Balancing 2+0*, ***Ing something-or-other*** 2+0*, Luminoth Protection 2+0*, Order Enforcement 2+0*, Power Beam 1+1, Probability Breaker 2+0*
Fort: Phazon Enhancement Device 2+1
Reflex: Radar 2+1
Will: Phazon Enhancement Device -1+-0.5, X-Ray Scope 2+1*
Initiative: Radar 2+1
Combat Maneuvers: Alt-form 4+2*, Grapple Lasso 2+1*, Grapple Lasso 4+1* Hands, Terranean Resonator 4+0*

Darkvision: Dark Visor 20+10
Low-light Vision: Exploration Module 2+0 Visor
Blindsense: Echo Visor 0+10 Core
Blindsight: Echo Visor 0+5 Core, X-ray Scope 20+10* Core
Tremorsense: Terranean Resonator 0+5 Visor

HP/level: Energy Tank 1+0.5, Energy Tank 1+0*
Fast healing and similar: Biofeedback 0+1* Core
Damage Reduction: Biofeedback 1+1, Hammer Beam 5+0*
Miss Chance: Infantry Teleportation 20+5
Spell Resistance: Arcane Synthesis 10+1/2lvl+2 Shielding

Fire resistance: Duality 0+5, Thermal Lance 0+5* Feet, Varia 0+5
Cold: Duality 0+5, Varia 0+5
Electricity: Varia 0+5 Shielding
Acid: Varia 0+5 Shielding
Sonic: Echo Visor 0+5
Phazon: Phazon Control 0+5
Positive Energy: Duality inf+0, Light Beam 5+0
Negative Energy: Dark Beam 5+0, Duality inf+0

Speed: Speed Booster 0+5, Temporal Accelerator 10+5, Thermal Lance 10+0* Feet
Fly: Grapple Lasso 20+5 Back, Screw Attack 5+5*, Space Jump 20+5 Back, Wind Strider Land
Swim: Gravity Booster Land Back
Climb: Gravity Booster 1/2 Land Feet
Burrow: Terranean Resonator 1/2 land Back

Str Checks
Dex Checks
Con Checks: Phazon Enhancement Device 2+1
Int Checks
Wis Checks
Cha Checks

Appraise
Autohypnosis
Balance
Bluff
Climb: Gravity Booster 4+2
Computer Use: Disruption Beam 4+2*, Scan Visor 4+2 Visor
Concentration: Phazon Enhancement Device 2+1
Craft
Decipher Script: Scan Visor 4+2 Visor
Diplomacy
Disable Device: X-Ray Scope 4+2
Disguise
Escape Artist: Alt-form 4+2
Forgery
Gather Information
Handle Animal
Heal
Hide: Varia 0+2 Utility
Intimidate
Jump: Gravity Booster 4+2, Space Jump 4+2
Knowledge: Arcane Synthesis 4+2, Scan Visor 4+2*
Listen: Echo Visor 2+2 Visor
Martial Lore: Scan Visor 4+2 Visor
Move Silently: Varia 0+2 Utility
Open Lock
Perform
Profession
Psicraft: Disruption Beam 4+2*, Scan Visor 4+2 Visor
Ride
Search: X-Ray Scope 4+2
Sense Motive
Sleight Of Hand
Speak Language
Spellcraft: Arcane Synthesis 4+2, Disruption Beam 4+2*, Scan Visor 4+2 Visor
Spot: Echo Visor 2+2 Visor
Survival
Swim: Gravity Booster 4+2
Tumble: Space Jump 4+2
Use Magic Device: Arcane Synthesis 4+2
Use Psionic Device
Use Rope


Module that grant abilities: (not filled out)
Camouflage
Death Attack
Evasion
Improved Evasion
Hide in Plain Sight
Mettle
Improved Mettle
Mind Blank
Poison Use
Rage
Skirmish
Slippery Mind
Sneak Attack
Sudden Strike
Trackless Step
Trapfinding
Uncanny Dodge
Improved Uncanny Dodge
Woodland Stride


Modules that grant feats:






Powerups by Metroid video game:
Metroid: Morph Ball, Missile, Long Beam, Energy Tank, Bombs, Ice Beam, High Jump Boots, Varia Suit, Screw Attack, Wave Beam
Metroid 2: Bomb, Spider Ball, High Jump Boots, Spring Ball, Space Jump, Screw Attack, Varia, Ice Beam, Wave Beam, Spazer Laser Beam, Plasma Beam
Super Metroid: Morph Ball, Missiles, Bombs, Energy Tank, Charge Beam, Super Missiles, Spazer Beam, Hi-Jump Boots, Varia Suit, Wave Beam, Speed Booster, Ice Beam, Reserve Tank, Power Bombs, Grappling Beam, X-ray Scope, Gravity Suit, Space Jump, Spring Ball, Plasma Beam, Screw Attack, Hyper Beam
Metroid Fusion: Missiles, Morph Ball, Charge Beam, Bombs, Hi-Jump and Jumpball, Speed Booster, Super Missile, Varia Suit, Ice Missiles, Wide Beam, Power Bomb, Space Jump, Plasma Beam, Gravity Suit, Diffusion Missiles, Wave Beam, Screw Attack, Ice Beam
Metroid Zero Mission: Morph Ball, Long Beam, Missiles, Charge Beam, Bombs, Plasma Beam, Power Grip, Ice Beam, Space Jump, Speed Booster, Hi-Jump and Spring Ball, Varia Suit, Wave Beam, Super Missile, Gravity Suit, Screw Attack, Power Bombs
Metroid Prime: Power Beam, Wave Beam, Ice Beam, Plasma Beam, Charge Beam, Morph Ball, Bombs, Power Bomb, Boost Ball, Spider Ball, Space Jump, Grapple Beam, Missile, Super Missile, Wavebuster, Ice Spreader, Flamethrower, Combat Visor, Scan Visor, Thermal Visor, X-Ray Visor, Varia Suit, Gravity Suit, Phazon Suit
Metroid Prime 2: Power Beam, Dark Beam, Light Beam, Annihilator Beam, Charge Beam, Morph Ball, Bombs, Power Bomb, Boost Ball, Spider Ball, Space Jump, Screw Attack, Grapple Beam, Missile, Seeker Missile, Super Missile, Darkburst, Sunburst, Sonic Boom, Combat Visor, Scan Visor, Dark Visor, Echo Visor, Varia Suit, Dark Suit, Light Suit, Energy Transfer Module, Gravity Boost
Metroid Prime 3: Power Beam, Plasma Beam, Nova Beam, Charge Beam, Morph Ball, Bombs, Boost Ball, Space Jump, Screw Attack, Grapple Lasso, Grapple Swing, Grapple Voltage, Missile, Ice Missile, Seeker Missile, Combat Visor, Scan Visor, Command Visor, X-Ray Visor, Varia Suit, Hazard Shield, Phazon Enhancement Device, Phazon Beam, Hyper Ball, Hyper Missile, Hyper Grapple
Metroid Hunters: ***Not a clue, never played it, ain't touching it unless someone else has a list***

... and their equivalents:
Morph Ball - Alt-form module (utility)
Missile - Missile Launcher module
Long Beam - Far Shot feat
Energy Tank - Energy Tank module
Bombs - ???
Ice Beam - Ice Beam module
High Jump Boots - Space Jump module
Varia Suit - Varia module
Screw Attack - Screw Attack module (in progress)
Wave Beam - Wave Beam module
Spider Ball - ???
Spring Ball - you can still jump while Alter Self-ed
Space Jump - Space Jump module (feet/back)
Spazer Laser Beam - Spazer Beam module
Plasma Beam - Plasma Beam module
Charge Beam - Energy Charge module
Super Missiles - Missile Launcher module (beam cannon)
Speed Booster - Speed Booster module
Reserve Tank - Energy Tank module
Power Bombs - ???
Grappling Beam - Grapple Lasso module (back)
X-ray Scope - X-Ray Scope module (visor)
Gravity Suit - Gravity Booster module
Hyper Beam - Chozo Warrior capstone class feature
Ice Missile - ??? (Sorta Ice Beam meets Missile Launcher)
Diffusion Missile - Missile Launcher module (helmet)
Power Grip - Reflex saves/Climb checks, as always
Power Beam - Power Beam module
Boost Ball - ??? (Sorta Speed Booster meets Alt-form)
Wavebuster - Chozo Warrior class feature
Ice Spreader - Chozo Warrior class feature
Flamethrower - Chozo Warrior class feature
Combat Visor - Radar module
Scan Visor - Scan Visor module
Thermal Visor - Thermal Visor module (in progress)
Phazon Suit - ??? (Phazon Control module, maybe? Protects against Phazon damage.)
Dark Beam - Dark Beam module
Light Beam - Light Beam module
Annihilator Beam - Annihilator Beam module
Seeker Missile - Missile Launcher module (arms)
Darkburst - Chozo Warrior class feature
Sunburst - Chozo Warrior class feature
Sonic Boom - Chozo Warrior class feature
Dark Visor - Dark Visor module
Echo Visor - Echo Visor module
Dark Suit - ???
Light Suit - ???
Energy Transfer Module - Energy Transfer module and Luminoth Protection module
Nova Beam - Nova Beam module
Grapple Voltage - Energy Transfer module (arms)
Command Visor - get a custom magic item to control your ship
Hazard Shield - Varia module (shielding)
Phazon Enhancement Device - Phazon Enhancement Device module
Phazon Beam - Phazon Beam module (in progress)
Hyper Ball - ???
Hyper Missile - re-flavored Missile Launcher module (beam cannon)
Hyper Grapple - re-flavored Energy Transfer module (arms)




[/spoiler]

« Last Edit: November 18, 2010, 01:54:38 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Havok4

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Re: Metroid as Incarnum
« Reply #1 on: March 19, 2010, 01:19:24 AM »
That is really quite clever. And it would be a fun thing to stick into d20 future or a similar game. It looks good so far.  You really do not need to make it metroid flavored although it does work very well. I will try and supply a few ideas.
Be sure to provide some means of flight (or a double jump).
You need more sources of damage for the beam cannon as it is show now it would be very ineffectual at higher levels.
A module that keeps the user from provoking AoOs
A module that allows the beam to affect an area.
An immediate action counter of some sort, maybe a bull rush like effect.
A flame thrower.
A little robot buddy (model after soulspark familiar)
A means of making AoOs with the beam.
A means of two weapon fighting with the beam (That would look awesome)
An energy tank (Model after vitality belt)
Phazon should really be like necrocarnum in MoI with an associated prestige class.
Every beam type from all of the games (off the top of my head, ice, fire, phase, wave, light, dark, annihilator)


Garryl

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Re: Metroid as Incarnum
« Reply #2 on: March 19, 2010, 02:30:57 AM »
I've already got some ideas for some of those. Space Jump module attached to the Feet hard-point could grant the ability to move up to your Jump check as a swift action, even while in mid-air. The Screw Attack module attached to the Core could allow a charge with improved speed and Perfect flight that also deals damage to creatures you pass by. The rocket pack module (Space Pirates only) will allow short bursts of flight, or more if attached to the back hard-point.

I'm also planning to add two more base classes (the Space Pirate and the Federation Marine). The Marine will be a full BaB class that doesn't use modules much, similar to the Soulborn, and the Space Pirate, which might be limited in modules, but be able to attach the multiple times and for extra effect. Think of how in Metroid Prime I, there were all of the pirates based on a single one of your weapons. They might even wind up with more hard-point attachments than modules. I also have plans for many of the traditional Metroid powerups.

I like your ideas. I'll try to implement them if I can and see how it goes. TWF with beams sounds like fun, and the energy tank sounds like the perfect home for my orphaned ability. I hadn't originally considered making PrCs, but it makes sense once the groundwork is laid.

Note that the beam cannon is designed to be used as an attack action, not just as a standard action like a Warlock's Eldritch Blast. As such it gets iterative attacks. It will also be powered up somewhat by the various beam weapon modules. Improved damage dice, extra effects, you name it and we can probably fit it in.

I also hope to put in some Suit feats, similar to the Incarnum feats. They'll give one point of energy, have some effect if you stick energy in them, and maybe also boost your suit-former level by 1 each to a maximum of your HD, like practiced spellcaster?
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Havok4

  • Man in Gorilla Suit
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  • Posts: 2144
  • It can only be attributable to human error.
Re: Metroid as Incarnum
« Reply #3 on: March 19, 2010, 02:45:20 AM »
Is the beam a touch attack or a regular ranged attack?

Prime32

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Re: Metroid as Incarnum
« Reply #4 on: March 19, 2010, 07:15:04 AM »
I herd you liek metroids.

I was originally going to go with Incarnum myself, but it ended up going in a different direction.
My work
The tier system in a nutshell:
[spoiler]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.[/spoiler]

Garryl

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Re: Metroid as Incarnum
« Reply #5 on: March 19, 2010, 06:51:39 PM »


2. Classes:

2.1   Chozo Warrior Base Class
[spoiler]


Chozo Warrior

"..."
   -Samus Aran, silent protagonist.

Chozo Warriors are suit-formers trained in the style and with the equipment of the ancient Chozo race. Although the Chozo as a civilization may be long gone, their teachings live on.

Making a Chozo Warrior
As a Chozo Warrior, you have access to a wide variety of abilities from your suit-forming. Your modules primarily serve to give you new capabilities in combat, mostly enhancements to your Energy Beam attacks. Several modules increase your defenses and a few improve your melee attacks, but in general you belong away from the front lines of combat, blasting your opponents with Energy Beam blasts tuned to their weaknesses.
Abilities: Like all suit-formers, you Constitution score determines how many modules you can activate at once; it also sets the saving throw DC for your modules that allow saves. A high Constitution score also increases your hit points, which is important in combat. Since you are likely to engage your enemies at range with your Energy Beam, a high Dexterity score is important to improve your attacks and increase your Armor Class.
Races: Although the Chozo Warrior traditions originated amongst the Chozo, they are now few and far between in the galaxy. As a result, most Chozo Warriors are of the other races in the galaxy.
Alignment: Chozo Warriors can be of any alignment. Many gravitate towards good alignments in following with the remnants of the teachings of the Chozo society.
Starting Gold: 3d4x10 (75 gp)
Starting Age: As ranger.


Table 2.1.1: The Chozo Warrior      Hit Die: d8
        Base                                                                          Light -------Suit-Forming------
        Attack       Fort Ref  Will                                            Energy Suit  Active         Hard-point
Level   Bonus        Save Save Save    Special                                 Beam   Armor Modules Energy Attachments
1       +0           +2   +2   +0      Power Suit (Light armor), Energy Beam   1d6    +2    2       1      0
2       +1           +3   +3   +0      Beam Cannon Hard-point (+1 capacity)    1d6    +2    3       2      1
3       +2           +3   +3   +1      Fast Suit Forming (1 hour)              1d6    +3    3       2      1
4       +3           +4   +4   +1      Protected Modules                       1d6    +3    4       3      1
5       +3           +4   +4   +1      Hard-points (Feet, Utility, Visor)      2d6    +3    4       3      1
6       +4           +5   +5   +2      Beam Cannon Hard-point (+1 save DC)     2d6    +4    4       4      2
7       +5           +5   +5   +2      Fast Suit Forming (10 minutes)          2d6    +4    5       5      2
8       +6/+1        +6   +6   +2      Multi-weapon Beam Cannon (2)            2d6    +4    5       5      2
9       +6/+1        +6   +6   +3      Hard-points (Hands, Helmet, Shielding)  2d6    +5    5       6      2
10      +7/+2        +7   +7   +3      Fast Suit Forming (1 minute)            3d6    +5    6       7      3
11      +8/+3        +7   +7   +3      Beam Cannon Combo (1/day)               3d6    +5    6       8      3
12      +9/+4        +8   +8   +4      Multi-weapon Beam Cannon (3)            3d6    +6    6       9      3
13      +9/+4        +8   +8   +4      Beam Cannon Combo (2/day)               3d6    +6    7       10     3
14      +10/+5       +9   +9   +4      Hard-points (Arms, Support)             3d6    +6    7       11     4
15      +11/+6/+1    +9   +9   +5      Beam Cannon Hard-point (+2 capacity),   4d6    +7    7       12     4
                                       Beam Cannon Combo (3/day)
16      +12/+7/+1    +10  +10  +5      Multi-weapon Beam Cannon (4)            4d6    +7    8       13     4
17      +12/+7/+2    +10  +10  +5      Hard-points (Core),                     4d6    +7    8       14     4
                                       Beam Cannon Combo (4/day)
18      +13/+8/+3    +11  +11  +6      Fast Suit Forming (1 full-round action) 4d6    +8    8       16     5
19      +14/+9/+4    +11  +11  +6      Beam Cannon Combo (5/day)               4d6    +8    9       18     5
20      +15/+10/+5   +12  +12  +6      Hyper Beam                              5d6    +8    9       20     5


Class skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Computer Use, Concentration, Craft, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen, Profession, Ride, Spot, Survival, Swim

Class Features
Your primary class abilities are suit-forming and your Energy Beam. You have your own distinct module list, and the ability to attach modules to a unique hard-point - your beam cannon hard-point. Attaching modules to this hard-point can grant exceptional power to your Energy Beam attacks and infuse them with special effects and damage types. You also gain special abilities related to your beam cannon hard-point, particularly the ability to rapidly switch amongst available attached modules as the situation demands.

Weapon and Armor Proficiency: Chozo Warriors are proficient with all simple weapons and with light armor.

Suit-forming: A Chozo Warrior's primary ability is activating modules, which are drawn from the Chozo Warrior module list. You know and can activate any module from this list. Your suit-former level is equal to your Chozo Warrior level.
   A Chozo Warrior can activate only a certain number of modules at once. Your base concurrent allotment is given on Table 2.1.1. The maximum number of modules that you can have active from this class is equal to your Constitution score minus 10, or the number on the table, whichever is lower.
   At 1st level, you gain access to your suit's pool of energy, which can be invested into your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your suit-former level determines the maximum amount of energy that can be assigned to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy investments amongst your active modules once each round.

Power Suit (Light armor) (Ex): At 1st level, a Chozo Warrior gains the ability to form a Power Suit and activate modules within it. This process takes 8 hours to complete, plus another 1 hour to attach any activated modules to available hard-points. Since this process is mostly automated, the Chozo Warrior can move about 1 round after beginning the process. As long as the Chozo Warrior is not involved in combat or other stressful conditions (basically anything that would interrupt a Wizard preparing spells for the day), this process continues as normal. The Chozo Warrior need not even be conscious during this time, and may sleep, eat, and walk around as normal. Each significant interruption adds one hour to the time remaining to form the suit, to a maximum of the process's normal time.
   While fully formed, your Power Suit grants you an armor bonus, as indicated on table 2.1.1. It is considered light armor with an unlimited Max Dex bonus and no Armor Check Penalty. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 25 lb.

Energy Beam (Su): While her Power Suit is formed, a Chozo Warrior can choose to form a beam cannon over her main hand as a full-round action. This allows her to fire blasts of energy at her enemies, but prevents the use of her hand for other purposes. This does not interfere with the Hand hard-point, should it be available. The beam cannon can be unformed as a full-round action. If you have access to the Beam Cannon hard-point, you can still attach modules to it and gain their benefits even if your beam cannon is unformed. You can only form your beam cannon while using the Power Suit you gain from Chozo Warrior levels, although some effects can alter or remove this restriction.
   While the beam cannon is formed, the Chozo Warrior can fire blasts of energy as normal ranged attacks with a manufactured weapon with a 100 foot range increment, to a maximum of 5 range increments. The beam deals 1d6 damage at 1st level, plus another 1d6 every 5 Chozo Warrior levels you possess. It deals untyped damage that is affected by damage reduction. The damage dealt by the Energy Beam is considered to be from a magic weapon, and can consequently damage incorporeal creatures and bypass damage reduction appropriately.
   You can have your beam cannon enchanted as though it was a masterwork ranged weapon. You must be present for the entire time it takes to enchant it.

Hard-point Attachments: Beginning at 2nd level, you can attach active modules to the hard-points that your suit has available. You cannot attach modules to hard-points with integrated equipment.
   The number of hard-point attachments that you can have active at any one time depends on your level (see the Hard-point Attachments column is table 2.1.1). At 2nd level, you can attach modules to your Beam Cannon hard-point (see below). Beginning at 5th level, you can attach modules to your Feet, Utility, and Visor hard-points. At 9th level, you can attach modules to your Hands, Helmet, and Shielding hard-points. At 14th level, you can attach modules to your Arms and Support hard-points. At 17th level, you can attach modules to your Core hard-point.

Beam Cannon Hard-point: At 2nd level, you gain access to a unique hard-point: the Beam Cannon hard-point. This hard-point is not directly associated with any location on your body, although it has a strong connection to the beam cannon that you form with your Energy Beam ability.
   Any module attached to your Beam Cannon hard-point has a energy capacity 1 higher than normal. At 15th level, any module attached to your Beam Cannon hard-point instead has a capacity 2 higher than normal.
   At 6th level, the save DC of any module attached to your Beam Cannon hard-point is increased by 1.
   Unlike normal for modules and hard-points, you can suppress the effects of attaching any of your modules to your Beam Cannon hard-point as a move action. The module is still attached to the hard-point, it just provides no extra benefits for doing so and receives none of the benefits of being attached to your Beam Cannon hard-point. You can resume its effects as a move action. This ability is primarily used when a module alters the damage type of your Energy Beam ability to something unfavorable for the current encounter, such as fire damage against a red dragon. The basic Energy Beam, while never ideal, is effective against most opponents.

Fast Suit Forming (Ex): Starting at 3rd level, the time it takes you to form your Power Suit and activate your modules is reduced to 1 hour. When you form your suit this way, any attached modules are unattached, and it still takes the normal 1 hour to attach them to your suit's hard-points. You can only do this once every 8 hours.
   At 7th level, forming your Power Suit only takes 10 minutes. At 10th level, it only takes 1 minute. At 18th level, you can form your Power Suit as a single full-round action.

Protected Modules (Ex): A Chozo Warrior's Power Suit provides resistance against supernatural effects that would disrupt its function. At 4th level, a Chozo Warrior's modules gain a +2 bonus to their suit-former level to resist being suppressed. In addition, a Chozo Warrior can attempt a DC 15 Will save each round to maintain the function of her active modules inside and anti-magic field. The save DC increases by +2 each round, and the Chozo Warrior may not make subsequent Will saves if she fails until her modules have been reactivated by leaving the field. Note that other magic items and supernatural abilities (such as the Energy Beam ability) are still suppressed as normal.

Multi-Weapon Beam Cannon (Ex): Starting at 8th level, you can attach additional modules to your Beam Cannon hard-point. You can only choose to have one such module benefitting from the attachment at one time, but you can switch between them as a move action. Modules beyond the first attached this way to your Beam Cannon and only to your Beam Cannon do not count against your limit of hard-point attachments.
   At 8th level, you can have up to 2 modules attached to your Beam Cannon hard-point this way. At 12th level, you can have up to 3 modules attached this way. At 16th level, you can have up to 4 modules attached this way.

Beam Cannon Combo (Su): Starting at 11th level, you can gain the benefits of all of your modules attached to your Beam Cannon with your Multi-Weapon Beam Cannon ability at once. This effect lasts for 1 round and is activated as a swift action. You can use this ability once each day at 11th level, and one additional time per day every 2 levels thereafter.

Hyper Beam (Su): At 20th level, you gain the ability to channel great reserves of power and energy into your Beam Cannon. For the duration of this ability, the energy capacity of any module attached to your Beam Cannon hard-point is doubled. Every point of energy invested in a module attached to your Beam Cannon hard-point counts as 2 points. In addition, you can activate your Beam Cannon Combo ability and switch between modules with your Multi-Weapon Beam Cannon ability as a free action once per round each while this ability is in effect.
   Activating this ability is a free action and can be used once per day. It lasts for a number of minutes equal to your Constitution modifier (minimum 1).


Playing a Chozo WarriorChozo Warriors in the world
Quote of someone else talking about your classChozo Warriors in the game
What settings this class goes best with
Adaptation: How to adapt it to other settings.
Encounters: How a typical encounter goes.***



[/spoiler]


2.2   Federation Marine Base Class
[spoiler]



Table 2.2.1: The Federation Marine      Hit Die: d12
        Base                                                                     Medium Heavy -------Suit-Forming------
        Attack         Fort Ref  Will                                            Suit   Suit  Active         Hard-point
Level   Bonus          Save Save Save    Special                                 Armor  Armor Modules Energy Attachments
1       +1             +2   +0   +0      Power Suit (Medium armor),              +4     --    1       0      0
                                         Weapon Training
2       +2             +3   +0   +0      Bonus Feat                              +5     --    1       1      0
3       +3             +3   +1   +1      Crossfire                               +5     --    2       1      0
4       +4             +4   +1   +1      Power Suit (Heavy armor)                +6     +8    2       1      0
5       +5             +4   +1   +1      Hard-points (Feet, Hands, Visor)        +6     +8    2       2      1
6       +6/+1          +5   +2   +2      Bonus Feat                              +6     +8    2       2      1
7       +7/+2          +5   +2   +2      Close Combat Shot                       +7     +9    2       3      1
8       +8/+3          +6   +2   +2      Improved Crossfire                      +7     +9    3       3      1
9       +9/+4          +6   +3   +3      Hardened Suit 1                         +8     +10   3       3      1
10      +10/+5         +7   +3   +3      Bonus Feat                              +8     +10   3       4      1
11      +11/+6/+1      +7   +3   +3      Hard-points (Back, Helmet, Shielding)   +8     +10   3       4      2
12      +12/+7/+2      +8   +4   +4      Greater Crossfire                       +9     +11   3       5      2
13      +13/+8/+3      +8   +4   +4      Mettle                                  +9     +11   4       5      2
14      +14/+9/+4      +9   +4   +4      Bonus Feat, Hardened Suit 2             +10    +12   4       6      2
15      +15/+10/+5     +9   +5   +5      Protected Modules                       +10    +12   4       6      2
16      +16/+11/+6/+1  +10  +5   +5      Supreme Crossfire                       +10    +12   4       7      2
17      +17/+12/+7/+2  +10  +5   +5      Hard-points (Arms)                      +11    +13   4       8      3
18      +18/+13/+8/+3  +11  +6   +6      Bonus Feat                              +11    +13   5       8      3
19      +19/+14/+9/+4  +11  +6   +6      Hardened Suit 3                         +12    +14   5       9      3
20      +20/+15/+10/+5 +12  +6   +6      ***Capstone***                          +12    +14   5       10     3



Alternative with better suit-forming progression
1       +1             +2   +0   +0      Power Suit (Medium armor),              +4     --    1       1      0
                                         Weapon Training
2       +2             +3   +0   +0      Bonus Feat                              +5     --    2       1      0
3       +3             +3   +1   +1      Crossfire                               +5     --    2       2      0
4       +4             +4   +1   +1      Power Suit (Heavy armor)                +6     +8    2       2      0
5       +5             +4   +1   +1      Hard-points (Feet, Hands, Visor)        +6     +8    3       2      1
6       +6/+1          +5   +2   +2      Bonus Feat                              +6     +8    3       3      1
7       +7/+2          +5   +2   +2      Close Combat Shot                       +7     +9    3       3      1
8       +8/+3          +6   +2   +2      Improved Crossfire                      +7     +9    4       4      1
9       +9/+4          +6   +3   +3      Hardened Suit 1                         +8     +10   4       4      1
10      +10/+5         +7   +3   +3      Bonus Feat                              +8     +10   4       5      2
11      +11/+6/+1      +7   +3   +3      Hard-points (Back, Helmet, Shielding)   +8     +10   4       6      2
12      +12/+7/+2      +8   +4   +4      Greater Crossfire                       +9     +11   5       7      2
13      +13/+8/+3      +8   +4   +4      Mettle                                  +9     +11   5       7      2
14      +14/+9/+4      +9   +4   +4      Bonus Feat, Hardened Suit 2             +10    +12   5       8      2
15      +15/+10/+5     +9   +5   +5      Protected Modules                       +10    +12   5       9      3
16      +16/+11/+6/+1  +10  +5   +5      Supreme Crossfire                       +10    +12   6       10     3
17      +17/+12/+7/+2  +10  +5   +5      Hard-points (Arms)                      +11    +13   6       11     3
18      +18/+13/+8/+3  +11  +6   +6      Bonus Feat                              +11    +13   6       12     3
19      +19/+14/+9/+4  +11  +6   +6      Hardened Suit 3                         +12    +14   7       14     3
20      +20/+15/+10/+5 +12  +6   +6      ***Capstone***                          +12    +14   7       15     4


Class skills (4 + Int modifier per level, x4 at 1st level): Computer Use, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Profession, Ride, Spot, Survival, Swim

Weapon and Armor Proficiency: Federation Marines are proficient with all simple weapons and with light, medium, and heavy armor. They are also proficient with light shields and all GF standard issue firearms.

Suit-forming: A Federation Marine's primary ability is activating modules, which are drawn from the Federation Marine module list. You know and can activate any module from this list. Your suit-former level is equal to your Federation Marine level.
   A Federation Marine can activate only a certain number of modules at once. Your base concurrent allotment is given on Table 2.2.1. The maximum number of modules that you can have active from this class is equal to your Constitution score minus 10, or the number on the table, whichever is lower.
   At 1st level, you gain access to your suit's pool of energy, which can be invested into your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your suit-former level determines the maximum amount of energy that can be assigned to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy investments amongst your active modules once each round.

Power Suit (Medium armor) (Ex): At 1st level, a Federation Marine gains the ability to form a Power Suit and activate modules within it. This process takes 8 hours to complete, plus another 1 hour to attach any activated modules to available hard-points. Since this process is mostly automated, the Federation Marine can move about 1 round after beginning the process. As long as the Federation Marine is not involved in combat or other stressful conditions (basically anything that would interrupt a Wizard preparing spells for the day), this process continues as normal. The Federation Marine need not even be conscious during this time, and may sleep, eat, and walk around as normal. Each significant interruption adds one hour to the time remaining to form the suit, to a maximum of the process's normal time.
   While fully formed, your Power Suit grants you an armor bonus, as indicated on table 2.2.1 under the Medium Suit Armor column. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.

Weapon Training (Ex): You qualify for feats as if you had a fighter level equal to your Federation Marine level -2. These effective fighter levels stack with actual fighter levels and effective fighter levels granted from other sources. For instance, a Federation Marine 4/Fighter 3/Warblade 5 would have an effective fighter level of 8.
   You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You can do this while your Power Suit is forming. You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.

Bonus Feats (Ex): At 2nd level and every 4 levels thereafter, a Federation Marine gains any one feat that she qualifies for. She can choose a feat from the Fighter bonus feat list, or any Suit or System feat.

Crossfire (Ex): Starting at 3rd level, you can flank your enemies at range. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you have attacked since the beginning of your last turn or with your current attack, but only for the purposes of flanking, and only if they are within 1 range increment of your weapon or 30 feet, whichever is less.

Power Suit (Heavy armor) (Ex): At 4th level, a Federation Marine gains the ability to form her Federation Marine Power Suit as a tougher, heavier armor. While fully formed, your Heavy Armor Power Suit grants you an armor bonus, as indicated on table 2.2.1 under the Heavy Suit Armor column. It is considered heavy armor with a +3 Max Dex bonus, a -3 Armor Check Penalty, and a 25% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 50 lb.

Hard-point Attachments: Beginning at 5th level, you can attach active modules to the hard-points that your suit has available. You cannot attach modules to hard-points with integrated equipment.
   The number of hard-point attachments that you can have active at any one time depends on your level (see the Hard-point Attachments column is table 2.2.1). Beginning at 5th level, you can attach modules to your Feet, Hands, and Visor hard-points. At 11th level, you can attach modules to your Back, Helmet, and Shielding hard-points. At 17th level, you can attach modules to your Arms hard-point.

Close Combat Shot (Ex): Beginning at 7th level, you do not provoke attacks of opportunity for making ranged attacks in melee.

Improved Crossfire (Ex): Starting at 8th level, you can threaten enemies for the purpose of flanking at range with your Crossfire ability to a maximum distance of 1 range increment, even if it is longer than 30 feet.

Hardened Suit (Ex): Beginning at 9th level, the protection granted by your Power Suit improves. You gain DR 1/- and resistance 1 to acid, cold, electricity, fire, and sonic damage while your Power Suit is formed. If you already have damage reduction or resistances from another source, they also improve by 1. The damage reduction and resistances increase by 1 for every 5 levels beyond 9th. This ability functions even while you are using a Power Suit from a source other than your Federation Marine levels.

Greater Crossfire (Ex): Starting at 12th level, you can make attacks of opportunity at range. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you have attacked since the beginning of your last turn or with your current attack, but only for the purposes of flanking or making attacks of opportunity, and only if they are within 1 range increment of your weapon. You can make attacks of opportunity with your ranged weapon.

Mettle (Ex): Beginning at 13th level, you learn how to better resist effects that would batter your body and mind. If you succeed on a Fortitude or Willpower save against an attack or effect that would normally produce a lesser effect of a successful save, you instead negate the effect. You do not gain the benefits of this ability while you are unconscious or sleeping.

Protected Modules (Ex): At 15th level, you gain the Protected Modules ability, as the 4th level Chozo Warrior ability.

Supreme Crossfire (Ex): Beginning at 16th level, if you flank an opponent with your Crossfire ability, that opponent cannot apply its Dexterity bonus to its armor class against your attacks.




***Just needs a capstone now***
Guns Blazing, or maybe Eye of the Storm or something
(Ex): Once per day at 20th level, you can enter a state of absolute calm. Time seems to slow as every shot you take goes exactly where you want it. For the duration of this ability, you can take 10 on ranged attack rolls. If you do, you can make an attack roll to see if you threaten a critical hit, but a result of a miss still counts as a hit if a roll of 10 would hit. In addition, you can make one additional attack with a ranged weapon at your highest base attack bonus against every enemy within one range category as part of a full attack action. Activating this ability is a free action, and it lasts for a number of rounds equal to your Constitution modifier.


[/spoiler]


2.3   Pirate Trooper Base Class
[spoiler]



Table 2.3.1: The Pirate Trooper      Hit Die: d10
        Base                                                                       Medium -------Suit-Forming------
        Attack       Fort Ref  Will                                                Suit   Active         Hard-point
Level   Bonus        Save Save Save    Special                                     Armor  Modules Energy Attachments
1       +0           +2   +0   +2      Power Suit (Medium armor),                  +3     2       2      0
                                       Improved Energy Capacity (+1, 1 module)
2       +1           +3   +0   +3      Hard-points (Feet, Hands, Utility)          +4     3       2      1
3       +2           +3   +1   +3      Reattach Module (1/day)                     +4     3       3      1
4       +3           +4   +1   +4      Improved Energy Capacity (+1, 2 modules),   +4     3       4      2
                                       Protected Modules
5       +3           +4   +1   +4      Extra Attachment (2 hard-points)            +5     3       4      2
6       +4           +5   +2   +5      Hard-points (Back, Helmet, Visor)           +5     3       5      3
7       +5           +5   +2   +5      Improved Energy Capacity (+1, all modules), +6     3       6      3
                                       Reverse Engineering
8       +6/+1        +6   +2   +6      Reattach Module (2/day)                     +6     4       7      4
9       +6/+1        +6   +3   +6      Hard-points (Arms, Shielding)               +6     4       9      4
10      +7/+2        +7   +3   +7      Expanded Hard-points (2 modules)            +7     4       10     5
11      +8/+3        +7   +3   +7      Reverse Engineering                         +7     4       11     5
12      +9/+4        +8   +4   +8      Hard-points (Support)                       +8     4       13     6
13      +9/+4        +8   +4   +8      Improved Energy Capacity (+2, all modules), +8     4       14     6
                                       Reattach Module (3/day)
14      +10/+5       +9   +4   +9      Extra Attachment (3 hard-points)            +8     5       15     7
15      +11/+6/+1    +9   +5   +9      Hard-points (Core), Reverse Engineering     +9     5       16     7
16      +12/+7/+1    +10  +5   +10     Expanded Hard-points (3 modules)            +9     5       18     8
17      +12/+7/+2    +10  +5   +10                                                 +10    5       20     8
18      +13/+8/+3    +11  +6   +11     Reattach Module (4/day)                     +10    5       21     9
19      +14/+8/+4    +11  +6   +11     Reverse Engineering                         +10    5       23     9
20      +15/+10/+5   +12  +6   +12     ***Capstone***                              +11    6       25     10


Class skills (4 + Int modifier per level, x4 at 1st level): Bluff, Computer Use, Concentration, Climb, Craft, Gather Information, Intimidate, Jump, Knowledge (local), Knowledge (the planes), Profession, Survival, Tumble, Use Magic Device

Weapon and Armor Proficiency: Pirate Troopers are proficient with all simple weapons and with light and medium armor. They are also proficient with light shields and all martial firearms.

Suit-forming: A Pirate Trooper's primary ability is activating modules, which are drawn from the Pirate Trooper module list. You know and can activate any module from this list. Your suit-former level is equal to your Pirate Trooper level.
   A Pirate Trooper can activate only a certain number of modules at once. Your base concurrent allotment is given on Table 2.3.1. The maximum number of modules that you can have active from this class is equal to your Constitution score minus 10, or the number on the table, whichever is lower.
   At 1st level, you gain access to your suit's pool of energy, which can be invested into your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your suit-former level determines the maximum amount of energy that can be assigned to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy investments amongst your active modules once each round.

Power Suit (Medium armor) (Ex): At 1st level, a Pirate Trooper gains the ability to form a Power Suit and activate modules within it. This process takes 8 hours to complete, plus another 1 hour to attach any activated modules to available hard-points. Since this process is mostly automated, the Pirate Trooper can move about 1 round after beginning the process. As long as the Pirate Trooper is not involved in combat or other stressful conditions (basically anything that would interrupt a Wizard preparing spells for the day), this process continues as normal. The Pirate Trooper need not even be conscious during this time, and may sleep, eat, and walk around as normal. Each significant interruption adds one hour to the time remaining to form the suit, to a maximum of the process's normal time.
   While fully formed, your Power Suit grants you an armor bonus, as indicated on table 2.3.1 under the Medium Suit Armor column. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.

Improved Energy Capacity (Ex): At 1st level, you can designate any one module you have active to have an improved energy capacity. You must make this choice when you form your Power Suit and activate modules each day. You can invest 1 additional point of energy in that module beyond its usual limit. At 4th level, you can designate up to 2 such modules. At 7th level, this affects all of your modules. At 13th level, the capacity of your modules is instead increased by 2. This ability does not affect other abilities and effects that can have energy invested into them as a module, only actual modules.

Hard-point Attachments: Beginning at 2nd level, you can attach active modules to the hard-points that your suit has available. You cannot attach modules to hard-points with integrated equipment.
   The number of hard-point attachments that you can have active at any one time depends on your level (see the Hard-point Attachments column is table 2.2.1). Beginning at 2nd level, you can attach modules to your Feet, Hands, and Utility hard-points. At 6th level, you can attach modules to your Back, Helmet, and Visor hard-points. At 9th level, you can attach modules to your Arms and Shielding hard-points. At 12th level, you can attach modules to your Support hard-point. At 15th level, you can attach modules to your Core hard-point.

Reattach Module (Su): Once per day, starting at 3rd level, you may detach one of your modules from a hard-point and attach any module that you have active to the same or another hard-point. The hard-point attachments must be valid, as if normally attaching modules after forming your Power Suit. Using this ability is a standard action. You can use this ability one additional time each day for every 5 Pirate Trooper levels you have beyond 3rd.

Protected Modules (Ex): At 4th level, you gain the Protected Modules ability, as the 4th level Chozo Warrior ability.

Extra Attachment (Ex): Starting at 5th level, your modules can be attached to multiple hard-points. At 5th level, each of your modules can be attached to up to 2 hard-points at once, granting the benefits for each. Each additional attachment this way counts against your total hard-point attachments, as normal. At 14th level, your modules can each be attached to up to 3 hard-points at once.

Reverse Engineering (Ex): At 7th level, and once more every 4 levels thereafter, you can permanently add any one module to your Pirate Trooper module list, even if that module is not normally on any class module list. This does allow you to activate more modules than normal. It only increases the options you have when activating modules.

Expanded Hard-points (Ex): At 10th level, each of your hard-points can accommodate up to 2 attached modules at once, instead of one. In addition, each of your hard-points with integrated equipment can have up to 1 module attached to them. At 16th level, you can instead have up to 3 modules attached at once, or 2 modules if there is integrated equipment.

***Needs a capstone and a 17th level ability***

[/spoiler]
« Last Edit: May 27, 2010, 01:47:43 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #6 on: March 19, 2010, 06:51:58 PM »

***PrC stubs. Some of the names are still really stupid.***

2.4   Ironskin Arcanist Prestige Class
[spoiler]
Suit-forming/Arcane Casting dual progression PrC

   Skills: Knowledge (Arcana) 8 ranks.
   Spellcasting: Must be able to cast 2nd-level or higher Arcane spells.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to a hard-point; must be able to form a Power Suit.
   Special: Must be able to Form a Power suit as light armor.


Table 2.4.1: The Ironskin Arcanist      Hit Die: d4
        Base                                                                      -----Suit-Forming-----   -----Arcane Spellcasting-----
        Attack  Fort Ref  Will                                              Suit  
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +0   +0   +2      Armored Mage (Light armor)                +0    +1 of existing class     +1 of existing class
2       +1      +0   +0   +3      Spell Charge 1                            +1    +1 of existing class     ---
3       +1      +1   +1   +3      Hard-points (Feet, Hands, Utility, Visor) +1    ---                      +1 of existing class
4       +2      +1   +1   +4                                                +1    +1 of existing class     +1 of existing class
5       +2      +1   +1   +4      Arcane Skin                               +1    +1 of existing class     +1 of existing class
6       +3      +2   +2   +5                                                +2    +1 of existing class     +1 of existing class
7       +3      +2   +2   +5      Spell Charge 2                            +2    +1 of existing class     ---
8       +4      +2   +2   +6      Hard-points (Back, Helmet, Shielding)     +2    ---                      +1 of existing class
9       +4      +3   +3   +6                                                +2    +1 of existing class     +1 of existing class
10      +5      +3   +3   +7      Residual Energy                           +3    +1 of existing class     +1 of existing class


Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Spellcraft

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.4.1.

Suit-Forming: At each Ironskin Arcanist level, with the exception of 3rd level and 8th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Ironskin Arcanist level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Ironskin Arcanist, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Spellcasting: At each level except 2nd and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Ironskin Arcanist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Armored Mage (Light armor) (Ex): You can ignore the arcane spell failure chance of light armor that you wear.

Spell Charge (Su): Starting at 2nd level, you may invest energy into your spells to boost their power. When you prepare your spells or refresh your spell slots for the day, you may invest energy into this class feature as a System. Your caster level with arcane spells cast from slots of a level less than or equal to one and a half times the amount of invested energy have their caster levels increased by 1. In addition, you can spontaneously apply metamagic feats that you know with a level adjustment of 1 or less to those spells without increasing the spell slot required. You can apply a number of levels of metamagic adjustment equal to the amount of energy invested in this module until you next reassign energy to this module.
   At 7th level, the caster level bonus increases to 2, and you can apply metamagic feats with a level adjustment of up to 2.

Hard-point Attachments: At 3rd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 8th level, you can attach modules to your Back, Helmet, and Shielding hard-points.

Arcane Skin (Su): Starting at 5th level, whenever you cast an arcane Abjuration or Conjuration spell on yourself that grants an armor bonus to your AC, half of that armor bonus stacks with the armor bonus granted by your Power Suit, to a maximum of half your Ironskin Arcanist level, rounded down.

Residual Energy (Su): Whenever you cast an arcane spell of 4th level or higher, you can retain some of the magical energy for other uses. Each arcane spell you cast grants you a number of temporary points of energy equal to one quarter the spell's level, rounded down. This temporary energy lasts for 1 round per 4 caster levels of the spell.

[/spoiler]


2.5   Steel Theurge Prestige Class
Suit-forming/Divine Casting dual progression PrC


2.6   Computer Ghost
Suit-forming/Psionic dual progression PrC. Members of this PrC aspire to become untraceable "ghosts in the machine."
***maybe I should just recycle to Ghost Infiltrator PrC from SC adaptation?***

2.7   Soulsteel Shaper Prestige Class
[spoiler]
Suit-forming/Meldshaping dual progression PrC

   Feats: Cobalt Transference System
   Skills: Concentration 8 ranks, Craft (any) 4 ranks.
   Meldshaping: Must be able to shape three soulemlds; must be able to bind a soulmeld to a chakra.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to a hard-point; must be able to form a Power Suit.


Table 2.7.1: The Soulsteel Shaper    Hit Die: d8
        Base                                                                      -----Meldshaping/Suit-Forming-----
        Attack  Fort Ref  Will                                              Suit  
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +2   +0   +0      Improved Cobalt Transference,             +0    +1 of lower level class
                                  Soulsteel Fusion
2       +1      +3   +0   +0      Chakra binds (crown, feet, hands),        +0    +1 of meldshaping class, +1 of suit-forming class
                                  Hard-points (Feet, Hands, Utility, Visor)
3       +2      +3   +1   +1      Modular Chakras                           +1    +1 of meldshaping class, +1 of suit-forming class
4       +3      +4   +1   +1      Energized Soulmelds                       +1    +1 of lower level class
5       +3      +4   +1   +1      Hard-points (Back, Helmet, Shielding)     +1    +1 of meldshaping class, +1 of suit-forming class
6       +4      +5   +2   +2      Chakra binds (arms, brow, shoulders)      +1    +1 of meldshaping class, +1 of suit-forming class
7       +5      +5   +2   +2      Soulfused Modules                         +2    +1 of lower level class
8       +6      +6   +2   +2      Essential Energy                          +2    +1 of meldshaping class, +1 of suit-forming class
9       +6      +6   +3   +3      Chakra binds (throat, waist),             +2    +1 of meldshaping class, +1 of suit-forming class
                                  Hard-points (Support)
10      +7      +7   +3   +3      Quickened Cobalt Transference,            +2    +1 of meldshaping class, +1 of suit-forming class
                                  Soulsteel Essence


Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (the planes), Profession, Ride, Spellcraft

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.7.1.

Meldshaping and Suit-Forming: At each Soulsteel Shaper level, with the exception of 1st level, 4th level, and 7th level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can have, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Soulsteel Shaper level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a Soulsteel Shaper, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and number of soulmelds and chakra binds available.
   At each Soulsteel Shaper level, with the exception of 1st level, 4th level, and 7th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Soulsteel Shaper level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Soulsteel Shaper, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.
   At 1st level, 4th level, and 7th level, you must choose one of your meldshaping or suit-forming classes to advance as above. You can only advance a meldshaping class if your meldshaper level in that class is less than or equal to your highest suit-former level, and you can only advance a suit-forming class if your suit-former level in that class is less than or equal to your highest meldshaper level.

Improved Cobalt Transference (Ex): The essentia capacity and the energy capacity of your Cobalt Transference System feat is increased by an amount equal to your Soulsteel Shaper level.

Soulsteel Fusion (Su): You can invest essentia into your Power Suit as a module. Your Power Suit gains an enhancement bonus to the armor bonus it provides equal to the amount of essentia invested.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 2nd level, you can bind your soulmelds or magic items to your least chakra (crown, feet, and hands), in addition to any other chakras you have available. When you attain 6th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds. When you attain 9th level, your greater chakras (throat and waist) become available for chakra binds.

Hard-point Attachments: At 2nd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 5th level, you can attach modules to your Back, Helmet, and Shielding hard-points. At 9th level, you can attach modules to your Support hard-point.

Modular Chakras (Ex): Beginning at 3rd level, you can attach modules and bind soulmelds to the same equivalent body locations without them interfering with each other.

Energized Soulmelds (Ex): Starting at 4th level, the essentia capacity of any soulmeld bound to the same equivalent body location as one of your modules is increased by 1.

Soulfused Modules (Ex): Starting at 7th level, the energy capacity of any module attached to the same equivalent body location as one of your soulmelds is increased by 1.

Essential Energy (Su): Beginning at 8th level, you can reinvest your energy and your essentia as a single swift action once per round.

Quickened Cobalt Transference (Ex): At 10th level, you can reinvest energy in your Cobalt Transference System feat as a module instead of as a System. You can reinvest essentia in your Cobalt Transference System feat at any time instead of only once every 24 hours.

Soulsteel Essence (Su): Beginning at 10th level, you can transform your Power Suit into pure Incarnum energy once per day as a free action. While this effect is active, the armor bonus granted by your Power Suit becomes a deflection bonus instead, and you gain bonus essentia equal to half the bonus provided by your Power Suit. This effect lasts for a number of rounds equal to your Constitution modifier.

[/spoiler]


2.8   Full Metal Warrior Prestige Class
[spoiler]
Suit-forming/Martial Adept dual progression PrC

   Skills: Balance 8 ranks, Computer Use 4 ranks, Martial Lore 4 ranks.
   Martial Maneuvers: Must know at least 2 maneuvers from the Iron Heart discipline, including at least one strike.
   Martial Stances: Must know at least 1 stance from the Iron Heart discipline.
   Suit-forming: Must be able to activate two modules; must be able to attach a module to a hard-point; must be able to form a Power Suit.


Table 2.8.1: The Full Metal Warrior    Hit Die: d10
        Base                                                                      -----Suit-Forming-----  -----Initiating-----
        Attack  Fort Ref  Will                                              Suit                            Maneuvers     Stances
Level   Bonus   Save Save Save    Special                                   Armor                         Known  Readied  Known
1       +1      +2   +0   +0      Combat Modules                            +1    +1 of existing class    1      0        0
2       +2      +3   +0   +0      Energized Strikes                         +1    +1 of existing class    0      1        0
3       +3      +3   +1   +1      Hard-points (Feet, Hands, Utility, Visor) +2    ---                     1      0        0
4       +4      +4   +1   +1      Martial Energy                            +2    +1 of existing class    0      0        0
5       +5      +4   +1   +1      Heart of Iron                             +3    +1 of existing class    1      0        1
6       +6      +5   +2   +2      Hard-points (Back, Helmet, Shielding)     +3    +1 of existing class    0      1        0
7       +7      +5   +2   +2      Metallic Grace                            +4    +1 of existing class    1      0        0
8       +8      +6   +2   +2      Stance of Charged Steel                   +4    +1 of existing class    0      0        0
9       +9      +6   +3   +3      Hard-points (Arms)                        +5    +1 of existing class    1      0        0
10      +10     +7   +3   +3      Improved Energized Strikes                +5    +1 of existing class    0      1        0


Class skills (4 + Int modifier per level): Balance, Computer Use, Concentration, Craft, Intimidate, Jump, Knowledge (nobility and royalty), Knowledge (local), Martial Lore, Swim, Tumble

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.8.1.

Suit-Forming: At each Full Metal Warrior level, with the exception of 3rd level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Full Metal Warrior level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Full Metal Warrior, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Diamond Mind, Iron Heart, or Stone Dragon disciplines. You must meet the maneuver's prerequisites to learn it. You add your full Full Metal Warrior level to your initiator level to determine your total initiator level and your highest level maneuvers known.
   At 2nd level and every 4 levels thereafter, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Diamond Mind, Iron Heart, or Stone Dragon disciplines.

Combat Modules (Ex): You gain access to several modules designed for combat. You can add the Dual Weapon, Energy Weapon, and Riot Shield modules to the module lists of all suit-forming classes you possess. If you don't have any levels in suit-forming classes, you can choose to activate one or more of those modules in place of other modules you could otherwise activate whenever you form your Power Suit.
   In addition, you gain an additional option when attaching the Energy Weapon module to your Arms or Core hard-points. You add the Martial Discipline weapon property (ToB 148) as a +1 equivalent bonus option to the list of weapon properties you can add to your Energy Weapon. You can select the Martial Discipline property more than once, but each time you select it, you must choose an associated discipline, and each time you select it, it counts against the total number of properties you can select as a separate property.
***May be obsoleted by the pending rewrite of Energy Weapon Arms***

Energized Strikes (Su): Beginning at 2nd level, you can invest energy into your known maneuvers, but not stances, as Systems. Unlike normal Systems, you can reassign the energy invested as part of the 5 minutes of exercise, meditation, prayer, or other activity used to recover and change your readied maneuvers, rather than having to wait for 24 hours or until you reform your Power Suit. Also, despite the name of this ability, you can invest energy into all your maneuvers, not just strikes.
   When you initiate a maneuver into which you have invested energy using this ability, you gain a +1 insight bonus per point of energy invested on all attack rolls, saving throws, skill checks, and ability checks made as part of that maneuver. If the maneuver deals extra dice of damage, you also deal one additional die of damage of the same size per point of energy invested. If the maneuver would grant you a the ability to reroll one of the above rolls, you may also apply the insight bonus if applicable.
   If you invest at least 3 energy into your Iron Heart Surge maneuver, you can use it as an immediate action once per encounter. It must still be readied and expended as normal.

Hard-point Attachments: At 3rd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 6th level, you can attach modules to your Back, Helmet, and Shielding hard-points. At 9th level, you can attach modules to your Arms hard-point.

Martial Energy (Su): Starting at 4th level, you can reassign your energy as a free action whenever you recover your maneuvers.

Heart of Iron (Su): Beginning at 5th level, you gain temporary hit points equal to the armor bonus granted by your Power Suit whenever you recover your expended maneuvers. These temporary hit points last until the beginning of your next turn.

Metallic Grace (Ex): Starting at 7th level, the armor check penalty of your Power Suit is reduced by 1 and its maximum Dexterity bonus is increased by 1. You can treat your power suit as armor of one category lighter than it normally is, to a minimum of light armor, where it is beneficial.

Stance of Charged Steel (Ex): At 8th level, you learn a special application for the stances that you know, allowing you to channel the pent up martial energy into your modules. As a swift action while in any Iron Heart stance, you can forgo the stance's normal benefit to gain 2 temporary points of energy. This energy lasts for as long as you would maintain this special stance. While in this stance, you are still considered to be in an Iron Heart stance. You can end this special stance and regain the benefits of your original stance as a swift action.

Improved Energized Strikes (Su): Beginning at 10th level, you can invest energy into your maneuvers with your Energized Strikes ability as modules instead of as Systems.

[/spoiler]


2.9   Eldricth Armorsmith Prestige Class
[spoiler]
Suit-forming/Invocation using dual progression PrC

   Feat: Adaptable Energy Beam
   Skills: Spellcraft 8 ranks.
   Invocations: Knowledge of at least 2 invocations.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to the Beam Cannon hard-point.
   Special: Must have the Energy Beam class feature.


Table 2.9.1: The Eldritch Armorsmith      Hit Die: d6
        Base                                                                      -----Suit-Forming-----   -----Invoking-----
        Attack  Fort Ref  Will                                              Suit  
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +0   +0   +2      Eldritch Beam                             +0    +1 of existing class     +1 of existing class
2       +1      +0   +0   +3      Eldritch Speed                            +1    +1 of existing class     ---
3       +2      +1   +1   +3      Hard-points (Feet, Hands, Utility, Visor) +1    ---                      +1 of existing class
4       +3      +1   +1   +4                                                +1    +1 of existing class     +1 of existing class
5       +3      +1   +1   +4      Multi-Weapon Beam Cannon (2)              +1    +1 of existing class     +1 of existing class
6       +4      +2   +2   +5                                                +2    +1 of existing class     +1 of existing class
7       +5      +2   +2   +5      Energized Blast                           +2    +1 of existing class     ---
8       +6      +2   +2   +6      Hard-points (Back, Helmet, Shielding)     +2    ---                      +1 of existing class
9       +6      +3   +3   +6                                                +2    +1 of existing class     +1 of existing class
10      +7      +3   +3   +7      ***Capstone***                            +3    +1 of existing class     +1 of existing class


Class skills (4 + Int modifier per level): Bluff, Computer Use, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft, Survival, Use Magic Device

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.9.1.

Suit-Forming: At each Eldritch Armorsmith level, with the exception of 3rd level and 8th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Eldritch Armorsmith level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Eldritch Armorsmith, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Invoking: At each level, with the exception of 2nd level and 7th level, you gain new invocations known, increased damage with eldritch blast, increased damage and save DC with breath weapon, new breath effects, and an increase in invoker level as if you had also gained a level in an invoking class to which you belonged before gaining the Eldritch Armorsmith level. You do not, however, gain any other benefit a character of that class would have gained.

Eldritch Beam (Ex): Eldritch Armorsmiths can combine their magical powers with the power of their Energy Beam ability. Your Eldritch Blast and Breath Weapon class features gain the benefits that your modules would grant to your Energy Beam attacks. In addition you can add blast shapes, blast essences, and breath effects to your Energy Beam attacks. You can only apply the normal limit of blast shapes, blast essences, and breath effects to your Energy Beam attacks, but of your all Energy Beam attacks made each round benefit from the effects you add to them.

Eldritch Speed (Ex): Starting at 2nd level, you can invest energy into this ability as a System. As long as there is energy invested in this ability, you can use your Invocations faster, similar to the Quicken Spell-like Ability feat. You can Quicken two uses of any of your Invocations each day per point of energy invested in this ability. You do not have to meet the minimum caster level requirements listed in the Quicken Spell-Like ability feat to Quicken your Invocations this way.

Hard-point Attachments: At 3rd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 8th level, you can attach modules to your Back, Helmet, and Shielding hard-points.

Multi-Weapon Beam Cannon (Ex): Starting at 5th level, you can attach additional modules to your Beam Cannon hard-point, as the 8th level Chozo Warrior ability of the same name. At 5th level, you can have up to 2 modules attached this way. If you already have this ability from another source, instead add 1 to the number of modules that you can have attached to your Beam Cannon hard-point this way.

Energized Blast (Su): Beginning at 7th level, you can invest energy into your Eldritch Blast or Breath Weapon as a module. Each point of energy invested grants a +2 bonus to your caster level checks to bypass spell resistance with your Eldritch Blast or Breath Weapon and a +1 bonus to the save DC to resist your Eldritch Blast or Breath Weapon's effects.

***Capstone*** (Ex/Su): ***Does something awesome.***


[/spoiler]


2.10   Bio-mech Fuser
[spoiler]
Suit-forming/Infusion using dual progression PrC. Members of this PrC meld their consciousness with their Power Suit and become living constructs.

   Race: Must not be a Construct, or must be a Construct with the Living Construct subtype.
   Feat: Any Item Creation feat.
   Skills: Computer Use 8 ranks, Craft (any) 8 ranks, Spellcraft 8 ranks.
   Infusions: Ability to use 2nd level or higher infusions.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to a hard-point.


Table 2.10.1: The Bio-mech Fuser      Hit Die: d6
        Base                                                                      -----Suit-Forming-----   -----Infusions-----
        Attack  Fort Ref  Will                                              Suit  
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +0   +0   +2      Craft Reserve, Cybernetic Infusion        +0    +1 of existing class     +1 of existing class
2       +1      +0   +0   +3      Hard-points (Feet, Hands, Utility, Visor) +1    +1 of existing class     +1 of existing class
3       +2      +1   +1   +3      Cybernetic Life, Craft Construct          +1    +1 of existing class     +1 of existing class
4       +3      +1   +1   +4      Cybernetic Resilience                     +1    +1 of existing class     +1 of existing class
5       +3      +1   +1   +4      The Big Guy is Me (+1 size)               +1    +1 of existing class     ---
6       +4      +2   +2   +5      Hard-points (Back, Helmet, Shielding)     +2    ---                      +1 of existing class
7       +5      +2   +2   +5      Melded Resilience                         +2    +1 of existing class     +1 of existing class
8       +6      +2   +2   +6      Cybernetic Mind,                          +2    +1 of existing class     +1 of existing class
                                  The Big Guy is Me (+2 sizes)
9       +6      +3   +3   +6      Hard-point (Core)                         +2    +1 of existing class     +1 of existing class
10      +7      +3   +3   +7      Cybernetic Rebirth                        +3    +1 of existing class     +1 of existing class
raise dead spell, even if you died from a death effect), these costs are reduced to 2500g and 3000 xp. These costs cannot be reduced in any way, although you can spend experience points from your craft reserve if you have any remaining. This process takes one week of uninterrupted work (168 hours). If you rebuild your body, you do not suffer any ill effects commonly associated with being brought back from the dead, such as level loss.

[/spoiler]


2.11   Soulbound Suit
Suit-forming/Binding dual progression PrC.
***I have no idea how binding classes work. Does anybody want to field this one?***

« Last Edit: May 27, 2010, 01:48:32 AM by Garryl »
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[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
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[/spoiler]

Garryl

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Re: Metroid as Incarnum
« Reply #7 on: March 19, 2010, 06:52:17 PM »
***PrCs, continued***


2.12   Energy Reaper Prestige Class
[spoiler]
Suit-forming PrC that steals energy and modules from defeated enemies

   Feat: Siphon Energy
   Skills: Computer Use 10 ranks, Disable Device 5 ranks.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to a hard-point; must be able to form a Power Suit.


Table 2.12.1: The Energy Reaper    Hit Die: d8
        Base                                                                      -----Suit-Forming-----
        Attack  Fort Ref  Will                                              Suit 
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +0   +2   +0      Improved Siphon Energy                    +0    +1 of existing class
                                  Hard-points (Feet, Hands, Utility, Visor)
2       +1      +0   +3   +0      Cybernetic Sneak Attack, Disrupt Module,  +0    +1 of existing class
                                  +1d6 Sneak Attack
3       +2      +1   +3   +1      Drain Energy                              +1    +1 of existing class
4       +3      +1   +4   +1      Steal Module, +2d6 Sneak Attack           +1    +1 of existing class
                                  Hard-points (Back, Helmet, Shielding)
5       +3      +1   +4   +1      Absorb Energy                             +1    +1 of existing class


Class skills (6 + Int modifier per level): Balance, Bluff, Computer Use, Concentration, Craft, Diplomacy, Disable Device, Escape Artist, Hide, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.12.1.

Suit-Forming: At each Energy Reaper level  you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Energy Reaper level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Energy Reaper, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Hard-point Attachments: At 1st level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 4th level, you can attach modules to your Back, Helmet, and Shielding hard-points.

Improved Siphon Energy (Su): Whenever you kill or destroy an enemy with the Cybernetic subtype, you gain 2 points of temporary energy. Whenever you kill or destroy an enemy without the Cybernetic subtype, you gain 1 point of temporary energy. This temporary energy lasts for 1 round per hit die or level of the creature you killed.
These effects supersede the effects of your Siphon Energy feat.

Cybernetic Sneak Attack (Ex): At 2nd level, you learn how deal Sneak Attack damage to creatures with the Cybernetic subtype that are normally immune to critical hits. You can also deal other forms of precision damage to Cybernetic creatures, such as from the Skirmish or Sudden Strike abilities.

Disrupt Module (Su): Beginning at 2nd level, whenever you deal Sneak Attack damage to a creature with an active module, you can attempt to suppress one or more of the target's active modules. Make a dispel check against up to one module per die of Sneak Attack damage you dealt. The dispel check is 1d20 + your suit-former level against a DC of 11 + the module's suit-former level. Each successful dispel check suppresses the module is question for 1d4 rounds. If you are not aware of which modules your target has active, determine which ones are affected randomly.

Sneak Attack (Ex): As the Rogue ability. You deal and extra 1d6 points of Sneak Attack damage at 2nd level. At 4th level, this improves to an extra 2d6 damage.

Drain Energy (Su): Beginning at 3rd level, whenever you deal Sneak Attack damage, you also deal 1 point of temporary energy damage to the same target.

Steal Module (Su): Starting at 4th level, you can gain the use of a single module that you suppress with your Disrupt Module ability. Choose one module successfully suppressed by your Disrupt Module ability. That modules is suppressed for 1 hour instead of the normal 1d4 rounds. You can immediately activate that module for yourself for 1 hour. This does not count against your normal limit of active modules.

Absorb energy (Su): Starting at 5th level, you can choose to have your Drain Energy ability deal energy drain instead of temporary energy damage. If you do, you gain 1 temporary point of energy for a number of rounds equal to your Energy Reaper level.

[/spoiler]


2.13   Phazon Adept Prestige Class
[spoiler]
Suit-forming PrC focused on Phazon modules

   Alignment: Any non-good.
   Skills: Computer Use 10 ranks, Concentration 5 ranks.
   Suit-forming: Must be able to activate three modules; must be able to attach a module to a hard-point; must be able to form a Power Suit.
   Special: Must have the Phazon subtype or the Phazon Initiate feat.


Table 2.13.1: The Phazon Adept    Hit Die: d8
        Base                                                                      -----Suit-Forming-----
        Attack  Fort Ref  Will                                              Suit 
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +2   +0   +2      Phazon Body, Phazon Feat                  +0    +1 of existing class
                                  Hard-points (Feet, Hands, Utility, Visor)
2       +1      +3   +0   +3      Phazon Surge (1/day)                      +0    +1 of existing class
3       +2      +3   +1   +3      Internalized Phazon Energy                +1    +1 of existing class
4       +3      +4   +1   +4      Hard-points (Back, Helmet, Shielding)     +1    +1 of existing class
5       +3      +4   +1   +4      Phazon Surge (2/day)                      +1    +1 of existing class
6       +4      +5   +2   +5      Improved Phazon Surge                     +2    +1 of existing class
7       +5      +5   +2   +5      Hard-points (Arms, Support)               +2    +1 of existing class
8       +6      +6   +2   +6      Phazon Surge (3/day)                      +2    +1 of existing class
9       +6      +6   +3   +6      Hard-points (Core)                        +3    +1 of existing class
10      +7      +7   +3   +7      Hypermode                                 +3    +1 of existing class


Class skills (2 + Int modifier per level): Bluff, Computer Use, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Spellcraft, Use Magic Device

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.13.1.

Suit-Forming: At each Phazon Adept level  you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Phazon Adept level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Phazon Adept, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Phazon Body (Ex): At 1st level, the Phazon within your body grows more powerful. If you do not have the Phazon subtype and qualified for this class with the Phazon Initiate feat, you lose the benefits and penalties of the Phazon Initiate feat. You are still considered to have the Phazon Initiate feat for the purposes of qualifying for other effects, you just don't gain any of its benefits and you no longer suffer the feats penalty to your Will saves. Instead, you gain the Phazon subtype, granting you DR 5/magic, Phazon resistance 5, immunity to being sickened, and a -2 penalty to your Will saves.

Phazon Feat (Ex): At 1st level, you gain any feat with the Phazon descriptor that you qualify for as a bonus feat.

Hard-point Attachments: At 1st level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 4th level, you can attach modules to your Back, Helmet, and Shielding hard-points. At 7th level, you can attach modules to your Arms, and Support hard-points. At 9th level, you can attach modules to your Core hard-point.

Phazon Surge (Su): Starting at 2nd level, you learn how to channel the energy of the Phazon in your body, granting you increased combat abilities at the cost of your health. As a free action during your turn, you can gain a +4 bonus to your Strength and Constitution, gain DR 5/-, and gain resistance 5 to all energy types. This lasts for 3 rounds plus your newly improved Constitution modifier. However, at the beginning of each of your turns that this ability is active, you suffer 5 points of damage that cannot be prevented by any means. You can end this ability as a free action, even when its not your turn.
   At 2nd level, you can use this ability once per day. You can use this ability one additional time per day for every three Phazon Adept levels you possess beyond the 2nd.

Internalized Phazon Energy (Ex): Starting at 3rd level, you can draw Phazon energy from your life force rather than from your energy pool. Whenever one of your modules with the Phazon descriptor deals temporary energy damage to you, you may choose to take 5 points of damage per point of temporary energy damage instead of taking temporary energy damage. This damage cannot be prevented through any means. You cannot use this ability to replace taking temporary energy damage that cannot be prevented.

Improved Phazon Surge (Ex): At 6th level, the Strength and Constitution bonuses granted by your Phazon Surge ability increase to +6, and the DR and resistances increase to 10.

Hypermode (Su): At 10th level of the Phazon Adept class, you gain absolute mastery over the Phazon within your body. Once per day, you can enter a state of Hypermode as a free action. In this state, all of your modules with the Phazon descriptor are considered to have the maximum amount of energy invested in them that they can hold, independent of how much energy is actually invested. All damage you take is reduced by half before applying damage reduction and resistances. As an immediate action once per round, you can instantly suppress any single effect affecting you for as long of your Hypermode lasts, including effects that would otherwise suppress your modules or Hypermode ability, such as Anti-Magic Fields.
   You can use this ability once per day. It lasts for a number of rounds equal to your Constitution modifier.
[/spoiler]


2.14   GF Elite Prestige Class
Members of this Suit-forming PrC focus on defending their allies. Elite forces of the Galactic Federation.

2.15   Cybernetic Hunter Prestige Class
Stealth-focused Suit-forming PrC
« Last Edit: May 27, 2010, 01:47:48 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

kurashu

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Re: Metroid as Incarnum
« Reply #8 on: March 20, 2010, 03:36:35 AM »
I like this. A lot. I was playing Zero Mission earlier and Starcraft is one of my favorite games. So... :clap

Question: What sort of energy does the beam cannon make as far as mechanics are concerned? Is it untyped or unaffected by energy resistance?

Garryl

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Re: Metroid as Incarnum
« Reply #9 on: March 20, 2010, 11:19:41 PM »
Updated the posts. Added the Assassin Teleportation, Infantry Teleportation, Phazon Enhancement Device modules. Added Prestige Class idea stubs. Added Expanded Hard-point, Split Attachment feats. Began Iji adaptation. Added the Dual Weapon Module. Two-Weapon beam wielders rejoice! New Feats: Sysadmin Reboot System. Renamed Space Pirate class to Pirate Trooper. Space Pirate race is up.




I like this. A lot. I was playing Zero Mission earlier and Starcraft is one of my favorite games. So... :clap

Question: What sort of energy does the beam cannon make as far as mechanics are concerned? Is it untyped or unaffected by energy resistance?

At the moment, the Energy Beam ability is a supernatural ability that deals untyped damage. This means that it is unaffected by spell resistance, energy resistance, and damage reduction. Different modules and their Beam Cannon attachments can change this. The Power Beam module currently grants it the Force descriptor. Future modules will grant is other descriptors and energy types. The plasma beam module, for instance, might make the Energy beam ability deal fire damage and have a chance of setting enemies of fire, and the Wave beam module might deal electricity damage and have a chance to stagger or stun enemies for a short time.

Edit (21/3/10, 4:27 PM): I just realized that the Energy Beam, in its natural state, is affected by damage reduction. Which is good, actually. When you add effects and descriptors to it from the Beam Cannon attachments, it will gain descriptors and energy types. Those will change what it can and cannot bypass, which works extremely well with the Multi-Weapon Beam Cannon ability.
« Last Edit: March 21, 2010, 06:27:15 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Havok4

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Re: Metroid as Incarnum
« Reply #10 on: March 21, 2010, 02:02:47 AM »
You need to add some sort of charging mechanism to some modules, such as if you spend a standard action the previous round you gain some large bonus the next round. Like a flame thrower burst to that fire beam module you mentioned or the traditional charge beam. Given how the action economy works it would have to be a fairly substantial boost.

Garryl

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Re: Metroid as Incarnum
« Reply #11 on: March 21, 2010, 03:49:40 AM »

3. Modules: (Part 1: A-C)

3.1   Overview
Unless otherwise stated, the save DC of any of a module's effects is equal to 12 + the amount of energy invested in the module + your Constitution bonus.

[spoiler]
   Similar to soulmelds, modules take 8 hours to activate, and another 1 hour to attach to any available hard-points. Each module can be attached to only one hard-point at a time, and each hard-point can only accommodate one module. Unlike soulmelds, modules can be attached to any available hard-point, although there is usually no special benefit to doing so for hard-points not listed for the module in question. Each character can activate a limited number of modules and attach the to a limited number of their suit's hard-points at any given time, as determined by their levels in suit-forming classes. The amount of energy that can be assigned to a given module is limited by your suit-former level, as given on table 3.1.1. If you gain the ability to activate a module through an effect that does not specify your effective suit-former level for the module, treat your suit-former level as 1 for the module.
   Not all hard-points are available to all characters. Each character can attach modules only to hard-points that have been made accessible by that character's class features, feats, or other effects. In addition, integrating equipment in one's suit interferes with the use of hard-points. Each hard-point has a corresponding body slot. While a module is attached to that hard-point, other equipment cannot be benefited from if worn on the corresponding body slot. Incarnum reacts in a similar manner to equipment and attached hard-points. Attached hard-points and chakra binds for a given slot are mutually exclusive. See table 3.1.2 for equivalencies between body slots, chakra binds, and hard-points. hard-points not listed on table 3.1.2 (such as the Beam Cannon) have no equivalencies, and are compatible with all equipment and chakra binds.


Table 3.1.1: Energy capacity by level   
Suit-former Maximum Energy   
Level       per Module         
0-5         1           
6-10        2           
11-15       3               
16-20       4               
21+         ((level + 4) / 5)         

Table 3.1.2: hard-point, body slot, and chakra bind equivalencies
             Body     Chakra
Hard-point   Slot     Bind   
Helmet       Head     Crown   
Visor        Face     Brow   
Hands        Hands    Hands   
Arms         Arms     Arms   
Feet         Feet     Feet     
Support      Throat   Throat   
Back         Shoulder Shoulder   
Shielding    Torso    Heart
Utility      Waist    Waist   
Core         Body     Soul


[/spoiler]

   
Tables 3.2.1, 3.2.2, 3.2.3: Modules by class
[spoiler]

Table 3.2.1: Chozo Warrior modules
Name                        Hard-points                    Description
Annihilator Beam            Core, Beam Cannon              Enhance your weapons with the power of sound
Alt-form                    Support, Utility               Transform yourself in or out of combat
Biofeedback                 Core, Utility                  Gain damage reduction, fast healing, or poisonous attacks
Dark Beam                   Shielding, Beam Cannon         Enhance your weapons with negative energy
Dark Visor                  Helmet, Visor                  See in darkness, see invisible creatures
Disruption Beam             Shielding, Beam Cannon         Identify and dispel magical effects and modules
(P) Duality                 Core, Feet, Shielding          Draw on the power of opposite energies
(P) Dual Weapon             Arms, Hands, Beam Cannon       Fight with multiple weapons
Echo Visor                  Core, Visor                    Defend against sonic attacks and see with sound
Energy Charge               Utility                        Charge up energy for additional power in the next round
Energy Tank                 Hands, Shielding, Support      Turn energy into health
(P) Essence Balancing       Hands, Helmet, Utility         Protect yourself from extremely aligned creatures
Exploration                 Helmet, Support, Visor         Gain protection from hazardous environments
Flare Beam                  Hands, Visor, Beam Cannon      Enhance your attacks with blinding light
Grapple Lasso               Arms, Back, Hands              Improve your grasp with magnetism
Gravity Booster             Back, Feet, Utility            Use gravity to move around easily
Hammer Beam                 Utility, Beam Cannon           Enhance your weapons with unstoppable weight
Ice Beam                    Feet, Beam Cannon              Enhance your weapons with the power of ice
Light Beam                  Helmet, Beam Cannon            Enhance your weapons with positive energy
Missile Launcher            Arms, Helmet, Beam Cannon      Fire missiles at your enemies
Nova Beam                   Visor, Beam Cannon             Enhance your weapons with the power of acid
Plasma Beam                 Support, Beam Cannon           Enhance your weapons with the power of fire
Power Beam                  Hands, Shielding, Beam Cannon  Improve your defenses and weapons with pure force
Radar                       Visor                          Warnings let you react quickly to opponents
Scan Visor                  Helmet, Visor                  Analyze your opponents to learn their weaknesses
Screw Attack                Core, Feet                     Fly through the air with a shell of energy
Space Jump                  Back, Feet                     Jump in the air and do a summersault while Abraham Lincoln tries to pole vault
Spazer Beam                 Arms, Beam Cannon              Increase your combat effectiveness the more enemies are around
Speed Booster               Feet                           Run fast and don't let anything stand in your way
Thermal Visor               Utility, Visor                 Notice hidden things by seeing heat
Varia                       Shielding, Utility             Gain protection from heat and cold
Wave Beam                   Utility, Beam Cannon           Enhance your weapons with the power of electricity
X-Ray Scope                 Core, Visor                    See through solid objects with X-ray vision


Table 3.2.2: Federation Marine modules
Name                        Hard-points                    Description
Cryo Core                   Core, Shielding                Gain a freezing attack
Dimensional Shift           Feet, Shielding, Hands         Swap positions with others, violently teleport enemies
Disruption Beam             Shielding, Beam Cannon         Identify and dispel magical effects and modules
(P) Duality                 Core, Feet, Shielding          Draw on the power of opposite energies
Energy Tank                 Hands, Shielding, Support      Turn energy into health
Energy Transfer             Arms, Utility                  Transfer your life energy to others, or drain it from enemies
Energy Weapon               Arms, Core, Hands              Generate a weapon of solidified energy
Exploration                 Helmet, Support, Visor         Gain protection from hazardous environments
Grapple Lasso               Arms, Back, Hands              Improve your grasp with magnetism
***Ing something-or-other*** (P) Core, Helmet              Protect yourself from good creatures
(P) Kinetic Accelerator     Arms, Hands, Visor             Add kinetic energy to improve ranged attacks
Light Beam                  Helmet, Beam Cannon            Enhance your weapons with positive energy
(P) Luminoth Protection     Back, Helmet                   Protect yourself from evil creatures
(P) Order Enforcement       Feet, Helmet                   Protect yourself from chaotic creatures
(P) Phazon Enhancement      Core, Hands, Shielding         Expend Phazon energy to enhance your abilities, but at a cost
(P) Probability Breaker     Helmet, Shielding              Protect yourself from lawful creatures
(P) Psychic Devastator      Back, Helmet, Support          Attack and defend with the power of your mind
Radar                       Visor                          Warnings let you react quickly to opponents
(P) Riot Shield             Arms, Hands                    Create a shield of force to defend yourself with
Scan Visor                  Helmet, Visor                  Analyze your opponents to learn their weaknesses
Spazer Beam                 Arms, Beam Cannon              Increase your combat effectiveness the more enemies are around
Speed Booster               Feet                           Run fast and don't let anything stand in your way
Thermal Lance               Feet, Hands                    Generate a lance of flame
Wind Strider                Back, Hands                    Control the wind to walk on air


Table 3.2.3: Pirate Trooper modules
Name                        Hard-points                    Description
Alt-form                    Support, Utility               Transform yourself in or out of combat
Arcane Synthesis            Helmet, Shielding, Visor       Understand, absorb, and replicate magical abilities
Astral Shift                Back, Core, Helmet             Detect and divert teleportation
Biofeedback                 Core, Utility                  Gain damage reduction, fast healing, or poisonous attacks
Corrosion Inducement        Arms, Feet, Support            Gain an acid based attack
Cryo Core                   Core, Shielding                Gain a freezing attack
Dark Beam                   Shielding, Beam Cannon         Enhance your weapons with negative energy
Dark Visor                  Helmet, Visor                  See in darkness, see invisible creatures
Dimensional Shift           Feet, Shielding. Hands         Swap positions with others, violently teleport enemies
(P) Duality                 Core, Feet, Shielding          Draw on the power of opposite energies
(P) Dual Weapon             Arms, Hands, Beam Cannon       Fight with multiple weapons
Energy Charge               Utility                        Charge up energy for additional power in the next round
Energy Transfer             Arms, Utility                  Transfer your life energy to others, or drain it from enemies
Energy Weapon               Arms, Core, Hands              Generate a weapon of solidified energy
(P) Essence Balancing       Hands, Helmet, Utility         Protect yourself from extremely aligned creatures
Exploration                 Helmet, Support, Visor         Gain protection from hazardous environments
Flare Beam                  Hands, Visor, Beam Cannon      Enhance your attacks with blinding light
Gravity Booster             Back, Feet, Utility            Use gravity to move around easily
***Ing something-or-other*** (P) Core, Helmet              Protect yourself from good creatures
Infantry Teleportation      Back, Utility                  Teleport across the battlefield to move and avoid attacks
(P) Kinetic Accelerator     Arms, Hands, Visor             Add kinetic energy to improve ranged attacks
(P) Luminoth Protection     Back, Helmet                   Protect yourself from evil creatures
Missile Launcher            Arms, Helmet, Beam Cannon      Fire missiles at your enemies
Nova Beam                   Visor, Beam Cannon             Enhance your weapons with the power of acid
(P) Order Enforcement       Feet, Helmet                   Protect yourself from chaotic creatures
(P) Phazon Control          Helmet, Support                Exert control over Phazon creatures
(P) Phazon Enhancement      Core, Hands, Shielding         Expend Phazon energy to enhance your abilities, but at a cost
(P) Probability Breaker     Helmet, Shielding              Protect yourself from lawful creatures
(P) Psychic Devastator      Back, Helmet, Support          Attack and defend with the power of your mind
Radar                       Visor                          Warnings let you react quickly to opponents
Resonance Detonator         Shielding, Utility             Sonic blasts damage nearby enemies
Rezbit Control              Helmet                         Create a small construct to fight with you
Space Jump                  Back, Feet                     Jump in the air and do a summersault while Abraham Lincoln tries to pole vault
Temporal Accelerator        Core, Feet, Shielding          Warp time to your advantage
Terranean Resonator         Back, Core, Visor              Gain stability and power from from the earth
Thermal Lance               Feet, Hands                    Generate a lance of flame
Thermal Visor               Utility, Visor                 Notice hidden things by seeing heat
Varia                       Shielding, Utility             Gain protection from heat and cold
Wind Strider                Back, Hands                    Control the wind to walk on air
X-Ray Scope                 Core, Visor                    See through solid objects with X-ray vision


Table 3.2.4: Non-associated modules
Name                        Hard-points                    Description
(P) Assassin Teleportation  Arms                           Attack with teleportation


(P) Module has prerequisites

[/spoiler]

3.2   Module Descriptions
[spoiler]
   Each module is listed in the following format. The first line has the module's name. The second lists the module's descriptors, if any. Descriptors usually have no game effect on their own, and are only used for how they interact with other effects and abilities. The third line lists the classes that can activate the module in question. This is only a reference for convenience. Actual class lists of available modules should take precedence over the descriptions here, and other effects (such as the Activate Module feat) are not limited by this unless explicitly mentioned. The fourth line lists any prerequisites that a module might have. A module cannot be activated by a character unless she fulfills these prerequisites. A module cannot be counted towards fulfilling its own prerequisites. If a suit-former loses the ability to fulfill these requirements at any time, the module is suppressed until such time as the character fulfills them again. In such a case, the module is still considered active with respect to the limited number of modules a character can have active at one time. The fifth line lists the hard-points that the module gains additional benefits from being attached to. The sixth line indicates what types of saving throws this module's effects may cause. See text for more details.
   After that, the general benefits for having the module active are listed, followed by the specific benefits for having it attached to specific hard-points. You always gain the general benefits while the module is active, and you also gain all of the benefits for the hard-point that the module is attached to, if any. If a module is attached to multiple hard-points, you gain the additional benefits of each hard-point attachment. If you attach a module to two or more hard-points that grant the same effect, then you only get that effect once.



Annihilator Beam module
Descriptor: Sonic
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Core, Beam Cannon
Saving Throw: Fort partial; See text

***Insert fluff here***

While this module is active, you gain a +2 bonus on attack rolls against targets benefiting from cover, soft cover, or full cover.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of sonic damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Core)
***Insert fluff here***
You can generate an area of supernatural silence around you, out to a distance of up to 5 feet per point of energy invested in this module (you can change the distance as a free action on your turn). Activating or deactivating this ability is a free action. At your discretion, you can choose to stop all sound from being made, entering, or passing through the area, similar to a silence spell, or simply prevent sound from exiting the area, similar to a zone of silence spell. Switching between these two forms is a free action.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal sonic damage. They also deal an additional 1d6 points of sonic damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Fortitude save (DC 12 + the amount of invested energy + your Constitution bonus) or be deafened for 1d6 rounds, plus 1 round per point of energy invested in this module.


Alt-form module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Support, Utility
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus to your Escape Artist checks and to your grapple checks to escape a grapple. You also gain a +2 bonus to your armor class against attacks of opportunity.
Energy: Each point of energy invested in this module increases the bonuses granted to your Escape Artist and grapple checks by 2, and the bonus granted to your armor class by 1.

Hard-point Attachment (Support)
***Insert fluff here******Insert fluff here***
You can use alter self as a supernatural ability with a caster level equal to your suit-former level. Unlike normal, you can only assume the form of a Construct (independent of your own type), and only with a size of your own or one category smaller. This effect can be activated or dismissed as a standard action, and lasts until you dismiss it. As a supernatural ability, it cannot be dispelled, although the effect immediately ends if this module is suppressed.


Arcane Synthesis module
Descriptor: None
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Helmet, Shielding, Visor
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks, and you can make these checks untrained.
Energy: Each point of energy invested in this module increases the enhancement bonuses granted by 2.

Hard-point Attachment (Helmet)
***Insert fluff here***
When you attach this module, select up to one spell from the Sorcerer/Wizard spell list per 3 suit-former levels you possess. The total level of those spells must be less than or equal to your suit-former level (level 0 spells count as 1/2 level for this purpose), and each spell must be of a level less than or equal to half your suit-former level. You can cast each of those spells once per day as a spell-like ability as long as you have an amount of energy invested in this module equal to or greater than the spell's level for the duration of the casting. Use your suit-former level as the caster level of the spell-like abilities.

Hard-point Attachment (Shielding)
***Insert fluff here***
You gain spell resistance equal to 10 plus one half your suit-former level plus twice the amount of energy invested in this module. Whenever a spell fails to bypass your spell resistance, you can absorb it, gaining temporary hit points equal to two plus twice the spell's level that last for 1 minute.

Hard-point Attachment (Visor)
***Insert fluff here***
You can sense magic auras within 120 feet of you. You know the location and power of all magical auras within your sight. You can make Spellcraft skill checks to determine the school of magic involved in each, as per the detect magic spell. If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
   If you have at least 4 points of energy invested in this module, you automatically know which spells or magical effects are active upon any individual or object you see.


Assassin Teleportation module
Descriptor: Teleportation
Classes: None. No class naturally has access to this module.
Prerequisites: Must have another module with the Teleportation descriptor active.
Hard-point: Arms
Saving Throw: None

***Insert fluff here***

While this module is active and using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way is considered teleportation and does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures as though you moved out of your starting space and the space that you attacked from only. You can only use this ability to teleport to spaces that you have both line of sight and line of effect to. You must teleport at least 5 feet both before and after you make your attack in order to utilize the benefits of this module.
Energy: Each point of energy invested in this module grants you a +1 bonus on attack and damage rolls made using this ability.
***Energy: You gain a bonus on attack and damage rolls as part of using this ability equal to the amount of energy invested in this module.

Hard-point Attachment (Arms)
***Insert fluff here***
Whenever you teleport to within your reach of a creature, you may make a full-attack as a free action, even if it's not your turn. All attacks made this way take a -5 penalty on attack rolls and must be directed at the same creature. You can only do this once every 1d4+4 rounds. Each point of energy that you invest in this module decreases the number of rounds that you must wait between uses of this ability by 1, to a minimum of 1 round.


Astral Shift module
Descriptor: Teleportation
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Back, Core, Helmet
Saving Throw: Will negates; See text

***Insert fluff here***

While this module is active, you sense any teleportation within 30 feet. You sense the use of these abilities whether or not you have line of sight or line of effect. When you sense the use of an appropriate effect, you know the direction in which the ability was used, though not the distance or the exact effect.
Energy: Each point of energy invested in this module increases the range to which you can sense teleportation by 10 feet.

Hard-point Attachment (Back)
***Insert fluff here***
As an immediate action, you can divert the final destination of any teleportation attempt made by others to or from the area of this module's effect. If the teleporting creature fails a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus), you can cause it to arrive in the unoccupied space of your choice within the area.

Hard-point Attachment (Core)
***Insert fluff here***
You can shunt a touched creature to a random location on the Astral Plane. As a standard action, make a touch attack against a creature within your reach. A Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) negates this. Due to the massive power consumption required for planar travel, this module is suppressed for 1 minute once you succeed.
   Alternatively, you can shift yourself and up to 8 willing creatures to the Astral Plane, or to the plane of your choice from the Astral Plane. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible; you appear 5 to 500 miles (5d%) from your intended destination. The creatures to be affected must be within the area of this module's effect. This use of this module takes a standard action. Due to the massive power consumption required for planar travel, this module is suppressed for 10 minutes once you use this ability.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can pinpoint the origin and destination of any teleportation that you sense with this module. When you sense teleportation this way, you can choose to delay the arrival of the teleporter by 1 round per 2 points of energy invested in this module. The teleporting creature is harmlessly stuck in between planes for the duration of the delay. You cannot delay your own teleportation this way.


Biofeedback module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Core, Utility
Saving Throw: Fort negates; See text

***Insert fluff here***

While this module is active, you gain DR 1/- and a +2 resistance bonus on saves against poison or disease.
Energy: Each point of energy invested in this module increases the damage reduction and resistance bonus to saves against poison and disease granted by this module by 1.

Hard-point Attachment (Core)
***Insert fluff here***
While you have fewer than half your total hit points remaining, you gain fast healing equal to the amount of energy invested in this module

Hard-point Attachment (Utility)
***Insert fluff here***
As a swift action, you can generate a poison and coat your hand-held manufactured weapon, unarmed strike, or similar natural weapon with it. When applying this poison this way, you do not risk poisoning yourself, even when applying it over an open wound. This poison has a save DC equal to 10 + 1/2 your suit-former level + your Constitution modifier. It is an injury poison that deals 1 point of Constitution damage immediately, and no damage 1 minute later. You can apply any number of doses of this poison on your various weapons, but only one dose per weapon. Unused poison coatings become ineffective after 1 minute per suit-former level, or when the manufactured weapon leaves your grasp. Each point of energy invested in this module increases the Constitution damage done by the poison by 1, but only if the energy is invested at the time that the poison deals its damage.


Corrosion Inducement module
Descriptor: Acid
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Arms, Feet, Support
Saving Throw: Fort negates; See text

***Insert fluff here***

While this module is active, you can shoot a blast of acid as a standard action. Make a ranged touch attack against a target within 30 feet. If you hit, you deal 1d6 points of acid damage.
Energy: Each point of energy invested in this module increases the damage dealt by 1d6 and increases the range by 10 feet.

Hard-point Attachment (Arms)
***Insert fluff here***
You can create a corrosive cloud of acidic fumes. As a standard action, you can create a billowing mass of thick, green fog emanating from a point within 30 feet, plus 10 feet per point of energy invested in this module. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. The cloud has a radius and several effects based on the amount of energy invested in this module when it was created. The cloud has a radius of 5 feet per point of energy invested. It deals 1d6 points of acid damage plus 1d6 per two points of energy invested to all creatures and unattended objects in the area each round at the beginning of your turn. Creatures and objects that have passed through the cloud since the beginning of your last turn also take this damage. Creatures that breathe the fumes in the cloud (including those that try to hold their breath) are also poisoned. This poison causes 1d4 points of Constitution damage initially, and 1d4 points of Constitution damage one minute later. Living creatures that fail the initial save are also sickened for one minute. The Fortitude save DC for this poison is equal to 10 + 1/2 your suit-former level + your Constitution modifier. The acidic cloud created by this ability lasts for 1 minute per suit-former level you possess, or until you dismiss it or create another cloud. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Hard-point Attachment (Feet)
***Insert fluff here***
When you move across the ground, you can leave a trail of acidic slime to hamper your enemies' movements. You can choose to leave the slime in any space you move through, and can leave any number of continuous or discontinuous spaces in the trail as you move. Any ground space you affect is covered in a thin acidic film for one round per point of energy invested in this module. Creatures attempting to walk through these spaces take 1d6 points of acid damage, and must make a Balance check (DC of 12 + the amount of energy invested in this module + your Constitution modifier). Failure by 4 or less means that the creature cannot move through the acidic space, and ends its movement. Failure by 5 or more means that the creature falls prone in the acidic slime, ending and movement and increasing the acid damage dealt by an additional 1d6 points of acid damage per point of energy invested in this module.

Hard-point Attachment (Support)
***Insert fluff here***
If you hit and deal damage with the acid blast attack, the acid sticks to your target, entangling it for 1 round and dealing half the initial damage at the beginning of your next turn.


Cryo Core module
Descriptor: Cold
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Core, Shielding
Saving Throw: Fort negates; See text

***Insert fluff here***

While this module is active, you can emit blasts of icy energy to freeze your enemies. As a standard action, you can fire a single ray with a range of 60 feet as a ranged touch attack. If the ray hits, it deals 1d6 points of cold damage.
Energy: Each point of energy invested in this module increases the number of cold rays you can fire as a standard action by 1, and increases their range by 10 feet. Each ray you fire beyond the first this way suffers a cumulative -2 penalty to its attack roll. If you damage the same target in a single round with multiple cold rays, you can apply several secondary effects to your target. If you damage a target with 2 or more rays, that target is also entangled for 1 round. If you damage a target with 3 or more rays, that target is also staggered for 1 round. If you damage a target with 4 or more rays, that target is also stunned for 1 round if it fails a Fortitude save (DC 12 + the amount of energy invested + your Constitution modifier). If you damage a target with 5 or more rays and it fails the fortitude save, that target is also encased in ice until the ice is broken. While in the ice, the subject can attempt to break out with a Strength check or an Escape Artist check (DC 12 + the amount of energy invested when the ice was formed + your Constitution modifier) as a standard action. While in the ice, they are entangled and staggered, as well as for 1 round after they break out. The subject cannot perform any other actions requiring movement while encased in ice, although the subject is only considered helpless with respect to creatures and attacks that can bypass the ice (such as incorporeal creatures). While encased in ice, creatures outside the ice do not have line of effect to the subject. Being encased in ice does not cause suffocation. The ice can be broken by allies outside the ice, but has hardness 5 and 10 hp/energy invested when the ice was created. This is significantly stronger than normal ice. Fire damage does full damage to the ice and ignores its hardness.

Hard-point Attachment (Core)
***Insert fluff here***
You are immune to cold damage. The cold rays you fire with this ability are so cold and powerful that half of the damage they deal ignores cold resistance and cold immunity. Creatures with the cold subtype that are immune to cold damage are still unaffected by the secondary effects of being damaged by multiple cold rays.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can form a barrier of ice around your body, protecting you from incoming attacks. As a standard action that provokes attacks of opportunity, you can create the icy barrier, which lasts until you deactivate this module. The barrier absorbs the first 5 points of damage that each damage source would deal to you, plus an extra 2 points of damage per point of energy invested in this module at the time of the damage's occurrence. This stacks with other effects that prevent or reduce damage, such as damage reduction and resistances. The barrier does not absorb fire damage or damage from sources that ignore hardness less than or equal to the amount of damage the barrier can absorb from each attack. The barrier can absorb a maximum total amount of damage equal to 10 times your suit-former level. Once it has absorbed that much, it violently bursts, stunning you for 1 round. You are always aware of how much more damage the barrier can absorb, and can restore that amount to full as a standard action that provokes attacks of opportunity.


[/spoiler]

« Last Edit: June 05, 2010, 07:12:10 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #12 on: March 21, 2010, 06:22:43 PM »
Modules (Part 2: D-H)
[spoiler]

Dark Beam module
Descriptor: Darkness
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Shielding, Beam Cannon
Saving Throw: Reflex partial; See text

***Insert fluff here***

While this module is active, any time that you would take damage from negative energy, you take 5 fewer points of damage. If you are healed by negative energy, then instead, any time that you would be healed by negative energy, you are healed of 2 additional points of damage.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of negative energy damage on each successful attack. Creatures that are healed by negative energy instead take no additional damage. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can create an area of darkness that emanates from you. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the darkened area. Creatures outside the effect's area cannot see through it. The darkness has a radius of 10 feet, plus an additional 5 feet per point of energy invested in this module. Activating this ability is a standard action, but deactivating it is a free action. This is considered a 5th level spell with the Darkness descriptor for the purposes of how it interacts with spells with the Light descriptor.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal negative energy damage. They also deal an additional 1d6+1 points of negative energy damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) or be entangled for 1 round, plus 1 per point of energy invested in this module. Creatures that are healed by negative energy instead take only half your normal Energy Beam damage. Creatures that are neither healed nor harmed by negative energy instead take only your normal Energy Beam damage.


Dark Visor module
Descriptor: Darkness
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Helmet, Visor
Saving Throw: None

***Insert fluff here***

While this module is active, you gain darkvision out to 20 feet.
Energy: Each point of energy invested in this module increases the range of the darkvision granted by this module by 10 feet. If you already have darkvision from another source, its range is increased by 10 feet per point of energy invested in this module.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can see perfectly in darkness of any kind, including magical darkness. You cannot be blinded.

Hard-point Attachment (Visor)
***Insert fluff here***
You can see invisible and ethereal creatures and objects within the range of your darkvision. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. You can benefit from this effect even when you are not actively using darkvision, and when you are using darkvision from a source other than this module.


Dimensional Shift module
Descriptor: Teleportation
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Feet, Shielding, Support
Saving Throw: Will negates; Will half; See text

***Insert fluff here***

While this module is active, you can swap your position with a willing ally as a standard action. The ally to be affected must be within 20 feet. Any bonds restraining you or your ally fall off harmlessly as your teleport out of them, although persistent area effects such as a web spell might still affect you. If your ally occupies more than one square, you can occupy any of the squares that make up its space. Your ally must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this ability if you or your ally would end up sharing the same space as another creature or an impassable terrain feature, such as a wall.
Energy: Each point of energy invested in this module increases the range to which you can swap positions with an ally by 10 feet.

Hard-point Attachment (Feet)
***Insert fluff here***
You can swap positions with an unwilling creature that fails a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus), instead of just a willing ally.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can use Dimensional Anchor as a spell-like ability at will with a caster level equal to your suit-former level. It has a range of 60 feet plus 10 feet per point of energy invested in this module. If you have at least 3 points of energy invested in this module, you can also use this ability on yourself as an immediate action. You can only affect one creature or object at time with this ability. If you successfully use in on another creature or object while a previous one is still affected, the older effect ends.

Hard-point Attachment (Support)
***Insert fluff here***
You can attempt to forcefully and destructively teleport an enemy within 60 feet plus 10 feet per point of energy invested in this module. The subject takes 2d6 points of damage, plus an additional 1d6 per point of energy invested in this module. A Willpower save ((DC 12 + the amount of invested energy + your Constitution bonus) halves the damage done. If the subject fails the saving throw, you can also teleport it up to 5 feet from its original position per point of energy invested.


Disruption Beam module
Descriptor: None
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Shielding, Beam Cannon
Saving Throw: None

***Insert fluff here***

While this module is active, you can use the detect magic spell at will as a spell-like ability with a caster level equal to your suit-former level.
You gain a +4 enhancement bonus on all Computer Use, Psicraft, and Spellcraft checks to identify the school of magic of a magical aura, discipline of psionics of a psionic aura, or the identity of an active module when using detect magic or similar effects. You can use these skills untrained.
Energy: Each point of energy invested in this module increases the enhancement bonus granted to your Computer Use, Psicraft, and Spellcraft checks by an additional +2. If you have at least 3 points of energy invested in this module, you can also use the arcane sight spell at will as a spell-like ability with a caster level equal to your suit-former level.

Hard-point Attachment (Shielding)
***Insert fluff here******Insert fluff here***
Whenever you hit with your Energy Beam attack, you can attempt to dispel the ongoing spell with the highest caster level affecting your target or suppress one random module that your target has active. You make a dispel check (1d20 + one half your suit-former level + twice the amount of energy invested in this module) against a DC of 11 + the spell's caster level or the module's suit-former level. If you succeed, the spell or the module is suppressed for 1 round plus 1 round per point of energy invested, and you deal an additional amount of damage equal to the caster level of the spell or the suit-former level of the module. If you suppress a spell and have at least 3 points of energy invested, you can choose to dispel it instead of suppressing it. A successful or threatened critical hit also causes an antimagic effect if the subject fails a Will save (DC 12 + the amount of invested energy + your Constitution bonus), preventing the subject from casting spells or using spell-like or supernatural abilities, and suppressing all other ongoing spells and active modules. Magical attacks still affect the subject normally. This antimagic  effect lasts for 1 round.


Duality module
Descriptor: Cold, Darkness, Fire, Light
Classes: Chozo Warrior, Federation Marine, Pirate Trooper
Prerequisites: Must have a module with the Fire or Light descriptors active. Must have a second module with the Cold or Darkness descriptors active.
Hard-point: Core, Feet, Shielding
Saving Throw: Reflex half; See text

***Insert fluff here***

While this module is active, you are healed by both positive and negative energy.
Energy: You gain fire and cold resistance equal to five times the amount of energy invested in this module.

Hard-point Attachment (Core)
***Insert fluff here***
As a swift action or a standard action once per round, you can shoot up to one ray of positive or negative energy per point of energy invested in this module. You can aim rays at any creature within 60 feet plus 10 feet per point of energy invested, be it allies, enemies, or even yourself. You automatically hit willing targets, but require a ranged touch attack to hit unwilling targets, as normal. If you use this ability as a swift action, you must choose different targets for each ray and they do 1d6 points of damage per point of energy invested in this module; each target must be within 15 feet of every other target. If you use this ability as a standard action, you must aim all rays at the same target and they do 2d6 points of damage each. These rays deal your choice of either positive or negative energy damage, and all rays fired in a single round deal the same type. You cannot fire rays of the same damage type as the last time you used this ability in the past 5 minutes.

Hard-point Attachment (Feet)
***Insert fluff here***
As a full-round action, you can turn invisible and move up your movement speed. This invisibility lasts for the duration of your movement, or until the end of your turn, whichever comes first. You cause a blinding flash in a 10 foot radius burst from where you disappear (at the beginning of your movement), and create a cloud of darkness in a 10 foot radius from where you reappear (at the end of your movement). Creatures other than yourself within the flash of light are blinded with no save until the end of your next turn. Since the blindness is a result of overstimulation of the eyes, being unable to see the flash prevents the blindness. Spells with the Darkness descriptor of 3rd level or lower are suppressed for one round in the area the flash and do not protect against being blinded by the flash. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the darkened area. Creatures outside the effect's area cannot see through it. The darkness is considered a 3rd level spell with the Darkness descriptor for the purposes of how it interacts with spells with the Light descriptor. The cloud of darkness lasts until the end of your next turn.

Hard-point Attachment (Shielding)
***Insert fluff here***
As a swift action, you gain immunity to your choice of fire or cold damage until the beginning of your next turn. However, you take 50% extra damage from the other energy type for the same duration. If you prevent any damage from a magical source with your granted immunity, you can release a blast of the other energy type as a swift action once during your next turn. This blast can take the form of a 60 foot line or a 30 foot cone, dealing 1d6 points of damage per point of energy invested in this module as either fire damage (if you gained immunity to cold damage) or cold damage (if you gained immunity to fire). Affected creatures can attempt a reflex save (DC 12 + the amount of invested energy + your Constitution bonus) to take half damage.


Dual Weapon module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: You must have a Dexterity of 15 or greater to activate this module.
Hard-point: Arms, Hands, Beam Cannon
Saving Throw: None

***Insert fluff here***

While this module is active, you can apply your full Strength bonus to damage with your off-hand weapon and secondary natural attacks instead of half.
Energy: Each point of energy invested in this module reduces the penalty you suffer for fighting with two weapons and the penalty to attack rolls when using secondary natural attacks by 1, to a minimum penalty of 0.

Hard-point Attachment (Arms)
***Insert fluff here***
When you hit an enemy with your off-hand weapon or a secondary natural attack, you may make a single additional attack against that enemy with your main-hand weapon or a primary natural attack at the same attack bonus. You can make only 1 additional attack each round this way, plus 1 more for every 2 points of invested energy.

Hard-point Attachment (Hands)
***Insert fluff here***
You gain the benefits of the Two-Weapon Fighting feat. If you have at least 2 points of energy invested in this module, you gain the benefits of the Two-Weapon Defense feat. If your base attack bonus is +6 or higher and you have at least 3 points of energy invested in this module, you also gain the benefits of the Improved Two-Weapon Fighting feat. If your base attack bonus is +11 or higher and you have at least 4 points of energy invested in this module, you also gain the benefits of the Greater Two-Weapon Fighting feat.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
When you form your beam cannon, you may choose to form a second beam cannon over your other arm. If you do, you may make Energy Beam attacks with the second beam cannon as if it were a one-handed weapon, but only while this module is attached to your Beam Cannon hard-point. You can unform the second beam cannon as normal, or as part of the same action as unforming your primary beam cannon, even if this module is deactivated.


Echo Visor module
Descriptor: Sonic
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Core, Visor
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus to all saves against sonic effects and language-dependent effects.
Energy: You gain sonic resistance equal to five times the number of energy invested in this module. In addition, each point of energy invested in this module increases your effective level by 2 for the purposes of resisting the effects of sonic effects such as the blasphemy spell.

Hard-point Attachment (Core)
***Insert fluff here***
You gain blindsense out to 10 feet per point of energy invested in this module, and blindsight out to 5 feet per point of energy invested.

Hard-point Attachment (Visor)
***Insert fluff here***
You gain a +2 enhancement bonus to all Listen and Spot checks. Each point of energy invested in this module increases the bonus by 2. You lose the bonus to Spot checks while in areas of magical silence and with respect to things inside areas of magical silence.


Energy Charge module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Utility
Saving Throw: None

***Insert fluff here***

While this module is active, you gain 1 point of energy.
Energy: At the beginning of your turn, you gain temporary energy equal to the amount of energy invested in this module. This temporary energy lasts until the beginning of your next turn. Effectively, this ability grants you extra energy for 1 round, but at the cost of tying up your swift actions and an equal amount of energy in the previous round.

Hard-point Attachment (Utility)
***Insert fluff here***
You can charge a weapon you wield as a standard action. The next attack you make with that weapon deals an additional 50% damage per point of energy invested at the time of the attack if it hits (treat this extra damage as if multiplying the attack's damage, similar to a critical hit or the Battle Jump feat), and triggers effects as though it threatened and confirmed a critical hit if it hits. The additional damage dealt is not considered to be from a critical hit and affects creatures such as Constructs and Oozes normally. Weapons charged this way can stay charged indefinitely. The first attack you make with the weapon discharges it, even if its a miss. You can charge any number of weapons, but the charge dissipates if you lose contact with them. You can sheathe them, such as with a Gnomish Quickrazor, but you still need to keep a hand on the weapon to keep it charged.


Energy Tank module
Descriptor: None
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Hands, Shielding, Support
Saving Throw: None

***Insert fluff here***

While this module is active, you gain one additional hit point per suit-former level.
Energy: Each point of energy invested in this module grants you an additional hit point per two suit-former levels. If you remove energy from this module, you lose an appropriate amount of hit points.

Hard-point Attachment (Hands)
***Insert fluff here***
You can channel energy through any weapon you wield. Whenever you make an attack with a hand-held manufactured weapon, you can choose to take an amount of damage up to the amount of energy invested in this module. You get a +1 bonus to attack rolls and a +2 bonus to damage per point of damage taken on each attack for which you choose to take damage.

Hard-point Attachment (Shielding)
***Insert fluff here***
This module reinforces your suit's shielding and protective qualities. When you attach this module to your Shielding hard-point, you immediately gain a number of temporary hit points when you equal to your suit-former level. While you have fewer temporary hit points than that, you gain one additional temporary hit point per round per two points of invested energy, to a maximum of your suit-former level. These temporary hit points last as long as this module is attached and active.

Hard-point Attachment (Support)
***Insert fluff here***
The energy capacity of each of your modules (including this one) is increased by 1.


Energy Transfer module
Descriptor: None
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Arms, Utility
Saving Throw: None

***Insert fluff here***

While this module is active, you gain you can transfer your life energy to others, healing their wounds. As a standard action, you can touch a willing ally, healing them of up to 4 points of damage. You you lose hit points equal to half of that amount, rounded down. You cannot heal damage that would reduce you to less than 1 hit point. Effects and abilities you may have such as damage reduction and regeneration do not lessen or change this damage. The damage transferred by this ability has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. You can use this ability a number of times per day equal to your Constitution modifier plus half your suit-former level. This is either a positive or negative energy effect, according to which type heals your ally.
Energy: Each point of energy invested in this module increases the maximum healed per use by 2 points.

Hard-point Attachment (Arms)
***Insert fluff here***
You can forcibly transfer energy from an enemy, causing negative levels and granting you temporary hit points. Once per round as part of a successful attack, you can cause a number of negative levels equal to the amount of energy invested in this module, in addition to the normal effects of the attack. You gain 5 temporary hit points for each negative level inflicted this way.

Hard-point Attachment (Utility)
***Insert fluff here***
When you heal an ally with this module, you can also transfer an amount of ability damage or temporary energy damage that your ally is suffering to yourself. You cannot transfer damage that would reduce you to less than 1 hit point, to less than 1 in a given ability score, or to less than 1 energy invested in this module. You cannot transfer more ability damage or temporary energy damage this way than the amount of energy invested in this module.


Energy Weapon module
Descriptor: See text
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Arms, Hands
Saving Throw: None

***Insert fluff here***

While this module is active, you gain the ability to form a weapon made out of semi-solid energy. It can take the form of any melee weapon that you are proficient with, and uses the same combat statistics as the weapon it mimics. You must choose what type of weapon this module forms when you activate it. Forming this weapon is the same action as drawing a weapon, and is considered to be drawing the weapon for all effects, such as the benefit granted by the Quick-Draw feat or for use with the Iajutsu Focus skill. You can only have one energy weapon at a time, and the weapon immediately disappears if it leaves your grasp, although you may sheath on your suit or in an appropriate sheath that you have (such as a Scabbard of Keen Edges).
   A successful dispel check to suppress the magical abilities of the weapon also suppresses this module for the same amount of time.
Energy: Each point of energy invested in this module grants the weapon formed a +1 enhancement bonus on attack and damage rolls.

Hard-point Attachment (Arms)
***Insert fluff here***
You can select up to one weapon enchantment effect for every 3 suit-former levels you have, minimum 1. Selected effects must be priced as an equivalent enhancement bonus. If any selected bonus would align your weapon or cause it to deal energy damage, then this module gets those same descriptors.
   You can grant the weapon formed by this module enchantment effects with a total equivalent bonus equal to the amount of energy invested in this module. You can only grant effects that you have chosen when attaching this module. You may choose which effects the weapon has whenever you reassign your energy to or from this module.


Hard-point Attachment (Hands)
***Insert fluff here***
The weapon generated by this module overcomes damage reduction as though it was all materials and alignments.


Essence Balancing module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: Any alignment with at least one neutral component.
Hard-point: Hands, Helmet, Utility
Saving Throw: Will partial; See text

***Insert fluff here***

While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by creatures without a neutral component in their alignment, or with any alignment subtypes.
Energy: Each point of energy invested in this module grants a +1 deflection bonus to armor class against the attacks of creatures without a neutral component in their alignment, or with any alignment subtypes.

Hard-point Attachment (Hands)
***Insert fluff here***
You gain a bonus to weapon damage rolls equal to the amount of energy invested in this module against creatures without a neutral component in their alignment, or with any alignment subtypes.

Hard-point Attachment (Helmet)
***Insert fluff here***
As a standard action, you can release a burst of energy that damages non-neutral creatures. All creatures other than yourself within 30 feet must make a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) or suffer 1d8 points of damage per point of energy invested in this module. A successful saving throw halves the damage. Creatures with no neutral component in their alignment or with any alignment subtypes are also dazed for 1 round if they fail the save. Creatures with no non-neutral components in their alignment take half damage on a failed save and no damage on a successful save.

Hard-point Attachment (Utility)
***Insert fluff here***
You can sense the alignments of all creatures that you can see or otherwise pinpoint within 60 feet, plus 10 feet per point of energy invested in this module.


Exploration module
Descriptor: None
Classes: Chozo Warrior, Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Support, Visor
Saving Throw: None

***Insert fluff here***

This module is designed to aid in exploration of mildly uninhabitable areas. It provides a self-contained atmosphere to breathe, granting effective immunity to inhaled poisons and allowing you to breathe in airless environments such as the void of space or deep underwater. If you do not breathe air, you receive an atmosphere appropriate to their needs. It also provides protection from extreme conditions, allowing you to exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Energy: For each point of energy invested in this module, you gain a +4 enhancement bonus on saves against environmental effects, such as severe wind, extreme heat, intense cold, and pressure damage. This bonus does not apply against magical effects unless they are mimicking extreme environmental effects.

Hard-point Attachment (Visor)
***Insert fluff here***
This module improves your sight in conditions of poor visibility, granting you low-light vision and the benefits of the Blind-fight feat. In addition, each point of energy invested in this module reduces the miss chance you suffer due to concealment, darkness, or invisibility by 10%.
***To do: Change to just Visor, not either of two options***

Hard-point Attachment (Support)
***Insert fluff here***
When attached to the Support hard-point, this module analyzes the surrounding terrain, indicating optimal paths, weaknesses in structures and potential pitfalls. You gain a +4 insight bonus to AC and Reflex saves against traps. Your attacks against inanimate, unattended objects ignore up to 4 points of hardness. You can ignore the first 2 squares of difficult terrain that you move through each round. Each point of energy invested in this module increases the bonuses against traps by +2, the hardness your attacks ignore by 2, and the number of squares of difficult terrain that you can ignore each round by 1.


Flare Beam module
Descriptor: Light
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Hands, Visor, Beam Cannon
Saving Throw: Will negates; Reflex negates; See text

***Insert fluff here***

While this module is active, you cannot be dazzled and you gain a +2 bonus on saving throws against gaze attacks. Whenever you hit with any weapon, including natural weapons, unarmed strikes, ranged weapons, and weapon-like spells, the target of your attack is dazzled for 1 minute as your weapon releases a burst of light. Creatures sensitive to light must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or be blinded for 1 round, but you can only blind any given light-sensitive creature once every 24 hours this way.
   In addition, any weapon you wield or any natural attack you possess glows as a torch. You can suppress or resume the glow as a free action.
Energy: Each point of energy invested in this module increases the bonus to saving throws against gaze attacks by 1. When you hit with a weapon, creatures within 5 feet per point of energy invested are also dazzled for 1 minute (and possibly blinded for 1 round if they are sensitive to light, as above).

Hard-point Attachment (Hands)
***Insert fluff here***
Whenever you hit with any weapon, even natural weapons, unarmed strikes, ranged weapons, and weapon-like spells, the target of your attack must make a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) or be blinded for 1 round. Creatures sensitive to light are automatically blinded for 1 round, but only the first you affect them every 24 hours this way.

Hard-point Attachment (Visor)
***Insert fluff here***
You cannot be blinded. In addition, you can glow as bright as a daylight spell. At your discretion, you can emit bright light out to a 60 foot radius or in a 120 foot cone, with shadowy illumination out to another 60 foot either way. You can suppress, resume, or change this effect as a free action.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal untyped damage that is unaffected by damage reduction. On a successful or threatened critical hit, your target must make a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) or be blinded for 1 round.
  Additionally, you can choose to fire a 60 foot line of light in place of each Energy Beam attack that would normally be granted by your base attack bonus for the round. Additional attacks granted by other effects cannot be converted into lines of light in this way. All creatures in the area of the effect take damage as though they had been hit by your energy beam attack, plus 1d6 points of damage for each point of energy invested in this module. Affected creatures can attempt a Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) to take no damage. If an affected creature fails the saving throw on a natural 1 it also suffers additional effects as though you had threatened and confirmed a critical hit with your Energy Beam attack, but not additional damage from being struck by a critical hit.


Grapple Lasso module
Descriptor: Electricity
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Arms, Back, Hands
Saving Throw: None

Your hands become magnetically charged, improving your grasp.

This module improves your grasp, giving you a +4 enhancement bonus on opposed attack rolls and Strength, Dexterity and grapple checks to resist disarm, trip, and grapple attempts, and a +2 enhancement bonus to the above in order to disarm, trip, or grapple an opponent.
Energy: Each point of energy invested in this module improves these enhancement bonuses by 1.

Hard-point Attachment (Arms)
You form a small device on your forearm, allowing you to project a whip of electricity energy.
The enhancement bonus granted by this module to disarm or trip opponents increases to +4, plus an additional 2 per point of energy invested.
   As a swift action once per round, you can make a single attack at your highest attack bonus to make a disarm or trip attempt without provoking an attack of opportunity. You can attempt this only against a creature no more than one size category larger than you within up to twice your normal reach. Treat this as a melee attack with a light reach weapon, although you can still attack creatures within your normal reach. If you fail the attempt, you cannot be tripped or disarmed in response. If you succeed, you do not gain the ability to make additional attacks through abilities such as Improved Trip. On a successful trip or disarm attempt, you also deal 1d8 points of electricity damage per point of invested energy to your target.

Hard-point Attachment (Back)
***Insert fluff here***
As long as there is a stable, horizontal surface within 30 feet of you and at least 10 feet above you, you gain a fly speed of 20 feet (clumsy). While using this form of movement, you gain the benefit of the Hover feat. In addition, as a standard action, you can move to any stable, vertical surface within 50 feet as though you had a fly speed of 50 feet (perfect) for the duration of the movement only. You can only move in a straight line in this way, and you fall to the ground at the end of your movement unless you have another means of keeping yourself aloft. For each point of energy invested in this module, you gain several benefits. Your fly speed with respect to horizontal surfaces increases by 5 feet per point, and the maximum distance of such a horizontal surface increases by 15 feet per two points. Your fly speed with respect to vertical surfaces increases by 10 feet per point, and the maximum distance of such a surface increases by 10 feet per point.
***Needs clarification***

Hard-point Attachment (Hands)
The magnetism of your hands strengthens, allowing you to find purchase even on slick metal armor.
The enhancement bonus granted by this module to grapple opponents increases to +4, plus an additional 2 per point of energy invested. If you hit an opponent with an unarmed strike or natural attack, you can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. If you successfully start a grapple this way against a creature of a smaller size, you can choose to pull that creature into your space instead of moving into its space. This movement does not provoke attacks of opportunity.


Gravity Booster module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Back, Feet, Utility
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus on all Climb, Jump, and Swim checks.
Energy: Each point of energy invested in this module increases the bonuses granted by 2.

Hard-point Attachment (Back)
***Insert fluff here***
You gain a swim speed equal to your base land speed. In addition, you can move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. You still need to breathe, however.

Hard-point Attachment (Feet)
***Insert fluff here***
You gain a climb speed equal to half your base land speed (rounded up to the nearest 5 foot measurement).

Hard-point Attachment (Utility)
***Insert fluff here***
You can ignore the effects of magic that would alter the normal gravity of an area or of yourself, such as the reverse gravity spell. You can still choose to be affected by such effects as normal.
   While on a plane with different gravity from normal, you can control the gravity with respect to yourself and your equipment. Under conditions of heavy or light gravity, you can treat the gravity as normal gravity where beneficial. Under conditions of no gravity, you can treat the conditions as light or normal gravity towards any surface within 60 feet. You automatically sense and understand the nature of any objective directional gravity environment. You automatically succeed on Wisdom checks to control your personal gravity under subjective directional gravity conditions.
   Lastly, any falling damage you take is reduced by one die of damage for every point of energy invested in this module.


Hammer Beam module
Descriptor: None
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Utility, Beam Cannon
Saving Throw: Fort partial; See text

***Insert fluff here***

While this module is active, you gain damage reduction 5/piercing or slashing.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of adamantine, bludgeoning damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Utility)
***Insert fluff here***
Your attacks are treated as adamantine and bludgeoning damage for the purposes of bypassing damage reduction, in addition to their normal types. Your attacks also ignore any hardness less than 10 plus twice the amount of invested energy.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal adamantine and bludgeoning damage. They also deal an additional 1d6 points of adamantine and bludgeoning damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Fortitude save (DC 12 + the amount of invested energy + your Constitution bonus) or be pushed back 10 feet directly away from you, plus an additional 5 feet per point of energy invested in this module. If an obstacle prevents the completion of the target's move, the target and the obstacle each take 1d6 points of damage, and the target stops in the space adjacent to the obstacle. This movement does not provoke an attack of opportunity from you.


[/spoiler]
« Last Edit: June 05, 2010, 07:12:07 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #13 on: March 23, 2010, 01:43:17 AM »
Modules (Part 3: I-P)
[spoiler]

Ice Beam module
Descriptor: Cold
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Feet, Beam Cannon
Saving Throw: Will partial; See text

Your Power Suit becomes cool to the touch and releases a light mist from between its plates.

While this module is active, your equipment and Power Suit gain immunity to cold damage and cold effects, such as the chill metal spell. In addition, you can walk on icy surfaces without needing to make Balance checks.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of cold damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Feet)
A thin layer of ice covers your boots and the ground you walk on.
You gain the ability to walk on liquid surfaces as though they were solid. What actually happens is that your suit forms a layer of buoyant ice over the surface in question (roughly 1 inch thick per point of energy invested in the module, minimum 1), forming a path for you to walk on as you move. As such, you are not considered to be in contact with the liquid surface, and do not suffer any ill effects of contact, such as from acid or lava. if you are walking over a non-damaging liquid surface, such as water, you can choose to have your path persist for up to 1 round per point of energy invested in this module, allowing other characters to follow you. This path has hardness 0 and 3 hp per inch of thickness, and does not obscure vision through to the other side, although the space that you are standing on reforms instantly if broken.

Hard-point Attachment (Beam Cannon)
Your beam cannon expands and heightens as an icy rime covers its exterior.
Your Energy Beam attacks deal cold damage. They also deal an additional 1d6 points of cold damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or be chilled and slowed for 1 round. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). It can still take other action types (such as swift, immediate, and free action) normally. Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves and takes a -10 foot penalty to its movement speed.


***Ing something-or-other*** module
Descriptor: Evil
Classes: Federation Marine, Pirate Trooper
Prerequisites: Any non-good alignment
Hard-point: Core, Helmet
Saving Throw: Will negates; See text

***Insert fluff here***

While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by good creatures.
Energy: Each point of energy invested in this module grants a +1 deflection bonus to armor class against the attacks of good creatures.

Hard-point Attachment (Core)
***Insert fluff here***
You can dissolve into an amorphous puddle of dark slime as a standard action. In this state, you are considered to be an ooze instead of your normal type and you gain most of the ooze traits. You also gain the swarm subtype. You retain all traits of your original type, and still qualify for feats and other options as a creature of your original type. Do not recalculate skill points, base attack bonus, saving throws, or hit dice. Unlike most oozes, you are not mindless (unless you were before). For all purposes, you are considered to be a swarm of Tiny creatures. If you have an Intelligence score, you are also considered to have a hive mind. In addition, you gain a climb speed equal to your base land speed, the ability to float on the surface of water and other liquids, immunity to acid damage, and blindishgt out to 30 feet.
   As an ooze, you need to eat and breathe, unless you didn't need to before. You are blind with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. You gain immunity to poison, sleep effects, paralysis, polymorph, and stunning. You are not subject to critical hits or flanking.
   As a swarm, you occupy a square 10 feet on a side or your normal space, whichever is greater, and have a reach of 0 feet. You can occupy the same space as a creature of any size and can move through squares occupied by enemies and vice versa without impediment. You can move through cracks or holes large enough for Tiny creatures. You take half damage from slashing and piercing weapons. You are never staggered or reduced to a dying state by damage. You cannot be tripped, grappled, or bull rushed, nor can you grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures (including single-target spells), with the exception of mind-affecting effects if you have an Intelligence score. You take half again as much damage (+50%) from spells or effects that affect an area. As a swarm, you gain a swarm attack and the distraction ability, but lose all other attacks.
   You gain a swarm attack and the ability to distract creatures similar to a normal swarm. You swarm attack deals automatic damage to any creature whose space you occupy at the end of your move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. Your swarm attack deals 1d6 points of damage for each point of energy invested in this module, and is considered to be from a magical weapon for the purposes of bypassing damage reduction. Your distraction ability causes any living creature vulnerable to a your swarm damage that begins its turn with you in its square to be nauseated for 1 round; a Fortitude save (DC 12 + the amount of invested energy + your Constitution bonus) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
   This effect lasts until you are reduced to 0 or fewer hit points, until your nonlethal damage equals or exceeds your hit points, or until you end it as a standard action.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can attempt to control the mind of a nearby creature as a full-round action. The creature must be within 30 feet of you and must fail a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus). A successful saving throw grants immunity to this ability when used by you for 24 hours. Other users of this module's effect are not hindered by your failed possession attempt, nor are your own attempts to use this module's other abilities.
   Once you have gained control of a subject's mind you become aware of all abilities available to it and can read its surface thoughts. You do not gain any special access to its senses. You can command it to perform any action it is capable of as a free action on your turn. Obviously self destructive actions are not carried out, but the subject follows your commands as per your intent to the best of its abilities otherwise. Control lasts for as long as you concentrate on this ability (a standard action each round), or until you attempt to control another creature with this ability. If you are damaged while concentrating on this ability, you must make a Concentration check as normal or the effect ends.
   The types of creatures you can attempt to possess are limited by the amount of energy invested in this module. You must keep at least 1 point of energy invested to affect animals, humanoids, monstrous humanoids, and vermin. You must keep at least 2 points of energy invested to affect deathless, elementals, giants, magical beasts, constructs, and undead. You must have at least 3 points of energy invested to affect aberrations, fey, outsiders, dragons, plants, oozes, and other types not listed above. Creatures immune to mind-affecting effects by virtue of mindlessness or their type can still be affected by this ability but gain a +5 bonus on the saving throw. Creatures immune to this ability through other means, including blanket immunity to mind-affecting effects from sources other than creature type or mindlessness, are still unaffected. This ability is a mind-affecting, compulsion effect.


Infantry Teleportation module
Descriptor: Teleportation
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Back, Utility
Saving Throw: None

***Insert fluff here***

While this module is active, all melee and ranged attacks against you have a 20% miss chance, as the teleportation module attempts to automatically shift you out of harm's way. This miss chance does not count as concealment, so you cannot use it to hide and precision-based damage is still effective against you. You lose the benefit of this miss chance if you are ever prevented from teleporting, such as from a dimensional anchor spell.
Energy: Each point of energy invested in this module increases the miss chance by 5%, to a maximum of a 50% miss chance.

Hard-point Attachment (Back)
***Insert fluff here***
As a standard action, you can teleport up to 10 feet. Each point of energy increases the distance you can teleport by 10 feet. You do not need line of sight or line of effect to your destination. If you attempt to teleport into a location that is already occupied, you are shunted off to the nearest open space within range and take 1d6 points of damage per 5 feet so shunted from your intended destination.

Hard-point Attachment (Utility)
***Insert fluff here***
Whenever the miss chance granted by this module causes an attack to miss you, you may teleport up to 5 feet per point of energy invested in this module as an immediate action. You must have line of sight and line of effect to your destination. If you attempt to teleport into a location that is already occupied, you are shunted off to the nearest open space within range and take 1d6 points of damage per 5 feet so shunted from your intended destination.


Kinetic Accelerator module
Descriptor: Force
Classes: Federation Marine, Pirate Trooper
Prerequisites: Dexterity 13, Strength 13
Hard-point: Arms, Hands, Visor
Saving Throw: None

***Insert fluff here***

While this module is active, the range increment of any ranged weapon you attack with is increased by 10 feet.
Energy: Each point of energy invested in this module increases the range increment of ranged weapons you attack with by an additional 5 feet.

Hard-point Attachment (Arms)
***Insert fluff here***
You can hurl two unattended object per point of energy invested in this module that are within 30 feet of you and all within 10 feet of each other toward any target within 10 feet per suit-former level of all the objects. You can also generate up to two weightless beads of force for each point of energy invested in this module to be thrown this way in place of other objects. You can hurl a total weight of 50 pounds per point of energy invested in this module. You must succeed on ranged attack rolls (one per object thrown) to hit the target with the items, using your base attack bonus + your Dexterity modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). The beads of force generated by this module deal 1d4 points of damage plus 1 per point of energy invested. The beads ignore damage reduction and strike incorporeal creatures as force effects.

Hard-point Attachment (Hands)
***Insert fluff here***
Whenever you make an attack with a thrown weapon, you can draw another weapon of the same type as a free action. Whenever you make an attack with a projectile weapon, you can load that weapon as a free action if that weapon would normally take a swift, move, or standard action to load, or as a move action if the weapon would normally take a full-round action to load. In addition, you gain an enhancement bonus equal to the amount of energy invested in this module on all ranged attack rolls and damage rolls.

Hard-point Attachment (Visor)
***Insert fluff here***
You gain a +1 bonus on ranged attack and damage rolls within 40 feet, plus 5 feet per point of energy invested in this module. If you have at least 2 points of energy invested in this module, you gain the benefits of the Precise Shot feat. If you have at least 3 points of energy invested in this module, you can use your Strength modifier in place of your Dexterity modifier for the purposes of ranged attack rolls with thrown weapons, and you can add half your Dexterity modifier (rounded down) on all damage rolls with projectile weapons made within 40 feet, plus 5 feet per point of energy invested in this module. If you have at least 4 points of energy invested in this module, you gain the benefits of the Improved Precise Shot feat.


Light Beam module
Descriptor: Light
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Helmet, Beam Cannon
Saving Throw: Will partial; See text

***Insert fluff here***

While this module is active, any time that you would be healed by positive energy, you are healed of 2 additional points of damage. If you are damaged by positive energy, then instead, any time that you would take damage from positive energy, you take 5 fewer points of damage.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of positive energy damage on each successful attack. Creatures that are healed by positive energy instead take no additional damage. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can create a burst of blinding light centered on your position as a standard action. All creatures other than yourself within 10 feet, plus 5 feet per point of energy invested in this module, are dazzled for 1 minute, and those that fail a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) are also blinded for 1 round. Creatures that are particularly susceptible to light or that are harmed by positive energy also take 1d6 points of damage per point of energy invested in this module. Lastly, all Darkness spells of 3rd level or lower within the area of effect are suppressed for 1 minute. This ability has no effect upon creatures within the area of 4th level or higher Darkness spells.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal positive energy damage. They also deal an additional 1d6+1 points of positive energy damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) or be blinded for 1 round. Creatures that are healed by positive energy instead take only half your normal Energy Beam damage. Creatures that are neither healed nor harmed by positive energy instead take only your normal Energy Beam damage.


Luminoth Protection module
Descriptor: Good
Classes: Federation Marine, Pirate Trooper
Prerequisites: Any non-evil alignment.
Hard-point: Back, Helmet
Saving Throw: Reflex negates; See text

***Insert fluff here***

While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by evil creatures and creatures with the Phazon subtype.
Energy: Each point of energy invested in this module grants a +1 deflection bonus to armor class against the attacks of evil creatures and creatures with the Phazon subtype.

Hard-point Attachment (Back)
***Insert fluff here***
The first time each round that any given opponent hits you in melee, it must make a Reflex save or be pushed directly away from you 5 feet per point of energy invested in this module. This movement does not provoke attacks of opportunity. The save DC is equal to 12 + the amount of invested energy + your Constitution bonus.

Hard-point Attachment (Helmet)
***Insert fluff here***
You are immune to all charm and compulsion effects. Any attempts to possess you or to exercise mental control over you automatically fail. If any such effects are already active, they are suppressed as long as this module is active and attached to your Helmet hard-point.


Missile Launcher module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Arms, Helmet, Beam Cannon
Saving Throw: Reflex half; See text

***Insert fluff here***

While this module is active, you can generate and fire a missile as a standard action. Each missile has a range of 60 feet, and deals 1d6 points of damage in a 5 foot radius burst. The damage dealt by the missiles is affected by damage reduction, but bypasses it as a magical, bludgeoning weapon. Affected creatures may make a Reflex save to take half damage. (Reflex DC 12 + invested energy + Con mod)
Energy: Each point of energy invested in this module increases the damage dealt by 1d6 and the range by 10 feet.

Hard-point Attachment (Arms)
***Insert fluff here***
As a full round action, you may fire up to 5 seeker missiles. Use the normal missile statistics given above, except as indicated. Each missile fired this way deals only half normal damage. Each seeker missile may be targeted at the same or different location.

Hard-point Attachment (Helmet)
***Insert fluff here***
As a full-round action, you may fire a single diffusion missile. Use the normal missile statistics given above, except as indicated. This missile has a range of 120 feet plus 20 feet per point of energy invested and affects all targets within a 20 foot radius spread. The radius increases by 5 feet per point of energy invested in this module.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
As a full-round action, you may fire a single super missile. This missile has a range of 120 feet plus 20 feet per point of energy invested and deals 2d6 points of damage to all targets within a 10 foot radius burst. Each point of energy invested in this module increases the damage dealt by 1d6. If you have at least 3 points of energy invested in this module, add your normal Energy Beam damage to the damage dealt by this effect. If you have at least 6 points of energy invested in this module, instead add twice your normal Energy Beam damage. Unlike normal missiles, affected creatures get no saving throw to reduce this damage. Once you use this ability, you cannot use it again for 1d4 rounds.


Nova Beam module
Descriptor: Acid
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Visor, Beam Cannon
Saving Throw: None

Your Power Suit glows as waves of green energy travel seemingly randomly around it.

While this module is active, you gain a +4 bonus on rolls to confirm a critical hit.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of acid damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Visor)
***Insert fluff here***
While attached to your Visor hard-point, secondary functions of the Nova Beam module activate, helping you to pinpoint your enemies' weak points. The critical threat range for all attacks you make is doubled. This effect does not stack with other effects that increases the critical threat range of an attack.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
Your Energy Beam attacks deal acid damage. They also deal an additional 1d6 points of acid damage per point of energy invested in this module. The critical damage multiplier of your energy Beam is increased by 1. You can deal additional damage from critical hits with your Energy Beam to creatures that are normally immune. This does not let you apply other effects that are ineffective against creatures immune to critical hits, such as precision damage.


Order Enforcement module
Descriptor: Lawful
Classes: Federation Marine, Pirate Trooper
Prerequisites: Any non-chaotic alignment.
Hard-point: Feet, Helmet
Saving Throw: Will negates; See text

***Insert fluff here***

While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by chaotic creatures.
Energy: Each point of energy invested in this module grants a +1 deflection bonus to armor class against the attacks of chaotic creatures.

Hard-point Attachment (Feet)
***Insert fluff here***
This module empowers you to chase down those that would run from the law. Whenever you charge an opponent that was in melee with you at the end of your last turn, you can make a full attack at the end of your charge instead of a single attack.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can stop an opponent, forcing him to stay put and await judgement. As a standard action, you can select one opponent within 60 feet, plus 10 feet per point of energy invested in this module. If your opponent fails a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus), it is dazed for as long as you concentrate on this ability, and for one round thereafter. This is a mind-affecting, compulsion effect.


Phazon Control module
Descriptor: Phazon
Classes: Pirate Trooper
Prerequisites: Modules with the Phazon descriptor can only be used by characters with the Phazon subtype.
Hard-point: Helmet, Support
Saving Throw: None

***Insert fluff here******Insert fluff here***
You radiate an aura that bolsters creatures with the Phazon subtype. Creatures with the Phazon subtype within 20 feet of you (possibly including yourself) gain a +1 profane bonus on attack rolls, damage rolls, and saving throws. Charisma checks made by creatures other than yourself to turn creatures with the Phazon subtype in the area suffer a -3 profane penalty. Undead creatures with the Phazon subtype created in this area gain a permanent +1 hit points per HD. Each point of energy invested in this module increases the radius of this effect by 10 feet and the penalty to Charisma checks to turn creatures with the Phazon subtype by -1. Every 2 points of energy invested in this module increases the bonus on attack rolls, damage rolls, and saving throws for creatures with the Phazon subtype by +1. If you have at least 3 points of energy invested in this module, Undead creatures with the Phazon subtype created in this area gain a permanent +2 hit points per HD instead of +1.
   In addition, you can animate a Phazon Husk from the corpse of a slain creature. You can animate any creature to which the Phazon Husk template is applicable. This process takes 1 minute. You must be in physical contact with the corpse for the entire time and have at least 1 point of energy invested in this module, not including temporary energy. Upon completion of this process, you suffer 1 point of temporary energy damage that cannot be prevented or healed as long as the Phazon Husk is animated. The Phazon Husk is under your control indefinitely and follows your telepathic commands to a distance of 1 mile. Beyond 1 mile, the Husk will attempt to complete its last instructions and then return to you through the most expedient manner available to it. Your control over the Phazon Husk lasts even once you have deactivated this module.
   You can animate creatures with any number of Hit Dice, but you can only control one Phazon Husk at a time in this way, and you can only control Phazon Husks with Hit Dice less than or equal to your suit-former level. If you animate subsequent Phazon Husks, all previous Phazon Husks that you have created through this ability are immediately destroyed as you recall the Phazon Energy used to animate them. If your suit-former level increases, your controlled Phazon Husk can advance in hit dice as a creature of its original type, at a rate appropriate to a cohort (as described in the Leadership feat).

Hard-point Attachment (Support)
***Insert fluff here***
You radiate an aura that bolsters and protects creatures with the Phazon subtype. Creatures with the Phazon subtype within 20 feet of you (possibly including yourself) gain a +1 profane bonus on attack rolls, damage rolls, and saving throws. Charisma checks made by creatures other than yourself to turn creatures with the Phazon subtype in the area suffer a -3 profane penalty. Undead creatures with the Phazon subtype created in this area gain a permanent +1 hit points per HD. Each point of energy invested in this module increases the radius of this effect by 10 feet and the penalty to Charisma checks to turn creatures with the Phazon subtype by -1. Every 2 points of energy invested in this module increases the bonus on attack rolls, damage rolls, and saving throws for creatures with the Phazon subtype by +1. If you have at least 3 points of energy invested in this module, Undead creatures with the Phazon subtype created in this area gain a permanent +2 hit points per HD instead of +1.
   All creatures with the Phazon subtype in the area gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks and effects made by creatures without the Phazon subtype.
   In addition, you can add the Phazon Behemoth template to any Phazon Husk you control through the use of this module. This process takes 1 hour. You must be in physical contact with the Phazon Husk for the entire time and have at least 2 points of energy invested in this module, not including temporary energy. Upon completion of this process, you suffer 1 point of temporary energy damage that cannot be prevented or healed as long as the Phazon Behemoth is animated (this stacks with the original 1 point of energy damage suffered while the Phazon Husk is animated).
   Lastly, you can animate a Phazon Husk from the corpse of a slain creature as defined by the Helmet hard-point attachment ability of this module.


Phazon Enhancement module
Descriptor: Phazon
Classes: Federation Marine, Pirate Trooper
Prerequisites: Modules with the Phazon descriptor can only be used by characters with the Phazon subtype.
Hard-point: Core, Hands, Shielding
Saving Throw: Fort partial; See text

***Insert fluff here***

While this module is active, you gain a +2 enhancement bonus to your Constitution checks, Constitution-based skill checks, and Fortitude saves. You also receive a -1 penalty to your Will saves.
Energy: Each point of energy invested in this module improves the bonus to your Constitution checks, Constitution-based skill checks, and Fortitude saves by an additional +1. Every 2 points of energy increases the penalty to your Will saves by -1.

Hard-point Attachment (Core)
***Insert fluff here***
You can channel energy through this module, transforming it into a burst of Phazon energy. As a free action once each round, you can take 1 point of temporary energy damage. If you do, the energy capacity of each of your modules (including this one) is increased by 1, and each of them is considered to have one more point of energy invested in them than is actually invested. This effect lasts for 1 round, plus one additional round per point of energy invested in this module before activating this ability. You cannot activate this ability a second time until the effects of the previous activation have ended.

Hard-point Attachment (Hands)
***Insert fluff here***
You can channel Phazon energy through your weapons or natural attacks. As a free action once per round, you may choose to take 1 point of temporary energy damage. If you do, each attack you make this round with a hand-held manufactured weapon or a natural weapon (including unarmed strikes) deals an additional 1d6 points of Phazon damage per point of energy invested in this module if it hits. Anyone who takes any additional damage from this effect must make a Fortitude save or become sickened for 1 round per point of energy invested in this module. The save DC is equal to 12 + the amount of invested energy + your Constitution bonus.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can channel Phazon energy into your Power Suit's shielding systems, granting massively increased defensive capabilities. As a free action once each round, you can gain DR /- and resistance to all forms of damage other than Phazon damage (but including effects that are not normally subject to resistance, such as Force effects, divine power, and untyped damage) equal to 4 times the amount of energy invested in this module. These benefits last until the start of your next turn. If you have used this ability within the past 5 rounds, you must also make a Fortitude save or take 1 point of temporary energy damage and become sickened for 1 round per point of energy invested in this module. The save DC for this effect is equal to 15 + the amount of invested energy + 3 times the number of times you have used this ability this day. You cannot activate this ability while sickened or nauseated.


Plasma Beam module
Descriptor: Fire
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Support, Beam Cannon
Saving Throw: Reflex partial; See text

Your Power Suit glows orange with heat.

While this module is active, you cannot be set on fire, and your equipment and Power Suit gain immunity to fire damage and fire effects, such as the heat metal spell.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of fire damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Support)
Small vents in your suit release jets of flame around you, protecting you in a fiery nimbus.
Whenever you are struck by a natural weapon or a non-reach, manufactured melee weapon, the attacker takes 1d6 points of fire damage, plus and additional 1d6 fire damage per point of energy invested in this module.

Hard-point Attachment (Beam Cannon)
Your beam cannon expands and lengthens, revealing channels of red hot magma flowing along its length.
Your Energy Beam attacks deal fire damage. They also deal an additional 1d6 points of fire damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) or be set on fire. The save DC to put out fires set this way is the original Reflex save DC instead of the normal DC 15.


Power Beam module
Descriptor: Force
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Hands, Shielding, Beam Cannon
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +1 resistance bonus on all saves.
Energy: Each point of energy invested in this module increases the resistance bonus by 1.

Hard-point Attachment (Hands)
Your hands glow with energy, waiting to be released when you strike.
You gain the benefits of the Improved Unarmed Strike feat and your unarmed strikes and natural weapons gain an enhancement bonus to attack and damage rolls equal to the amount of energy invested.

Hard-point Attachment (Shielding)
A field of force reinforces your Power Suit, deflecting incoming attacks.
The armor bonus granted to you by your Power Suit applies equally well to incorporeal touch attacks as to normal attacks. In addition, you gain a deflection bonus to your armor class equal to the amount of energy invested.

Hard-point Attachment (Beam Cannon)
Your beam cannon takes on a simple form and fires bolts of yellow force.
Your Beam Cannon attacks gain the force descriptor, allowing them to strike incorporeal targets normally and allowing them to ignore damage reduction. In addition, your Beam Cannon attacks gain an enhancement bonus to attack and damage rolls equal to the amount of energy invested.


Probability Breaker module
Descriptor: Chaotic
Classes: Federation Marine, Pirate Trooper
Prerequisites: Any non-lawful alignment.
Hard-point: Helmet, Shielding
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by lawful creatures.
Energy: Each point of energy invested in this module grants a +1 deflection bonus to armor class against the attacks of lawful creatures.

Hard-point Attachment (Helmet)
***Insert fluff here***
As a swift action, you can steal a bit of luck from a creature within 60 feet, plus 10 feet per point of energy invested in this module. Choose one of the following options: an attack roll, a damage roll, a skill or ability check, or a saving throw. For the next roll or check of the selected type that you make, roll twice and use the better result. For the next roll or check of the selected type that the subject makes, the subject rolls twice and uses the worse result. This effect lasts for one roll for each you, or until the beginning of your next turn, whichever comes first.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can protect yourself with the power of chaos. As an immediate action, you can reroll a saving throw or force an opponent to reroll an attack roll or damage roll made against you. You can decide what to reroll after determining the outcome of the original roll, and you can choose whether or not to use the result of the reroll.


Psychic Devastator module
Descriptor: None
Classes: Federation Marine, Pirate Trooper
Prerequisites: Must have a power point reserve.
Hard-point: Back, Helmet, Support
Saving Throw: Will negates; See text

Your Power Suit serves as a psychic resonator, enhancing you psionic abilities when you channel your abilities through it.

While this module is active, you can expend your psychic focus as a swift action to increase your manifester level by 1 until the beginning of your next turn. This effect does not stack with itself if you expend your focus multiple times.
Energy: If you have any energy invested in this module, the increase to your manifester level lasts for a number of rounds equal to the amount of energy invested plus one, instead of until your next turn. If you have at least 3 points of energy invested, your manifester level instead increases by 2. If you have at least 5 points of energy invested, your manifester level instead increases by 3.

Hard-point Attachment (Back)
The excessively large pauldrons of your power suit generate dangerous psychic feedback against any foes trying to mess with your mind.
Whenever you are targeted by a mind-affecting effect, you can automatically identify the source of the effect, and you can choose to respond with a retributive mental attack as an immediate action. The source of the effect must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or suffer 1d4 points of ability damage and be shaken for 1 round per point of energy invested. You can choose whether to deal Intelligence, Wisdom, or Charisma damage each time you use this ability. This is a mind-affecting effect. If the triggering effect successfully affected you and you failed your saving throw against it (or if there was no saving throw allowed), you can bypass any immunities to mind-affecting effects and fear effects that your attacker may have for the purposes of this ability. You must have line of effect to your attacker, but you do not need line of sight and there is no range limitation.
   While you can identify and recognize the source of the triggering effect, this does not give you any other special information that you would not ordinarily have. A disguised doppelganger reading your thoughts would not be revealed to be anything other than its disguise would indicate; an invisible Psion's mental assault would not reveal its whereabouts. You would, however, be able to tell the difference between an unseen ally and an unseen enemy, or which of several otherwise identical creatures used a mind-affecting effect on you.

Hard-point Attachment (Helmet)
***Insert fluff here***
You can attempt to assault the minds of your enemies as a standard action. All creatures within a 30 foot cone must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or suffer 1d4 points of ability damage and be dazed for 1 round. You can choose whether to deal Intelligence, Wisdom, or Charisma damage each time you use this ability. Every point of energy in invest in this module increases the ability damage by 1, and every two points increases the duration of the dazing effect by 1 round. This is a mind-affecting effect.

Hard-point Attachment (Support)
***Insert fluff here***
You can grant yourself or a single willing ally immunity to mind-affecting effects as an immediate action. This effect lasts until the beginning of your next turn. Allies to be affected must be within 10 feet per point of energy invested in this module, and must remain within that range to gain this effect's benefits. You can use this in response to an effect that you are aware of, or simply use it as a precaution.


[/spoiler]
« Last Edit: June 05, 2010, 07:12:05 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

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Re: Metroid as Incarnum
« Reply #14 on: March 23, 2010, 01:43:35 AM »
Modules (Part 4: Q-Z)
[spoiler]

Radar module
Descriptor: None
Classes: Chozo Warrior, Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Visor
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +2 enhancement bonus to Initiative checks and Reflex saves.
Energy: Each point of invested energy improves these bonuses by +1.

Hard-point Attachment (Visor)
You visor's Heads Up Display warns you of incoming attacks, giving you an extra moment to dodge where you would otherwise react too late.
Actively scans for hostile targets nearby. You gain the uncanny dodge ability, and you cannot be surprised or caught flat-footed by creatures within 30 feet of you that are affected by mind-affecting effects. If you already possess the uncanny dodge ability, you instead gain the improved uncanny dodge ability, and your suit-former level stacks with your levels in other classes that grant uncanny dodge or improved uncanny dodge to determine the minimum level of rogue required to flank you. For each point of energy invested in this module, the range to which you cannot be surprised or caught flat-footed increases by 10 feet. In addition, if you invest at least 4 points of energy in this module, susceptibility to mind-affecting effects no longer has any bearing on whether you are surprised or caught flat-footed.


Resonance Detonator module
Descriptor: Sonic
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Shielding, Utility
Saving Throw: Reflex half; See text

***Insert fluff here***

While this module is active, you can release a burst of sonic energy around you. As a standard action, you deal sonic damage equal to twice your Strength modifier to all creatures within a your normal reach. This does not damage you or other creatures that you specify. Affected creatures can attempt a Reflex save against a DC of 12 + the amount of energy invested in this module + your Constitution modifier to take half damage.
Energy: Each point of energy invested in this module causes it do deal an additional 1d4 points of sonic damage.

Hard-point Attachment (Shielding)
***Insert fluff here***
As an immediate action, you can attempt to reflect a single ranged attack made against you. The armor bonus granted by your power suit is increased by 2 against this attack for each point of energy invested in this module. If the attack misses you, you can make a ranged attack roll (or a ranged touch attack roll if the reflected attack was a touch attack) to try to hit your attacker as though you were using the ranged attack. Treat yourself as the originator of the reflected attack for all purposes, such as ability scores, caster level, and secondary effects. Use your suit-former level in place of all level-dependent effects, such as effective caster level and manifester level.

Hard-point Attachment (Utility)
***Insert fluff here***
The radius of this module's effect increases to your twice your normal reach, or 10 feet, whichever is better. When you damage an enemy with this module's ability, you can attempt a bull rush attempt as a free action against that enemy. You gain a +2 bonus on the opposed Strength check to push your opponent for each point of energy invested in this module. You do not provoke attacks of opportunity for this and you do not move with your opponents.


Rezbit Conrol module
Descriptor: None
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Helmet, Support
Saving Throw: None

***Insert fluff here***

While this module is active, you can create a single Rezbit ally. Rezbits are sentient computer viruses that animate machinery and components found in Power Suits and other pieces of high technology. It takes physical form out of extra components of your suit created and stored for this purpose. You can communicate with your Rezbit as though you shared a common language, and you can direct it not to attack, to attack particular enemies, or to perform other actions. The Rezbit lasts as long as this module is active, and you can only create one Rezbit each time you activate this module. If the Rezbit is destroyed, you take 2d6 points of nonlethal damage from the disruptive feedback into your suit. See the Rezbit monster entry for more details on this creature. Unlike normal Rezbits, yours gains additional hit points equal to twice your suit-former level.
Energy: Each point of energy invested in this module grants your Rezbit one of the following effects. You can choose the same or different effect for each point of energy you invest in this module each time you invest energy in it. Whenever you reinvest your energy, you can choose to redistribute the energy invested in this module amongst these effects.
   Energy Barrier: The Rezbit gains a deflection bonus to its armor class and a resistance bonus to its saving throws equal to the amount of energy invested towards this effect.
   Enhanced Analysis: The Rezbit gains an enhancement bonus equal to twice the amount of energy invested towards this effect on its Intelligence-based skill checks. As long as at least 1 point of energy is invested towards this effect, you also gain any information granted by your Rezbit's Analyze Technology ability.
   Rapid Repair: The Rezbit gains fast healing equal to the amount of energy invested towards this effect.
   Shock Blast: The Rezbit gains the ability to use its Shock ability at a range of 20 feet per point of energy invested towards this effect. Treat this as a ranged touch attack. It also gains an enhancement bonus on all attack and weapon damage rolls equal to the amount of energy invested towards this effect.

Hard-point Attachment (Helmet)
***Insert fluff here***
You gain the ability to hack your enemies modules and disrupt them. As a full-round action that provokes attacks of opportunity, choose a single module, soulmeld, magic item, or active spell on a target within 60 feet. Make a dispel check (1d20 + your suit-former level) against a DC of 11 + the effect's caster level, suit-former level, or meldshaper level, as appropriate. If you succeed, the effect is suppressed for 1d4 rounds plus 2 rounds per point of energy invested in this module, or dispelled if it is an active spell.
   Each time you succeed, you may also attempt another dispel check against the same target's modules, soulmelds, magic items, or active spells. Each successive dispel check made this way suffers a cumulative -2 penalty to the dispel check.
   You must have identified the a module, soulmeld, or active spell to suppress it this way. If you have not identified any of the above, you can attempt to suppress one of the target's magic items or most powerful active spell effect only.

***possible to do: Add a greater hard-point attachment (support) to upgrade the rezbit to a greater rezbit.***
***alternative options for greater rezbit:
Hard-point Attachment (Support)
You can create a Greater Rezbit instead of a regular Rezbit. It follows all of the other rules described above for a normal Rezbit ally, except that you must choose from the following effects instead of the normal options.
   Energy Barrier: The energy capacity of the Greater Rezbit's Energy Barrier ability increases by the amount of energy invested towards this effect, and its Energy Barrier ability is considered to have an additional amount of energy invested equal to the amount of energy invested towards this effect.
   Enhanced Analysis: The Greater Rezbit gains an enhancement bonus equal to twice the amount of energy invested towards this effect on its Intelligence-based skill checks. As long as at least 1 point of energy is invested towards this effect, you also gain any information granted by your Greater Rezbit's Analyze Technology ability. If your Greater Rezbit has successfully identified an effect or magic item with its Analyze Technology ability, it gains an enhancement bonus on dispel checks against that effect or item equal to twice the amount of energy invested towards this effect.
   Rapid Repair: The Greater Rezbit gains fast healing equal to the triple amount of energy invested towards this effect.
   Shock Blast: The energy capacity of the Greater Rezbit's Shock Blast ability increases by the amount of energy invested towards this effect, and its Shock Blast ability is considered to have a like amount of additional energy invested equal to the amount of energy invested towards this effect. It also gains an enhancement bonus on all attack and weapon damage rolls equal to the amount of energy invested towards this effect.
***possible to do: Add a least attachment (utility) to improve the rezbit slightly, maybe add 2x suit-former level to hp, and give it evasion and other options.***


Riot Shield module
Descriptor: Force
Classes: Federation Marine
Prerequisites: Proficiency with light shields.
Hard-point: Arms, Hands
Saving Throw: None

You form a glowing shield of force on your forearm. An equivalent barrier of steel would by too heavy and impractical, but this energy shield weighs nothing and is stronger than adamantine.

While this module is active, you can generate a shield of pure force as a move action. The shield sits on the forearm of one of your arms. You may choose to wield it like a normal shield. If you do, it counts as a light shield with no Armor Check Penalty and no Arcane Spell Failure chance. It grants you a +2 shield bonus to AC. This AC bonus also applies against incorporeal touch attacks. If you do not wield it, it still grants you a shield bonus to AC, but only equal to the amount of energy invested in this module, and not against incorporeal touch attacks.
   This shield cannot be sundered, but if it is disarmed, this module is suppressed for 1d4 rounds. A successful dispel check to suppress the magical abilities of the shield also suppresses this module for the same amount of time.
Energy: Each point of energy invested in this module grants the force shield a +1 enhancement bonus to the shield bonus to AC that this shield grants.

Hard-point Attachment (Arms)
Your shield emits a bubble of energy, deflecting incoming attacks that would otherwise strike you allies.
While this module is attached, your Riot Shield module shielding energy radiates outwards, protecting allies within 10 feet. Affected allies gain a shield bonus to their armor class equal to the amount of energy invested in this module.

Hard-point Attachment (Hands)
Your shield crackles with energy and grows several wicked-looking spikes.
You can make shield bash attacks with the shield generated by this module. It deals both bludgeoning and piercing damage as a heavy, spiked shield of your size, although you still wield it as a light shield. When making attacks with this shield you gain the benefits of the Improved Shield Bash and Two-Weapon Fighting feats. If your base attack bonus is +6 or higher, you also gain the benefits of the Improved Two-Weapon Fighting feat. If your base attack bonus is +11 or higher, you also gain the benefits of the Greater Two-Weapon Fighting feat. The shield has an enhancement bonus to attack and damage rolls equal to the amount of energy assigned to this module.


Scan Visor module
Descriptor: None
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Helmet, Visor
Saving Throw: None

***Insert fluff here***

You gain a +4 enhancement bonus on all Knowledge checks to identify monsters and their abilities. You can use these skills untrained.
Energy: Each point of energy invested in this module increases the enhancement bonus by 2.

Hard-point Attachment (Helmet)
Your suit's onboard computer analyzes your enemies, pointing out their weaknesses for you to exploit.
Whenever you encounter a creature, you can make a Knowledge check to identify it (usually a DC of 10 + the creature's Hit Dice). If you succeed, you gain a +1 insight bonus on attack and damage rolls against that creature type for the duration of the encounter. For every 5 points by which your Knowledge check result exceeded 20, the insight bonus increases by 1, to a maximum of a +5 bonus.

Hard-point Attachment (Visor)
***Insert fluff here***
You gain a +4 enhancement bonus on all Computer Use, Decipher Script, Martial Lore, Psicraft, and Spellcraft checks. You can use these skills untrained. Each point of energy invested in this module increases the enhancement bonus by 2.


Screw Attack module
Descriptor: None
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Core, Feet
Saving Throw: Reflex negates; See text

***Insert fluff here***

You can fly up to 5 feet once per round as part of normal movement, as if with a fly speed equal to the speed you were using and with poor maneuverability. After that distance, you fall if you aren't supported through other means than this effect. This does not count as an actual fly speed for other purposes. You can make a Jump check before using this ability to effectively extend the distance that you can travel without touching the ground.
Energy: The maximum distance that you can fly in one round this way increases by 5 feet per point of energy invested in this module. Additionally, any falling damage you take is reduced by one die of damage for every point of energy invested in this module

Hard-point Attachment (Core)
***Insert fluff here***
Whenever you charge while using a fly speed or while using the limited flight granted by this module, you can radiate energy that harms those that you pass nearby. All creatures and unattended objects whose spaces you pass adjacent to during this charge take 1d6 points of damage per point of energy invested in this module. Any creature whose spaces you pass within your normal melee reach of must make a Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) or take that same damage. You do not provoke attacks of opportunity for moving out of the spaces threatened by creatures that take damage this way. When you use the limited flight of this module in this manner, you can fly an additional distance equal to your highest movement speed before falling.

Hard-point Attachment (Feet)
***Insert fluff here***
The maximum distance that you can fly in one round with this module is doubled. Also, you can kick off any solid wall that you fly into (within 45 degrees of flying straight into it) to refresh the maximum flight distance for the round. Kicking off a wall is a non-action made as part of your normal movement. When you kick off a wall this way, your change your motion to perpendicularly away from the wall, and your vertical angle of motion in unchanged. If you end your flight while adjacent to a wall that you could kick off of after having kicked off a wall earlier in the round, you can choose not to fall until your next turn (at which point you can activate this module's flight again and kick off the wall).


Space Jump module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Back, Feet
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus on all Jump and Tumble checks. If you would take damage from falling, treat the fall as if it were 10 feet shorter than it actually was to determine damage taken.
Energy: Each point of energy invested in this module improves the bonus granted to your Jump and Tumble checks by 2, and reduces the damage you take from falling as if you fell 10 fewer feet.

Hard-point Attachment (Back)
You form a small but powerful jet back on the back of your Power Suit.
You gain a fly speed of 20 feet with poor mobility. Each point of energy invested in this module increases all forms of your fly speed by 5 feet. If you have at least 3 points of energy invested in this module, your maneuverability with all fly speeds improves one category, to a maximum of perfect, and you gain the benefit of the Hover feat.

Hard-point Attachment (Feet)
Gravitic Thrusters in your boots activate, granting you a sudden burst of movement when you need it.
You can spend a swift action to make a Jump check and move the indicated distance. Treat this Jump check as though you had a running start. You provoke attacks of opportunity as normal, but may make Tumble checks to avoid them as usual.


Spazer Beam module
Descriptor: None
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Arms, Beam Cannon
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +1 bonus on attack rolls with natural or manufactured weapons for each enemy that you threaten beyond the first with that weapon.
Energy: Each point of energy invested in this module grants a +1 bonus on damage rolls with natural or manufactured weapons for each enemy that you threaten beyond the first with that weapon.

Hard-point Attachment (Arms)
***Insert fluff here***
When you make a full-attack action with a melee weapon, you can choose to give up your first attack. If you do, you can make one additional melee attack against each opponent that you threaten at your highest attack bonus minus 5.

Hard-point Attachment (Beam Cannon)
***Insert fluff here***
You can fire multiple blasts with your Energy Beam is a small spread, hitting multiple enemies. If your Energy Beam hits its initial target, you may attempt to hit a secondary target. Secondary targets take half the damage that was dealt to the primary target (before considering damage reduction, energy resistance, and other effects that reduce the damage a defender takes). You may continue this until you miss a target, until there are no available targets remaining within range, or until you have selected 1 secondary target plus 1 additional secondary target per point of energy invested in this module. Each secondary target must be within 15 feet of the initial target and each other secondary target. You cannot select the same target twice.


Speed Booster module
Descriptor: None
Classes: Chozo Warrior, Federation Marine
Prerequisites: None
Hard-point: Feet
Saving Throw: None

***Insert fluff here***

While this module is active, you gain the benefits of the Run feat.
Energy: Each point of energy invested in this module grants a 5 foot bonus to your land speed.

Hard-point Attachment (Feet)
As you move, a barrier of energy forms just ahead of you, knocking aside those who would stand in your way.
You gain the benefits of the Improved Overrun feat.
   As a full-round action, you can move up to four times your normal movement speed in a straight line. If you move at least 30 feet in this way, you do not provoke attacks of opportunity for movement beyond 30 feet, and you gain special options for any movement beyond 30 feet.
   You can move through the spaces of your opponents, and can make one Overrun attempt against each opponent as a free action. You do not provoke attacks of opportunity for this. You gain a +2 bonus on the Strength check to knock down your opponent for each point of energy invested in this module. If you fail to knock your opponent prone, you can continue your movement as normal, instead of the usual consequences for failing an Overrun attempt. Any opponent knocked prone takes 1d6 points of damage for each point of energy invested in this module.


Temporal Accelerator module
Descriptor: None
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Core, Feet, Shielding
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +10 foot enhancement bonus to your land speed.
Energy: Each point of energy invested in this module increases the enhancement bonus to your land speed by 5 feet.

Hard-point Attachment (Core)
***Insert fluff here***
When making a full attack action, you can make one extra attack with any weapon you are holding at your full base attack bonus. If you have at least 3 points of energy invested in this module, you instead gain two extra attacks. In addition, you gain a bonus on all attack rolls and a dodge bonus to armor class equal to the amount of energy invested in this module. You are considered to be under the effects of a haste spell. These benefits do not stack with the haste spell, and the extra attacks are not cumulative with similar effects, such as that provided by a weapon of speed).

Hard-point Attachment (Feet)
***Insert fluff here***
As a swift action once every 5 rounds, you can gain a move action.

Hard-point Attachment (Shielding)
***Insert fluff here***
You can remove yourself from the current time stream for a short amount of objective time. As a move action, you can disappear in a shimmer of silver energy until the beginning of your next turn, at which point you can take your new turn normally. Until then, you are unaffected by anything that occurs in your normal time stream, although lasting effects could still have consequences when you return. You reappear in exactly the same orientation and condition as before. From your point of view, no time has passed at all. If the space from which you departed is occupied upon your return to the time stream, you appears in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary. You cannot reactivate this effect until the turn after you return to your normal time stream. If you have at least 3 points of energy invested in this module, you can activate this effect as a swift action. If you have at least 5 points of energy invested, you can activate this effect as an immediate action.


Terranean Resonator module
Descriptor: Earth
Classes: Pirate Trooper
Prerequisites: None
Hard-point: Back, Core, Visor
Saving Throw: Reflex negates; Reflex half; See text

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Energy: While there is at least one point of energy invested in this module, you gain a +1 bonus on attack and damage rolls if both you and your foe are touching the ground. Each point of energy beyond the first increases the damage bonus by 1, and every two points of energy beyond the first increases the attack bonus by 1.

Hard-point Attachment (Visor)
You sense every small shake and tremor in the earth as your visor maps it into an image of the battlefield.
You gain tremorsense out to 5 feet per point of energy invested in this module.

Hard-point Attachment (Core)
***Insert fluff here***
As a standard action, you can cause a powerful tremor in the ground around you. All enemies touching the ground within 20 feet per point of energy invested take 1d6 points of damage per point of energy invested in this module. A successful Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) negates this damage.
   Those closer to the epicenter, within 5 feet per point of energy invested, instead suffer 2d6 points of damage per point of energy invested in this module and are knocked prone. A successful Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) halves this damage and prevents being knocked prone.
   Lastly, this effect causes all ground spaces within 5 feet per point of energy invested to become difficult terrain until the beginning of your next turn.
   This effect works through vibrations in the ground. Its line of effect works through solid ground and walls, but open spaces, such as air, block it. Thus, it can affect creatures through a wall and in another room, but it has minimal effect if used while on a small, flying platform. Loose soil or sand reduces the range of this effect by half.

Hard-point Attachment (Back)
***Insert fluff here***
You gain a burrow speed equal to half your base land speed.


Thermal Lance module
Descriptor: Fire
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Feet, Hands
Saving Throw: Reflex half; See text

This module creates a lance of thermal energy. It is favored by mounted combatants, such as the Korakk-riding Space Pirate Hussars, although it is still quite effective in the hands of foot-soldiers.

While this module is active, you gain the ability to form a fiery lance. You can wield this weapon as a lance, using the same combat statistics including reach and the ability to be used one-handed while mounted. All damage dealt by the thermal lance is fire damage. You are considered proficient with the thermal lance, although not with other lances. Forming this weapon is the same action as drawing a weapon, and is considered to be drawing the weapon for all effects, such as the benefit granted by the Quick-Draw feat or for use with the Iajutsu Focus skill. You can only have one thermal lance at a time, and the weapon immediately disappears if it leaves your grasp, even to sheathe it.
Energy: The lance gains and enhancement bonus on attack and damage rolls equal to the amount of energy invested in this module.

Hard-point Attachment (Feet)
You urge your mount onwards with spurs of fire. Rather than hurt it, the fire empowers it and sheathes its hooves with flame.
Any creature on which you are mounted gains a +10 foot enhancement bonus to its movement speed. Its natural attacks deal an additional 1 point of fire damage per point of energy invested in this module. Your mount also gains fire resistance equal to 5 times the amount of energy invested in this module.

Hard-point Attachment (Hands)
***Insert fluff here***
Whenever you hit with the thermal lance, you can choose for it to release a blast of flame, dealing additional damage to enemies in a line. All within the line take 1d6 points of fire damage plus 1d6 per two points of energy invested in this module, and can make Reflex saves for half damage (DC 12 + the amount of invested energy + your Constitution bonus). The original target of your attack takes this damage without a save, in addition to normal thermal lance damage. The line is targeted to any corner of one of the target's spaces that you can reach with the thermal lance, and affects everyone from there outwards to an extra 10 feet per point of energy invested. Creatures between you and your target are unaffected by this effect.


Thermal Visor module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Utility, Visor
Saving Throw: None

Your vision is enhanced by this module, allowing you to see into the infrared spectrum. Small inconsistencies in your environment become all the more apparent with this additional form of sight.

While this module is active, you gain a +4 enhancement bonus to your Search checks, and to all Spot checks to notice invisible or hidden creatures.
Energy: Each point of energy invested in this module increases the bonus to Search and Spot checks by 2.

Hard-point Attachment (Utility)
Clues of your quarries' passing become almost obvious as the lingering heat of their footprints glows like a torch to your eyes.
You gain the benefits of the Track feat. In addition, you can track creatures by their thermal footprints and heat changes left by their passing, making a Wisdom check to find or follow a track. You automatically fail to track non-living creatures that blend in with temperatures identical to their environment (such as creatures with the Cold subtype in exceptionally cold environments (0 F or lower) and creatures with the Fire subtype in very hot environments (90 F or higher)). The typical DC for a fresh trail is 10. The DC increases or decreases depending on how different the quarry's temperature was from the surrounding environment, the number of creatures, and the age of the trail. For every 10 minutes that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by heat ignore the effects of poor visibility. You gain a bonus on these Wisdom checks equal to twice the amount of energy invested in this module.

Hard-point Attachment (Visor)
You see the world in shades of reds and blues as the module's thermal imaging reveals a hidden landscape.
By looking at the infrared spectrum, you can detect hidden enemies and some illusions. As a move action, you can pinpoint the location of creatures within the range of your sight. Creatures that blend in with temperatures identical to their environment (such as creatures with the Cold subtype in exceptionally cold environments (0 F or lower) and creatures with the Fire subtype in very hot environments (90 F or higher)) cannot be pinpointed this way. Most cold-blooded or non-living creatures still disturb their environment sufficiently to be picked up by this ability. When you pinpoint creatures this way, you can also determine the verity of illusions that do not mimic thermal components, such as those produced by the silent image and mirror image spells.
   You can also use the thermal imaging in a more consistent but less intense manner. Each point of energy invested in this module reduces the miss chance you suffer due to concealment, darkness, or invisibility by 10%. Attacks against creatures that blend in with temperatures identical to their environment (such as creatures with the Cold subtype in exceptionally cold environments (0 F or lower) and creatures with the Fire subtype in very hot environments (90 F or higher)) do not gain this benefit. This effect does not interfere with your ability to see normally or through other senses.


Varia module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Shielding, Utility
Saving Throw: None

Your Power Suit takes on an orange tint as this module activates. Inside your suit, you feel the temperature adjust towards your ideal of comfort.

While this module is active, you gain a +2 bonus on saving throws against effects with the fire or cold descriptors. This module also allows you to exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Energy: You gain fire and cold resistance equal to five times the amount of energy invested in this module.

Hard-point Attachment (Shielding)
A thin field of energy surrounds your body with an orange glow.
The Varia module protects you against other environmental dangers. You gain resistance to acid and electricity equal to five times the amount of energy invested in this module. You are also immune to pressure damage and poisons.

Hard-point Attachment (Utility)
The color of your suit darkens and changes to blend in with your environment.
The Varia module adjusts the thermal signature and other forms of radiation that your suit emits. You gain a +2 enhancement bonus to all Hide and Move Silently checks per point of energy invested. When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.


Wave Beam module
Descriptor: Electricity
Classes: Chozo Warrior
Prerequisites: None
Hard-point: Utility, Beam Cannon
Saving Throw: Fort partial; See text

Your Power Suit glows with purple sparks between its plating.

While this module is active, any temporary energy damage you take is reduced by 1, to a minimum of 1.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of electricity damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (Utility)
***Insert fluff here***
Your modules are difficult to suppress. The DC to suppress any of your modules (including this one) increases by 2 plus the amount of energy invested in this module. If any effect would attempt to suppress this module and at least one other, check against this module last. This effect stacks with the bonus granted by the Protected Modules class feature and similar effects.

Hard-point Attachment (Beam Cannon)
Your beam cannon expands and widens, revealing arcs of purple electricity constantly flowing about its exterior.
Your Energy Beam attacks deal electricity damage. They also deal an additional 1d6 points of electricity damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Fortitude save (DC 12 + the amount of invested energy + your Constitution bonus) or be staggered for 1 round.


Wind Strider module
Descriptor: Electricity
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point: Back, Hands
Saving Throw: None

***Insert fluff here***

While this module is active, you can generate a vertical curtain of wind within 30 feet as a standard action. The curtain is 10 feet wide, 5 feet high, and 1 foot thick. Ranged weapon attacks other than rays are deflected when passing through the curtain, suffering a -4 penalty on attack rolls. The curtain lasts for 5 minutes, until you dismiss it, or until you use this ability again.
Energy: The curtain of wind gains 5 feet of height per point of energy invested in this module. Each point of energy also increases the penalty to ranged attack rolls through the curtain by 2. You can create one additional 10 foot wide section per point of energy invested as part of the same action. Each section must be vertical and must form a single contiguous curtain. If you remove energy from this module, the wind curtain's effectiveness and size decrease appropriately. You choose which sections remain and which disappear, as long as the curtain remains contiguous.

Hard-point Attachment (Back)
***Insert fluff here***
You can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half your normal speed. A strong wind (21+ mph) can push you along or hold you back. At the end of your turn each round, the wind blows you 5 feet for each 5 miles per hour of wind speed. You may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Hard-point Attachment (Hands)
***Insert fluff here***
The wind curtains that you create with this module become electrified. Any creature passing through them suffers 1d6 points of electricity damage per point of energy invested in this module. A creature cannot take damage more than once per turn this way.


X-Ray Scope module
Descriptor: None
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: None
Hard-point: Core, Visor
Saving Throw: None

***Insert fluff here***

While this module is active, you gain a +4 enhancement bonus on your Disable Device and Search checks, and a +2 insight bonus on all saving throws to disbelieve illusions.
Energy: Each point of energy invested in this module increases the enhancement bonus granted to your Disable Device and Search checks by 2, and the insight bonus granted to disbelieve illusions by 1.

Hard-point Attachment (Core)
***Insert fluff here***
You gain blindsight and the benefits of a true seeing spell out to a distance of 20 feet, plus an additional 10 feet per point of energy invested in this module. However, you cannot see anything beyond that distance. If you have other non-visual senses, you can still use them beyond that distance as normal. Unlike most forms of blindsight, this effect is not negated in areas of magical silence. You can suppress or resume the effects of this ability as a move action.

Hard-point Attachment (Visor)
***Insert fluff here***
You gain the Trapfinding ability, as the 1st level Rogue class feature.
   In addition, you can gain the ability to see into and through solid matter. Vision range is 20 feet, and you can see as if you were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using this ability is physically exhausting, causing the you 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. You can activate or suppress this ability as a standard action.


[/spoiler]

« Last Edit: June 05, 2010, 07:12:04 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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Re: Metroid as Incarnum
« Reply #15 on: March 23, 2010, 01:47:34 AM »

4. Feats:

4.1   New Feat Types
   This section introduces several new feat descriptors. These are the Suit feats, the System feats, and the Phazon feats. While each descriptor does nothing on its own, these feats share certain characteristics in common with others of the same descriptor. All Suit feats described here grant an increase to the users suit-former level. All System feats described here grant a point of energy and allow energy to be invested in them once per day for a bonus of some sort. See sections 1.2 and 1.5 for a quick overview.
   Systems are feats that grant an effect that can be improved by investing energy into them. Energy invested this way must be done concurrently or after attaching modules to hard-points, and these points of energy are locked into the feat for 24 hours or until the suit-former next reforms her suit, at which point the invested energy is returned to its owner's energy pool. Energy cannot be added or removed from these feats once they are locked, even through a change in energy capacity or excessive energy damage. Temporary energy damage in sufficient quantities to deplete all other sources of a suit-formers energy is ignored. When something refers to investing energy in it like a System, this is what it means.



4.2   New Feats


Table 4.2.1: New Feats
[spoiler]

General Feats                     Prerequisites         Benefit


Incarnum Feats                    Prerequisites         Benefit
Cobalt Transference System        See feat description  Transform energy to and from essentia


Phazon Feats                      Prerequisites         Benefit
Phazon Energy Efficiency          Con 13, Phazon subtype Lose less energy to power your Phazon modules
Phazon Initiate                   Con 13, non-good      Gain limited form of the Phazon subtype, use Phazon modules and feats
Phazon Rage                       See feat description  Gain extra energy when raging


Psionic Feats                     Prerequisites         Benefit
Psychic Resonator System          See feat description  Invest energy to recover psionic focus quickly


Suit Feats                        Prerequisites         Benefit
Access Least Hard-point           Con 13, 3rd level     Gain access to a least hard-point
   Access Lesser Hard-point       Con 15, 6th level     Gain access to a lesser hard-point
      Access Greater Hard-point   Con 17, 12th level    Gain access to a greater hard-point
Activate Module                   Con 13                Activate chosen module
Adaptable Energy Beam             See feat description  See feat description
Adaptable Modules                 See feat description  See feat description
Adaptable Training                See feat description  See feat description
Energy Blade                      Energy Beam ability   Turn your Energy Beam into a melee weapon
Energy Over-channeling            Con 13, 3 energy      Take temporary energy damage to fill a module temporarily
Expanded Hard-point               See feat description  Attach multiple modules to a single hard-point
Extra Energy                      Con 13, power suit    Gain 2 bonus energy
Form Power Suit                   Con 13                Gain ability to form a power suit, invest energy to improve armor bonus
Harden Power Suit                 Medium power suit     Form your power suit as heavy armor
Improved Energy Beam              See feat description  Energy Beam deals additional damage
Improved Energy Capacity          Con 13, 2 modules     Increase the energy capacity of a module
Lighten Power Suit                Medium power suit     Form your power suit as light armor
Practiced Suit-former             Con 13, 1st level     Increase suit-former level by 4, up to your level
Siphon Energy                     Con 13, 3 energy      Gain energy from defeated enemies
Split Attachment                  See feat description  Attach a single module to multiple hard-points
Toughen Power Suit                Light power suit      Form your power suit as medium armor
Widened Beam                      Energy Beam ability   Take penalties to damage rolls to gain a bonus to attack rolls


System Feats                      Prerequisites         Benefit
Alacritous Reflexes System        Con 13                Invest energy to improve Reflex saves
Biotic Fortitude System           Con 13                Invest energy to improve Fortitude saves
Cobalt Transference System        See feat description  Transform energy to and from essentia
Cognition Detection System        See feat description  Invest energy to detect sentient creatures
Combined Assault System           Con 13                Invest energy to improve flanking bonuses
Companion Bond System             See feat description  Invest energy to enhance animal companion
Enhanced Targeting System         Con 13                Invest energy to improve ranged attacks
Form Power Suit                   Con 13                Gain ability to form a power suit, invest energy to improve armor bonus
Hunter-Killer System              Con 13, favored enemy Invest energy to improve favored enemy bonuses
Lethality Enhancement System      Con 13, poison use    Invest energy to improve poisons and death attack save DCs
Psychic Resonator System          See feat description  Invest energy to recover psionic focus quickly
Recursive Willpower System        Con 13                Invest energy to improve Willpower saves
Sublime Recuperation System       See feat description  Invest energy to recover maneuvers quickly
Superior Smiting System           Con 13, smite ability Invest energy to gain additional smite uses
Sysadmin Reboot System            Con 13, any System    Reinvest energy to and from Systems throughout the day
Weakness Spectralizer System      See feat description  Invest energy to improve precision damage

[/spoiler]

Feat Descriptions
[spoiler]

FEATNAME [Descriptor]
Prerequisite:
Benefit:
Normal:
Special:
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Special: You gain 1 point of energy.






Access Greater Hard-point [Suit]
Prerequisite: Con 17, character level 12th, ability to form a Power Suit, access to the Back, Helmet, or Shielding hard-points.
Benefit: When you select this feat, choose one of the following hard-points; Arms or Support. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Access Least Hard-point [Suit]
Prerequisite: Con 13, character level 3rd, ability to form a Power Suit.
Benefit: When you select this feat, choose one of the following hard-points; Feet, Hands, Utility, or Visor. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Access Lesser Hard-point [Suit]
Prerequisite: Con 15, character level 6th, ability to form a Power Suit, access to the Feet, Hands, Utility, or Visor hard-points.
Benefit: When you select this feat, choose one of the following hard-points; Back, Helmet, or Shielding. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Activate Module [Suit]
Prerequisite: Con 13.
Benefit: When you select this feat, choose one module from any class's module list. You gain the ability to activate that module. This does not count against your limited number of active modules.
Normal: You can only activate modules from your class's module list.
Special: You can take this feat multiple times. Each time, you must select a different module.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Adaptable Energy Beam [Suit]
Prerequisite: Energy Beam class feature, ability to attach a module to your Beam Cannon hard-point.
Benefit: Your levels in all other suit-forming classes stack with your Chozo Warrior level to determine the damage of your Energy Beam class feature, and you can form your beam cannon even while using a Power Suit other than the one granted by your Chozo Warrior levels. In addition, whenever your Chozo Warrior level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the damage dealt by your Energy Beam.
Normal: You can only form your beam cannon while using the Power Suit granted by the Chozo Warrior class.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Adaptable Modules [Suit]
Prerequisite: Reattach Module class feature, Improved Energy Capacity (+1, 1 module) class feature.
Benefit: Your Pirate Trooper levels stack with your levels in other suit-forming classes to determine the number of daily uses of your Reattach Module ability and to determine the benefits granted by your Improved Energy Capacity class feature. In addition, whenever your Pirate Trooper level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the number of daily uses of your Reattach Module ability, the benefits of your Improved Energy Capacity class feature, and the benefits of your Extra Attachment class feature (even if you don't have it yet).
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Adaptable Training [Suit]
Prerequisite: Weapon Training class feature, Crossfire class feature.
Benefit: Your Federation Marine levels stack with your levels in other suit-forming classes to determine the armor bonus granted by your Power Suit and the effective Fighter level you have for the purpose of selecting feats. In addition, whenever your Federation Marine level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the effective Fighter level you have for the purpose of selecting feats and your Federation Marine level for the purpose of gaining and using your Crossfire, Improved Crossfire, Greater Crossfire, and Supreme Crossfire abilities.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Alacritous Reflexes System [System]
Prerequisite: Con 13
Benefit: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Reflex saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you gain the ability to move out of the area of dangerous spells and effects as an immediate action. If you succeed on a Reflex save against a spell or effect, you gain the normal benefit for the successful save, and you can choose to move out of the area of the spell or effect. You must take the shortest path available to you, and you can't move farther than your speed. If more than one path of equal distance is available, you can choose which path to use. If no such path is available, the you can't use this ability. This movement provokes attacks of opportunity as normal for movement.
Special: You gain 1 point of energy.


Biotic Fortitude System [System]
Prerequisite: Con 13
Benefit: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Fort saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you automatically succeed on your Fortitude saves against the secondary damage of poisons if you succeeded on the save against the primary damage.
Special: You gain 1 point of energy.


Cobalt Transference System [Incarnum, System]
Prerequisite: Con 13, ability to shape a soulmeld, ability to activate a module.
Benefit: You can invest energy into this feat as a System. You gain a number of temporary essentia equal to the amount of energy invested in this feat for as long as the energy is invested.
   Once per day, you can invest essentia into this feat. You gain a number of temporary energy equal to the amount of essentia invested in this feat for as long as the essentia is invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
Special: You gain 1 point of essentia.
Special: You gain 1 point of energy.


Cognition Detection System [System]
Prerequisite: Con 13, Int 13, Concentration 4 ranks.
Benefit: You can invest energy into this feat as a System. As a move action, you can pinpoint the location of all creatures within 5 feet per point of energy invested in this feat. This is a mind-affecting effect, so mindless creatures and those protected from mind-affecting effects are not detected. While you have at least 3 points of energy invested into this feat, you also gain telepathy out to 10 feet per point of energy invested in this feat.
Special: You gain 1 point of energy.


Combined Assault System [System]
Prerequisite: Con 13.
Benefit: You can invest energy into this feat as a System. You and any allies that are flanking with you gain an insight bonus equal to the amount of energy invested in this feat on all damage rolls against targets that you are flanking. If you have at least 3 energy invested in this feat, you and any allies that are flanking with you also gain an insight bonus equal to the amount of energy invested on all Strength, Dexterity, and grapple checks to perform combat maneuvers (such as attempting to trip, bull rush, grapple, or disarm) against opponents that you flank.
Special: You gain 1 point of energy.


Companion Bond System [System]
Prerequisite: Con 13, Animal Companion class feature or Wild Cohort feat.
Benefit: You can invest energy into this feat as a System. Your animal companion or Wild Cohort (or both, if you have more than one) gain a +1 deflection bonus to armor class per point of energy invested, and a +1 insight bonus to attack and damage rolls against opponents that have attacked you or targeted you with a hostile spell or effect within the current encounter. Your animal companion or wild cohort can only benefit from this effect while they are within 30 feet of you. If you have at least 3 energy invested in this feat, then you gain a +1 insight bonus to attack and damage rolls per point of energy invested against opponents that have attacked your companion or targeted your companion with a hostile spell or effect within the current encounter.
Special: You gain 1 point of energy.


Energy Blade [Suit]
Prerequisite: Energy Beam class feature.
Benefit: When you form your beam cannon, you can choose to form it as a beam sword instead. You can use the beam sword as a one-handed manufactured melee weapon that deals slashing damage as per your Energy Beam. You can apply any effects that specifically modify your Energy Beam ability to your beam sword. You are considered proficient with your beam sword. You can still form your beam cannon as normal if you need to make attacks at range, and unforming your energy sword to form your beam cannon (or vice-versa) is only a move action. Note that the beam sword still precludes the use of the hand it is formed in, just like your beam cannon.
Normal: You can form your beam cannon and use it as a one-handed ranged weapon.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Energy Over-channeling [Suit]
Prerequisite: Con 13, must have an energy pool with at least 3 energy.
Benefit: You may take 1 point of temporary energy damage as a swift action to treat any one of your modules as though it had the maximum capacity of energy invested in it, independent of how much is actually invested in it. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). You must have at least one point of energy unassigned in your energy pool to use this ability.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Enhanced Targeting System [System]
Prerequisite: Con 13.
Benefit: You can invest energy into this feat as a System. You gain a +1 insight bonus to all ranged attack and damage rolls per point of invested energy. If you have at least 3 energy invested in this feat, the critical damage multiplier of all of your ranged attacks increases by 1.
Special: You gain 1 point of energy.


Expanded Hard-point [Suit]
Prerequisite: Con 13, ability to attach 2 modules to hard-points.
Benefit: When you attach modules to your hard-points each day, choose one of your available hard-points. That hard-point can accommodate up to 2 attached modules at once, instead of one. In addition, if that hard-point has integrated equipment, it can have up to 1 module attached to it.
Normal: Each hard-point can only have 1 module attached to it at once. You cannot attach modules to hard-points with integrated equipment, only the integrated equipment can be attached to that hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Extra Energy [Suit]
Prerequisite: Con 13, ability to form a Power Suit.
Benefit: You gain 2 additional points of energy.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Form Power Suit [Suit, System]
Prerequisite: Con 13.
Benefit: You gain the ability to form a power suit. While fully formed, your Power Suit grants you a +1 armor bonus to AC. It is not considered to be armor. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 10 lb. If you do not have a suit-former level, you gain one equal to 1/2 your character level, plus any bonuses you gain from other sources, such as most Suit feats, including this one. If you ever gain levels in a suit-former class, you may use this suit-former level in place of your suit-former level in those classes if this is more beneficial.
   In addition, you can invest energy into this feat as a System. Your power suit gains a +1 enhancement bonus to its armor bonus for each point of energy you invest. Your suit gains this bonus even if it was formed from other sources, such as suit-former class levels. If you have at least 3 energy invested in this feat, your suit also provides you with DR 3/-.
Normal: Unless you have a suit-former level from some source, your suit-former level is treated as though it was 0.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Special: You gain 1 point of energy.


Harden Power Suit [Suit]
Prerequisite: Ability to form a Power Suit as medium armor
Benefit: You can form your Power Suit as heavy armor instead of medium armor. The armor bonus that this medium suit grants is increased by 2 compared to forming it as medium armor. It is considered heavy armor with a +3 Max Dex bonus, a -3 Armor Check Penalty, and a 40% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 50 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Hunter-Killer System [System]
Prerequisite: Con 13, favored enemy class feature.
Benefit: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested to all effects to which your favored enemy class feature grants bonuses, such as skill checks and damage rolls. If you have at least 3 energy invested in this feat, then you can cause any successful attack that hits a favored enemy to be considered a critical threat as a free action. You can only use this effect once per encounter per type of favored enemy.
Special: You gain 1 point of energy.


Improved Energy Beam [Suit]
Prerequisite: Con 13, Energy Beam class feature, Weapon Focus (Energy Beam).
Benefit: Your Energy Beam attacks deal an additional 1 point of damage per die of base Energy Beam damage and per bonus die of damage that your modules specifically grant to your Energy Beam attacks.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Improved Energy Capacity [Suit]
Prerequisite: Con 13, ability to activate at least 2 modules.
Benefit: When you activate your modules each day, you may choose one of them. The maximum energy capacity for that module is increased by 1.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Lethality Enhancement System [System]
Prerequisite: Con 13, Poison Use class feature.
Benefit: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested in this feat to the save DC of any poison you use employ, and to the save DC of your Death Attack ability, should you possess it.
Special: You gain 1 point of energy.


Lighten Power Suit [Suit]
Prerequisite: Ability to form a Power Suit as medium armor
Benefit: You can form your Power Suit as light armor instead of medium armor. The armor bonus that this medium suit grants is decreased by 1 compared to forming it as medium armor. It is considered light armor with an unlimited Max Dex bonus and no Armor Check Penalty. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 25 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Phazon Energy Efficiency [Phazon]
Prerequisite: Con 13 and the Phazon subtype.
Benefit: Whenever one of your modules with the Phazon descriptor deals temporary energy damage to you, you may ignore the next point of temporary energy damage that one of your modules with the Phazon descriptor would deal to you. You can only ignore such damage within 1 minute of taking temporary energy damage.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.


Phazon Initiate [Phazon]
Prerequisite: Con 13 and any non-good alignment.
Benefit: You gain Phazon resistance 2 and DR 2/magic. You gain a +2 bonus on saves against effects that would make you sickened. You take a -1 penalty on all Will saves. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Most modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.


Phazon Rage [Phazon]
Prerequisite: Con 13, ability to rage or frenzy or Phazon Surge, Phazon subtype.
Benefit: When you enter a rage or frenzy or Phazon Surge, you can choose to gain 3 points of temporary energy for as long as your rage or frenzy or Phazon Surge lasts. If you do, you take 1 point of temporary energy damage at the end of your rage or frenzy or Phazon Surge.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.


Practiced Suit-former [Suit]
Prerequisite: Con 13, suit-former level 1st.
Benefit: Your suit-former level increases by +4, to a maximum of your total Hit Dice.


Psychic Resonator System [Psionic, System]
Prerequisite: Con 13, Wis 13, Concentration 7 ranks, must have a power point reserve.
Benefit: You can invest energy into this feat as a System. Once per day per point of energy invested in this feat, you can attempt to become psionically focused as a swift action that does not provoke attacks of opportunity.
 If you have at least 3 points of energy invested in this feat, you can expend your psionic focus as a free action to treat one of your active modules as though it was filled to its energy capacity for 1 round.
Normal: Becoming psionically focused is a full-round action that provokes attacks of opportunity.
Special: You can use this feat in place of the Psionic Meditation feat to qualify for feats, prestige classes, and other special abilities. You can take both this feat and Psionic Meditation.
Special: You gain 1 point of energy.


Recursive Willpower System [System]
Prerequisite: Con 13
Benefit: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Will saves for each point of energy invested in this feat. If you have at least 3 points of energy invested and you are affected by a charm or compulsion spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Special: You gain 1 point of energy.


Siphon Energy [Suit]
Prerequisite: Con 13, energy pool with at least 3 points of energy.
Benefit: Whenever you kill or destroy an enemy with the Cybernetic subtype, you gain 1 point of temporary energy. This temporary energy lasts for 1 round per hit die or level of the creature you killed.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Split Attachment [Suit]
Prerequisite: Con 13, ability to attach modules to at least 2 hard-points each day.
Benefit: When you attach modules to your hard-points each day, choose one of your active modules. That module can be attached to one more hard-point than normal at the same time.
Normal: Each module can be attached to only one hard-point at a time.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Sublime Recuperation System [System]
Prerequisite: Con 13, knowledge of at least two martial maneuvers including at least one strike.
Benefit: You can invest energy into this feat as a System. Once per day per point of energy invested, you can recover one of your maneuvers as a swift action immediately after initiating a strike. The maneuver that you recover cannot be the strike that you just initiated. If you are granted maneuvers, the recovered maneuver is also immediately granted. As long as you have at least 3 points of energy invested in this feat, you gain the knowledge of a single martial maneuver of a level less than or equal to the amount of energy invested in this feat. You must meet the prerequisites of the maneuver as normal. If you have martial adept levels, this becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter. This maneuver does not count towards fulfilling prerequisites. You can choose a new maneuver whenever you reassign energy to this feat.
Special: You gain 1 point of energy.


Superior Smiting System [System]
Prerequisite: Con 13, ability to smite.
Benefit: You can invest energy into this feat as a System. You can use each of your smite abilities a number of additional times per day equal to the amount of energy invested in this feat. If you have at least 3 energy invested in this feat, then you can cause any successful smite that hits to be considered a critical threat as a free action. You can only use this effect once per day per target.
Special: You gain 1 point of energy.


Sysadmin Reboot System [System]
Prerequisite: Con 13, any other System feat.
Benefit: You can invest energy into this feat as a System. Once per day, plus one additional time per point of energy invested, you can add or remove energy from one of your Systems as though you had just reformed your Power Suit. You may not modify the energy invested in this System. Activating this effect is a free action. If you have at least 3 points of energy invested in this feat, the energy capacity of any system that you use this feat's effect on is increased by 1 until you next assign energy to it.
Normal: You cannot change the amount of energy stored in a System for 24 hours, or until you reform your Power Suit.
Special: You gain 1 point of energy.


Toughen Power Suit [Suit]
Prerequisite: Ability to form a Power Suit as light armor.
Benefit: You can form your Power Suit as medium armor instead of light armor. The armor bonus that this medium suit grants is increased by 1 compared to forming it as light armor. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Weakness Spectralizer System [System]
Prerequisite: Con 13 and skirmish, sudden strike, or sneak attack class feature.
Benefit: You can invest energy into this feat as a System. You gain a +2 insight bonus on all damage rolls per point of energy invested. This damage only applies on attacks that qualify for additional damage from your skirmish, sudden strike, or sneak attack class feature. If you have at least 3 points of energy invested in this feat, you can treat all attacks that qualify for additional damage from skirmish, sudden strike, or sneak attack as touch attacks for a single round. Activating this effect is a swift action that can be used once per day.
Special: You gain 1 point of energy.


Widened Beam [Suit]
Your Energy Beam spreads its energy over a larger area, dealing reduced damage but striking more accurately.
Prerequisite: Energy Beam class feature.
Benefit: You can choose to take a penalty on damage rolls up to the total number of dice of damage dealt by your Energy Beam attack, including bonus damage dice granted by modules that specifically enhance your Energy Beam attacks. You gain a bonus on attack rolls with your Energy Beam equal to the damage penalty taken. You can choose how big a penalty to take as a free action before the first attack you make each turn, and the bonuses and penalties last until the beginning of your next turn.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.




Ideas for more feats:
- something to let you use Charisma or Intelligence instead of Constitution for suit-forming (max modules, save DCs, qualification for feats, etc.). Fluff: Your modules run off your mental energy rather than your biological energy.
- something for more multi-weapon beam cannon effects
[/spoiler]

« Last Edit: June 05, 2010, 07:12:01 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #16 on: March 23, 2010, 01:53:19 AM »
5. Spellcasting:
[spoiler]

Feat - Energized Spellcasting [System]
Prerequisite: Con 13.
Benefit: You can invest energy into each of your spells known as a System. Whenever you cast a spell with the Cybernetic descriptor using one of those spell slots, it gains additional benefits, as detailed by the spell in question. If you use spell-like abilities, you can invest the energy directly into each individual use of your spell-like abilities.
Normal: You cannot invest energy into spells.
Special: You gain 1 point of energy.


5.1   New Spells
[spoiler]
   Access Greater Hard-Point - Evocation [Cybernetic]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 feet + 5 feet/2 levels)
Area: One subject
Duration: 24 hours
Saving Throw: Willpower negates (harmless)
Spell Resistance: Yes (harmless)

One subject gains the ability to attach modules to their choice of their Arms, Core, or Support hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal.

Energy: If you have invested at least 4 points of energy into this spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.


   Access Least Hard-Point - Evocation [Cybernetic]
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 feet + 5 feet/2 levels)
Area: One subject
Duration: 24 hours
Saving Throw: Willpower negates (harmless)
Spell Resistance: Yes (harmless)

One subject gains the ability to attach modules to their choice of their Feet, Hands, Utility, or Visor hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal.

Energy: If you have invested at least 2 points of energy into this spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.


   Access Lesser Hard-Point - Evocation [Cybernetic]
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 feet + 5 feet/2 levels)
Area: One subject
Duration: 24 hours
Saving Throw: Willpower negates (harmless)
Spell Resistance: Yes (harmless)

One subject gains the ability to attach modules to their choice of their Back, Helmet, or Shielding hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal.

Energy: If you have invested at least 3 points of energy into this spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.


   Phazon Assassin - Illusion(Shadow) [Phazon]
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Area: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

***This spell functions similarly to the Ice Assassin spell, except that the copied creature has the Phazon subtype.***
The phazon assassin spell is in many ways an improved version of simulacrum. You must have the Phazon subtype or the Phazon Initiate feat to cast this spell.

A phazon assassin spell creates a living, breathing creature that is a near perfect duplicate of an already existing creature. The duplicate is formed entirely out of Phazon, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the Phazon assassin as an animated Phazon statue of himself. The Phazon assassin possesses all of the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. It also constantly uses locate creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the Phazon assassin must rely on its own cleverness or advice from you to track the original. In addition, the Phazon assassin has the Phazon subtype, which grants it Phazon resistance 5, DR 5/magic, immunity to the sickened condition, and a -2 penalty on all Will saves. Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.

At all times, the Phazon assassin remains under your absolute command. You possess a telepathic link to the Phazon assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying on it. Further, you can have any spell you cast on yourself affect the Phazon assassin as well; this includes spells with a target of "You" only. These benefits persist as long as you and the Phazon assassin remain within a mile of each other. If the Phazon assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.

A Phazon assassin has no ability to become more powerful; it cannot increase its level or abilities. It can, however, gain additional templates that grant or require the Phazon subtype to increase in effective level (according to the templates' Level Adjustments) to remain equal with the original creature's growth. Damage caused to the Phazon assassin can be repaired only via a complex process requiring 1 day, and consuming 100 gp of raw Phazon ore per hit point. If the Phazon assassin is reduced to 0 hit points by any damage save for Phazon damage, it explodes into a burst of Phazon shrapnel in a 20-foot radius that causes 1d6 points of Phazon damage for every other caster level you possessed at the time of the Phazon assassin's creation; a successful Reflex saving throw halves the damage done. A Phazon assassin slain by Phazon damage simply disperses into its component molecules.

Material Component: This spell is cast over the Phazon statue of the creature to be duplicated, worth at least 20,000 gp. Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the Phazon statue as it is constructed.

XP Cost: 5,000.


[/spoiler]


5.2   New Powers


5.3   New Vestiges
***I would like to do Mother Brain and/or Ridley vestiges. I don't know much about vestiges/binding, do they feel right for the theme?***
***Phaaze, base abilities on Zzceryll and be ~lvl 6, or make it an epic vestige?***


///Incomplete stuff///
[spoiler]
   Name - School
Level:
Components:
Casting Time:
Range:
Area:
Effect:
Duration:
Saving Throw:
Spell Resistance:

Energy: If you have invested energy into this spell with the Energized Spellcasting feat, doSomethingMore.


  Drain Energy - Necromancy [Cybernetic]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous; 1 hour/level; See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

You drain the subject's life and energy with a touch. The subject gains 1 negative level and suffers 1 point of temporary energy damage. The subject loses any negative levels granted by this ability 1 hour later. If the subject fails his or her saving throw against this effect, you also gain 1 temporary point of energy for 1 hour per caster level.

Energy: If you have invested energy into this spell with the Energized Spellcasting feat, the subject gains one additional negative level and suffers one additional point of temporary energy damage per point of energy invested, and you gain one additional temporary point of energy per point of energy invested.


   Energized Burst - Evocation [Cybernetic]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range:
Area:
Effect:
Duration:
Saving Throw:
Spell Resistance:

***Deals 1d6/2 levels, + 2d6/energy.***
Energy: If you have invested energy into this spell with the Energized Spellcasting feat, doSomethingMore.


   Modular Disruption - Abjuration [Cybernetic]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target or Area: One creature or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

***targeted dispel against all modules and all spell effects, or area dispel against one module and one spell effect.***
***deals 1 temporary energy damage for each module suppressed.***

Energy: If you have invested energy into this spell with the Energized Spellcasting feat,
***bonus on the dispel check?***
***or maybe this should be an anti-cybernetic spell and have no Energy thing?***


[/spoiler]

[/spoiler]


6. Equipment:
[spoiler]

Weapons Table
[spoiler]

                               Damage               Range                   Damage
                     Cost    (S)    (M)   Critical  Increment/Max  Weight   Type      Category
Simple Melee
Stunstick            ???     1d4*   1d6*  x2*       10 ft./5       3 lb.    Bludgeon  One-Handed

Simple Ranged

Martial Melee
Battle Scythe        ???     1d6    1d8   x2*       ---            3 lb.    Slashing  One-Handed

Martial Ranged

Exotic Melee

Exotic Ranged
LR-214 Assault Rifle ???     1d8    1d10  x2        100 ft./10     6 lb.    Piercing  One-Handed
NPN Shotgun          ???     1d4*   1d6*  x2        30 ft./10      10 lb.   Piercing  Two-Handed
IP-8 Pistol          ???     1d6    1d8   x2        50 ft./10      3 lb.    Piercing  Light
Energy Cell          ???     ---    ---   ---       ---            1 lb.    ---       Ammunition

*See text

[/spoiler]




Basic descriptions of the weapons appropriate to the setting. Not finished.
[spoiler]
The guns described here work on interchangeable energy cells. Each cell contains enough power for several hundred rounds of ammunition. Enchanted energy cells can be found or made, but the magical enchantments are a significant drain on power, and reduce the ammo capacity of a fully charged cell to 50 rounds. Removing a spent energy cell is a free action, as is inserting a new one, but the new one must be drawn first (usually a move action, but a free action with Quick Draw).

LR-214 Assault Rifle - One-handed, ranged weapon. 10 range increments, 100 foot increments. Deals 1d10 damage. Proficient wielders can also fire a spray of ammo as part of a full attack, granting one extra attack at the highest bonus, but requires two hands and gives a -2 penalty on all attacks (stacks with Rapid Shot). Exotic. GF standard issue.

NPN Shotgun - two-handed, ranged weapon. 10 range increments, 30 foot increments. deals 1d6 damage, +1d6 to targets within 30 feet. Can also be used to fire a burst of ammo as a full-round action, dealing 2d6 damage in a 30 foot cone (Reflex DC 12 for half). Exotic. GF standard issue.

IP-8 Pistol - light, ranged weapon. 10 range increments, 50 foot increments. Deals 1d8 damage. Exotic. GF standard issue.

Battle Scythe - one-handed melee weapon. Deals 1d8 damage. Critical x2, but 18-20/x3 on a charge. Martial. Favored by Space Pirates.
[/spoiler]


Stunstick
   This one-handed simple weapon is used by Galactic Federation police forces to subdue criminals and rioters without permanently harming them. This weapon deals 1d6 points of nonlethal, bludgeoning damage. It threatens a critical hit on a roll of 20, and deals double damage. On a successful or threatened critical hit, it also deals 1 point of electricity damage and forces the target to make a Fortitude save (DC 10 + 1/2 the damage dealt, including the 1 point of electricity damage) or by stunned for 1 round. You can use this weapon to deal lethal damage, but you take a -4 penalty on all such attacks.
Cost: ???, Weight: 3 lb.


Personal Phazon Storage Tank
   This device stores a small reserve of Phazon. If it is integrated into a Power Suit (or similar device), it allows the user to activate one module at a time as though she had the Phazon subtype.
Cost: ???, Slot: Waist


Personal Phazon Storage Tank, Improved
   This device functions exactly as a regular Phazon Storage Device, except that it also allows you to ignore the first 2 points of temporary energy damage each day that one of your modules with the Phazon subtype would deal to you.
Cost: ???, Slot: Waist




New Material: Phazite
***Armor: +1 AC, +1 max dex, -2 ACP, +750/3000/7000gp (Light/Medium/Heavy)***
***applies half of armor's bonus to touch attacks***
***grants no touch AC bonus and only half normal AC against acid attacks***
***Shields: +1 AC, +1 max dex, -2 ACP, +750gp***
***applies half of shield's bonus to touch attacks***
***grants no touch AC bonus and only half normal AC against acid attacks***
***Weapons: +1 Phazon damage per attack, bypasses DR and hardness < 20 as adamantine, +3500 gp.***
***Everything: Hardness 20, 40 hp/inch***
***similar, but weaker, radiogenic properties to pure Phazon. 1 Phazon damage per round of contact. This damage cannot be healed until contact is broken.***


[/spoiler]

« Last Edit: May 27, 2010, 01:48:46 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
  • ****
  • Posts: 1240
Re: Metroid as Incarnum
« Reply #17 on: March 30, 2010, 03:15:54 AM »
7. Races and Monsters:

7.1   Space Pirate
[spoiler]
   Space Pirates have the following racial traits:
  • Type: Monstrous Humanoid with the Cybernetic subtype.
  • Space Pirates are Medium sized, although they are fairly large for Medium creatures.
  • Space Pirates have a base land speed of 30 feet.
  • Space Pirates have a +2 racial bonus to Strength, but a -2 penalty to Wisdom.
  • Space Pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
  • Space Pirates have a +4 racial bonus on all Climb and Jump checks.
  • Bonus System Feat: The bio-mechanical implants in almost all Space Pirates grant them a bonus System feat at 1st level.
  • Enhanced Cybernetics: Space Pirates qualify for Suit and System feats as though their Constitution was 13, or as if their Constitution was 2 higher than it actually is, whichever is better.
  • Favored Class: Pirate Trooper.
  • Automatic Languages: Urthaghusian. Bonus Languages: Common, Zebesian, Chozo
***Urthaghusian is a reference to the name of the Pirate Homeworld in the Japanese version of Metroid Prime 3, according to Wikitroid***
[/spoiler]


7.2   Rezbit
[spoiler]

Rezbit      CR 1
TN Small Construct (Cybernetic)
Init +1; Senses low-light vision, darvision 60 feet; Listen +0, Spot +0
Languages none; Wireless Communication
_________________________________________
AC 14, touch 12, flat-footed 13
   (+1 size, +1 Dex, +2 natural)
hp 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist electricity 5
Fort +0, Ref +1, Will +0
_________________________________________
Speed 20 ft. (4 squares), fly 5 ft. (Perfect)
Melee Slam +2 (1d4-3) or
Melee Shock Blast +2 touch (1d6 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -7
Special Actions Analyze Technology
_________________________________________
Abilities Str 5, Dex 12, Con --, Int 12, Wis 10, Cha 1
SQ Repository of Knowledge
Feats Skill Focus (Computer Use), Weapon Finesse (B)
Skills Computer Use +12, Knowledge (Architecture and Engineering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (All Others) +3, Martial Lore +3, Psicraft +3, Spellcraft +3
Advancement 2-11 HD (Small)
_________________________________________
Analyze Technology (Su) Rezbits can understand magic and technology naturally. They can use an effect similar to the detect magic spell, except that they all the information that they would normally get by concentrating for 3 rounds on the first round. They must still make Spellcraft checks as normal. If they succeed on the Spellcraft check to identify the aura of an active spell or effect, they also identify that effect as though using the analyze dweomer spell. Rezbits usually use this ability to identify the modules in use by suit-forming enemies, although it is adaptable to other creatures.
Repository of Knowledge (Ex) Rezbits usually have access to the data and information stored in computer systems that they can remotely access. They gain 2 free ranks in all Knowledge skills and the Spellcraft, Psicraft, Martial Lore, and Computer Use skills. They can also use all Intelligence-based skills untrained, and they are always considered class skills.
Shock Blast (Su) Rezbits can attack their enemies with a short ranged blast of electrical energy. Treat this as a melee touch attack that deals 1d6 points of electricity damage.
Wireless Communication (Ex) Rezbits can communicate with other Rezbits within 100 feet as though with telepathy and as though they shared a common language.
Skills Rezbits have a +4 racial bonus on Computer Use checks.



Greater Rezbit      CR 6
N Medium Construct (Cybernetic)
Init +6; Senses low-light vision, darvision 60 feet; Listen +0, Spot +0
Languages none; Wireless Communication
_________________________________________
AC 20, touch 15, flat-footed 18; Energy Barrier
   (+2 Dex, +5 natural, +3 deflection)
hp 86 (12 HD); DR 5/magic
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist electricity 10
Fort +3, Ref +5, Will +3; Energy Barrier
_________________________________________
Speed 20 ft. (4 squares), fly 20 ft. (Perfect)
Melee Slam +11 (1d6-2) or
Melee Shock Blast +11 touch (2d6/19-20 electricity) (See Shock Blast ability)
Ranged Shock Blast +11 touch (2d6/19-20 electricity) (See Shock Blast ability)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +7
Atk Options knowledge devotion, Shock Blast
Special Actions Analyze Technology, Remote Viral Upload
_________________________________________
Abilities Str 6, Dex 15, Con --, Int 16, Wis 10, Cha 1
SQ energy pool 3, Repository of Knowledge
Feats Improved Critical (Shock Blast), Improved Initiative, Knowledge Devotion, Skill Focus (Computer Use), Weapon Finesse
Skills Computer Use +25, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (The Planes) +10, Knowledge (Psionics) +10, Knowledge (Religion) +10,  Knowledge (All Others) +5, Martial Lore +14, Psicraft +16, Spellcraft +16
Ranks Computer Use 15, Knowledge (Arcana) 7, Knowledge (Dungeoneering) 7, Knowledge (Local) 7, Knowledge (Nature) 7, Knowledge (The Planes) 7, Knowledge (Psionics) 7, Knowledge (Religion) 7,  Knowledge (All Others) 2, Martial Lore 11, Psicraft 11, Spellcraft 11
Advancement 13-22 HD (Medium)
_________________________________________
Analyze Technology (Su) Greater Rezbits can understand magic and technology naturally. They can use an effect similar to the detect magic spell, except that they all the information that they would normally get by concentrating for 3 rounds on the first round. They must still make Spellcraft checks as normal. If they succeed on the Spellcraft check to identify the aura of an active spell or effect, they also identify that effect as though using the analyze dweomer spell. Rezbits usually use this ability to identify the modules in use by suit-forming enemies, although it is adaptable to other creatures.
Energy Barrier (Su) Greater Rezbits can generate a field of energy that deflects attacks against them. They gain a deflection bonus to their armor class equal to the Intelligence modifier. In addition, they can invest energy in this ability as a module. Each point of energy invested increases the Deflection bonus to AC by +1, and grants a +1 resistance bonus to all saving throws.
Energy Pool Greater Rezbits have an energy pool with 1 point of energy plus 1 per 5 HD beyond the 1st (usually 3 points of energy). They also have a suit-former level equal to their racial Hit Dice.
Remote Viral Upload (Su) Greater Rezbits can upload a potent computer virus into the modules of their opponents. This effect is also able to affect magic items, spell effects, and soulmelds. As a full-round action that provokes attacks of opportunity, they can choose a single module, soulmeld, magic item, or active spell on a target within 60 feet. They then make a dispel check (1d20 + the Greater Rezbit's number of racial hit dice) against a DC of 11 + the effect's caster level, suit-former level, or meldshaper level, as appropriate. If the Greater Rezbit succeeds, the effect is suppressed for 1d4 rounds plus 1 round per racial hit die of the Greater Rezbit, or dispelled if it is an active spell. Each time a Greater Rezbit succeeds, they may also attempt another dispel check against the same target's modules, soulmelds, magic items, or active spells. Each successive dispel check made this way suffers a cumulative -2 penalty to the dispel check. A Greater Rezbit must have identified the a module, soulmeld, or active spell to suppress it this way. If they have not identified any of the above, they can attempt to suppress the target's magic items or most powerful active spell effect only.
Repository of Knowledge (Ex) Greater Rezbits usually have access to the data and information stored in computer systems that they can remotely access. They gain 2 free ranks in all Knowledge skills and the Spellcraft, Psicraft, Martial Lore, and Computer Use skills. They can also use all Intelligence-based skills untrained, and they are always considered class skills.
Shock Blast (Su) Greater Rezbits can attack their enemies with a short ranged blast of electrical energy. Treat this as a melee touch attack that deals 2d6 points of electricity damage. In addition, they can invest energy in this ability as a module. Each point of energy increases the damage dealt by 1d6 points of electricity damage. While a Greater Rezbit has at least 1 point of energy invested in this ability, they can also use their Shock Blast attack as a ranged touch attack to a maximum distance of 20 feet per point of energy invested.
Wireless Communication (Ex) Greater Rezbits can communicate with other Rezbits and Greater Rezbits within 100 feet as though with telepathy and as though they shared a common language.
Skills Greater Rezbits have a +4 racial bonus on Computer Use checks.

[/spoiler]


7.3   Cybernetic Dragon
[spoiler]

Dragon (Cybernetic)

***Environment: ???

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)

***Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21

Treasure: Triple standard

Alignment: Always neutral evil

Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Table 7.3.1: Cybernetic Dragons by Age

                                                                   Base Attack  Fort  Ref   Will  Breath       Frightful
Age           Size  Hit Dice  (hp)   Str  Dex  Con  Int  Wis  Cha  /Grapple     Save  Save  Save  Weapon (DC)  Presence DC
Wyrmling      T     3d12+6    (25)   11   10   15   10   11   10   +3/-5        +5    +3    +3    1d6 (13)     --
Very young    S     6d12+12   (51)   13   10   15   10   11   10   +6/+3        +7    +5    +5    2d6 (15)     --
Young         M     9d12+27   (85)   15   10   17   12   13   12   +9/+11       +9    +6    +7    3d6 (17)     --
Juvenile      M     12d12+36  (114)  17   10   17   12   13   12   +12/+15      +11   +8    +9    4d6 (19)     --
Young adult   L     15d12+60  (157)  19   10   19   14   15   14   +15/+23      +13   +9    +11   5d6 (21)     19
Adult         L     18d12+90  (207)  23   10   21   14   15   14   +18/+28      +16   +11   +13   6d6 (24)     21
Mature adult  H     21d12+126 (262)  27   10   23   16   17   16   +21/+37      +18   +12   +15   7d6 (26)     23
Old           H     24d12+144 (300)  29   10   23   16   17   16   +24/+41      +20   +14   +17   8d6 (28)     25
Very old      H     27d12+189 (364)  31   10   25   18   19   18   +27/+45      +22   +15   +19   9d6 (30)     27
Ancient       H     30d12+210 (405)  33   10   25   18   19   18   +30/+49      +24   +17   +21   10d6 (32)    29
Wyrm          G     33d12+264 (478)  35   10   27   20   21   20   +33/+57      +26   +18   +23   11d6 (34)    31
Great wyrm    G     36d12+324 (558)  37   10   29   20   21   20   +36/+61      +29   +20   +25   12d6 (37)    33


Table 7.3.2: Cybernetic Dragon Abilities by Age

Age           Speed                Initiative  AC                          Special Abilities                        Suit-former Level  SR
Wyrmling      60 ft., fly 150 ft.  +0          14 (+2 size, +2 natural),   Cybernetic Endurance, Cybernetic Power,  --                 --
              (average)                        touch 12, flat-footed 14    Cybernetic Speed, Energy Pool
Very young    60 ft., fly 150 ft.  +0          16 (+1 size, +5 natural),                                            --                 --
              (average)                        touch 11, flat-footed 16
Young         60 ft., fly 200 ft.  +0          18 (+8 natural),            Energy Breath                            1st                --
              (poor)                           touch 10, flat-footed 18
Juvenile      60 ft., fly 200 ft.  +0          21 (+11 natural),                                                    3rd                --
              (poor)                           touch 10, flat-footed 21
Young adult   60 ft., fly 200 ft.  +0          23 (-1 size, +14 natural),  DR 5/magic                               5th                17
              (poor)                           touch 9, flat-footed 23
Adult         60 ft., fly 200 ft.  +0          26 (-1 size, +17 natural),  Multi-weapon Breath Weapon (2)           7th                19
              (poor)                           touch 9, flat-footed 26
Mature adult  60 ft., fly 200 ft.  +0          28 (-2 size, +20 natural),  DR 10/magic                              9th                21
              (poor)                           touch 8, flat-footed 28
Old           60 ft., fly 200 ft.  +0          31 (-2 size, +23 natural),  ***3rd level SLA equivalent***           11th               22
              (poor)                           touch 8, flat-footed 31
Very old      60 ft., fly 200 ft.  +0          34 (-2 size, +26 natural),  DR 15/magic                              13th               24
              (poor)                           touch 8, flat-footed 34
Ancient       60 ft., fly 200 ft.  +0          37 (-2 size, +29 natural),  Multi-weapon Breath Weapon (4)           15th               25
              (poor)                           touch 8, flat-footed 37
Wyrm          60 ft., fly 250 ft.  +0          38 (-4 size, +32 natural),  DR 20/magic,                             17th               26
              (clumsy)                         touch 6, flat-footed 38
Great wyrm    60 ft., fly 250 ft.  +0          41 (-4 size, +35 natural),  ***7th level SLA equivalent***           19th               28
              (clumsy)                         touch 6, flat-footed 41


Breath Weapon (Su) A cybernetic dragon's breath weapon is a line of pure energy, dealing untyped damage affected by damage reduction.
Cybernetic Endurance (Su) A cybernetic dragon can invest energy into this ability as a module. The cybernetic dragon gains a +1 deflection bonus to AC and a +1 resistance bonus to all saves for each point of energy invested in this ability.
Cybernetic Power (Su) A cybernetic dragon can invest energy into this ability as a module. Each of the cybernetic dragon's natural attacks gains a +1 enhancement bonus per point of energy invested in this ability.
Cybernetic Speed (Su) A cybernetic dragon can invest energy into this ability as a module. The cybernetic dragon gains a +2 insight bonus to initiative checks per point of energy invested in this ability, and a +10 foot enhancement bonus to all movement speeds per point of energy invested.
Energy Breath A Young or older cybernetic dragon's breath weapon gains all of the benefits that would be granted specifically to its Energy Beam ability if it had one. If the effect would grant a bonus to damage or extra dice of damage to the Energy Beam ability, it instead grants twice as much damage or twice as many extra dice of damage to the cybernetic dragon's breath weapon. Treat bonuses to attack rolls as bonuses to the breath weapon's save DC. For instance, if it had the Power Beam module attached to its Beam Cannon hard-point, a cybernetic dragon would gain the force descriptor with its breath weapon and would gain a +2 enhancement bonus to its breath weapon damage and a +1 enhancement bonus to the save DC of its breath weapon for each point of energy invested in the Power Beam module.
Energy Pool A cybernetic dragon gains one extra point of energy for each age category it possesses. It has a suit-former level equal to its age category or its actual suit-former level, whichever is greater. In addition, cybernetic dragons can attach modules to hard-points without forming a Power Suit.
Multi-Weapon Breath Weapon (Ex) An Adult or older cybernetic dragon can attach additional modules to its Beam Cannon hard-point. The dragon can only choose to have one such module benefitting from the attachment at one time, but it can switch between them as a move action. Modules beyond the first attached this way to the dragon's Beam Cannon hard-point and only to its Beam Cannon hard-point do not count against its limit of hard-point attachments.
   An Adult or older cybernetic dragon can have up to 2 modules attached to its Beam Cannon hard-point this way. An Ancient or older cybernetic dragon can have up to 4 modules attached this way.
Suit-formingPhazon Blast (Su) A Phazon Behemoth can invest energy into this ability as a module. As an attack action, it can release a blast of Phazon energy at a target within 60 feet. If the Behemoth succeeds on a ranged touch attack, it deals 2d6 points of Phazon damage, plus another 1d6 per point of energy invested in this ability. Each point of energy invested in this ability also increases its range by 15 feet. Any creature that takes Phazon damage in this way must make a Fortitude save (DC 12 + the amount of energy invested in this ability + this creature's Constitution modifier) or be sickened for 1 round per point of energy invested.
Phazon Quake (Su) A Phazon Behemoth can invest energy in this ability as a module. As a standard action, it can release a wave of Phazon energy around it, dealing 2d6 points of Phazon damage, plus another 1d6 per point of energy invested in this ability, to all other creatures within 30 feet. Affected creatures can make a Reflex save (DC 12 + the amount of energy invested in this ability + this creature's Constitution modifier) to take half damage.
   Special Qualities: A Phazon Husk loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Phazon Husk gains the following special qualities:
Damage Reduction (Ex) If a Phazon Behemoth had any forms of damage reduction, they increase by 5. It also gains DR 5/-. The DR/magic granted by the Phazon Behemoth's Phazon subtype is also improved, as accounted for in the Improved Phazon Traits ability.
Resistances (Ex) If a Phazon Behemoth had any forms of energy resistances or Phazon resistance, they increase by 5. It also gains acid, cold, electricity, fire, and sonic resistance 5. The Phazon resistance granted by the Phazon Behemoth's Phazon subtype is also improved, as accounted for in the Improved Phazon Traits ability.
Energy Pool Each Phazon Behemoth has a number of energy points equal to 2 + 2 per 5 HD beyond the first. It also has a suit-former level equal to its total HD. If it already had an energy pool, these points of energy stack to create a single pool, as normal.
Phazon Speed (Su) A Phazon Behemoth can invest energy into this ability as a module. It gains a +10 foot enhancement bonus to all forms of movement per point of energy invested in this ability. It also gains a +2 insight bonus to initiative per point of energy invested.
Phazon Regeneration (Su) A Phazon Behemoth can invest energy into this ability as a module. It gains regeneration equal to the amount of energy invested. Phazon deals damage to this creature normally. If the Behemoth does not have a Constitution score or is immune to nonlethal damage, it gains an equal amount of fast healing, instead, but this can only heal damage taken while energy was invested in this ability.
   Using this ability is extremely taxing. Each consecutive round beyond the first that energy is invested in this ability, the Phazon Behemoth suffers 1 point of temporary energy damage. This damage cannot be prevented through any means.
Phazon Mind (Ex) A Phazon Behemoth loses the last vestiges of its original mind. It is completely controlled by the Phazon within its body. It has immunity to mind-affecting effects, and no longer suffers a -2 penalty to Will saves (as accounted for in the Improved Phazon Traits ability) as the Phazon is no longer in opposition with the creature's sentience.
Improved Phazon Traits (Ex)Phazon Assault (Su) A Phazon Husk can invest energy into this ability as a module. Its natural attacks deal an extra 1d6 points of Phazon damage per point of energy invested in this ability. Any creature that takes Phazon damage in this way must make a Fortitude save (DC 12 + the amount of energy invested in this ability + this creature's Constitution modifier) or be sickened for 1 round per point of energy invested.
   Special Qualities: A Phazon Creature retains all special qualities of the base creature. It gains the following special qualities:
Energy Pool Each Phazon Creature has a number of energy points equal to 1 + 1 per 10 HD beyond the second. It also has a suit-former level equal to half its total HD.
***Phazon Recuperation (Su) A Phazon Creature can invest energy into this ability as a module.
Phazon TraitsPhazon Assault (Su) A Phazon Husk can invest energy into this ability as a module. Its natural attacks deal an extra 1d6 points of Phazon damage per point of energy invested in this ability. Any creature that takes Phazon damage in this way must make a Fortitude save (DC 12 + the amount of energy invested in this ability + this creature's Constitution modifier) or be sickened for 1 round per point of energy invested.
   Special Qualities: A Phazon Husk loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Phazon Husk gains the following special qualities:
Damage Reduction (Ex/Su) A Phazon Husk has damage reduction 5/slashing and magic. Phazon Husk are lumbering masses of flesh infused with Phazon, which provides a measure of resilience against mundane attacks.
Energy Pool Each Phazon Husk has a number of energy points equal to 1 + 1 per 5 HD beyond the first. It also has a suit-former level equal to its total HD.
Phazon Resilience (Su) A Phazon Husk can invest energy into this ability as a module. It gains a deflection bonus to AC and a resistance bonus to all saves equal to the amount of energy invested.
Phazon Traits Phazon Husks have the Phazon subtype, which grants them Phazon resistance 5, DR 5/magic, immunity to the sickened condition, and a -2 penalty to all Will saves.
Undead TraitsSample Phazon Husks
[spoiler]
Goblin Phazon Husk
Small Undead (Cybernetic, Phazon)
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 30 ft.
AC: 15 (+1 size, +2 Dex, +1 natural, +1 deflection), touch 14, flat-footed 13; (includes +1 deflection from phazon resilience)
Base Attack/Grapple: +0/-2
Attack: Slam +3 melee (1d4+2)
Full Attack: Slam +3 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: phazon assault
Special Qualities: Damage reduction 5/magic and slashing, energy pool 1, phazon resilience, Phazon resistance 5, immune to sickened condition, undead traits
Saves: Fort +1, Ref +3, Will +1; (includes +1 resistance from phazon resilience)
Abilities: Str 15, Dex 15, Con --, Int 10, Wis 10, Cha 1
Skills: Hide +10, Listen +2, Move Silently +6, Spot +2
Feats: Alertness, Improved Toughness
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

Worg Phazon Husk
Medium Undead (Cybernetic, Phazon)
Hit Dice: 4d12+4 (30 hp)
Initiative: +3
Speed: 50 ft.
AC: 18 (+3 Dex, +4 natural, +1 deflection), touch 14, flat-footed 15; (includes +1 deflection from phazon resilience)
Base Attack/Grapple: +3/+8
Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5)
Full Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: phazon assault
Special Qualities: Damage reduction 5/magic and slashing, energy pool 1, phazon resilience, Phazon resistance 5, immune to sickened condition, undead traits
Saves: Fort +2, Ref +5, Will +3; (includes +1 resistance from phazon resilience)
Abilities: Str 21, Dex 17, Con --, Int 6, Wis 10, Cha 1
Skills: Hide +5, Listen +4, Move Silently +7, Spot +4, Survival +0 (+4 tracking by scent)
Feats: Alertness, Improved Toughness, Track
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: --

Troll Phazon Husk
Large Undead (Cybernetic, Phazon)
Hit Dice: 6d12+6 (45 hp)
Initiative: +3
Speed: 30 ft.
AC: 22 (-1 size, +3 Dex, +8 natural, +2 deflection), touch 14, flat-footed 19; (includes +2 deflection from phazon resilience)
Base Attack/Grapple: +4/+16
Attack: Slam +11 melee (1d8+8) or claw +11 melee (1d6+8)
Full Attack: Slam +11 melee (1d8+8) or 2 claws +11 melee (1d6+8) and bite +7 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: phazon assault
Special Qualities: Damage reduction 5/magic and slashing, energy pool 2, phazon resilience, Phazon resistance 5, immune to sickened condition, undead traits
Saves: Fort +4, Ref +7, Will +7; (includes +2 resistance from phazon resilience)
Abilities: Str 27, Dex 16, Con --, Int 6, Wis 10, Cha 1
Skills: Listen +6, Spot +7
Feats: Alertness, Iron Will, Improved Toughness, Track
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

Girallon Phazon Husk
Large Undead (Cybernetic, Phazon)
Hit Dice: 7d12+13 (60 hp)
Initiative: +4
Speed: 40 ft., climb 40 ft.
AC: 22 (-1 size, +4 Dex, +7 natural, +2 deflection), touch 15, flat-footed 18; (includes +2 deflection from phazon resilience)
Base Attack/Grapple: +5/+17
Attack: Slam +12 melee (1d8+8) or claw +12 melee (1d4+8)
Full Attack: Slam +12 melee (1d8+8) or 4 claws +12 melee (1d4+8) and bite +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: phazon assault
Special Qualities: Damage reduction 5/magic and slashing, energy pool 2, phazon resilience, Phazon resistance 5, immune to sickened condition, undead traits
Saves: Fort +4, Ref +8, Will +7; (includes +2 resistance from phazon resilience)
Abilities: Str 26, Dex 19, Con --, Int 2, Wis 10, Cha 1
Skills: Climb +16, Move Silently +9, Spot +5
Feats: Iron Will, Toughness (2), Toughness
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: --

***End of Sample Phazon Husks***
[/spoiler]

***End of Phazon Husk entry***
[/spoiler]

[/spoiler]


7.5   Phyrigisian
[spoiler]
   Phyrigisian have the following racial traits:
  • Type: Humanoid.
  • Phyrigisians are Medium sized.
  • Phyrigisians have a base land speed of 30 feet.
  • Phyrigisians have a +2 racial bonus to Charisma, but a -2 penalty to Wisdom.
  • Phyrigisians have a +4 racial bonus on all Balance checks.
  • Phyrigisians have cold resistance 5.
  • Cold Affinity: Phyrigisians are naturally adept at manipulating ice. Any effect that they use with the Cold descriptor (such as spells and modules) has its save DC increased by 1.
  • Low-Light Vision: Phyrigisians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
  • Spell-Like Abilities: 1/day-create water (Water created this way is already frozen and at 20 Fahrenheit, or -7 Celsius. It may be melted as normal.). A Phyrigisian with a Charisma score of at least 10 also has the following spell-like abilities: 3/day-ray of frost, 1/day-obscuring mist. Caster level 1st; save DC 10 + Phyrigisian's Cha modifier + spell level. These spell-like abilities also gain the cold descriptor, if they don't have it already.
  • Favored Class: Sorcerer.
  • Automatic Languages: Common, Phyrigisian. Bonus Languages: Aquan, Auran, Zebesian
***Needs a couple more racial traits? Or is it enough?***
[/spoiler]




« Last Edit: May 27, 2010, 01:48:49 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #18 on: April 03, 2010, 01:08:04 AM »
8. Other Rules:

8.1   Computer Use skill (Int)
[spoiler]

The Computer Use skill is used to interact with computer systems, including those of Power Suits and active modules. This skill can be used as described in the D20 Modern rule set. In addition, characters have access to the following options.


Computer       Task
 Use DC
15; See text   Identify an active module with detect magic
20; See text   Identify an active module's hard-point attachments with detect magic
               Remove integrated equipment from...
20*               Yourself
25*               Another willing suit-former
30*               An unconscious suit-former
35*               A conscious, unwilling suit-former
15                A dead creature
               Operate remote device...
25*               Shut down inactive defense systems
30*               Shut down active defense systems
+5 DC             Remotely operate remote device (suit-formers only)


*Cannot be used untrained

Identify an active module
   When using detect magic or similar spells that let you determine the aura of a magical effect, you can attempt to identify an active module when you would otherwise determine its aura. The DC for this is 15 plus half the module's suit-former level. If you beat the DC by 5 or more, you can also determine which hard-points the module is attached to, if any.

Remove integrated equipment
   Power Suits have biological components that integrate themselves with their users' nervous systems and bodies. Removing integrated equipment while the suit is formed is a dangerous procedure as it risks interrupting vital functions of the suit and its wearer. A Computer Use check is required to bypass the safety protocols and remove integrated equipment from a formed Power Suit and causes 1d4+1 points of Constitution damage. A DC 20 Heal check made at the same time reduces this to 1d2-1 (minimum 0) points of Constitution damage. The Heal check need not be made by the same person attempting to remove the equipment. The DC of the Computer Use check is 20 if you are attempting to remove equipment from your own suit, DC 25 to remove equipment from another, willing character's suit, DC 30 to remove equipment from an unconscious creature (whether or not they are willing), and DC 35 to remove equipment from a conscious and unwilling creature. The Computer Use check to remove integrated equipment from the Power Suit of a dead creature is only DC 15. Unlike most uses of the Computer Use skill, removing integrated equipment from creatures that are still alive cannot be done untrained. Either way, this process takes 1 minute, and a successful check allows any amount of integrated equipment to be removed within 30 minutes without requiring further checks or causing additional damage. This does not allow you to integrate additional equipment, only to remove integrated equipment.

Operate remote device
   In addition to shutting down remote devices, characters may need to deactivate defense systems such as automated turrets and electronic proximity mines. This is more difficult to do as these complex systems usually contain onboard computers that must be hacked as well as a central control unit. The DC to shut down inactive defense systems, such as turrets on standby, is 25. Active systems, such as armed electronic mines and alarmed turrets, are more difficult to shut down; The DC to shut down an active defense system is 30. Different defense systems may have weaker or stronger security, and the DCs are adjusted accordingly, as normal for the Computer Use skill. Likewise, you can attempt to hide evidence of your alterations as normal. As always, you need access to the computer system that controls the defense systems in question. Unlike most uses of the Computer Use skill, shutting down defense systems cannot be done untrained. Shutting down a defense system takes 1 round per defense system.
   Suit-formers can attempt to operate remote devices using the onboard computers in the Power Suits. While your Power Suit is formed, you can operate any computer terminal within 60 feet that you have line of sight to. Doing so is more difficult than normal and increases the DC of the task by 5.

[/spoiler]


8.2   Heal skill (Wis)
[spoiler]


Heal DC    Task
20         Safely remove integrated equipment


Safely remove integrated equipment
   Power Suits have biological components that integrate themselves with their users' nervous systems and bodies. Removing integrated equipment while the suit is formed is a dangerous procedure as it risks interrupting vital functions of the suit and its wearer. A Computer Use check is required to bypass the safety protocols and remove integrated equipment from a formed Power Suit and causes 1d4+1 points of Constitution damage. A DC 20 Heal check made at the same time reduces this to 1d2-1 (minimum 0) points of Constitution damage. The Heal check need not be made by the same person attempting to remove the equipment. This process takes 1 minute. See the Computer Use skill for more details.

[/spoiler]


8.3   The new subtypes
   Creatures with the ability to form Power Suits, the ability to activate modules, an energy pool, or any Suit or System feats have the Cybernetic subtype. On its own this subtype has no effect, but it may interact with other effects.
   Creatures with the Phazon Subtype are infused with and resistant to the effects of Phazon. They gain Phazon resistance 5 and DR 5/magic. They are immune to the sickened condition. However, creatures with the Phazon subtype suffer a -2 penalty to all Will saves.





9. Adaptation

9.1   Starcraft
[spoiler]
   This system can be adapted to the Starcraft universe easily. It can work well for both Terran and Protoss characters. The following examples are designed for such purposes. They are just examples, and are not intended as complete modifications to the system.

9.1.1   New Prestige Class: The Ghost Infiltrator
   "Somebody call for an exterminator?"

   Races: Any Human.
   Skills: Concentration 8 ranks, Disable Device 4 ranks, Hide 4 ranks, Listen 4 ranks, Move Silently 8 ranks, Spot 4 ranks.
   Suit-forming: Must be able to attach a module to the Visor or Utility hard-points.
   Suit-forming: Must be able to activate three modules.
   Special: Must have a power point reserve.


Table 9.1.1: The Ghost Infiltrator      Hit Die: d6
        Base                                                                    -----Suit-Forming-----   -----Manifesting-----
        Attack  Fort Ref  Will                                            Suit 
Level   Bonus   Save Save Save    Special                                 Armor
1       +0      +0   +2   +2      Ghost Module Access,                    +0    +1 of existing class     ---
                                  Hard-points (Utility, Visor)
2       +1      +0   +3   +3      Resist Psychic Limiters                 +1    +1 of existing class     +1 of existing class
3       +2      +1   +3   +3      Sudden Strike +1d6                      +1    ---                      +1 of existing class
4       +3      +1   +4   +4      Hard-points (Back, Feet, Hands)         +1    +1 of existing class     +1 of existing class
5       +3      +1   +4   +4      Fast Cloaking                           +1    +1 of existing class     +1 of existing class
6       +4      +2   +5   +5      Sudden Strike +2d6                      +2    +1 of existing class     ---
7       +5      +2   +5   +5                                              +2    +1 of existing class     +1 of existing class
8       +6      +2   +6   +6      Hard-points (Helmet, Support)           +2    ---                      +1 of existing class
9       +6      +3   +6   +6      Sudden Strike +3d6                      +2    +1 of existing class     +1 of existing class
10      +7      +3   +7   +7      Sudden Cloaking                         +3    +1 of existing class     +1 of existing class


Class skills (6 + Int modifier per level):   ???, ???   ***Need to add skill list***

Suit Armor: If the Ghost Infiltrator is able to form a Power Suit, its armor bonus increases by the amount listed on table 9.1.1.

Suit-Forming: At each Ghost Infiltrator level, with the exception of 3rd level and 8th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Ghost Infiltrator level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Ghost Infiltrator, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Manifesting: At each level, with the exception of 1st level and 6th level, a Ghost Infiltrator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Ghost Infiltrator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
   If a character had more than one manifesting class before she became a Ghost Infiltrator, she must decide to which class she adds the new level of Ghost Infiltrator for the purpose of determining power points per day, powers known, and manifester level.
   If a character had no manifesting class before she became a Ghost Infiltrator, she gains the manifesting capabilities of a 1st level Psychic Warrior at 2nd level instead of an increased manifester level, and may choose to improve these manifesting abilities as normal at later levels.

Ghost Module Access: A Ghost Infiltrator gains the ability to activate several modules with any of her previous suit-forming classes. She adds the Personal Cloaking module, the Energy Disruptor module, the Sniper Targeting module, and the Remote Target Painter module to her class module lists.

Hard-point Attachments: At 1st level, you can attach modules to your Utility and Visor hard-points. Beginning at 4th level, you can attach modules to your Back, Feet, and Hands hard-points. At 8th level, you can attach modules to your Helmet and Support hard-points.

Resist Psychic Limiters (Ex): Starting at 2nd level, any effect that would limit the number of power points you can spend on a single power or in a single round (such as Psionic Restraints) has a lesser effect on you. You may spend additional power points equal to one half of your class level (to a maximum total cost of your manifester level, as normal) beyond the limitations imposed by such effects.

Sudden Strike (Ex): As the Ninja (Complete Adventurer) ability. Deals +1d6 damage per 3 Ghost Infiltrator levels.

Fast Cloaking (Su): At 5th level, you add the Concealing Amorpha and Cloud Mind powers to your list of powers known for all manifesting classes you possess. Treat these as 2nd level powers. If you possess the Quicken Power feat, you can apply it to those powers without an increased power point cost.

Sudden Cloaking (Su): At 10th level, you can use an effect identical to Greater Invisibility on yourself once per encounter. Activating this ability is an immediate action, and you can use it once per encounter.
   In addition, you add the Greater Concealing Amorpha and Mass Cloud Mind powers to your list of powers known for all manifesting classes you possess. Treat these as 3rd level powers. If you possess the Quicken Power feat, you can apply it to those powers without an increased power point cost.   


9.1.2   New Modules

Personal Cloaking module
Descriptor: None
Classes: Ghost Infiltrator
Prerequisites: None
Hard-point: Utility, Visor
Saving Throw: None

While this module is active, you gain a +4 enhancement bonus to your Hide and Move Silently checks.
Energy: For each point of energy invested in this module, the bonuses granted to your Hide and Move Silently checks increases by +2.

Hard-point Attachment (Visor)
You can detect invisible creatures and objects out to a range of 30 feet, as though using the see invisibility spell. For each point of energy invested in this module, the range of detection increases by 10 feet. If you have at least 3 points of energy invested in this module, you may choose to reveal invisible creatures within half that range, as though using the invisibility purge spell.

Hard-point Attachment (Utility)
You can become invisible, as the invisibility spell, as a move action. This effect lasts for 1 round, plus one additional round per point of invested energy. Once activated, this ability cannot be reactivated until 5 rounds have passed since the effect ended, whether due to its limited duration or due to a hostile action as described in the invisibility spell.


Stim Pack module
Descriptor: None
Classes: Marine
Prerequisites: None
Hard-point: Utility
Saving Throw: None

The Stim Pack module injects various drugs and hormones into the foot soldiers of Terran armies in order to improve combat reaction times.
While this module is active, you gain a +2 enhancement bonus to your Initiative checks and Reflex saves, but suffer a -1 penalty to all Wisdom- and Intelligence-based skills and ability checks.
Energy: Each point of energy invested in this module increases the bonuses it grants to your initiative checks and reflex saves by +1. Every two points of energy invested in this module increases the penalty to your Wisdom- and Intelligence-based skills and ability checks by -1.

Hard-point Attachment (Utility)
You can trigger an overdone of stimulants, dramatically increasing you combat abilities for a short time at the cost of your health. As a swift action, you can trigger an effect similar to the Whirling Frenzy Barbarian variant class feature (Unearthed Arcana). The benefits and penalties are as normal for a Barbarian of a level equal to half your suit-former level plus 2 per point of energy invested in this module. At the end of the Whirling Frenzy, you take Constitution damage equal to the number of rounds you spent in the Whirling Frenzy granted by this ability. You may activate this ability any number of times per day. Each time after the first, you suffer a cumulative 1 point of Constitution drain when you activate this ability.



[/spoiler]
« Last Edit: May 27, 2010, 01:48:51 AM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

  • Hong Kong
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  • Posts: 1240
Re: Metroid as Incarnum
« Reply #19 on: April 07, 2010, 02:48:50 AM »
///complete modules that need to be added to the list and statistics///
[spoiler]

None yet.

[/spoiler]

///incomplete modules///
[spoiler]

NAME module
Descriptor: None
Classes:
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you gain XXX.
Energy: Each point of energy invested in this module grants XXX.
(DC 12 + the amount of invested energy + your Constitution bonus)

Hard-point Attachment (XXX)


***Need more modules with:
***helmet and hand and util


Black Hole module
Descriptor: Cold, Darkness
Classes: Chozo Warrior, Federation Marine, Pirate Trooper
Prerequisites: You must have at least 2 modules with the Cold or Darkness descriptors active. You must not have any modules with the Fire or Light descriptors active.
Hard-point:
Saving Throw: Will partial; See text

While this module is active, you gain XXX.
Energy: Each point of energy invested in this module grants XXX.
(DC 12 + the amount of invested energy + your Constitution bonus)
***basic: healed by negative energy, damage by positive, immune to cold***
***energy:

Hard-point Attachment (XXX)
***opposite to the Supernova and Duality modules***
***Core: form a gravity well on your position as a standard action. Maintaining it is a swift action. 10 ft/energy radius, all other creatures are slowed, light is pulled in generating a relative darkness effect towards anything closer to the center (darkness with respect to anything closer to the center) (9th level Darkness effect), everyone but you takes 1d6/energy each round and is pulled 5 ft/round towards you (no save, but movement does not provoke AoOs). Movement away from you costs double (in addition to the slowing). A Will save upon entering the area prevents the slow and the pull each round, but leaving and re-entering requires a new save. Even on a successful save, damage is dealt each round and movement away is difficult.***
***


Death Blossom module
Descriptor: None
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point:
Saving Throw: ***Reflex ???***

While this module is active, you gain XXX.
Energy: Each point of energy invested in this module grants XXX.

Hard-point Attachment (XXX)
***Arms: Standard action, Fire a volley of shots at all targets in a 30 ft + 10/energy cone, automatically dealing damage. Reflex half. Can deal precision damage to enemies that fail their saves.*** (think Dark Samus's Phazon spray attack)
***Visor: Mark an enemy as a free action. +2 on attack rolls vs. that enemy, and can make a single attack per round as a free action against that enemy whenever you attack another enemy within 5 ft/energy from the marked enemy.***


Flash-bang module
Descriptor: Light, Sonic
Classes: Federation Marine
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you cannot be dazzled or deafened.
Energy: Each point of energy invested in this module grants a +2 enhancement bonus on saving throws against effects with the Light of Sonic descriptors.

Hard-point Attachment (XXX)
***Visor: Immunity to blinding
***Deal sonic damage and blind/deafen enemies in an area


Force Shell module
Descriptor: Force
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you gain damage reduction 2/magic. Your natural weapons and any weapons you wield can bypass damage reduction and can strike incorporeal creatures as though they were magic weapons.
Energy: Each point of energy invested in this module increases the damage reduction granted by 2.

Hard-point Attachment (XXX)
***Shielding: You can throw off a temporary force shell, protecting you from some spells and attacks. Whenever you are affected by a spell or effect that allows a Reflex saving throw for half damage, you can activate this ability as an immediate action before resolving your saving throw. If your saving throw is successful, you instead take no damage on a successful save. If your saving throw is unsuccessful and you have at least 4 points of energy invested in this module, you instead take half damage. This ability does not stack with the Evasion or Improved Evasion abilities.***
***Back: dunno***
***Feet: Form a platform of force beneath your feet, letting you stand in mid-air. The platform moves with you as you walk, but you move at half speed when walking on it. You drop 5 feet for every 20 feet you move this way (rounded up to the nearest 20 feet of movement), or 5 feet each round, whichever is greater. You cannot jump off the platform and you cannot walk upwards with it. You can activate or deactivate this ability as a free action on your turn. If you are falling when you activate this ability, you take falling damage as appropriate to the distance you fell before activating it.


Heroic Resolve module
Descriptor: None
Classes: Federation Marine
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you can re-roll any saving throw for which you roll a natural one. You can only re-roll a given saving throw once this way, even if you roll multiple consecutive natural ones.
Energy: Whenever you fail a saving throw, you gain a morale bonus on your next saving throw within 1 minute equal to the amount of energy invested in this module.
(DC 12 + the amount of invested energy + your Constitution bonus)

Hard-point Attachment (XXX)
***Arms: Flourish as an immediate action after dropping a foe or threatening a critical hit. You and allies that can see you get a +energy morale bonus on their attack and weapon damage rolls until the end of your next turn.
***Shielding: Immune to death effects, massive damage, energy drain, ability damage, ability drain. Durations of negative effects that target you are reduced by 2 rounds/energy (minimum of 1 round or the effect's normal duration, whichever is less).


Ice Spreader moduleLaceration Beam module
Descriptor: None
Classes:
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you gain damage reduction 5/bludgeoning or piercing.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of cold iron, slashing damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (***)
***Your attacks are treated as cold iron and slashing damage for the purposes of bypassing damage reduction, in addition to their normal types. Your attacks also ***.

Hard-point Attachment (Beam Cannon)
Your Energy Beam attacks deal cold iron and slashing damage. They also deal an additional 1d6 points of cold iron and slashing damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or ***.


Mental Stabilization module
Descriptor: None
Classes: Pirate Trooper
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you gain a +4 enhancement bonus on Autohypnosis, Psicraft, and Use Psionic Device checks, and you can make these checks untrained.
Energy: Each point of energy invested in this module increases the enhancement bonuses granted by an additional +2.

Hard-point Attachment (Helmet)
You can generate and maintain a psionic focus even if you have no power points available or if you are not a psionic creature. In addition, you gain a +2 enhancement bonus on all Concentration checks per point of energy invested in this module.

Hard-point Attachment (XXX)
***Visor: Mindlink at will***


Needle Beam module
Descriptor: None
Classes:
Prerequisites: None
Hard-point:
Saving Throw: None

While this module is active, you gain damage reduction 5/bludgeoning or slashing.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of silver, piercing damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (***)
***Your attacks are treated as silver and piercing damage for the purposes of bypassing damage reduction, in addition to their normal types. Your attacks also ***.

Hard-point Attachment (Beam Cannon)
Your Energy Beam attacks deal silver and piercing damage. They also deal an additional 1d6 points of silver and piercing damage per point of energy invested in this module. On a successful or threatened critical hit, your target must make a Reflex save (DC 12 + the amount of invested energy + your Constitution bonus) or be wounded, granting a penalty equal to the amount of energy invested in this module to all skill checks, attack rolls, and caster level checks for 1d6 rounds.


Omega Beam module
Descriptor: None
Classes: Chozo Warrior
Prerequisites: Must have at least four other modules active that can be attached to your Beam Cannon hard-point.
Hard-point: Beam Cannon
Saving Throw: Will negates; See text

While this module is active, you can use your Beam Cannon Combo ability two additional times each day, if you have it.
Energy: Each point of energy invested in this module grants XXX.
***Energy: dunno

Hard-point Attachment (Beam Cannon)
Your Energy Beam attacks deal untyped damage derived from pure energy. They are unaffected by damage reduction, resistances, and hardness. Damage dealt this way bypasses regeneration and cannot be stopped by immunities. Your Energy Beam attacks also deal an additional 1d6 points of damage per point of energy invested in this module. On a successful or threatened critical hit, your target must also make a Willpower save (DC 12 + the amount of invested energy + your Constitution bonus) or die.
   Using this ability is extremely draining. Whenever you take advantage of the extra power that this hard-point attachment grants, you take 1 point of temporary energy damage and 1 point of Constitution damage. You can suppress or resume this ability as a free action.


Phazon Beam module
Descriptor: Phazon
Classes: Chozo Warrior, Pirate Trooper
Prerequisites: Modules with the Phazon descriptor can only be used by characters with the Phazon subtype.
Hard-point:
Saving Throw: Fort negates; See text

While this module is active, you gain a +2 bonus on saves against effects that would make you sickened or nauseated.
Energy: Each point of energy invested in this module causes your natural weapons and any melee weapon you wield to deal an additional 1 point of Phazon damage on each successful attack. This extra damage is not multiplied on a critical hit.

Hard-point Attachment (XXX)
***You can generate a weapon made of Phazon energy. The weapon deals Phazon damage, plus an extra 1d6 points of Phazon damage per point of energy invested in this module (bonus damage supersedes boost from standard module). Successful hits require saves vs. sickened***

Hard-point Attachment (Beam Cannon)
Your Energy Beam attacks deal Phazon damage. They also deal an additional 1d6 points of Phazon damage per point of energy invested in this module. If your target takes any Phazon damage from this attack, it must make a Fortitude save (DC 12 + the amount of invested energy + your Constitution bonus) or be sickened for 1 round per point of energy invested in this module. On a successful or threatened critical hit, your target is also nauseated for 1 round if it fails the Fort save.


Solar Flare module
Descriptor: Light
Classes: Federation Marine, Pirate Trooper
Prerequisites: None
Hard-point:
Saving Throw: Will partial; See text

While this module is active, you cannot be dazzled and you gain a +2 bonus on saving throws against gaze attacks. Whenever you hit with any weapon, even natural weapons, unarmed strikes, ranged weapons, and weapon-like spells, the target of your attack is dazzled for 1 minute as your weapon releases a burst of light. Creatures sensitive to light must make a Will save (DC 12 + the amount of invested energy + your Constitution bonus) or be blinded for 1 round, but you can only blind any given light-sensitive creature once every 24 hours this way.
   In addition, any weapon you wield or any natural attack you possess glows as a torch. You can suppress or resume this effect as a free action.
Energy: Each point of energy invested in this module increases the bonus to saving throws against gaze attacks by 1. When you hit with a weapon, creatures within 5 feet per point of energy invested are also dazzled for 1 minute (and possibly blinded for 1 round if they are sensitive to light, as above).

Hard-point Attachment (XXX)
***Hands: Hits cause blindness for 1 round on a failed save (only to primary target). Suppresses up to 3rd level Darkness spells instead of only up to 1st level.***
***Visor: You cannot be blinded. In addition, you can glow as a daylight spell, and suppress or resume this effect as a free action on your turn. At your discretion, the glow can be as a normal 60 foot radius, or a 90 foot cone.***
***This should probably have a 3rd hard-point, one of the lessers.***


Supernova module
Descriptor: None
Classes: Chozo Warrior, Federation Marine, Pirate Trooper
Prerequisites: You must have at least 2 modules with the Fire or Light descriptors active. You must not have any modules with the Cold or Darkness descriptors active.
Hard-point:
Saving Throw: None

While this module is active, you gain XXX.
Energy: Each point of energy invested in this module grants XXX.
(DC 12 + the amount of invested energy + your Constitution bonus)

Hard-point Attachment (XXX)
***opposite to the Black Hole and Duality modules***




[/spoiler]

///abilities without a home///
[spoiler]
While this module is active, you gain a +4 enhancement bonus to your Open Lock and Sleight of Hand checks.
Energy: Each point of energy invested in this module increases the bonus to your Open Lock and Sleight of Hand checks by an addition +2.

Hard-point Attachment (Hands)
***Sneak Attack +1d6/energy***

Hard-point Attachment (Visor)
***Sudden Strike +1d6/energy. Deal precision damage out to 60 feet + 10 feet/energy.***
***Probably on a sniper module or something***

Hard-point Attachment (Feet)
***Skirmish +1d6/+0. +0d6/+1 per odd energy, +1d6/+0 per even energy.***

Hard-point Attachment (XXX)



Other things to add:
- more sources of temporary or permanent flight. There's currently one real one, and another one or two virtual flight modules.
- a few simple battlefield control effects
- some things that grant negative levels and/or ability damage
- another couple of modules with the Light and/or Darkness descriptors
- something for Will saves
- more skill boosters
- Kinetic Accelerator module - throw things really hard
- one effect that lets you kill people you have pinned
- some effects that respond to attacks as immediate actions
   Point Defense module - stop ranged attacks by shooting lasers as immediate actions by making opposed ranged attacks
- some effects that alter the terrain, making difficult terrain, walls, and energy barriers
- a couple of small teleportation effects, only 2 or 3 so far
- some dispel effects
   Energy Negation module: Basic can cause temporary energy damage or Strength penalty. Hard-point allows for a dispel effect with damage or something.
- some sort of disintegrate effect
   Molecular Disruption module: Core grants disintegrate, if subject dies, disintegrate all nearby enemies, keep chaining until nobody turns to dust
- a total of 6 Phazon modules; There's currently only 2 with another on the way
- something with a Dimensional Anchor type effect
- fear effects
- is there something for invisibility and stealth yet?
- confusion effects
- illusions
- Shield Recharge module - take temporary energy damage to restore health; attachments might affect your recovery rate of ability damage (and temp energy damage) and stuff
- Black Hole module - requires at least 2 Darkness or Cold modules, and at most 0 Light or Fire modules
   form a gravity well on your position as a standard action. Maintaining it is a standard action. 10 ft/energy radius, all other creatures are slowed, light is pulled in generating a relative darkness effect towards anything closer to the center (darkness with respect to anything closer to the center) (9th level Darkness effect), everyone but you takes 1d6/energy each round and is pulled 5 ft/round towards you (no save, but movement does not provoke AoOs). Movement away from you costs double (in addition to the slowing).
- Supernova module - requires at least 2 Light or Fire modules, and at most 0 Darkness or Cold modules
[/spoiler]

« Last Edit: June 05, 2010, 07:13:34 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]