Author Topic: Heir of Kwalish [3.5]  (Read 1080 times)

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Prime32

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Heir of Kwalish [3.5]
« on: September 13, 2010, 02:00:34 PM »
So the Apparatus of Kwalish kind of... sucks. I could put a long fluff passage here about adventurers who discovered Kwalish's lost secrets, but I won't.

Basically, this is a class for vehicles.
« Last Edit: September 13, 2010, 02:07:45 PM by Prime32 »
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]

Prime32

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Re: Heir of Kwalish [3.5]
« Reply #1 on: September 13, 2010, 02:00:44 PM »
1 Apparatus, Infusions


Infusions: A Heir of Kwalish may use infusions as an artificer of his class level.

Apparatus: At 1st level, a Heir Of Kwalish builds his apparatus, a Construct with Hit Dice equal to his class level which can carry one Medium creature. Inside the apparatus are a set of controls. As long as a creature is capable of manning the controls, the apparatus treats the pilot's Dexterity score as its own for the purposes of AC and Reflex saves. The pilot may use a move action to make the apparatus perform a move action. An apparatus without a pilot cannot move.

If the apparatus has one or more weapons installed, a set of "gunner" controls are included for each weapon. The gunner makes attack rolls in place of the apparatus. Attacking with one of the apparatus's weapons requires the same action as attacking normally. An apparatus without a gunner cannot attack.

Characters riding in the apparatus gain the benefits of cover, but are otherwise exposed to the elements.

Quote
Apparatus (lv1)
Medium Construct
Hit Die: 1d10+10 (15hp)
Speed: 30ft
Armor Class: 11 (-5 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/+4
Attack: -
Full Attack: -
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +0, Ref -5, Will +0
Ability Scores: Str 18, Dex 0, Con -, Int -, Wis -, Cha -

Augmentations: At every Xth level, a Heir of Kwalish may add additional features to his apparatus. The same augmentations may be selected multiple times, in which case its effects stack if possible.
  • Extra Carrying Capacity: The number of characters who can fit inside the apparatus is doubled. You must possess Size Increase once for each time you select this augmentation.
  • Spellports: As The apparatus must have the Shell augmentation to select this option. As a move action, a character may choose for their next attack or spell to originate from the apparatus rather than themselves.
  • Manipulators: The apparatus gains a pair of hands capable of manipulating objects and wielding normal weapons of appropriate size.
  • Movement (Burrow): The apparatus gains a burrow speed equal to half its land speed.
  • Movement (Climb): The apparatus gains a climb speed equal to its land speed.
  • Movement (Flight): The apparatus gains a fly speed equal to double its land speed with average maneuverability.
  • Movement (Swim): The apparatus gains a swim speed equal to its land speed.
  • Power: The apparatus gains +4 Strength.
  • Shell: The apparatus completely encloses its occupants. This augmentation includes an airtight hatch which can be opened and closed, portholes to allow sight, and sufficient air capacity to last a fully-manned and sealed apparatus six hours. Characters within the apparatus gain total cover against attacks from outside, and vice versa. Similarly, the apparatus blocks line of effect for most spells. If the apparatus is reduced to 25% of its total hit points or lower, the shell is breached and ceases to be airtight. Restoring the lost hitpoints will repair this damage.
    Note: A bottle of air and a lock are good investments for an apparatus with this augmentation.
  • Size Increase: The apparatus increases in size by one category, gaining +2 Str and +1 natural armor, as well as increased bonus hp for being a Construct. This does not allow it to carry additional passengers.
  • Speed: The apparatus's land speed is increased by +10ft.
  • Weapon (Melee): The apparatus incorporates one bite, slam, pair of claws, gore, or other natural weapon. The same weapon may be added multiple times, but these require separate gunners.
« Last Edit: September 13, 2010, 02:50:28 PM by Prime32 »
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]