Author Topic: [3.5] Chozo Warrior (base class)  (Read 2548 times)

Offline Prime32

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[3.5] Chozo Warrior (base class)
« Topic Start: November 05, 2011, 06:58:11 PM »
Transferring stuff over, starting with the oldest.

08/11/10: Added multiclassing feats, minor clarifications
21/06/09: Added Beam variants
10/06/09: Minor balance tweaks
08/01/09: Modified Charge Beam so it can be used while moving
06/01/09: Minor revisions and clarifications
03/01/09 - 04/01/09: New version with revised feats, altform, etc.

Offline Prime32

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Re: [3.5] Chozo Warrior (base class)
« Reply #1: November 05, 2011, 06:58:33 PM »
CHOZO WARRIOR

MAKING A CHOZO WARRIOR

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


Hit Dice: d10

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

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

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

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

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

Altform (Su): As a move action, a 3rd level chozo warrior can take on an a specific alternate form. Except as noted below, this functions as the change shape ability.
An altform does not have functional hands or other manipulators. Any gear worn or carried by the character (including his Arm Cannon, but not his Power Suit) melds into the new form and becomes nonfunctional (though effects which allow characters to use items while wildshaped also allow their use in altform). When the character reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn by the altform fall off and land at the character's feet.
(click to show/hide)

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

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

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

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

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

Suit Defences (Ex): At 8th level, a chozo warrior receives DR 1/- and energy resistance 1, +1 for every three levels thereafter.

Offline Prime32

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Re: [3.5] Chozo Warrior (base class)
« Reply #2: November 05, 2011, 06:59:39 PM »
FEATS


Beam Feats
Basic beams
(click to show/hide)
Other
(click to show/hide)
Beam combos
(click to show/hide)

Suit Feats
(click to show/hide)

Misc. Feats
Missile
(click to show/hide)
Grapple
(click to show/hide)
Other
(click to show/hide)

Multiclassing Feats
(click to show/hide)

Offline Prime32

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Re: [3.5] Chozo Warrior (base class)
« Reply #3: November 05, 2011, 07:00:08 PM »
BEAM VARIANTS
Whenever a Chozo Warrior gains a Beam (including Power Beam) he may give up its normal usage and apply one or more of the following variants.

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

Heavy
The beam requires a standard action to fire. Any abilities based on the beam, such as missiles and beam combos, require double the normal amount of time to use (standard action becomes full-round action, etc.) In exchange, the base damage for that beam (and only that beam) is increased by +2 per class level.