finalized version guyver class for 3.5 d&d

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  • 7/29/2019 Finalized Version Guyver Class for 3.5 D&D

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    GUYVER

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    Table 1 The Guyver

    Base Fort Ref Will Guyver Form Guyver Form

    Level AttackBonus

    Save Save Save Attack Bonus AC Bonus Special

    1 +0 +2 +2 +0 +1/+1 +4 Mega smasher 1d10x5+5, telepathy, vibrational blades, damage reduction1/adamantine

    2 +1 +3 +3 +0 +2/+2 +4 Uncanny dodge

    3 +1 +3 +3 +1 +3/+3 +5 Forehead beam, gravity orb: lv 1

    4 +2 +4 +4 +1 +4/+4 +5 Mega smasher 2d10x5+5

    5 +2 +4 +4 +1 +5/+5/+0 +5 Sonic buster, gravity orb: lv 2, damage reduction 2/adamantine

    6 +3 +5 +5 +2 +6/+6/+1 +6 Improved uncanny dodge

    7 +3 +5 +5 +2 +7/+7/+2 +6 Mega smasher 3d10x5+5

    8 +4 +6 +6 +2 +8/+8/+8/+3 +6 Gravity orb: lv 3

    9 +4 +6 +6 +3 +9/+9/+9/+4 +7 Power punch

    10 +5 +7 +7 +3 +9/+9/+9/+4 +7 Mega smasher 4d10x5+5, bonus feat, damage reduction 3/adamantine

    11 +5 +7 +7 +3 +10/+10/+10/+5 +7 Mega smasher 5d10x5+5

    12

    +6/+1

    +8

    +8

    +4

    +11/+11/+11/+6/+1

    +8

    13 +6/+1 +8 +8 +4 +12/+12/+12/+7/+2 +8 Bonus feat

    14 +7/+2 +9 +9 +4 +12/+12/+12/+7/+2 +8

    15 +7/+2 +9 +9 +5 +13/+13/+13/+8/+3 +9 Mega smasher cost no longer goes up, damage reduction 4/adamantine

    16 +8/+3 +10 +10 +5 +14/+14/+14/+9/+4 +9 Bonus feat

    17 +8/+3 +10 +10 +5 +15/+15/+15/+10/+5 +9 Mega smasher cost 10% less

    18 +9/+4 +11 +11 +6 +15/+15/+15/+10/+5 +10

    19 +9/+4 +11 +11 +6 +16/+16/+16/+11/+6/+1 +10 Mega smasher cost 20% less, bonus feat

    20 +10/+5 +12 +12 +6 +17/+17/+17/+12/+7/+2 +10 Mega smasher cost 30% less, damage reduction 5/adamantine

    GAME RULE INFORMATION

    Guyvers have the fallowing game statistics.

    Abilities: Constitution is the most important ability for a guyver since it affects HP which dictates how much energy point

    they have in their energy reserves. Strength and Dexterity is helpful for a guyver to so they can have a better armor class while in

    guyver form and the guyvers special attacks like vibrational blades and the power punch get a boost for higher strength while attack

    like the forehead beam, sonic buster, and pressure cannon are more likely to hit if you have high dexterity. Wisdom though is just a

    important since it affects how well you can focus so you can transform or for abilities that require constant concentration like the

    gravity orbs gravity manipulation.

    Alignment: Any

    Hit Dice: d10 (+5 per level as a guyver, but only in guyver form.)

    Class Skills

    The Guyvers skills (and their key ability for each skill) are Concentration (Con), Intimidate (Cha), Jump (Str), Survival (Wis),

    Tumble (Dex), and Spot (Wis). See Chapter 4 of the Player Handbook for skill descriptions.

    Skill Points at 1st

    Level: (4+ Int modifier) x 4.

    Skill Points at Each Additional Level: 4+ Int modifier

    Class Features

    All of the Fallowing are class features of the Guyver.

    Weapon and Armor Proficiency: A Guyver is proficient with all simple weapons, guyver weapons, and with light armor bu

    not shields.

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    Guyver Transformation (EX): The act of transforming into the guyver requires only a single thought, or some people have

    word or short fraise they say to help them mentally trigger the transformation. Transforming requires a Willpower check to be mad

    DC 15. If the check is made the user summons a Omni-directional shield of hyperspace energy called a blast shield that does 1d20 p

    level to everything within a 5 feet distance from which the guyver armor wraps around them(Note: This action causes all worn or

    possessed items on the host to be placed into hyperspace including clothing until they deactivate the armor in which case they have a

    possessions exactly where they were before transformation unless the control metal had to regenerate the host from the genetic data

    stored in the control metal in which case all their items are permanently lost unless you use a wish spell or other means to bring the

    back.), if the check is failed, they are unable to focus enough on the task of activating it. The DC can be enhanced upon by differen

    factors like the character being under a great deal of mental or emotional stress will increase the DC of the check by an additional 1

    point. When transforming into the guyver, the host can pay 25% of his max Energy to heal 25% of his total HP (limit max HP).

    Guyver Form Ability Score Enhancements: While in guyver form the character gets the fallowing adjustments to his abilit

    scores; Str +4, Dex +4, Con +4.

    Guyver Form Characteristics: While in guyver form the host gets the fallowing abilities, their base speed is three times its

    normal while moving and is five times while running flat out. Their range of sight is doubled and they have dark vision equal twice

    their normal range of sight or 120 ft., whichever is better. The armor is durable against dramatic temperatures giving them a Fire an

    cold resistance of 25+1 per guyver level and they are not harmed by gases or liquids (unless corrosive, the guyver armor is bioorgan

    and is effected by any corrosive substance that is effective on organic substances only, but not those that effect inorganic material

    only) and can remain in the environment for an unspecified amount of time since it is believed that the armor produces oxygen for th

    host (or whatever they host must breath to survive) while in an environment that is harmful to breath in or has no air.

    Energy Reserves: The guyver unit allows its host to make use of the host natural bio energy reserves that all living organism

    have including the trees. The guyver uses its hosts bio energy to power its special weapon abilities; because of this all guyver abilitie

    are considered extraordinary abilities. Their Energy Reserves hold one point of energy for every two hit points of their maximum H

    in guyver form including bonus points from high constitution, that amount is their maximum amount of bio energy their body is ab

    to hold and cannot increase unless they get a higher total HP. If the host energy reserves hit zero of lower the armor will automaticall

    deactivate unless in a hostile environment in which case they guyver goes into self-defense mode until the area is safe, after that the

    unit is deactivated, the host is fatigued and takes the normal penalties even in guyver form until the host energy reserves is at least 50%

    of maximum.

    Guyver Form Armor Class Bonus: While in guyver form the host gains a bonus to AC due to the guyver unit enhancing th

    host reflexes and the armors natural durability. At level 1 it starts out at a +4, then becomes a+5 at level 3 and increases by +1 every

    three levels after word. Keep in mind that while in guyver from you lose any armor bonus, shield bonus, deflection, dodge, misc. ormagical bonus provided by equipment since all of your possession go into hyperspace when you transform and you cannot cast any

    spells you know that have a material or focus (including divine) component either (unless your friends have a spare spell componen

    pouch that you can use while in guyver form).

    Damage Reduction (EX): The guyver armor is so durable that it gives its host a Damage reduction 1/ Adamantine and gain

    another +1/adamantine at level 5 and every four levels with a max 5/adamantine.

    Regeneration and Fast Healing (EX):The Guyver can regenerate lost or destroyed body parts while in the Guyver form onlif the host loses a body part and then transform then they will instantly regain it, but will need to remain in the guyver form for a

    specific time while the Guyver regenerates the severed or missing limb. The Guyver regenerates physical damage as in wounds a nd

    missing body parts at a rate of 1 inch per 2 minutes. It also heals any lost hit points at a rate of one point per every two level every tw

    rounds, the host cannot deactivate the armor until all extensive damage to the hosts body is healed (if deactivated before t he armor

    fully regenerate after sustaining heavy physical damage to the armor like a hole blown through the chest might leave a bruise on thhost in which then the hosts body will have to heal naturally) and the host total HP is at least half of its maximum including temporar

    points from being in guyver form. The character cannot regain lost energy until he or she is out of guyver form from which they rega

    energy in their energy reserves at a rate of one point per level for every two hours of rest (by rest it means eating, sleeping, drinking o

    other forms of not exerting energy).

    Hyper Sensors (EX): While in the Guyver form the character is vastly aware of their surroundings. At any time the characte

    can use their sensors to detect motion, or life forces around them. A Will check, (DC 15) is needed to concentrate on the task. The D

    increases depending on the situation and the number of distractions, like being in combat would boost the DC to 20 depending on th

    ferocity of combat. Alternatively, the DM can control this function, at one point the Guyver may not sense anything, but then sudden

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    they detect motion off to their right. Unfortunately the Guyver can't detect specific actions, only positions, movement and l ife signs

    Essentially at any time it provides a +6 to Spot and Listen checks so long as the character is in their Guyver form.

    The Mega Smasher (EX): The Mega Smasher is defiantly the most devastating weapon in the known multi-verse; it is a

    particle beam weapon fired from two circular organs hidden underneath the chestplates one mega smasher cell under each side of th

    chest plate. Each mega smasher cell can be fired independently or together. Due to the massive power and energy use of this weapo

    the mega smasher is a last resort and even then should be used sparingly. The mega smashers power increases in level, but beware s

    does the cost of energy as well. The range of the mega smasher is one mile per level the particle beam has a radius in width of six fo

    per cell or twelve feet with both. A single mega smasher cell does 1d10x5at level one, but firing both does 1d10x5+5 damage (half o

    this is force damage so any resistance or immunities against force damage can protect them from half the weapons total damage) an

    gains 1d at level four, seven, ten, and eleven with a max of 5d10x5+5 for both cells. A Reflex save is allowed for half damage DC 1

    + Guyver levels +Constitution Modifier. The Mega Smasher is an atomizing weapon that bypasses hardness rating, cut the effect o

    damage reduction in half and delays regeneration and fast healing for half its normal time making it take two times as long to

    regenerate and heal the same amount. It takes five points of bio energy per cell to fire but this increase by three for every level as a

    guyver, not counting level one (current level minus one time three plus five per cell equals total cost). (To fire both cells it would co

    10 points of bio energy at level one)Firing the mega smasher is a full round action.

    Vibrational Blades (EX): A guyver has a set of blades (protrusions on the lower arm) normal 2 to 4 blades depending the ho

    these blades can be forward facing (on the wrist pointing towards their hands) of curving backwards (on the elbow curving upwardits the DMs choice whether they are forward facing or not but all guyvers have at least one set of blades, if they have two pairs o

    blades the DM can allow it so one pair faces forward and the other backwards. When the character first takes the Guyver class they

    must roll a 1d4, if the results are 1-2 they have one pair of blades (one on each arm)and if the results are 3-4 they have two pairs of

    blades (two on each arm). The vibrational blades do 2d6 points of sonic damage for one blade or 2d10 sonic damage for two blades

    with a critical threat of 19-20 x2; forward facing vibrational blades do slashing and/or piercing type damage, while backwards

    vibrational blades do slashing type damage. These blades vibrate at an ultra-high frequency that allows them to cut threw almost

    anything; because of this they ignore hardness rating. If two vibrational blade hit each other the two frequency react with each othe

    causing an almost ear shattering noise that does no damage but can be used to stop surrounding creature from chasing or whatever.

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    Note: creatures unaffected by sonic type attacks or cannot feel or hear sonic vibrations are unaffected by the reacting frequencies. It

    cost two points of bio energy to extend one or all blades (if you are doing so at the same time) you do not need to pay to de-extend

    them.

    Uncanny dodge (EX): At level two a guyver gain uncanny dodge like the rouge ability (see Player Handbook for more

    details) and then gains improve uncanny dodge at level six (see Player Handbook for more details).

    Fore Head Beam (EX): At level three a guyver gains the use of its fore head beam. The fore head beam fires a red beam of

    excess thermal energy from the guyvers body heat form the gem on the fore head directly above the control metal. The fore he ad

    beam isnt powerful but it is accurate it can be fired reflexively when attacked or when there is an attack aimed at the control metal

    no cost (DC 15). The beam has a range of forty meter (line) and does 2d6 points of fire damage with a critical of 19-20 x3. It cost on

    point of bio energy to fire the fore head beam.

    Gravitational Orb (EX): On the guyvers waist is a small metallic orb this orb allows the guyver some small gravity

    manipulation abilities. A guyvers gravitational powers are split into three levels. At level three the guyver gains access t o the first

    level of the gravitational orbs powers, they learn to use their gravity manipulation to lighten the gravitation forces on them allowin

    them to jump higher and farther, they also learn how to increase the amount of gravity on them making them heavier and harder to

    move or push in order to keep this effect they must keep focused on the task; using either of these abilities can give them a +6 to jum

    check or whatever skills could benefit from increased gravity on themselves (not others), DM choice. It cost two points of bio energ

    per round to use the first level of the Gravitational orbs abilities. At level five the guyver gains access to the second level of the

    gravitational orbs powers, the guyver is able to lunch a pressure cannon. The pressure cannon is a gravity weapon, it is bas ically aminiature compressed black hole/worm hole it eat small amounts of matter it comes against, a one inch thick wall for example woul

    have a five foot hole in diameter and the pressure cannon would still keep on going until it hit against an object with a larger thickne

    of mass or until it reaches its maximum range, but if it smashed into a foot thick stone or steel wall or a brownie or human for examp

    it would eat the mass it could and explode the brownie there would be small amounts of flesh flying about, the human would be blow

    apart limbs everywhere and the wall would have five foot to eight foot size hole in it. The pressure cannon range is thirty meters, 1 fe

    wide orb (line) and does 2d6x2 points of gravity damage at level five with a critical of 19-20 x2. It cost ten points of bio energy to fir

    a pressure cannon and a guyver can rapid fire up to three pressure cannon at a time (you pay for each one). Also with the level two

    abilities they can manipulate gravity around them to allow the guyver to fly at 120 feet, this can also be used to slow the guyvers fa

    or stop it. It cost four points of bio energy per round of use to fly and they must concentrate to stay flying. Note: If a successful ram

    attack is made, they are hit by someone with an equivalent strength of twenty or more, or they take a single barrage of fifteen or mor

    damage they can be knocked out of the sky. At level eight the guyver gains access to the third level of the gravitational orbs power

    first the pressure cannons damage becomes 3d6x2. Second, the guyver leans to use their pressure cannon as a shield, the pressure

    cannon shield look like a swirling black and red semi-sphere vertex, the pressure cannon shield can take 10 times the characters guyvelevels in damage (shield points) the shield takes both of the users hands to use the shields effects are instantaneous and the shield ca

    only repel one attack then isnt in effect and then you will have to summon up another. The pressure cannon shield offers pro tect fo

    the user (generally ten feet in the front) and anyone behind the user, line shape attack like the mega smashers particle beam will cut

    around the protective area damaging anything around the area protect the ten feet at the shields wielder and twenty foot wide area a

    the back of the protected area generally thirty feet behind the user. It cost twelve points of bio energy to create a single shield, each on

    has the maximum amount of protection (previous shield health does not carry over).

    Sonic Buster (EX): These deadly weapons are designed to target a person's cellular structure essentially vibrating the

    persons molecules until they "shatter". Next to the mega smasher this is possibly the most gruesome and deadliest weapon on the

    Guyver since its attack is totally invisible. Victims get to make a Fortitude save for half damage at a -2, but if they make it they are

    stunned and weakened gaining a -4 on all actions and are reduced to one action for one round. Those that don't make the save and y

    survive the attack get a -6 on all actions and are still at one action, but now for two rounds. The attack does however require that th

    target to be directly in front of the user for the attack to work. The attack is considered a full melee action. The sonic buster is createfrom the two sonic emitter orbs on the face most commonly where the mouth would be. The sonic busters range is twenty four feet

    cone and does 4d6+4 sonic damage targets can make a save throw for half damage see above. It costs sixteen points of bio energy t

    use.

    Power Punch (EX): The guyver unit allows the host to channel more energy into their punches or kicks allowing a medium

    size guyver to do 1d10, large size guyver to do 3d6, and a small guyver to do 1d6 (add str modifier). This cost no extra energy.

    Telepathy (EX): The organism on the hosts back gives the guyvers host natural telepathy in and out of guyver form as ofte

    as they want. This telepathy can only be used to talk to other guyvers and other beings with telepathy, but not with those without it

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    The Control Metal: The control metal is the most important part of the guyver it regulates the symbiotic/host relationship an

    keeps the guyver in its current shape. The control metal keeps control over the parasitical organism that was used for the creation of th

    guyver, thus keeping its symbioses in check (little is known about the parasite itself except that they might have natural telepathy). Th

    control metal is made of an unknown organic metallic alloy that is capable of regenerating itself after being activated. The control

    metal has sixty hit points, Armor Class 20, hardness rating 25; it can regenerate two points of HP per round and is immune to effec

    that bypass hardness rating. They control metal can only repair damage to it after activated, if 30 points of damage is done to it befor

    activation that damage is permanent and then the control metal cannot regenerate damage done to it after that when activate, also oth

    of the guyvers abilities may no longer work in short a damage guyver is not likely going to survive. The control metal can be targete

    by making a call shot (saying they are attacking the control metal). If a active control metal is damage down to ten points the contro

    metal will deactivate the armor, going back into hyperspace to regenerate, causing the host to become unconscious and will be

    fatigued when they awaken, also they cannot summon their armor until the control metal is fully regenerated then. Should the contr

    metal be destroyed on a active host, the guyver will go back to its parasitical roots and change as it devours its host, two things coul

    happen; if the control metal was damage before activation then the parasite will continue to eat the host until they are nothing left b

    a pile of goo, or if the control metal was ok then it would go to its true form with its host body the creature would look similar to th

    guyver, the parasite is in complete control and will attack all in site, it has the same HP, AC, Ability scores, etc. as the guyver did, bu

    not racial abilities or guyver power.

    Self Defense Mode: This mode becomes activated when the host becomes unconscious like form extreme damage from a

    destroyed brain for example, or the host ran out of energy in a hostile environment. The Guyver then targets all creatures in the

    immediate area that are aggressive towards the guyver, hold a weapon, attacks the guyver, or is deemed hostile to the guyver by the

    control metal. The control metal will attack with the full power of the guyver that the host can use and wont stop until the area is saffor the host or the host regains consciousness. This activates after the control metal regenerates the host from the stored genetic dat

    Control Metal Resurrection Process (EX): When the hosts in guyver form dies, the control metal is removed from the body i

    guyver form, or the body in guyver form is incinerated and the control metal survived. The control metal uses the host genetic data th

    it stored in the control metal to regenerate the host (in guyver form), then the control metal regenerates the host at its normal speed, on

    inch per two minutes until it fully regenerates the host, thus it would take two hours and twenty four minutes to regenerate a six foo

    guyver (seventy two inches). This process can happen as often as necessary as long as the control metal isnt destroyed or damage

    from before activation.

    Acid Weakness: The guyver armor is fully affected by acid damage and takes double damage from acid with the exception o

    the control metal which is unaffected by acid at all.

    Bonus Feat: Starting at level ten and every three levels afterwards, a guyver character gets a bonus feat from the feats list ithe players handbook (See Players Handbook).