The Art of Possesion
Jun 11, 2014 5:12:34 GMT -6
Post by Admin on Jun 11, 2014 5:12:34 GMT -6
***This thread and all rules contained within it are a work in progress and not finalized. Subject to adjustments and nerfs/buffs.***
For all mechanical purposes, Possessor Armor is considered a mount, armor, and construct unless otherwise stated. Anyone attempting to control PA is considered to be riding an unusual mount (-5 to ride checks) and has a Use Magic Device check DC of 10 + the number of Tech Points used. If the Possessor Armor is in the broken condition double the Tech Points for calculating UMD DC. Once succeeded, the UMD check need not be made again for the armor rolled for unless it is modified from its previous form.
In order to attack a creature inside of Possessor Armor, the attacker must make an attack roll against the occupant and beat the Possessor Armor's AC. Normal suits of armor cannot be worn under Possessor Armor. On a successful hit, apply either the Armor's DR or the operator's DR (whichever is higher) for damage reduction purposes. If the attacker targets the armor itself, the attack roll is considered a touch attack (the defender is allowed use of the mounted combat feat as per normal but uses either the armor's Dex bonus or the operator's Dex bonus, whichever is lower.) Possessor armor is susceptible to sneak attacks and other precision damage. Possessor Armor has a base land speed equal to 30ft + (5ft x Dex Donus) and ignores the normal rules for encumberance.
Unlike other constructs, Possessor armor is not destroyed when it reaches 0 HP but is instead rendered powerless and can be repaired so long as it does not reach a number of negative hit points equal to half of its total health (in which case the armor is finally destroyed and is infeasible to repair). Powerless armor can not take any actions and will not release the occupant on command. The occupant must have assistance to escape powerless armor (with the exception to suits of armor with escape mechanisms.) If the occupant has not escaped the armor before it is fully destroyed, the occupant receives an amount of damage that would place him or her at -10 HP bypassing any DR or other effects that would prevent damage and bleeds for 2 damage each round they fail to stabilize. Any rolls the occupant takes to stabilize in this fashion are made at a -15 penalty.
When making attacks with Possessor Armor, use the operator's BAB, feats, and weapon proficiencies but use the armor's Str/Dex bonus when calculating bonuses to hit and AC.
Feats:
Endurance: *In addition to other suits of armor, Possessor Armor applies to the endurance feat as well.*
Possessor Armor Training: [Prereq: Use Magic Device 2 ranks, Ride 2 ranks] You are proficient in the operation of Possessor Armor. You are no longer considered riding an unusual mount and you may take 10 on Use Magic Device checks to control Possessor Armor. You need not make Use Magic Device checks for Possessor Armor obtained via the P.A. Acolyte feat that is not broken.
Possessor Armor Adept: [Prereq: Possessor Armor Training] Gain a +2 Competence bonus to all Ride and Use Magic Device checks made while using Possessor Armor. The bonus to Use Magic Device checks increases by 1 for every 6 levels beyond first you posses.
Craft Possessor Armor: [Prereq: Knowledge Engineering 3 ranks, Knowledge Arcana or Religion 3 ranks, Craft Construct 3 ranks, Craft Armor 3 ranks] You can craft Possessor Armor.
Possessor Armor Acolyte: For one reason or another, you have come into possession of your own suit of Possessor Armor. You may create any suit of Possessor Armor costing XXXXg or less and automatically own it. If this feat is selected after character creation, the method of acquisition of the Possessor Armor will be subject to DM discretion.
Improved Modular Systems: Increase your Possessor Armor's Tech Points by 1. Can be selected at Levels 1, 5, 10, and 16.
Top Market Parts: The inner workings of the armor are designed with stronger, thicker, or otherwise more durable materials. Increase the Possessor Armor's HP by 4. This feat can be taken multiple times, reducing the bonus HP by half each additional time it is selected (minimum 1).
-Tech Options-
Each P. Armor has a set number of tech points out of the box. More tech points can be added by purchasing/crafting them at a purchase price similar to the enhancement bonuses ivolved in buying/crafting magic weapons (2000g, 8000g, 18000g, and so on.)
All techs marked with an * can be taken multiple times.
-1 point-
*Low Torque Gears: Reduce Strength by 2 and improve Dexterity by 1.
*High Torque Gears: Reduce Dexterity by 2 and improve Strength by 1.
*Weapon Slots: Implements a compartment within the P. Armor that can be used the retract and draw a weapon (or fire in the case of ranged attacks). This Tech can be taken multiple times, but applies to a new weapon each time.
Low Profile: [Rquires Medium or Small size] The armor is the same size category as the creature it is designed for and grants a +4 circumstance bonus to Acrobatics and Stealth checks.
Tool Kit: A basic set of tools is stored in somewhere on the armor that can be used to repair the P. Armor. You can use the tools to heal the armor for 1 HP every 2 hours spent repairing the armor.
Low Power Magic Device: The P. Armor gains a magical device implemented into its system that allows it use certain spells as spell like abilities. This Tech requires 1 Weapon Slot and consumes it for the purposes of using that slot. Select any level 0 spell from the XXXX spell list. You can use this ability any number of times per day as you like so long as the P. Armor is not powerless or broken. This ability consumes 5 power.
*Improved Armor Class: Improve the AC of the P. Armor by +2. Each additional time this tech is selected it costs twice as many TP as the previous instance. (1, 2, 4, 8, 16)
-2 points-
Large: The armor is large sized. Strength is increased by +4, DR is increased to 3/Magic, Max HP is increased by 10 points, AC is increased by 4, ACP drops to -7, and Dex is reduced by -2.
Seige Engine Platform: [Requires Large] The Armor now has a Seige Engine Weapon Platform attached to it in some fashion.The Seige Engine must be purchased before it can be mounted to the P. Armor though the tech may be taken at anytime. The operator of this P. Armor is considered proficient with the attached weapon so long as all UMD and Ride checks have been passed. The armor is capable of loading and firing the siege engine and uses the armor's size for determining loading/aiming/firing speeds. The P. Armor cannot be assisted in any way with operating the attached siege engine and is the only crewman of said siege engine. All attacks made with the siege engine are made at a -4 penalty.
Stabilizer: Several metal arms stretch out from the armor and stabilize the armor using the ground for support, making it capable of effectively firing various ranged weapons attatched to the armor. Stabilizing is a full round action that provokes attacks of opportunity. While Stabilized, the armor is considered flat foooted and denied its Dex Bonus to AC (this cannot increase AC by removing a negative bonus and still makes the armor vulnerable to sneak attacks), removes any Dex bonuses/penalties involved with making attacks with ranged weapons, and gains a +5 Competence Bonus to attack rolls made with ranged weapons.
*Power Surge: Before you make an attack roll with your P. Armor you may declare that you are going to add Power Surge to the attack as a Swift Action. Add +1 to all attack rolls and +3 to damage rolls and consumes 10 power. This ability may be taken multiple times increasing the bonuses to hit by +1, bonuses to damage by +2, and power consumed by 10.
-3 points-
Claws: The P. Armor now has 2 claw attacks with which the operator is proficient with.
Huge: [Requires 'Large'] The armor is now huge.
Soul Drive: The operator of the Possessor Armor becomes the power source of the armor. Calculate the P.Armor's new power load by adding the operator's HD and Cha Mod and multiplying this by 10 and is retroactive as the operator gains levels. This power load is only in effect while an operator has control over the P. Armor and is effectively drained from the operator, otherwise the armor is considered to be powered down. The operators power load is replenished after a full 8 hour rest. If the power load ever reaches 0 or below while the operator is controlling the armor, the operator dies. For an additional 2 TP the armor can have a backup reservoir of 20 power independent of the operator's and can be tapped into at anytime as partial or full payment for various abilities.
*LvL 1 Magic Device: Same as Low Power Magic but select any level 1 spell from the same list. Consumes 20 power per use.
Block: When an enemy attacks the operator or the Armor, before damage is rolled, the operator may, as an immediate action, declare that they are going to attempt to block the attack. When an attack is blocked the damage received is reduced by half rounded down. The amount of damage prevented is calculated after normal Damage Reduction is calculated and is removed from the P. Armor's power load 10 times. This action may not be taken on the same rotation as a ride check invoked by the Mounted Combat feat and only applies to one attack.
-4 Points-
Class Quality Emulation: WIP
*Meta Magic Catalyst: [Requires any Magic Device tech] A magic rod is installed into the P. Armor which augments its ability to use one of its magical devices. Pick one Metamagic Feat and one magic device attached to the armor when you select this tech. When using the selected magic device, you may choose to use the device as if it was modified by that metamagic feat. This multiplies the amount of power consumed by the magic device by the metamagic feat's level adjustment + 1 (I.E. a +4 MMF would cuase the device to consume 5 times the normal amount of power.) Alternatively, divide the power consumption by the level adjustment + 1 if the feat reduces the spells level (I.E. a -1 MMF would cuase the device to consume 1/2 the normal amount of power.)
*LvL 2 Magic Device: Same as LvL 1 Magic but select any level 2 spell from the same list. Consumes 35 power per use.
-Possessors and Possessor Armor-
The art of possession is in essence the ability to pilot or 'possess' a suit of specialized armor, typically larger than the possessor, and utilize it to devastating effect. While these suits are capable of empowering their operators, they usually are saddled with crippling weaknesses as well (depending on the model, its augments, and its overall quality) such as slow speed and weakness to certain forms of damage and spell effects.
-Shrekker MK1- 850g
Medium Size
Starting Tech: None
Tech Points: 4
HP 25/25 ; Hardness 10
Max Power Load: 90/90
Str 14
Dex 9
AC 17
ACP -3
DR 1/Magic
Fire, Lightning, Sonic Vulnerability
-Juggernaut MK1- 20,000g
Starting Tech:
HP 40/40
For all mechanical purposes, Possessor Armor is considered a mount, armor, and construct unless otherwise stated. Anyone attempting to control PA is considered to be riding an unusual mount (-5 to ride checks) and has a Use Magic Device check DC of 10 + the number of Tech Points used. If the Possessor Armor is in the broken condition double the Tech Points for calculating UMD DC. Once succeeded, the UMD check need not be made again for the armor rolled for unless it is modified from its previous form.
In order to attack a creature inside of Possessor Armor, the attacker must make an attack roll against the occupant and beat the Possessor Armor's AC. Normal suits of armor cannot be worn under Possessor Armor. On a successful hit, apply either the Armor's DR or the operator's DR (whichever is higher) for damage reduction purposes. If the attacker targets the armor itself, the attack roll is considered a touch attack (the defender is allowed use of the mounted combat feat as per normal but uses either the armor's Dex bonus or the operator's Dex bonus, whichever is lower.) Possessor armor is susceptible to sneak attacks and other precision damage. Possessor Armor has a base land speed equal to 30ft + (5ft x Dex Donus) and ignores the normal rules for encumberance.
Unlike other constructs, Possessor armor is not destroyed when it reaches 0 HP but is instead rendered powerless and can be repaired so long as it does not reach a number of negative hit points equal to half of its total health (in which case the armor is finally destroyed and is infeasible to repair). Powerless armor can not take any actions and will not release the occupant on command. The occupant must have assistance to escape powerless armor (with the exception to suits of armor with escape mechanisms.) If the occupant has not escaped the armor before it is fully destroyed, the occupant receives an amount of damage that would place him or her at -10 HP bypassing any DR or other effects that would prevent damage and bleeds for 2 damage each round they fail to stabilize. Any rolls the occupant takes to stabilize in this fashion are made at a -15 penalty.
When making attacks with Possessor Armor, use the operator's BAB, feats, and weapon proficiencies but use the armor's Str/Dex bonus when calculating bonuses to hit and AC.
Feats:
Endurance: *In addition to other suits of armor, Possessor Armor applies to the endurance feat as well.*
Possessor Armor Training: [Prereq: Use Magic Device 2 ranks, Ride 2 ranks] You are proficient in the operation of Possessor Armor. You are no longer considered riding an unusual mount and you may take 10 on Use Magic Device checks to control Possessor Armor. You need not make Use Magic Device checks for Possessor Armor obtained via the P.A. Acolyte feat that is not broken.
Possessor Armor Adept: [Prereq: Possessor Armor Training] Gain a +2 Competence bonus to all Ride and Use Magic Device checks made while using Possessor Armor. The bonus to Use Magic Device checks increases by 1 for every 6 levels beyond first you posses.
Craft Possessor Armor: [Prereq: Knowledge Engineering 3 ranks, Knowledge Arcana or Religion 3 ranks, Craft Construct 3 ranks, Craft Armor 3 ranks] You can craft Possessor Armor.
Possessor Armor Acolyte: For one reason or another, you have come into possession of your own suit of Possessor Armor. You may create any suit of Possessor Armor costing XXXXg or less and automatically own it. If this feat is selected after character creation, the method of acquisition of the Possessor Armor will be subject to DM discretion.
Improved Modular Systems: Increase your Possessor Armor's Tech Points by 1. Can be selected at Levels 1, 5, 10, and 16.
Top Market Parts: The inner workings of the armor are designed with stronger, thicker, or otherwise more durable materials. Increase the Possessor Armor's HP by 4. This feat can be taken multiple times, reducing the bonus HP by half each additional time it is selected (minimum 1).
-Tech Options-
Each P. Armor has a set number of tech points out of the box. More tech points can be added by purchasing/crafting them at a purchase price similar to the enhancement bonuses ivolved in buying/crafting magic weapons (2000g, 8000g, 18000g, and so on.)
All techs marked with an * can be taken multiple times.
-1 point-
*Low Torque Gears: Reduce Strength by 2 and improve Dexterity by 1.
*High Torque Gears: Reduce Dexterity by 2 and improve Strength by 1.
*Weapon Slots: Implements a compartment within the P. Armor that can be used the retract and draw a weapon (or fire in the case of ranged attacks). This Tech can be taken multiple times, but applies to a new weapon each time.
Low Profile: [Rquires Medium or Small size] The armor is the same size category as the creature it is designed for and grants a +4 circumstance bonus to Acrobatics and Stealth checks.
Tool Kit: A basic set of tools is stored in somewhere on the armor that can be used to repair the P. Armor. You can use the tools to heal the armor for 1 HP every 2 hours spent repairing the armor.
Low Power Magic Device: The P. Armor gains a magical device implemented into its system that allows it use certain spells as spell like abilities. This Tech requires 1 Weapon Slot and consumes it for the purposes of using that slot. Select any level 0 spell from the XXXX spell list. You can use this ability any number of times per day as you like so long as the P. Armor is not powerless or broken. This ability consumes 5 power.
*Improved Armor Class: Improve the AC of the P. Armor by +2. Each additional time this tech is selected it costs twice as many TP as the previous instance. (1, 2, 4, 8, 16)
-2 points-
Large: The armor is large sized. Strength is increased by +4, DR is increased to 3/Magic, Max HP is increased by 10 points, AC is increased by 4, ACP drops to -7, and Dex is reduced by -2.
Seige Engine Platform: [Requires Large] The Armor now has a Seige Engine Weapon Platform attached to it in some fashion.The Seige Engine must be purchased before it can be mounted to the P. Armor though the tech may be taken at anytime. The operator of this P. Armor is considered proficient with the attached weapon so long as all UMD and Ride checks have been passed. The armor is capable of loading and firing the siege engine and uses the armor's size for determining loading/aiming/firing speeds. The P. Armor cannot be assisted in any way with operating the attached siege engine and is the only crewman of said siege engine. All attacks made with the siege engine are made at a -4 penalty.
Stabilizer: Several metal arms stretch out from the armor and stabilize the armor using the ground for support, making it capable of effectively firing various ranged weapons attatched to the armor. Stabilizing is a full round action that provokes attacks of opportunity. While Stabilized, the armor is considered flat foooted and denied its Dex Bonus to AC (this cannot increase AC by removing a negative bonus and still makes the armor vulnerable to sneak attacks), removes any Dex bonuses/penalties involved with making attacks with ranged weapons, and gains a +5 Competence Bonus to attack rolls made with ranged weapons.
*Power Surge: Before you make an attack roll with your P. Armor you may declare that you are going to add Power Surge to the attack as a Swift Action. Add +1 to all attack rolls and +3 to damage rolls and consumes 10 power. This ability may be taken multiple times increasing the bonuses to hit by +1, bonuses to damage by +2, and power consumed by 10.
-3 points-
Claws: The P. Armor now has 2 claw attacks with which the operator is proficient with.
Huge: [Requires 'Large'] The armor is now huge.
Soul Drive: The operator of the Possessor Armor becomes the power source of the armor. Calculate the P.Armor's new power load by adding the operator's HD and Cha Mod and multiplying this by 10 and is retroactive as the operator gains levels. This power load is only in effect while an operator has control over the P. Armor and is effectively drained from the operator, otherwise the armor is considered to be powered down. The operators power load is replenished after a full 8 hour rest. If the power load ever reaches 0 or below while the operator is controlling the armor, the operator dies. For an additional 2 TP the armor can have a backup reservoir of 20 power independent of the operator's and can be tapped into at anytime as partial or full payment for various abilities.
*LvL 1 Magic Device: Same as Low Power Magic but select any level 1 spell from the same list. Consumes 20 power per use.
Block: When an enemy attacks the operator or the Armor, before damage is rolled, the operator may, as an immediate action, declare that they are going to attempt to block the attack. When an attack is blocked the damage received is reduced by half rounded down. The amount of damage prevented is calculated after normal Damage Reduction is calculated and is removed from the P. Armor's power load 10 times. This action may not be taken on the same rotation as a ride check invoked by the Mounted Combat feat and only applies to one attack.
-4 Points-
Class Quality Emulation: WIP
*Meta Magic Catalyst: [Requires any Magic Device tech] A magic rod is installed into the P. Armor which augments its ability to use one of its magical devices. Pick one Metamagic Feat and one magic device attached to the armor when you select this tech. When using the selected magic device, you may choose to use the device as if it was modified by that metamagic feat. This multiplies the amount of power consumed by the magic device by the metamagic feat's level adjustment + 1 (I.E. a +4 MMF would cuase the device to consume 5 times the normal amount of power.) Alternatively, divide the power consumption by the level adjustment + 1 if the feat reduces the spells level (I.E. a -1 MMF would cuase the device to consume 1/2 the normal amount of power.)
*LvL 2 Magic Device: Same as LvL 1 Magic but select any level 2 spell from the same list. Consumes 35 power per use.
-Possessors and Possessor Armor-
The art of possession is in essence the ability to pilot or 'possess' a suit of specialized armor, typically larger than the possessor, and utilize it to devastating effect. While these suits are capable of empowering their operators, they usually are saddled with crippling weaknesses as well (depending on the model, its augments, and its overall quality) such as slow speed and weakness to certain forms of damage and spell effects.
-Shrekker MK1- 850g
Medium Size
Starting Tech: None
Tech Points: 4
HP 25/25 ; Hardness 10
Max Power Load: 90/90
Str 14
Dex 9
AC 17
ACP -3
DR 1/Magic
Fire, Lightning, Sonic Vulnerability
-Juggernaut MK1- 20,000g
Starting Tech:
HP 40/40