Trinity:Greasemonkey

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This class is planned on being added to the SteamWorks line, written by me, from 12 to Midnight. As such, it may not be up all that long.

In addition, this class is one of the two that probably still requires extensive work. What is presented here is a basic framework of the class - I'm certain that modifications will be required. At the moment, the class is relatively balanced, and accomplished what I wanted it to accomplish: a character that is her vehicle, and is almost useless without it. The vehicles are mildly overpowered, but with the understanding that the character is useless without it, it works.

Vehicles follow a set of rules that are largely hacked together. Much of the vehicle modifications are pulled from d20 Future, so you will need that book (or access to it's SRD) to make use of the material; however, some of the combat rules used for vehicles are pulled from Dragonmech (specifically critical hits), so you may want access to that book, as well. I want to make it very clear that this class is still largely untested, and will probably require a good deal of testing before all the kinks are worked out. The vehicle rules, considering that they're the meat of this class, are presented after the class description itself.

At the moment, the class does not make use of a 3-dimensional combat system I've been considering working on. As such, it does mesh with the existing mechanics of the game, and using it should not completely unduly balance an individual party. However, caution should be exercised - I'm not entirely certain if a vehicle can utterly break the game.

Without further ado: the class.

The Greasemonkey
Lvl	BAB		Fort	Ref	Will	Special
1 	+0		+0	+2	+0	Vehicle, Extraordinary Pilot, Hand Speed
2 	+1		+0	+3	+0	Patchwork Repairs
3 	+2		+1	+3	+1	Push the Envelope 1/day
4 	+3		+1	+4	+1
5 	+3		+1	+4	+1	Roll with the Punches (1 increment)
6 	+4		+2	+5	+2	Push the Envelope 2/day
7 	+5		+2	+5	+2
8 	+6/+1		+2	+6	+2
9 	+6/+1		+3	+6	+3	Push the Envelope 3/day
10 	+7/+2		+3	+7	+3
11 	+8/+3		+3	+7	+3	
12 	+9/+4		+4	+8	+4	Push the Envelope (Extreme Redlining) 4/day
13 	+9/+4		+4	+8	+4	Roll with the Punches (2 increments)
14 	+10/+5		+4	+9	+4
15 	+11/+6/+1	+5	+9	+5	Push the Envelope 5/day
16 	+12/+7/+2	+5	+10	+5
17 	+12/+7/+2	+5	+10	+5
18 	+13/+8/+3	+6	+11	+6	Push the Envelope (No Overheating) 6/day
19 	+14/+9/+4	+6	+11	+6
20 	+15/+10/+5	+6	+12	+6	Roll with the Punches (3 increments)

Greasemonkey

A greasemonkey

The greasemonkey is her vehicle, and her vehicle is her. With the skill to pilot anything that can walk, fly, or swim, greasemonkeys are an invaluable asset if you want to travel. Greasemonkeys also excel at repairing craft, and can eke out the most from any vehicle in which they find themselves.

Game Rule Information

Greasemonkeys have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Dexterity is the most important ability for a greasemonkey, as that is what modifies their ability to pilot vehicles. Vehicles often make use of firearms, and as such Perception can also be important.

Hit Die: d6.

Class Skills: The greasemonkey's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Jump (Str), Knowledge (Technology) (Int), Listen (Per), Pilot (Dex), Profession (Wis), Repair (Int), and Search (Per).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple (as a rogue).

Starting Gold: 4d4 x 10gp.

Class Features

All of the following are class features of the greasemonkey core class.

Weapons and Armor Proficiency: Greasemonkeys are proficient with all simple weapons, all crossbows, and a single basic or advanced firearm of his choice. Greasemonkeys are proficient with light armor, but not with shields.

Greasemonkeys are also proficient with all weapons mounted on a vehicle.

Vehicle: Works like a standard vehicle. Each time the greasemonkey levels, the vehicle also gains a level; this level is free and requires no expenditure of gp or xp.

A greasemonkey may have multiple vehicles. If he chooses to do so, he still has only 15 points to purchase their ability scores with; he may spread them out amongst as many vehicles as he chooses. In addition, he time he levels, he may also level a single vehicle. The abilities of a vehicle are based on its level, not on that of the greasemonkey.

Hand Speed: A greasemonkey gains Weapon Finesse and Quick Draw as bonus feats at first level.

Extraordinary Pilot: A greasemonkey adds his greasemonkey level to his pilot checks.

Patchwork Repairs: A greasemonkey can temporarily remove the effects of a critical hit on a vehicle. As a full-round action, the greasemonkey must make a Repair check against DC 10 + the vehicle's red damage threshold (1/10 HP, round up); if successful, the effect of the critical hit is negated for a number of rounds equal to 1d6 + the character's greasemonkey level.

If the check is failed, the greasemonkey cannot attempt to repair that particular critical hit effect again. The greasemonkey can attempt to repair the same effect again after a previous repair duration has ended, but each additional time, the DC increases by 10.

Roll with the Punches: While in a vehicle, the greasemonkey can reduce the severity of a critical hit by the indicated number of increments (one increment would be from yellow to green, or red to orange; two would be from red to yellow; three would be from red to green).

Push the Envelope: The greasemonkey can push any vehicle he is piloting to the limit, improving its performance temporarily but causing it to overheat. A greasemonkey can do this once per day at 3rd level and an additional time per day every three levels thereafter.

When pushing the envelope, the greasemonkey's vehicle gains a temporary +2 bonus to attack and damage rolls, +2 to all saving throws, and +10 ft. to its movement speeds. The greasemonkey can keep the vehicle redlined for a number of rounds equal to 3 + the greasemonkey's Dex modifier. At the end of the redline duration, the vehicle is overheated for 1d4+2 rounds. An overheated vehicle suffers a -2 penalty to attack and damage rolls, -1 to all saving throws, and -5 ft. to its movement speeds.

At 12th, these benefits go to +4 bonus to attack and damage rolls, +4 to all saving throws, and +20 ft. to its movement speeds.

At 18th, the vehicle is no longer overheated when the effect ends.

Vehicles

Coming soon.