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| #1Chameleon-XMay 14, 2009 14:35:50 | MegaMan Class Traits Role: Controller. You use the versatility of your weapons to target enemy weak-points and manipulate the flow of battle. Depending on your choice of powers, you may lean toward Leader or Striker as your secondary role. Source: Elemental. Your powers come from the element-themed spirit of an ancient battle android whose essense has been copied and condensed into a BioMetal Armorsuit which provides you a portion of their power. Key Abilities: Dexterity or Strength, Constitution or Wisdom Armor Proficiencies: Cloth Weapon Proficiencies: Buster Weapons, Light Blades, Heavy Blades, Polearms. Bonus to Defense: +1 Reflex, +1 Fortitude, +1 Will Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 5 Healing Surges: 7 + Constitution modifier Trained Skills:Choose either Intimidate or Diplomacy, and 3 more skills from the following list: Endurance, Acrobatics, Athletics, Dungeoneering, Intimidate, Diplomacy, Perception, Insight, Stealth. Build Options: Blue Bomber, Crimson Blade, Storm General, Gray Ghost Class Features: Ghost in the Machine, BioMetal Body, BioMetal Weapon, BioMetal Mobility Creating a MegaMan MegaMen are warriors chosen by destiny to wield the power of a special Armorsuit created in some untold age by the world's greatest scientific minds, composed of a special alloy which enhances the warrior's strength and speed. Each MegaMan (or woman) is equipped with a "BioMetal" which they can merge with using the R.O.C.K. system (Rebirth Of Crystalized Knowledge) to gain the powers of a battle android.Though all are valorous heroes who do not fear death or injury in battle, they are not all cut from the same mold. As a MegaMan, your own personal style may differ greatly from others. Blue Bomber Though you are a brave and valiant defender of justice, you abhor direct violence and seek to find a more diplomatic solution to your problems. Dexterity should be your highest stat, but a high Wisdom score will also help you be more insightful, and to find answers which more battle-minded fighters might overlook. You prefer weapons which protect you and your allies from harm, and passively resist your allies with area denial Powers and similar non-lethal methods. Suggested Feat: Variable Weapon System Suggested Trained Skills: Diplomacy, Insight, Dungeoneering Suggested At-Will Power: Ice Wall Suggested Encounter Power: Rain Flush Suggested Daily Power: Hornet Chaser Crimson Blade You prefer the sounds of battle to the inane prattling of cowards who want to talk things out. Your specialty is war, not discourse. Why bother wasting time with parley when you'll just have to end up killing the stubborn bastards anyway? This isn't to say you're completely above reason; if the enemy surrenders or runs away, you feel no need for needless bloodshed. However, you would still prefer a straight-up fight rather than machinations or deception. Strength and Constitution should be your highest scores, as you're the type to get up-close and personal. Suggested Feat: Power Attack Suggested Trained Skills: Acrobatics, Athletics, Intimidate Suggested At-Will Power:Ensuizan Suggested Encounter Power: Youdantotsu Suggested Daily Power:Tenshouha Storm General You are a calm and collected fighter, never letting emotions like fear or compassion get in the way of your duties. Your responsibility is to your allies first, and you give your enemy no quarter as long as they resist you. You will occasionally consider what an enemy has to say, and you see no need to fight battles which can be avoided. However, your honor comes first; you never run, never fold, and never hold back. Its your choice whether you focus on Strength or Dexterity, as your powers present an even mix of both. Wisdom is good to have, but only really necessary if you plan on using more Controller-type powers. Otherwise, Constitution is the way to go. Suggested Feat: Two Weapon Defense Suggested Trained Skills: Perception, Insight, Athletics Suggested At-Will Power: Electric Spark Suggested Encounter Power:Youdantotsu Suggested Daily Power:Tornado Hold Gray Ghost You are a mysterious and enigmatic soldier. Stoic and aloof, your allies find it difficult to determine your motives or your allegiance, but your loyalty to your cause is unquestioned. You prefer to dominate the battlefield with traps and devious powers which deny the enemy territory, or force them to make tactical errors. Your Dexterity is the most important key to your success, but having a high Wisdom score is also crucial for your success as a tactician. Suggested Feat: Nimble Blade Suggested Trained Skills: Stealth, Insight, Acrobatics Suggested At-Will Power: Needle Canon Suggested Encounter Power: Gravity Well Suggested Daily Power: Chameleon Sting There may be other builds besides these. Don't be afraid to experiment with different combinations of primary and secondary stats. Class Features Class Features Ghost in the Machine Your Biometal is Imbued with the spirit of an ancient mechanical lifeform with untold knowledge of ancient battle data. You gain a +5 bonus to Knowledge checks relating to battle tactics, ancient battles of note, or anything else relating to past military actions or techniques. In addition, your BioMetal has a consciousness of it's own which is able to think and evaluate a situation. You double your wisdom score when determining your bonus on Insight and Perception checks, and gain a bonus to saving throws against powers or effects with the Illusion, Charm, or Fear Keywords equal to your Wisdom Modifier. BioMetal Body Your power stems from an armorsuit forged from an unknown alloy which melds with your body and gives it greatly enhanced strength. As a minor action you can summon and dismiss your BioMetal Body, which appears from chains of elemental energy and melds onto whatever you're wearing. Your BioMetal Body gives the armor under it enhanced durability and mobility; when it is active you gain a bonus to AC and Reflex equal to your Wisdom or Constitution Modifier. Your BioMetal Body includes a faceplate which allows you to breath underwater, but this does not protect you from any effects or powers. The BioMetal you choose is infused with the Elemental Essence of the battle android it was based on, providing the abilities, strengths and weaknesses of that Model. Choose one of the following. Each Model provides Resist 5 and Vulernable 5 of the listed Damage types. Both values increase to 10 at 11th Level, and 20 at 21st Level. In addition, each model gives you access to a particular BioMetal Weapon and BioMetal Mobility Feature (see below). Model X: Resist Radiant, Vulnerable Necrotic. Gain the Nova Strike power and the X-Buster Weapon. Model Z: Resist Force, Vulnerable Psychic. Gain the Double Jump power, the Z-Buster Weapon, and Z-Saber Weapon. Model A: Resist Psychic, Vulnerable Force. Gain the Mach Dash power and the Turbo Buster Weapon. Model F: Resist Fire, Vulnerable Lightning. Gain the Nova Strike power and the Dual Blasters Weapon. Model P: Resist Necrotic, Vulnerable Radiant. Gain the Shadow Dash power and the Shuriken Launcher Weapon. Model H: Resist Lightning, Vulnerable Cold. Gain the Mach Dash power and the Beam Daggers Weapon. Model L: Resist Cold, Vulnerable Fire. Gain the Wave Dash power and the Beam Halberd Weapon. BioMetal Weapon Your BioMetal Body comes equipped with a built-in weapon. Your weapon morphs onto your Off-hand, and can be summoned and dismissed as a Free Action. While your BioMetal weapon is on your hand(s) you may not hold anything else in that hand. The weapon you choose remains with you for the rest of your adventuring career and can not be changed, but its properties can be upgraded by installing Upgrade Chips. Megaman Weapons- Buster Weapons |
| #2Chameleon-XMay 14, 2009 14:36:23 | |
| #3Chameleon-XMay 14, 2009 14:36:55 | |
| #4Chameleon-XMay 14, 2009 14:37:31 | |
| #5Chameleon-XMay 14, 2009 14:38:48 | 1st Paragon Path Sage of Elysium "When will this pointless bloodshed end?" Prerequisites: MegaMan, Trained in Diplomacy and Insight As the years stretch on and your experience grows, you begin to regret the lives you've taken in the name of justice. You begin to see the paradox inherent in fighting for peace, and try to find a more enlightened path. Your search for wisdom and an end to wars and bloodshed has led you to become one of the most respected of all the world's great sages, but somehow your quest has left you feeling unfulfilled... there always seems to be more conflict, no matter how much you strive for harmony. It may be that you may ultimately have to resign yourself to the state of the world, "Si vis pacem, parabellum", as the saying goes. No matter where your path leads, you won't give up... you won't falter. You continue to believe that somehow, some way, you can put an end to all this misery and death. Fight, MegaMan, for Everlasting Peace! Sage of Elysium Path Features Pacifistic Action (Level 11): When you spend an Action Point to take an extra action, and that action is not used to attack, all enemies within 5 squares of you can not attack you or your allies on their next turn. If you or one of your allies attacks one of those enemies during that time, this effect immediately ends. Calming Voice (Level 11): All allies within 10 squares of you gain a +5 Bonus to Bluff and Insight checks, and a +10 bonus to Diplomacy checks when trying to negotiate with an NPC or Monster who is not friendly to them. In addition, you and your allies gain a +10 bonus to any attempt to talk a bloodied enemy into surrendering, and a +5 bonus on attempts to interrogate that enemy if it surrenders. Sacrifice in the Name of Peace (Level 16): Any time you have the opportunity to spend a Healing Surge, you may choose not to regain any hit points. If you do, choose one intelligent non-evil enemy within 5 squares of you. That enemy is now dominated by you, but will not take any violent actions against either party. That creature counts as an ally for the purposes of flanking, and may be talked into aiding your allies non-violently (if it is capable of doing so), but it will not intentionally harm it's original allies unless animosity exists between the group (which is up to the DM). This effect lasts until the end of the encounter, or until the enemy is attacked by you or your allies. |
| #6Chameleon-XMay 14, 2009 14:40:07 | New Race Reploid Created to serve humans, some Reploids choose to rebel, while others choose to obey. Which side is right? That's up to you... Racial Traits (Humanoid) Average Height: 5'6" - 6'2" Average Weight: 270-300 lbs. Ability Scores:+2 Dexterity, +2 Constitution Size: Medium Speed: 6 Squares Vision: Normal Skill Bonuses: +2 Athletics, +2 Diplomacy Bonus At-Will Power: You gain one extra Level 1 At-Will Attack Power from your class. Bonus Feat: You gain Variable Weapons System as a Bonus Feat at Level 1. Racial Traits (Pseudoroid) Average Height: 3'4" - 7'6"* Average Weight: 85-300 lbs.* Ability Scores:+2 Dexterity, +2 Strength Size: Small, Medium,or Large* Speed: 5-7 Squares* Vision: Low-Light Skill Bonuses: +2 Endurance, +2 Intimidate Elemental Armor: Choose two damage types from the following list. You gain Resist 5 to the first type, and Vulnerable 5 to the other. If your class would give you Resistance or Vulnerability to either of those types, increase the overlapping type's Resist or Vulnerable value by 2. Types: Fire, Lightning, Thunder, Cold, Force, Radiant, Necrotic, Psychic, Poison, Acid. Elemental Adaption: You are unaffected by extremes of temperature between -100 and 200 degrees Fahrenheit. Movement Mode: You have the additional movement mode of the creature you are based on, if applicable (e.g. Fly, Dig, Swim). * Pseudoroids are Reploids which are built to resemble anthropomorphized plants or animals. Each will have a unique physical make-up and set of attributes, depending on the creature they're based on. In general, such Reploids will have a vaguely thematic name related to their creature type and the element they resist: Some Examples of Pseudoroid designs: Panther, Bear, Eagle, Praying Mantis, Firefly, Scarab Bettle, Dinosaur, Jackal, Sunflower, Onion (yes... onion...). Examples of Pseudoroid Names:Panter Fauclaws, Grizzly Slash, Storm Eagle, Deathtanz Mantisk, Izzy Glow, Ground Scaravich, Burn Dinorex, Necormances Anubistepp II, Optic Sunflower, Tornado Tunion (we try to forget this one...). Racial Traits (New Generation) Average Height: 5'6" - 6'2" Average Weight: 150-250 lbs. Ability Scores:+2 Dexterity, +2 Wisdom Size: Medium Speed: 6 Squares Vision: Normal Skill Bonuses: +2 Acrobatics, +2 Insight Skilled Worker: Choose an additional trained skill from your class skill list. Copy Chip: You gain immunity to all computer viruses. In addition, you can use A. Trans as an At-Will Power. Racial Traits (All Reploids) Languages: Common, and choice of one other. Construct: You have the Construct Keyword, and are considered to be a Construct for all effects relating to that Keyword. Living Construct: As a living Construct, you have the same benefits listed under the "Living Construct entry" for Warforged: http://www.wizards.com/dnd/files/364_Warforged.pdf You can use attached and embedded components as if you were Warforged. |
| #7cactuspopMay 17, 2009 23:18:17 | Man, awesome class! That's a reall nice material that you posted. I think you should continue with the feats. I have only a few concerns to do about MegaMan Class. See below: 1) Can you charge your attack by the Heroic Tier or only after Paragon Tier since charge is written bellow paragon damage rules in BioMetal Buster? 2) You say that BioMetal Buster (again) can use the ability "burst", but there is nothing indicating it in the power description. I think you can turn it more clearly, writing all data necessary and putting an ' * ' to call the attention of the reader. 3) This is not a "little" overpowered? So many powers, resources and abilities even for a 1st level character... Regards! |
| #8Chameleon-XMay 31, 2009 10:23:25 | Man, awesome class! That's a reall nice material that you posted. I kind of forgot about this for a while. I'll do the feats soon. Anyway: 1) Thanks for catching that, I had overlooked that part. I edited it to add in the charge function. 2) It says it can be used with Burst Fire in the last line of the power, under the "Special" heading. You can only Burst Fire the basic version, though, not the charged shot. 3) Yeah, it's kind of a stretch. I'll admit I'm not too good at balancing... |
| #9magus_stragusMay 31, 2009 21:29:35 | Great class. I'm a fan of megaman myself, and I would like to try this out sometime. Btw, in "Nova Strike", you are missing who the targets are. |
| #10Sabin_StargemJun 02, 2009 8:34:45 | I suggest giving Blue Bomber builds Dungeoneering instead of Diplomacy for their trained skills, because Megaman of all stripes had the duty of wandering into hostile and varied environments to do battle. As such, diplomacy rarely figured into the equation for most of them. The most diplomatic of them is probably the Megaman Legends incarnation of Rock, and the Battle Network variation of Megaman, since those were much heavier on social interaction. Perhaps a Digger and Netnavi builds are in order? |
| #11Chameleon-XJun 03, 2009 11:43:11 | Great class. I'm a fan of megaman myself, and I would like to try this out sometime. Ah, thanks for noticing that! I went an did an overhaul of that power in general, so now it's more like the Sorcerer's "Spark Form" power. I suggest giving Blue Bomber builds Dungeoneering instead of Diplomacy for their trained skills, because Megaman of all stripes had the duty of wandering into hostile and varied environments to do battle. As such, diplomacy rarely figured into the equation for most of them. The most diplomatic of them is probably the Megaman Legends incarnation of Rock, and the Battle Network variation of Megaman, since those were much heavier on social interaction. Perhaps a Digger and Netnavi builds are in order? I was thinking of MegaMan X when I put Diplomacy as a class skill. Admittedly, most of these powers are based on X-era mechanics. Perhaps I'll add extra builds, though... |
| #12dom_oanOct 07, 2010 22:01:14 | This is awesome. My friends and I are going through a total Reploid campaign soon. We are so excited to use your class ideas. Don't be reluctant to make some new builds like the NetNavi and Digger ones. you could also explore the other MegaMan "universes": Classic, Battle Network, Zero, Legends, ZX, & Star Force. If you get someone to help out with the creation, it could be pretty balanced. I know we thought they were kinda weirdly balanced, but who wouldn't be excited to play as a "character" from the X universe? Anyways, keep it up man. It's gonna be amazing. |
| #13sournote103Mar 24, 2011 19:04:43 | This is probably a stupid quastion, but what does it mean when you put in things like "At-Will • x;" or "1 x + Strength modifier damage" or "1 x d6 + Strength modifier damage"? |
| #14mastercliffMar 29, 2011 1:14:45 | First, this topic is two years old. Second, x stands for multiplication or [w]. |