Magical Group: Heart HybridSometimes when a world is invaded by outerworldly intruders, it pushes back.
| Prime17 was attacked by invaders from another galaxy using weaponry that combines futuristic magic and science. Since Prime17's militant forces were practically useless against the invaders a new weapon referred to as Heart Hybrid Gear or HHG is developed using stolen technology. A HHG Core is implanted within a person and by then by them calling out the HHG's name, they can summon an armor around them which can effectively combat the invading forces.
This content uses a combination of D&D's official mecha content and SorO's homebrew to produce a level scaling mecha system. For d20 Modern simply run the class as is, the weapon damage, armor, and hit points are all lower than modern's mecha. For D&D you should consider using it as a more optimized option not meant for lower-powered games. | |
Characteristics: The original division of Magitech Knights was created using a fusion of a creature's
potential to use magic and highly advanced technology. To them, they inherently understand magical power is synonymous with life force and the emotions can even be used to power their equipment. Something that unites them all is a
desire to be proactive and experience life and it's emotions, this is a side effect of the HHG core being powered by those traits.
Each one is able to summon a player-designed powered exoskeleton called a "mecha" for combat. This mecha comes with a few upgrades and as you progress in levels you can select even more. However using the mecha, and even spellcasting and a few other class features, consumes points from a daily limited pool. If you ever fully drain that pool you also synonymous drain your life force, killing your self. All Magitech Knights come to realize this even if they are not told of the dangers, but for most combat is a battle for your life. The risk is inherent to what they do.
Background: As noted, originally they were created to defend their home from invaders, the two societies clashed and eventually merged over several hundred years but the technology is as powerful as ever. Now a days however most Knights are often directly employed through a cooperate or governmental agency due to the limited number of HHG cores on the market. However a few have even been lost from cargo vessels being attacked leading to the emergence of even a local super hero in poor, barely inhabitable areas.
For SRW campaigns the exact method is a Helsiana secret and most Knights these days are born in but through treaties a number of HHG cores were traded out. Game Rule InformationAbilities: Charisma is important for spellcasting, constitution for survivability, and for combat dexterity is largely useful for all the ranged weapons a Magitech Knight can access but strength can be just as important. And a good warrior uses cunning and insight in battle as well.
Alignment: Any alignment is fitting for a Magitech Knight
Starting Gold: 2d4.
Special Limitation: you must be medium sized to progress in this class.
Magitech KnightHit Die: d6
| Level | BAB | Saves | Class Features | Magitech (spells) | 1 | +1 | +2/+0/+2 | Heart Hybrid Core | --- | 2 | +2 | +3/+0/+3 | Bonus Feat | --- | 3 | +3 | +3/+1/+3 | Magitech | 2 | 4 | +4 | +4/+1/+4 | Tech VI | 2/1 | 5 | +5 | +4/+1/+4 | --- | 2/2 | 6 | +6/+1 | +5/+2/+5 | Corruption Armament | 3/2/1 | 7 | +7/+2 | +5/+2/+5 | --- | 3/2/2 | 8 | +8/+3 | +6/+2/+6 | Tech VII | 3/3/2/1 | 9 | +9/+4 | +6/+3/+6 | --- | 4/3/3/2 | 10 | +10/+5 | +7/+3/+7 | Bonus Feat | 4/3/3/2/1 | 11 | +11/+6/+1 | +7/+3/+7 | --- | 4/4/3/2/2 | 12 | +12/+7/+2 | +8/+4/+8 | Tech VIII | 4/4/4/3/2/1 | 13 | +13/+8/+3 | +8/+4/+8 | --- | 4/4/4/3/3/2 | 14 | +14/+9/+4 | +9/+4/+9 | Bonus Feat | 5/4/4/3/3/2/1 | 15 | +15/+10/+5 | +9/+5/+9 | --- | 4/4/4/4/3/3/2 | 16 | +16/+11/+6/+1 | +10/+5/+10 | Tech IX | 4/4/4/4/4/3/2 | 17 | +17/+12/+7/+2 | +10/+5/+10 | --- | 4/4/4/4/4/3/3 | 18 | +18/+13/+8/+3 | +11/+6/+11 | Bonus Feat | 4/4/4/4/4/4/3 | 19 | +19/+14/+9/+4 | +11/+6/+11 | --- | 4/4/4/4/4/4/3 | 20 | +20/+15/+10/+5 | +12/+6/+12 | Code Breaker | 4/4/4/4/4/4/4 | Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility, popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int), Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex), Speak Language (int), Spot (wis), Tumble (dex). Skill Points Per Level: 4 + intelligence modifier, x4 at the first level as normal. | |
Proficiency: An Magitech Knight is proficient with simple weapons & personal firearms and gains the mecha operation and mecha weapon proficiency feats. You're also proficient in any upgrade-awarded weapon and your basic firearm (see tech).
Heart Hybrid Gear: At the 1st level the Magitech Knight can summon or dismiss a powered exoskeleton simply referred to as a mecha by calling out it's name (determined by the player) as a swift action. This works similar to mecha as presented in d20 Modern's Future supplement with a few minor changes.
The mecha gives it's wearer, also called pilot or operator, a number of hit points which are subjected first when it's wearer takes damage. The mecha's extra hp can be healed using magic but the amount healed from the healing subschool is halved, the repair line of spells (Eberron) however work at their full rate. If the wearer takes enough damage to deplete the extra hit points then the mecha becomes destroyed for the day but it will reconstitute it's self later on rather than remaining permanently destoryed. And unlike d20's normal mecha, it has an infinite number of equipment slots but cannot be equipped or modified by anything other mean than what is granted through this class.
At the first level the mech armor provides a +4 equipment bonus to strength, and a number of hit points equal to the Magitech Knight's constitution modifier times five, and provides damage reduction 2/-. You also gain a slam attack as a primary natural attack that deals 1d4 plus your strength modifier at medium. The Magitech Knight also gains four upgrade points per level that can be spent on upgrading it's size, infrastructure, equipment, and such (see upgrading below).
Hybrid Points: A Magitech Knight's mecha transformation, spellcasting, and certain other class features consume a number of "Hybrid Points". You gain two points, plus your charisma modifier for each level of this class, each day which is also your maximum value you can have at any given time. For the purposes of determining your charisma modifier for this effect you are to exclude anything with a duration such as most spells (but not, for example, a cloak of charisma which bestows it's benefit indefinitely while worn).
Starting on the round you transform and at the start of each round while wearing your mecha you lose one Hybrid Point. When you cast a spell you lose one or two points per spell level (see spellcasting). Certain effects, such as your corruption armament, can also consume your Hybrid Points. If you would consume more points than you have then you are automatically slain, dropping dead as you consumed the last of your life energy. You may still be resurrected as normal. |
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| Bonus Feat: At the second level and every four levels thereafter (see table) the Magitech Knight gains one bonus feat that she meets the prerequisites to chosen form the following list: Advanced firearms proficiency, dead aim, double tap, shot on the run, strafe, advanced mecha operation (this automatically adjusts to whatever size mecha the hybrid heart core provides), hair trigger, mecha crush, mecha flint, mecha sweep, mecha trample, mecha weapon boost, stun mecha, thruster blast, or any of the magitech feats listed below. |
| Magitech (spellcasting): At the 3rd level the Magitech Knight learns how to cast arcane spells. The Magitech Knight casts spells like a sorcerer using her charisma, full level for caster level, arcane failure for normal armor (but not mecha armor gained from upgrades), has an equal number of known spells and slots per day as according to the table (0th~6th). The Magitech Knight can actually learn any spell, infusion, or power from any class list using the level order SLAs use (ie wizard>cleric) and if she does not currently know a spell then she must make appropriate use magic device checks as normal. Finally, casting a spell consumes a number of Hybrid Points equal to the spell's level if the spell (or power) appears on the bard or psychic fighter lists, otherwise it costs twice that.
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Tech: Initially the Magitech Knight can only choose upgrades with a Progress Level (PL) of 5 but at the fourth level and every four levels thereafter the Magitech Knight can increase the PL they can choose. So for example, an 8th level Magitech Knight can choose PL7 infrastructure, weapons, armor, equipment, and so on. This also allows you to choose larger sizes as discussed in the upgrade section such as huge at PL6, gargantuan at PL7, and colossal at PL8 respectively. In addition, the Magitech Knight can create a single firearm for usage when not wearing her mech that only she can use at the first level. This takes the form of any single shot weapon chosen from Modern's weapons that deals 2d6 ballistic damage or less and comes with unlimited ammo. Similar to mech weapons, the Knight can upgrade the damage (2d6->2d8->2d10) or firing rate (single->semi->auto) limitations in her selection (see notes in upgrades->for the solider->personal firearms).
Corruption Armament (Su): At the sixth level the Magitech Knight gains a very special weapon unique to them that they can summon (or dismiss) as a free action during their turn. It deals 2d6 + 1d6 per Magitech Knight level, 20/x3 for critical profile, and starting on the round it was summoned it consumes 1 Hybrid Point per two levels. When you gain this Class Feature you can choose for it to take the forum of a melee weapon that ignores 1/2 DR (rounded down) and adds your strength modifier to damage, or you can choose for it to be a ranged weapon with a range increment of 30ft and it adds your dexterity modifier to attack rolls, it still provokes AoOs for using it in combat.
At the 6th level choose one weapon special ability (WSA) with a "+1" cost and your Corruption Armament gains this ability. For every even level (8th, 10th, 12th, etc) you can change your selection and the total modifier of WSA(s) you can choose increases by +1. For example at the 14th level you could select Holy Flaming Frost, a +4 equivalent. In addition, one point of damage per die is actually "magical corruption damage" which directly damages the target's life force. Corruption damage can only be healed by expending spell energy, healing one point per spell level spent.
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| Code Breaker: The ultimate ability of a Magitech Knight is their Code Breaker, a powerful magic deconstructing effect. Choose one target you can see within 100ft that you have a clear line of effect to, that target's spell slots and prepared spells are expended and all spell buffs end. This extends to all forms of magical supplements except Hybrid Points such as all supernatural maneuvers are no longer readied, all shaped soul melds dissipate, all pacts with visages are cleared, and so on. For each none-epic spell level they were currently unable to cast they take 2d6 corruption damage and due to the nature of the HHG, Magitech Knights must also make a Fortitude Save against being slain. The target of this horrendous effect is entitle a Will Save to resist it's magical-removing effects and reduce the damage to 1d6 per inaccessible spell level. The Save DC for this ability is 10 + 1/2 the Magitech Knight's level + her charisma modifier. Using this ability consumes one Hybrid Point per two Magitech Knight levels and deals 1 point of ability burn to the user's charisma. |