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Mechamorphosis Bits (3 Advanced Classes, Humans, And Terran Base Class)
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<blockquote data-quote="Neo" data-source="post: 2098757" data-attributes="member: 4139"><p><strong>THE TERRAN (Base Class)</strong></p><p></p><p><em>The Terran base class is representative of almost any type of human from a scientist, soldier to a corporate businessman or grease monkey. Humans fill a multitude of rolls and through the careful selection of class abilities and skills can do so effectively in the world of mechamorphs.</em></p><p></p><p>Level </p><p> Attack </p><p> Fort </p><p> Ref </p><p> Will </p><p> AC Bonus</p><p> Special </p><p> </p><p>1st </p><p> Special</p><p> Special </p><p> Special </p><p> Special </p><p> +3</p><p> Bonus Feat, Class Ability</p><p> </p><p>2nd </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +4</p><p> Bonus Feat</p><p> </p><p>3rd </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +4</p><p> Class Ability</p><p> </p><p>4th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +4</p><p> Bonus Feat</p><p> </p><p>5th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +5</p><p> Class Ability</p><p> </p><p>6th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +5</p><p> Bonus Feat</p><p> </p><p>7th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +6</p><p> Class Ability</p><p> </p><p>8th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +6</p><p> Bonus Feat</p><p> </p><p>9th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +6</p><p> Class Ability</p><p> </p><p>10th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +7</p><p> Bonus Feat</p><p> </p><p>11th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +7</p><p> Class Ability</p><p> </p><p>12th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +8</p><p> Bonus Feat</p><p> </p><p>13th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +8</p><p> Class Ability</p><p> </p><p>14th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +8</p><p> Bonus Feat</p><p> </p><p>15th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +9</p><p> Class Ability</p><p> </p><p>16th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +9</p><p> Bonus Feat</p><p> </p><p>17th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +10</p><p> Class Ability</p><p> </p><p>18th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +10</p><p> Bonus Feat</p><p> </p><p>19th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +10</p><p> Class Ability</p><p> </p><p>20th </p><p> --</p><p> --</p><p> --</p><p> --</p><p> +11</p><p> Bonus Feat</p><p> </p><p><strong>Base Hit Dice:</strong> d4</p><p></p><p><strong>Class Skills:</strong> A Terran chooses any 8 skills, these skills become their class skills.</p><p></p><p> <strong>Skill points at 1st level</strong> = 4 + Int x 4</p><p></p><p> <strong>Skills points per level </strong> = 4 + Int</p><p></p><p><strong>Class Abilities:</strong></p><p><strong>Advance Humanoid:</strong> Your mechamorph companion gains a class level in scientist, scout, or soldier. It does not advance in levels normally.</p><p>You may select this ability multiple times. Each time you do, your companion gains a level in a class of your choice. Humanoid companions may never multiclass, and do not gain special powers or gear, but otherwise gain hit points, feats, skill points, and class abilities as normal for each level.</p><p></p><p><strong>Defensive 1:</strong> If you choose to fight defensively or use total defense, you gain an additional +1 dodge bonus to AC for every two level of Terran you have.</p><p></p><p><strong>Defensive 2:</strong> By readying an action to do so, you can dodge one attack of which you are aware. If the attack occurs, you may immediately roll an Acrobatics check opposed by the attack roll. If you succeed, the attack misses you, even if the attack would normally hit your AC.</p><p></p><p><strong>Defensive 3:</strong> You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a special power), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll – if you are denied your Dexterity bonus to AC, you cant use this ability. The evasion ability does not apply to the defensive roll. You may select this multiple times each time gaining an additional use per day.</p><p></p><p><strong>Evasion 1:</strong> If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. A helpless Terran does not gain the benefit of evasion.</p><p></p><p><strong>Evasion 2:</strong> This ability works like evasion, except that while you take no damage on a successful Reflex saving throw against certain attacks, you now take only half damage on a failed save. </p><p></p><p><strong>Improved Form 1:</strong> You may choose a new alt form for your mechamorph companion. They may have priority 1 weapon alt forms.</p><p></p><p><strong>Improved Form 2:</strong> You may choose a new alt form for your mechamorph companion. They may have priority 2 weapon alt forms.</p><p></p><p><strong>Improved Form 3:</strong> You may choose a new alt form for your mechamorph companion. They may have priority 3 weapon alt forms.</p><p></p><p><strong>Improviser 1:</strong> Whenever using the Build/Repair skill, you may treat your repair tools as if they were one tech score higher. </p><p></p><p><strong>Increased Toughness:</strong> The Terrans base hit dice is increased to d6 instead of a d4 from the point this bonus is taken and thereafter. It does not however allow extra hit points or rerolls of hit dice up to that point.</p><p></p><p><strong>Knack:</strong> Select a class skill. You add a bonus equal to your Terran level when making checks with that skill. This special ability may be taken multiple times, each time applying to a different class skill. </p><p></p><p><strong>Marksman 1:</strong> Using a full round action, you may make a single ranged attack that deals an extra 1d8 points of damage (1d4 against Mechamorphs). This damage is not multiplied on critical hits.</p><p></p><p><strong>Marksman 2:</strong> You no longer provoke attacks of opportunity when you make a ranged attack.</p><p></p><p><strong>Marksman 3:</strong> You may deal an additional 1d8 points of damage (1d4 against Mechamorphs) if you make a single ranged attack as a full round action. This damage stacks with that granted by the Marksman 1ability</p><p></p><p><strong>Marksman 4:</strong> As a full round action, you may “cover” an area that includes a 60-ft. radius surrounding you. Until the beginning of your next action, you threaten that area with a single ranged weapon of your choice. Any actions in that area that would normally provoke attacks of opportunity from an adjacent opponent, provoke attacks of opportunity from you.</p><p></p><p><strong>Marksman 5:</strong> You may now apply Marksman bonus damage when making a single ranged attack as a standard action (though you may only make one attack as part of that action), instead of as a full round action. You also deal an additional 1d8 damage (1d4 against mechamorphs) when doing so, which stacks with the bonus damage from the Marksman 1 and Marksman 2 abilities.</p><p></p><p><strong>Marksman 6:</strong> Once per day, you may declare a successful ranged attack roll as a critical threat; if the roll to confirm hit, the attack is a critical hit. This ability does not function against mechamorphs.</p><p></p><p><strong>Marksman 7:</strong> You may now apply the bonus damage from Marksman abilities to one ranged attack per round, regardless of the type of attack action used. In addition your ability to declare a successful attack a threat now applies to any species including mechamorphs.</p><p></p><p><strong>Mechamorph Companion:</strong> the Terran has befriended and travels with a mechamorph companion who can act independently but is predisposed towards travelling with and helping the character. Such mechamorph companions are always Medium in size and frequently have an alternate form that aids the character such as a weapon, armour or a small vehicle like a hover board, motorcycle or similar or some kind of animal. Unlike the Mechamorphs controller class a Terran does not share a link or any other companion special benefits. Otherwise for purposes of determining the stats and hit dice etc. of the companion the rules are exactly as described for the Controller.</p><p></p><p><strong>On the Move:</strong> Your penalties for firing while travelling at high speeds are reduced by 2.</p><p>You may select this ability multiple times. Each time you do, your penalties for firing while travelling at high speeds are reduced by an additional 2.</p><p></p><p><strong>Savvy Tech 1:</strong> You may use the Build/Repair skill to create gear with a priority cost of up to 4.</p><p></p><p><strong>Savvy Tech 2:</strong> You may use the Build/Repair skill to create gear with a priority cost of up to 6.</p><p></p><p><strong>Savvy Tech 3:</strong> You may use the Build/Repair skill to create gear with a priority cost of up to 8. </p><p></p><p><strong>Sense Nexus Energy:</strong> You are one of the fortunate few who have a natural ability to sense nexus energy. With this sense you are able to sense any source of nexus energy with 1 mile including mechamorphs, such sense is not hindered by intervening terrain in any way. This ability can be taken multiple times each time increasing the range by 1 mile.</p><p></p><p><strong>Sneak Attack:</strong> If you catch an opponent when it is unable to defend itself effectively from your attack (whenever it is denied a Dexterity bonus to AC or is flanked), you can strike a vital spot for an extra 1d6 points of damage. For Terrans this ability can only be used against other humans not mechamorphs due to the completely different anatomy of the two species.</p><p>You may select this ability multiple times. Each time you do, you gain another +1d6 to you sneak attack damage. </p><p></p><p><strong>Steady Fixer 1:</strong> You may perform battlefield repairs, gear repairs, and jury riggings in one round, and may perform all other Build/Repair skills in half the normal time.</p><p></p><p><strong>Stealth 1:</strong> You may move at full speed while using the Stealth skill without suffering the normal –5 penalty.</p><p></p><p><strong>Stealth 2:</strong> When using the Stealth skill while attacking, running, or charging, you suffer a –10 penalty instead of the normal –20 penalty.</p><p></p><p><strong>Tracker 1:</strong> You gain the Track feat as a bonus feat.</p><p></p><p><strong>Tracker 2:</strong> You may move at your normal speed while following tracks, without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice the normal speed while tracking.</p><p></p><p><strong>Trapspringer:</strong> You can uses the Senses skill to find traps with DC’s higher than 20. You can also use the Build/Repair skill to disarm traps.</p><p></p><p><strong>Uncanny Dodge 1:</strong> You retain your Dexterity bonus to Ac regardless of being caught flat-footed or struck by a hidden attack.</p><p></p><p><strong>Uncanny Dodge 2:</strong> You can no longer be flanked.</p></blockquote><p></p>
[QUOTE="Neo, post: 2098757, member: 4139"] [B]THE TERRAN (Base Class)[/B] [I]The Terran base class is representative of almost any type of human from a scientist, soldier to a corporate businessman or grease monkey. Humans fill a multitude of rolls and through the careful selection of class abilities and skills can do so effectively in the world of mechamorphs.[/I] Level Attack Fort Ref Will AC Bonus Special 1st Special Special Special Special +3 Bonus Feat, Class Ability 2nd -- -- -- -- +4 Bonus Feat 3rd -- -- -- -- +4 Class Ability 4th -- -- -- -- +4 Bonus Feat 5th -- -- -- -- +5 Class Ability 6th -- -- -- -- +5 Bonus Feat 7th -- -- -- -- +6 Class Ability 8th -- -- -- -- +6 Bonus Feat 9th -- -- -- -- +6 Class Ability 10th -- -- -- -- +7 Bonus Feat 11th -- -- -- -- +7 Class Ability 12th -- -- -- -- +8 Bonus Feat 13th -- -- -- -- +8 Class Ability 14th -- -- -- -- +8 Bonus Feat 15th -- -- -- -- +9 Class Ability 16th -- -- -- -- +9 Bonus Feat 17th -- -- -- -- +10 Class Ability 18th -- -- -- -- +10 Bonus Feat 19th -- -- -- -- +10 Class Ability 20th -- -- -- -- +11 Bonus Feat [B]Base Hit Dice:[/B] d4 [B]Class Skills:[/B] A Terran chooses any 8 skills, these skills become their class skills. [B]Skill points at 1st level[/B] = 4 + Int x 4 [B]Skills points per level [/B] = 4 + Int [B]Class Abilities:[/B] [B]Advance Humanoid:[/B] Your mechamorph companion gains a class level in scientist, scout, or soldier. It does not advance in levels normally. You may select this ability multiple times. Each time you do, your companion gains a level in a class of your choice. Humanoid companions may never multiclass, and do not gain special powers or gear, but otherwise gain hit points, feats, skill points, and class abilities as normal for each level. [B]Defensive 1:[/B] If you choose to fight defensively or use total defense, you gain an additional +1 dodge bonus to AC for every two level of Terran you have. [B]Defensive 2:[/B] By readying an action to do so, you can dodge one attack of which you are aware. If the attack occurs, you may immediately roll an Acrobatics check opposed by the attack roll. If you succeed, the attack misses you, even if the attack would normally hit your AC. [B]Defensive 3:[/B] You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a special power), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll – if you are denied your Dexterity bonus to AC, you cant use this ability. The evasion ability does not apply to the defensive roll. You may select this multiple times each time gaining an additional use per day. [B]Evasion 1:[/B] If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. A helpless Terran does not gain the benefit of evasion. [B]Evasion 2:[/B] This ability works like evasion, except that while you take no damage on a successful Reflex saving throw against certain attacks, you now take only half damage on a failed save. [B]Improved Form 1:[/B] You may choose a new alt form for your mechamorph companion. They may have priority 1 weapon alt forms. [B]Improved Form 2:[/B] You may choose a new alt form for your mechamorph companion. They may have priority 2 weapon alt forms. [B]Improved Form 3:[/B] You may choose a new alt form for your mechamorph companion. They may have priority 3 weapon alt forms. [B]Improviser 1:[/B] Whenever using the Build/Repair skill, you may treat your repair tools as if they were one tech score higher. [B]Increased Toughness:[/B] The Terrans base hit dice is increased to d6 instead of a d4 from the point this bonus is taken and thereafter. It does not however allow extra hit points or rerolls of hit dice up to that point. [B]Knack:[/B] Select a class skill. You add a bonus equal to your Terran level when making checks with that skill. This special ability may be taken multiple times, each time applying to a different class skill. [B]Marksman 1:[/B] Using a full round action, you may make a single ranged attack that deals an extra 1d8 points of damage (1d4 against Mechamorphs). This damage is not multiplied on critical hits. [B]Marksman 2:[/B] You no longer provoke attacks of opportunity when you make a ranged attack. [B]Marksman 3:[/B] You may deal an additional 1d8 points of damage (1d4 against Mechamorphs) if you make a single ranged attack as a full round action. This damage stacks with that granted by the Marksman 1ability [B]Marksman 4:[/B] As a full round action, you may “cover” an area that includes a 60-ft. radius surrounding you. Until the beginning of your next action, you threaten that area with a single ranged weapon of your choice. Any actions in that area that would normally provoke attacks of opportunity from an adjacent opponent, provoke attacks of opportunity from you. [B]Marksman 5:[/B] You may now apply Marksman bonus damage when making a single ranged attack as a standard action (though you may only make one attack as part of that action), instead of as a full round action. You also deal an additional 1d8 damage (1d4 against mechamorphs) when doing so, which stacks with the bonus damage from the Marksman 1 and Marksman 2 abilities. [B]Marksman 6:[/B] Once per day, you may declare a successful ranged attack roll as a critical threat; if the roll to confirm hit, the attack is a critical hit. This ability does not function against mechamorphs. [B]Marksman 7:[/B] You may now apply the bonus damage from Marksman abilities to one ranged attack per round, regardless of the type of attack action used. In addition your ability to declare a successful attack a threat now applies to any species including mechamorphs. [B]Mechamorph Companion:[/B] the Terran has befriended and travels with a mechamorph companion who can act independently but is predisposed towards travelling with and helping the character. Such mechamorph companions are always Medium in size and frequently have an alternate form that aids the character such as a weapon, armour or a small vehicle like a hover board, motorcycle or similar or some kind of animal. Unlike the Mechamorphs controller class a Terran does not share a link or any other companion special benefits. Otherwise for purposes of determining the stats and hit dice etc. of the companion the rules are exactly as described for the Controller. [B]On the Move:[/B] Your penalties for firing while travelling at high speeds are reduced by 2. You may select this ability multiple times. Each time you do, your penalties for firing while travelling at high speeds are reduced by an additional 2. [B]Savvy Tech 1:[/B] You may use the Build/Repair skill to create gear with a priority cost of up to 4. [B]Savvy Tech 2:[/B] You may use the Build/Repair skill to create gear with a priority cost of up to 6. [B]Savvy Tech 3:[/B] You may use the Build/Repair skill to create gear with a priority cost of up to 8. [B]Sense Nexus Energy:[/B] You are one of the fortunate few who have a natural ability to sense nexus energy. With this sense you are able to sense any source of nexus energy with 1 mile including mechamorphs, such sense is not hindered by intervening terrain in any way. This ability can be taken multiple times each time increasing the range by 1 mile. [B]Sneak Attack:[/B] If you catch an opponent when it is unable to defend itself effectively from your attack (whenever it is denied a Dexterity bonus to AC or is flanked), you can strike a vital spot for an extra 1d6 points of damage. For Terrans this ability can only be used against other humans not mechamorphs due to the completely different anatomy of the two species. You may select this ability multiple times. Each time you do, you gain another +1d6 to you sneak attack damage. [B]Steady Fixer 1:[/B] You may perform battlefield repairs, gear repairs, and jury riggings in one round, and may perform all other Build/Repair skills in half the normal time. [B]Stealth 1:[/B] You may move at full speed while using the Stealth skill without suffering the normal –5 penalty. [B]Stealth 2:[/B] When using the Stealth skill while attacking, running, or charging, you suffer a –10 penalty instead of the normal –20 penalty. [B]Tracker 1:[/B] You gain the Track feat as a bonus feat. [B]Tracker 2:[/B] You may move at your normal speed while following tracks, without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice the normal speed while tracking. [B]Trapspringer:[/B] You can uses the Senses skill to find traps with DC’s higher than 20. You can also use the Build/Repair skill to disarm traps. [B]Uncanny Dodge 1:[/B] You retain your Dexterity bonus to Ac regardless of being caught flat-footed or struck by a hidden attack. [B]Uncanny Dodge 2:[/B] You can no longer be flanked. [/QUOTE]
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