Base Class: Fighter
Gain a symbiotic suit that enables you to rapidly change forms based on the current situation. Able to survive in hostile environments.
Adaptive Form
The host becomes unable to wear any form of armor, but gains the following:
- You gain a pool of Energy Points equal to Con Mod+1/2 Level (rounded down). This pool refills on a short or long rest.
- Using a bonus action, the suit morphs into one of three forms;
- Assault Form: +10 move speed to all types of movement the host has, +2 AC (counts as light armor), and gain Assault Form abilities.
- Defense Form: -10 move speed to all types of movement the host has, +5 AC (Counts as heavy armor), and gain Defense Form abilities.
- Utility Form: Grow 1 size, double carrying capacity (counts as medium armor) , and gain Utility Form abilities.
Form Abilities Stage 1
Assault Form:
- Spend 1 Energy Point when changing to Assault Form to gain your choice of weapon from the list below. That choice lasts until you change or drop your form:
- Two pistols (one handed, light, 30/120ft) that deal 1d6+dex Force damage. The damage increase by 1d6 at level 7, 10, 15, and 18.
- One Rifle (two handed, 150/600ft) that deals 1d8+dex Force damage. The damage increase by 1d8 at level 7, 10, 15, and 18.
Defense Form:
- Spend 1 Energy Point when changing to Defense Form to gain your choice of weapon from the list below. That choice lasts until you change or drop your form:
- A shield that gives +2 ac and sword (one handed, finesse) that does 1d8+str Force damage.
- A two handed reach weapon that does 1d10+str Force damage.
- In addition, increase AC by 1 at levels 7, 10, 15, and 18, for a total bonus of +4 at level 18.
Utility Form:
- Spend 1 Energy Point to do one of the following:
- Create a nutrient pack able to feed 1 creature for 1 day.
- Create enough water to last 1 creature 1 day.
Form Abilities Stage 2
Assault Form Ability: Seeker Swarm (60ft range)
- Using an action, spend 3 EP to fire 5 magical bolts. Each bolt hits a creature of your choice within range. A single bolt deals 1d4+1 force damage. The bolts all strike simultaneously, and you can direct them to hit one creature or several.
- At level 10, fire 10 bolts. At level 15, you fire 15 bolts. At level 18, fire 20 bolts.
Defense Form Ability: Overgrowth
- Spend 2 EP as a bonus action take the Dodge action and spend 1 hit die. If at maximum hp, the heal becomes temp hp.
Utility Form Ability: Rapid Regeneration
- Spend 1 hour focusing to regenerate half of your Energy Pool. This does not need to take place during a short rest, and you can do other light activity (such as walking) during this time.
Form Abilities Stage 3
Assault Form: Ambush;
- As a bonus action, spend 4 EP to become Invisible for 1 round. During this time, all movement speed is increased by 10ft, but you cannot attack or use abilities.
- At the beginning of your next turn, you gain +2 to all attack rolls and 1d6 force damage to all attacks.
Defense Form: Hardened Defense;
- The plating of your suit as become more durable. Reduce damage by 3.
- Spend 1 EP as a reaction; this reduction becomes 6 until the start of your next turn.
Utility Form: Emergency Energization
- If you start combat in Utility Form with no EP remaining, gain EP equal to your Prof bonus.
Form Abilities Stage 4
Assault Form: Refined Projectiles;
- Your crit range with the Assault Form pistols and rifle becomes 18/20.
Defense Form: Reinforced Exoskeleton;
- Any critical hit against you becomes a normal hit.
Utility Form: Adaptive Limbs;
- Gain swim, climb, and fly speed equal to 1/2 your race's base speed.
- If you have one of these already, use the superior version.
Form Abilities Final Stage
Assault Form: Relentless Onslaught;
- Pistols: If all attacks in an attack action hit, attack twice instead of once with a bonus action. All penalties and bonuses for fighting with two weapons apply.
- Rifle: If all attacks in an attack action hit, double the damage of the last attack.
Defense Form: Emergency Shift;
- Whenever you would take damage that would cause you to become Unconscious, you instead drop to 1 HP.
- If you are in another form and take damage that would cause you to become Unconscious, you can use your reaction to shift into Defense Form and instead drop to 1 HP.
- This ability can only be used once per long rest.
Utility Form: Ultimate Survivor;
- Become immune to effects that grant exhaustion except for those given by abilities and spells.
- EG: Exhaustion gained by a Berzerker's Frenzy is still gained, but freezing temperatures is blocked.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/11/2022 2:47:17 AM
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7
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2
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A 0.1
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Coming Soon
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