Steam Titan

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During the Age of Kulthus, among the most elite soldiers in their great and terrible army were known as the Steam Titans – artificers, tinkers, and warriors of surpassing skill who had sacrificed the freedom of the flesh for the strength and durability of iron. Blurring the line between construct and man to become living weapons of impressive ability and nigh-impenetrable armor. Though those days and legends have faded into the mists of time, the re-discovery and focus of industry upon steamworks and technomagic has begun to unearth some of those ancient secrets once more. While some of those secrets have been, others have found their way into the hands of the Enclave and Myrddion, and once again the might of the Steam Titan has begun to thunder onto the battlefields.


A Steam Titan is not a foe to be underestimated; bristling with pipes, tubes, and often built-in contraptions, the constant genius of the inventor often ensures that not a day passes where their armor is exactly the same or possesses the same capabilities as the day before. In battle, its incredible armor and the strength it grants the wearer generally makes up for the time spent in development of the armor rather than training in the arts of war. Though called ‘Steam Titans’, just as many of these engines of war utilize sophisticated oil-burning engines or arcane assemblies of mana-powered gears to drive them. Each is unique.


Note: When referring to the man inside the armor, most Steam Titans refer to themselves as Pilots, after the Mana-Frame Pilots of old. The armor is referred to as Titan Armor or just Titan.


Requirements

BaB: +5
Skills: Craft/Armorsmithing 7, Craft/Technology or Knowledge/Technology 5
Feats: Heavy Armor Proficiency, Craft Magic Arms & Armor
Languages: Must be able to read the original Kulthian texts.
Special: Must have a suit of Masterwork Full Plate specifically for the Titan.


Statistics

Class Skills: Craft(Int), Fly(Dex), Knowledges (Arcana/Engineering/Technology, Int), Spellcraft(Int), Profession (Int), Use Magic Device (Cha)
Hit Dice: d12
Skills: 2+Int
Weapon and Armor Proficiency: The Steam Titan gains no additionally weapon or armor training.


The Steam Titan
Level BAB Fort Refl Will Special
1 +0 +1 +0 +1 Titan Armor, Internal slots, Components, Training
2 +1 +1 +1 +1 +1 Spellcasting
3 +2 +2 +1 +2 Armor Training 1, Upgrade 1
4 +3 +2 +1 +2 Symbiosis, +1 Spellcasting
5 +3 +3 +2 +3 Combat Feat, Upgrade 2
6 +4 +3 +2 +3 +1 Spellcasting
7 +5 +4 +2 +4 Armor Training 2, Upgrade 3
8 +6 +4 +3 +4 +1 Spellcasting
9 +6 +5 +3 +5 Combat Feat, Upgrade 4
10 +7 +5 +3 +5 +1 Spellcasting, Armor Training 3


Class Abilities

Titan (Su) The first thing a Pilot must do after studying the Kulthian texts is to construct her Armor. The Titan is a suit of armor heavier than Full Plate, powered by hydraulics and mana engines and controlled by a special network of Magicite crystals built into various parts of the armor. Once the armor is constructed and the Pilot dons it, the Magicite crystals prime themselves to him body energy, allowing the armor to act much more fluidly than normal. This symbiosis also prevents anyone else from wearing the armor. In an Anti-Magic field the Pilot is treated as un-proficient in her armor. While the Titan Armor can be constructed out of Special Matrials, the market value of the initial Full Plate is Higher than normal to do so. While the MW Full Plate could not be enchanted prior to its design, once the Titan is complete it can be enchanted normally.


Internal Slots (Ex) A Titan has a number of internal modular slots that can contain certain magical items: potions, wands, rods, staffs, and any wondrous item normally held in one hand. The Pilot can hook up an internal item to one of two hardpoints in the Titan; the hardpoint functions as if the Pilot had an extra limb, solely for the purpose of holding the item. It takes a swift action to hook up an internal item, and a free action to disengage the item.

Activating the item requires the normal amount of effort, however the item cannot be sundered or disarmed. However, each hardpoint can be sundered (Hardness 10, 5 hit points each).

It requires an hour to swap out internal items. Internal items may be artificed or magically enchanted.

Artificer components or expensive magical components can be installed into the Titan and used without fear of sundering/disarming. However, the Pilot will not be able to use these components while outside the Titan unless she takes an hour to remove them.


Components (Ex) A Titan can have weapons integrated into its limbs, similar to the way a warforged can. However, a Titan may choose to either have a normal-sized weapon that can be retracted, letting the Titan use hands on occasion, or the Titan may have an over-sized weapon built into the limb. In the latter case, the Pilot gains the effect of Monkeygrip while using the over-sized weapon; if the Pilot already has the feat, the normal -2 penalty is waived.

A Titan can have a revolver integrated into a limb. The revolver is reloaded from an internal magazine.

Attached weapons (retractable or not) can be sundered, but cannot be disarmed.


Upgrades At third level and every two levels thereafter, the Pilot gains 1 Design Point to build upgrades into her suit. These Upgrades improve a Titan in a variety of ways. A Pilot can take a day to tear out any number of upgrades and replace them with the same number of different upgrades.


Training (ex) A Pilot gains the Super Heavy Armor Proficiency, allowing him to use her Titan, as well as larger armor types, such as Mana Frames. In addition, the Pilot trains both magical and martial abilities over the course of her career.

The Pilot gains +1 spellcaster level at 2nd level and every two levels thereafter. If she does not have spellcasting ability already, she gains artificer casting.

At third level the Pilot gains Armor Training, as the Fighter ability. Levels in Steam Titan combine with levels in Fighter for determining the level of the ability, but it does not combine to reach Armor Mastery. In addition, the Pilot gains a Combat Feat at level five and nine.


Symbiosis (su) At level four the symbiosis between Titan and Pilot increases from Mental to Physical, allowing the wearer to resist a variety of effects. While wearing her Titan Armor, the character gains a +2 circumstance bonus on all saves versus poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy/ability drain. This bonus increases to +3 at 7th level and +4 at 10th Level.


Titan Armor

At first level the Titan Armor has the following Traits:

General Traits: AC +10, Max Dex +0, ACP –6, ASF 45%, Wt 75lbs.
Massive: Treated as one size level higher for CMB and CMD. This bonus stacks with other effects (Such as Hulking Build).
Fists: The powerful metal fists do 1d4 Damage with an unarmed attack.
Super Heavy: Does not gain improved movement from Fighter Training.


Titan Armor Options

Adamant Market Value 25k (DR 5/Adamant)
Mithril Market Value 20k (Standard Rules, Counts as Heavy)


Upgrades

Magical Infusion (1 or 2 point Upgrade): Careful application of Magicite crystals or holy blessings and symbols enables the wearing of the Titan Armor to put more magical energy behind her spells. Her caster level is increased by +2 for 1 point. For 2 points, caster level is increased by +3; the bonus then increases to +4 at 7th level and +5 at 9th level. At this 2 point value, the Pilot's caster level is equal to Steam Titan level.


Hardened Armor (1-4 point Upgrade): Applying more armor onto the Steam Titan is a process that makes it heavy and unwieldy, making it all but impossible to move in. Each point spent on this upgrade increases the base AC of the armor by one, but also decreases the Max Dex Penalty by 1 (Calculate into the negatives), increases the ACP by one, and increases the arcane spell failure by 5%. This Upgrade cannot be used if the Max Dex penalty, offset by Armor Training, is a negative number.


Battle Fist (1 point Upgrade): Whether reinforced with spikes, heavy plates or short slashing blades, this upgrade allows the Steam Titan to increased damage while leaving her hands empty. Pick one type of damage (Bludgeoning, Piercing, or Slashing). Unarmed Attacks deal 1d6 damage of the same type. Critical for these attacks is the normal x2. This upgrade can be enchanted normally.


Mule Adaptation (1 point Upgrade): By diverting power to the leg and back servos, this Upgrade allows the Steam Titan to double her encumbrance for all load levels.


Drive Cams (1 point Upgrade): The legs of the Titan have been fitted with speed enhancements. When spending an entire round doing nothing but moving in a straight line, the base speed of the Titan is increased by 20. This bonus also applies to charging.


Combat Actuators (3 point Upgrade): When charging, the Steam Titan can make a full attack.


Mana-Enhanced Servos (1 or 2 point Upgrade): Increase Max Dex by 1 and Reduce ACP by one for each point of Upgrade, max 2.


Autorepair (1 point Upgrade): The Titan Armor has an automatic repair system that allows it to function even after taking heavy damage, such as from sunder or spells. The armor gains Fast Healing 5 for damage caused to the Titan, and a +2 to saving throws against effects directed against it.

This healing only applies to the armor itself and any direct enchantments to it. It does not apply to attached weapons or slotted equipment, but does apply to any damage to hardpoints.


Frame Expansion (4 point Upgrade): The Titan Armor is built up even larger than normal, increasing its size one level as if under a permanent enlarge person spell. However, this is an extraordinary effect that can't be dispelled and is not vulnerable to antimagic. While it is not a spell, the Magicite feedback power system uses similar principles, so size-increasing magic will fail on an expanded Titan.

Note that if the Pilot has fitted weapons on the Titan previously, these weapons are still their original size--the expansion upgrade only applies to the Titan itself.