<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://www.dandwiki.com/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=173.245.56.158&amp;feedformat=atom</id>
		<title>D&amp;D Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=173.245.56.158&amp;feedformat=atom"/>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Special:Contributions/173.245.56.158"/>
		<updated>2013-05-21T09:40:01Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.6</generator>

	<entry>
		<id>http://www.dandwiki.com/wiki/Avian_(4e_Race)</id>
		<title>Avian (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Avian_(4e_Race)"/>
				<updated>2011-10-11T00:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Avian ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Avenbrigadier.jpg|thumb|(Art owned by Greg Staples)]]&lt;br /&gt;
&lt;br /&gt;
'''''Strategic, perfectionists, flying humanoids known for their tactics and diligence'''''&lt;br /&gt;
&lt;br /&gt;
{{Template:4e Racial Traits&lt;br /&gt;
|height=5'2˝–5´10˝&lt;br /&gt;
|weight=90-110 lbs&lt;br /&gt;
|abilities=+2 Constitution, +2 Wisdom&lt;br /&gt;
|size=Medium&lt;br /&gt;
|speed=6 squares Overland Flight 8&lt;br /&gt;
|vision=Low-Light&lt;br /&gt;
|languages=Common, one other language&lt;br /&gt;
|skills=+2 Perception, +2 Insight&lt;br /&gt;
|trait1=Smooth Descent&lt;br /&gt;
|description1=Anytime you would take falling damage, make a saving throw to take no damage instead&lt;br /&gt;
|trait2=Aerial Weapon Proficiency&lt;br /&gt;
|description2=You gain proficiency with the hand crossbow, and the tratnyr&lt;br /&gt;
|trait3=Winged Fighter&lt;br /&gt;
|description3=You gain the Aerial Assault racial power.&lt;br /&gt;
|trait4=&lt;br /&gt;
|description4=&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=Aerial Assault&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class=Avian&lt;br /&gt;
|type=Utility&lt;br /&gt;
|usage=Encounter&lt;br /&gt;
|flavor=You leap into the air and fly past your enemies, attacking them as you move.&lt;br /&gt;
|range=Personal&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|effect=You shift a number of squares up to your fly speed and can make a melee or ranged basic attack against a single target at any point during that movement. You can move through enemy squares during the shift but can not end your move in one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tactful and strategic warriors, avians are a race bred to survive. They take roost in tall mountain caves and forests filled with thick trees. With the race in almost constant study, avian cities can exist for years before a neighboring city even knows they are there.&lt;br /&gt;
&lt;br /&gt;
Play an Avian if you want...&lt;br /&gt;
* to take to the skies&lt;br /&gt;
* to be known for your tactical prowess&lt;br /&gt;
* to be a member of a race that favors the warlord, swordmage, bard, and warlock classes&lt;br /&gt;
* Due to the versatility that flight offers, you may want to talk with your DM before building an avian character&lt;br /&gt;
&lt;br /&gt;
===Physical Qualities===&lt;br /&gt;
&lt;br /&gt;
[[Image:AvenArcher.jpg|thumb|Avian archer charging into battle. (Art owned by Mark Zug)]]&lt;br /&gt;
&lt;br /&gt;
Avians combine the features of human and raptor, having the build of a lanky humanoid but with talon-like feet and a wingspan equal to their height. They come in a variety of colors along the white, brown, and black spectrum, though some younger avians are known to dye their wings in exotic colors. Their heads remain very birdlike, with a sharp beak, piercing eyes, and tufts of feathers that are groomed into different styles. Their feathers cover most of their bodies. Though their feet resemble the tough claws of most birds of prey, their hands retain a more humanoid shape.&lt;br /&gt;
&lt;br /&gt;
Avians are known to dress in light clothing such as cloth and silk. Their colors tend to match their surrounding environment so as to have constant camouflage when necessary. A common tradition among avians is a necklace that carries token feathers, normally no more than three, of significant family members, usually the mother, father, and spouse.&lt;br /&gt;
&lt;br /&gt;
After hatching, avians remain helpless without a parent. They learn to walk around the nesting area around a year of age and are attempting flight by year two. They reach adulthood at about 16 and have lifespans similar to humans.&lt;br /&gt;
&lt;br /&gt;
===Playing an Avian===&lt;br /&gt;
&lt;br /&gt;
[[Image:Avenwarcraft.jpg|thumb|left|Avian tacticians. (Art owned by Roger Raupp)]]&lt;br /&gt;
&lt;br /&gt;
No matter where their heritage lies, avians are bred to survive. Avians begin lessons and schooling at a very early age and most believe their training never ends. Avians strive for perfection in all things they do, which sometimes makes them hard to work with. They pass this perfectionist attitude onto their fighting styles and arcane training, believing that only a fool rushes into things before preparing for the best possible outcome.&lt;br /&gt;
&lt;br /&gt;
The avian clergy holds moderate power in their society. Avian clergy tend to practice the teachings of Kord, Ioun or Avandra, blessing the skilled warrior, the talented learner, and the free spirit. Avian roosts dwelling far from other cities are also known to worship primordials. An ancient myth states that avians were crafted by primordials as opposites to angels. It is unknown if there is any truth in the myth, but avian pride keeps it circulating.&lt;br /&gt;
[[Image:AvenAuger.jpg|thumb|Avian ritualist. (Art owned by Dan Scott)]]&lt;br /&gt;
While outside their home cities, avians tend to come off as distant. Social situations don't fit well into their regiment of constant training, and because of this most of the free time they allot themselves is filled with reading or other forms of simple study. Conversations with avians tend to make the other person feel like they are being evaluated, which is sometimes true.&lt;br /&gt;
&lt;br /&gt;
Though they seem anti-social, avians enjoy the company of those they see as useful or entertaining. An avian loves nothing more than learning things from others, and they understand the need to be with others to learn new things. Many avians join adventuring parties in order to gain experiences not found in a book and to train their craft for a more practical purpose. &lt;br /&gt;
&lt;br /&gt;
Avians love a challenge, especially one that involves wit or strategy. An easy way to get an avian into a conversation is with a challenge to a strategy game, such as chess. Puzzles and riddles are favored pastime activities for an avian, and they gladly take time out of their studies in order to exercise their strategic expertise.&lt;br /&gt;
&lt;br /&gt;
'''Avian Characteristics:''' Perfectionist, perceptive, studious, sheltered, reserved, calculating, quick-witted&lt;br /&gt;
&lt;br /&gt;
'''Male Names:''' Aleron, Errol, Ephram, Raash, Trent, Vulco&lt;br /&gt;
&lt;br /&gt;
'''Female Names:''' Clara, Clymene, Iglenna, Raven, Risa, Valara&lt;br /&gt;
&lt;br /&gt;
===Avian Adventurers===&lt;br /&gt;
&lt;br /&gt;
Three sample avian adventurers are described below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Avenclergy.jpg|thumb|left|Avia n clergy. (Art owned by Rebecca Guay)]]&lt;br /&gt;
&lt;br /&gt;
Aleron is an avian swordmage and a member of his adoptive city's mercenary guild. Aleron dyes his wings an indigo color to show membership in the guild. When not performing a job for the guild he can often be found training with the military or deep in study at the arcane library. He does, however, make sure to give himself enough free time to play chess with an old friend in the park.&lt;br /&gt;
&lt;br /&gt;
Raash is an avian warlord, a high ranking general in his clan's cavalry. Though Raash does spend time reading up on tactics and practicing his skills with the glaive, he is a bit of a playboy and can often be found in the company of avian females, trying to add a third token feather to his pendant. But when his clan calls on him, Raash is ready at any moment to lead his men into battle and come out on top.&lt;br /&gt;
&lt;br /&gt;
Risa is an avian warlock and astronomer. Risa believes her powers were gifted to her by the stars and has spent most of her life studying them and improving her powers. Though others call her mad for it, Risa hopes to one day visit the Far Realm in hopes of tapping even further into her power. As it stands now, though, she remains a humble studier of the worlds untouched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e User Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Animal Type]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Mongolian_Warrior_(3.5e_Class)</id>
		<title>Mongolian Warrior (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Mongolian_Warrior_(3.5e_Class)"/>
				<updated>2011-09-19T22:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Mongolian Warriors in the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= complete&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused, Mounted, Good Guy&lt;br /&gt;
|desc=The Mongolian Warriors are brutally skilled archers and lance-men. They combine their ranged attacks with great mobility, deceptive tactics, and psychological warfare to slaughter their enemies without a scratch. Their training has raised their skills to a level above the physical norm, and they can preform extraordinary actions in battle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mongolian Warrior ==&lt;br /&gt;
&lt;br /&gt;
The Mongolian Warriors are brutally skilled archers and lance-men who have devoted themselves to training. They hope to become a respected figure themselves one day. Mongolian Warriors are mounted warriors skilled in archery and horsemanship, and they combine their ranged attacks with great mobility, and intelligent tactics to slaughter their enemies without a scratch. Their training has raised their skills to a level above the physical norm, and they can preform extraordinary actions in battle.&lt;br /&gt;
&lt;br /&gt;
=== Making a Mongolian Warrior ===&lt;br /&gt;
&lt;br /&gt;
Mongolian Warriors are amazing archers, and skilled warriors with great agility and power. They are at their best with room to maneuver, and party members willing to keep the enemies at range. Their only weak point is when they are cornered or forced into melee combat. They are effective with most party members, but some honor-bound or lawful-good characters may not agree with their tactics.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Dexterity is the main focus of the Mongolian Warrior, when they choose to specialize in bows. It also grants better AC. Strength is the main focus for lance-men. Intelligence is next, because it is responsible for their skills. Constitution is also important.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Most Mongolian Warriors are intelligent races, such as elves. Humans, elves, and the like can be Mongolian Warriors as well. Clumsy or un-intelligent races such as orcs or trolls are not usually Mongolian Warriors, but any race can become a Mongolian Warrior with proper training.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Mongolian Warriors may be violent, but they have huge respect for rules and traditions. They are always lawful, but whether they are good, neutral, or evil depends on the person.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4×10 gp (150 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As ranger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Mongolian Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Mount|Mount]], [[#Animal Affinity|Animal Affinity]], [[#Mounted Combat|Mounted Combat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Combat Focus|Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Special Mount|Special Mount]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Flaming Arrows|Flaming Arrows]] OR [[#Flaming Lance|Flaming Lance]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Battlefield Tactics|Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Combat Focus|Improved Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Allies|Inspire Allies]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Volley of Arrows|Volley of Arrows]] OR [[#Storm of Strikes|Storm of Strikes]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Battlefield Tactics|Improved Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mastered Combat Focus|Mastered Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mastered Battlefield Tactics|Mastered Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Inspire Allies|Improved Inspire Allies]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Combat Focus|Perfect Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
 Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive(Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Mongolian Warrior.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Mongolian Warrior is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mount}}:''' A Mongolian Warrior gets a mount that becomes emotionally bonded to him, just like the [http://www.dandwiki.com/wiki/SRD:Paladin#The_Paladin.27s_Mount paladin's mount]. It's level is equal to your Mongol level. From levels 1-4, its intelligence score is 5, its bonus hit die is +1, its natural armor adj. is +2, and its strength adj. is +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Animal Affinity}}:''' A Mongolian Warrior gains [http://www.dandwiki.com/wiki/SRD:Animal_Affinity Animal Affinity] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mounted Combat}}:''' A Mongolian Warrior gains the [http://www.dandwiki.com/wiki/SRD:Mounted_Combat_(Feat) Mounted Combat] feat regardless if the prerequisites are met or not.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Combat Focus}}:''' At 2nd level, a Mongolian Warrior focuses on a certain style of combat: archery or lance fighting. &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selects archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Rapid_Shot Rapid Shot] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selects lance fighting, he is treated as having the [http://dnd.savannahsoft.eu/feat-2223-powerful-charge.html Powerful Charge] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Special Mount}}:''' At level 3, a Mongolian Warrior gets a [http://www.dandwiki.com/wiki/SRD:Paladin#The_Paladin.27s_Mount special mount] just as the Paladin does.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flaming Arrows}}:''' At 4th level, a Mongolian Warrior gets the Flaming Arrows ability if he has chosen the bow as his weapon. He is able to shoot flaming arrows upon his enemy. At any time, as a standard action, he can draw an arrow, dip it into oil, and shoot it off at an opponent with a -2 penalty on the subsequent attack roll. He has attached a piece of flint to his bow, and the steel arrowhead hits this to spark a flame. If he rolls a 1 on a d4, the arrow catches fire. A flaming arrow does an extra 1d6 of automatic fire damage, and a target must succeed a DC 15 reflex save to avoid catching fire.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flaming Lance}}:''' At 4th level, a Mongolian Warrior gets the Flaming Lance ability if he has chosen the lance as his weapon. He is able to charge his enemy with a lance of fire. At any time, as a full action, he can soak his lance in oil, and set it alight with flint and steel. If he rolls a 1 on a d4, the lance catches fire, and the Mongol must make a DC 15 reflex save to avoid catching himself on fire. A flaming lance does an extra 1d8 of automatic fire damage, and a target must succeed a DC 18 reflex save to avoid catching fire. The lance stays alight for 2d4+2 rounds after it catches fire.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Battlefield Tactics}}:''' At 5th level, a Mongolian Warrior has advanced knowledge of combat tactics. If he studies the current combat situation for 3 rounds, he and his allies get a +2 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +1 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 15 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Combat Focus}}:''' At 6th level, a Mongolian Warrior improves their focus on their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Shot_on_the_Run Shot on the Run] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he is treated as having the [http://dnd.savannahsoft.eu/feat-1290-greater-powerful-charge.html Greater Powerful Charge] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Inspire Allies}}:''' Starting at 7th level, a Mongolian Warrior is able to inspire his allies into respecting him more. His allies gain a +2 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +2 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior, and a +1 to their ac when directly protecting him.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Volley of Arrows}}:''' When he reaches 8th level, a Mongol Warrior can use the Volley of Arrows class feature if he has selected the bow as his weapon of choice. In a full round action, he can fire off two extra shots in addition to his normal full attack. Each shot takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Volley of Arrows BAB: 6/1/6/1 -&amp;gt; 3/-2/3/-2. Example #2: BAB: 11/6/1. VoA BAB: 11/6/1/11/6 -&amp;gt; 8/3/-2/8/3.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Storm of Strikes}}:''' When he reaches 8th level, a Mongol Warrior can use the Storm of Strikes class feature if he has selected the lance as his weapon of choice. In a full round action, he can hit two extra times in addition to his normal full attack. Each strike takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Storm of Strikes BAB: 6/1/6/1 -&amp;gt; 3/-2/3/-2. Example #2: BAB: 11/6/1. SoS BAB: 11/6/1/11/6 -&amp;gt; 8/3/-2/8/3.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Battlefield Tactics}}:''' At 9th level, a Mongolian Warrior has even more advanced knowledge of combat tactics. If he studies the current combat situation for only 2 rounds, he and his allies get a +3 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +2 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 20 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mastered Combat Focus}}:''' At 11th level, a Mongolian Warrior masters their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Improved_Precise_Shot Improved Precise Shot] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Ride-By_Attack Ride-By Attack] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mastered Battlefield Tactics}}:''' Starting at 13th level, a Mongolian Warrior has masterful knowledge of combat tactics. If he studies the current combat situation for only 1 round, he and his allies get a +4 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +3 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 25 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Inspire Allies}}:''' At 15th level, a Mongolian Warrior is a very respected and looked-up-to warrior in his group of friends. His allies gain a +4 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +4 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior. They also gain a +2 bonus to their AC when purposefully defending the Mongolian Warrior from harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Combat Focus}}:''' At 17th level, a Mongolian Warrior is perfect at their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/Accurate_Attack_(3.5e_Feat) Accurate Attack] feat, even if he does not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he can hit with both lances in one charge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 20th level, a Mongol Warrior can select a bonus feat from this list, regardless of prerequisites:&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/SRD:Weapon_Specialization Weapon Specialization]&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/Improved_Far_Shot_(3.5e_Feat) Improved Far Shot]&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/Pinpoint_Shot_(3.5e_Feat) Pinpoint Shot]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Lightning_Reflexes Lightning Reflexes]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Improved_Bull_Rush Improved Bull Rush]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Improved_Overrun Improved Overrun]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Fleet_of_Foot Fleet of Foot]&lt;br /&gt;
&lt;br /&gt;
==== Ex-Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior ever breaks his alignment requirement (any lawful) , he is not a considered a Mongolian anymore. He loses his special mount, and he cannot gain another level in Mongolian Warrior any more. However, he keeps all of his class feats.&lt;br /&gt;
A Mongolian Warrior can multiclass into any class as long as they don't lose their mount as a consequence of being in that class, and they do not break their alignment requirement of any lawful.&lt;br /&gt;
&lt;br /&gt;
==== Epic Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Mongolian Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Mongolians accept any and all religions.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Mongolian Warriors get along with any warrior class, but have a hard time relating to spell casters such as wizards. They also get a long well with any lawful pc.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The mounted archer who stays back and peppers the opponents, occasionally with extra damage from fire or multiple shots. Or, the mounted lance-man who specialized in charging to inflict extra damage. If you're an archer, try to stay back. Feats that have you within the 30 foot range are generally very bad, because then enemies can get to you easily. Use your mount to stay out of their range, but in line of sight, and take full attacks from the back of the mount.&lt;br /&gt;
If you use a lance, charging damage can be very strong. This will help you get quick damage off the bat. Sometimes you will find yourself cornered, or cannot charge, so carrying another weapon is a must. Although, you could get feats that allow use of reach weapons at close range.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warriors in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|The greatest happiness is to scatter your enemy, to drive him before you, to see his cities reduced to ashes, to see those who love him shrouded in tears, and to gather into your bosom his wives and daughters.|orig=Genghis Khan, human Mongolian Warrior}}&lt;br /&gt;
&lt;br /&gt;
Mongolian Warriors &lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' During campaigns, Mongol Warriors will ride horseback for very long periods of time. When riding throughout the day, they would eat dried meat and mare's milk to stay nourished. They send out scouts ahead to seek possible threats, and get to know the terrain. At night, they would usually light 4 or 5 fires per soldier, to give the illusion of a much stronger force. When not on campaign, Mongol Warriors generally train and feast.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' .&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' .&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' .&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warrior Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (History or Local) can research Mongolian Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (History or Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Steppe warriors.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Steppe warriors who specialize in either bow or lance.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | They use special bows and lances designed for greater range and power, and train extensively.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | These steppe warriors use deception and great tactics to destroy any opponent. Their mount is very special to them, almost like a brother.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warriors in the Game ====&lt;br /&gt;
&lt;br /&gt;
Mongol Warriors prefer cold, flat areas to live in, with the vast majority of good warriors being nomadic, and never settling down, hating permanent buildings. Some Mongols have gone soft and live in cities, but they are shunned by the other Mongols. Mongolian Warriors generally play the role of restless, hard-working young warrior, intelligent war tactician, or old wandering wise man.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Mongolian_Warrior_(3.5e_Class)</id>
		<title>Mongolian Warrior (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Mongolian_Warrior_(3.5e_Class)"/>
				<updated>2011-09-18T17:10:31Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= complete&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused, Mounted, Good Guy&lt;br /&gt;
|desc=The Mongolian Warriors are brutally skilled archers and lance-men. They combine their ranged attacks with great mobility, deceptive tactics, and psychological warfare to slaughter their enemies without a scratch. Their training has raised their skills to a level above the physical norm, and they can preform extraordinary actions in battle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mongolian Warrior ==&lt;br /&gt;
&lt;br /&gt;
The Mongolian Warriors are brutally skilled archers and lance-men who have devoted themselves to training. They hope to become a respected figure themselves one day. Mongolian Warriors are mounted warriors skilled in archery and horsemanship, and they combine their ranged attacks with great mobility, and intelligent tactics to slaughter their enemies without a scratch. Their training has raised their skills to a level above the physical norm, and they can preform extraordinary actions in battle.&lt;br /&gt;
&lt;br /&gt;
=== Making a Mongolian Warrior ===&lt;br /&gt;
&lt;br /&gt;
Mongolian Warriors are amazing archers, and skilled warriors with great agility and power. They are at their best with room to maneuver, and party members willing to keep the enemies at range. Their only weak point is when they are cornered or forced into melee combat. They are effective with most party members, but some honor-bound or lawful-good characters may not agree with their tactics.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Dexterity is the main focus of the Mongolian Warrior, when they choose to specialize in bows. It also grants better AC. Strength is the main focus for lance-men. Intelligence is next, because it is responsible for their skills. Constitution is also important.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Most Mongolian Warriors are intelligent races, such as elves. Humans, elves, and the like can be Mongolian Warriors as well. Clumsy or un-intelligent races such as orcs or trolls are not usually Mongolian Warriors, but any race can become a Mongolian Warrior with proper training.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Mongolian Warriors may be violent, but they have huge respect for rules and traditions. They are always lawful, but whether they are good, neutral, or evil depends on the person.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4×10 gp (150 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As ranger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Mongolian Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Mount|Mount]], [[#Animal Affinity|Animal Affinity]], [[#Mounted Combat|Mounted Combat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Combat Focus|Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Special Mount|Special Mount]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Flaming Arrows|Flaming Arrows]] OR [[#Flaming Lance|Flaming Lance]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Battlefield Tactics|Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Combat Focus|Improved Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Allies|Inspire Allies]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Volley of Arrows|Volley of Arrows]] OR [[#Storm of Strikes|Storm of Strikes]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Battlefield Tactics|Improved Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mastered Combat Focus|Mastered Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mastered Battlefield Tactics|Mastered Battlefield Tactics]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Inspire Allies|Improved Inspire Allies]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Combat Focus|Perfect Combat Focus]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
 Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive(Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Mongolian Warrior.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Mongolian Warrior is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mount}}:''' A Mongolian Warrior gets a mount that becomes emotionally bonded to him, just like the [http://www.dandwiki.com/wiki/SRD:Paladin#The_Paladin.27s_Mount paladin's mount]. It's level is equal to your Mongol level. From levels 1-4, its intelligence score is 5, its bonus hit die is +1, its natural armor adj. is +2, and its strength adj. is +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Animal Affinity}}:''' A Mongolian Warrior gains [http://www.dandwiki.com/wiki/SRD:Animal_Affinity Animal Affinity] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mounted Combat}}:''' A Mongolian Warrior gains the [http://www.dandwiki.com/wiki/SRD:Mounted_Combat_(Feat) Mounted Combat] feat regardless if the prerequisites are met or not.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Combat Focus}}:''' At 2nd level, a Mongolian Warrior focuses on a certain style of combat: archery or lance fighting. &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selects archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Rapid_Shot Rapid Shot] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selects lance fighting, he is treated as having the [http://dnd.savannahsoft.eu/feat-2223-powerful-charge.html Powerful Charge] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Special Mount}}:''' At level 3, a Mongolian Warrior gets a [http://www.dandwiki.com/wiki/SRD:Paladin#The_Paladin.27s_Mount special mount] just as the Paladin does.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flaming Arrows}}:''' At 4th level, a Mongolian Warrior gets the Flaming Arrows ability if he has chosen the bow as his weapon. He is able to shoot flaming arrows upon his enemy. At any time, as a standard action, he can draw an arrow, dip it into oil, and shoot it off at an opponent with a -2 penalty on the subsequent attack roll. He has attached a piece of flint to his bow, and the steel arrowhead hits this to spark a flame. If he rolls a 1 on a d4, the arrow catches fire. A flaming arrow does an extra 1d6 of automatic fire damage, and a target must succeed a DC 15 reflex save to avoid catching fire.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flaming Lance}}:''' At 4th level, a Mongolian Warrior gets the Flaming Lance ability if he has chosen the lance as his weapon. He is able to charge his enemy with a lance of fire. At any time, as a full action, he can soak his lance in oil, and set it alight with flint and steel. If he rolls a 1 on a d4, the lance catches fire, and the Mongol must make a DC 15 reflex save to avoid catching himself on fire. A flaming lance does an extra 1d8 of automatic fire damage, and a target must succeed a DC 18 reflex save to avoid catching fire. The lance stays alight for 2d4+2 rounds after it catches fire.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Battlefield Tactics}}:''' At 5th level, a Mongolian Warrior has advanced knowledge of combat tactics. If he studies the current combat situation for 3 rounds, he and his allies get a +2 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +1 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 15 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Combat Focus}}:''' At 6th level, a Mongolian Warrior improves their focus on their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Shot_on_the_Run Shot on the Run] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he is treated as having the [http://dnd.savannahsoft.eu/feat-1290-greater-powerful-charge.html Greater Powerful Charge] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Inspire Allies}}:''' Starting at 7th level, a Mongolian Warrior is able to inspire his allies into respecting him more. His allies gain a +2 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +2 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior, and a +1 to their ac when directly protecting him.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Volley of Arrows}}:''' When he reaches 8th level, a Mongol Warrior can use the Volley of Arrows class feature if he has selected the bow as his weapon of choice. In a full round action, he can fire off two extra shots in addition to his normal full attack. Each shot takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Volley of Arrows BAB: 6/1/6/1 -&amp;gt; 3/-2/3/-2. Example #2: BAB: 11/6/1. VoA BAB: 11/6/1/11/6 -&amp;gt; 8/3/-2/8/3.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Storm of Strikes}}:''' When he reaches 8th level, a Mongol Warrior can use the Storm of Strikes class feature if he has selected the lance as his weapon of choice. In a full round action, he can hit two extra times in addition to his normal full attack. Each strike takes a -3 penalty to attack bonus. Each shot past his normal full attack number starts his BAB cycle over. Example: BAB: 6/1. Storm of Strikes BAB: 6/1/6/1 -&amp;gt; 3/-2/3/-2. Example #2: BAB: 11/6/1. SoS BAB: 11/6/1/11/6 -&amp;gt; 8/3/-2/8/3.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Battlefield Tactics}}:''' At 9th level, a Mongolian Warrior has even more advanced knowledge of combat tactics. If he studies the current combat situation for only 2 rounds, he and his allies get a +3 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +2 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 20 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mastered Combat Focus}}:''' At 11th level, a Mongolian Warrior masters their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Improved_Precise_Shot Improved Precise Shot] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he is treated as having the [http://www.dandwiki.com/wiki/SRD:Ride-By_Attack Ride-By Attack] feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mastered Battlefield Tactics}}:''' Starting at 13th level, a Mongolian Warrior has masterful knowledge of combat tactics. If he studies the current combat situation for only 1 round, he and his allies get a +4 to attack rolls for the entire encounter. If he studies the battlefield before a battle, he gets an additional +3 to his attack roll bonus, and automatically notices tactically useful information about the area as if he had made a DC 25 Spot or Search check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Inspire Allies}}:''' At 15th level, a Mongolian Warrior is a very respected and looked-up-to warrior in his group of friends. His allies gain a +4 bonus to Diplomacy, Knowledge, and Sense Motive check specifically about or involving the Mongolian. Also, they gain a +4 bonus to Bluff, Forgery, Gather Information, and Intimidate checks to directly support or help the Mongolian Warrior. They also gain a +2 bonus to their AC when purposefully defending the Mongolian Warrior from harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Combat Focus}}:''' At 17th level, a Mongolian Warrior is perfect at their chosen style of combat (archery or lance fighting). &lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected archery, he is treated as having the [http://www.dandwiki.com/wiki/Accurate_Attack_(3.5e_Feat) Accurate Attack] feat, even if he does not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior selected lance fighting, he can hit with both lances in one charge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 20th level, a Mongol Warrior can select a bonus feat from this list, regardless of prerequisites:&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/SRD:Weapon_Specialization Weapon Specialization]&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/Improved_Far_Shot_(3.5e_Feat) Improved Far Shot]&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/Pinpoint_Shot_(3.5e_Feat) Pinpoint Shot]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Lightning_Reflexes Lightning Reflexes]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Improved_Bull_Rush Improved Bull Rush]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Improved_Overrun Improved Overrun]&lt;br /&gt;
&lt;br /&gt;
[http://dandwiki.com/wiki/SRD:Fleet_of_Foot Fleet of Foot]&lt;br /&gt;
&lt;br /&gt;
==== Ex-Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
If the Mongolian Warrior ever breaks his alignment requirement (any lawful) , he is not a considered a Mongolian anymore. He loses his special mount, and he cannot gain another level in Mongolian Warrior any more. However, he keeps all of his class feats.&lt;br /&gt;
A Mongolian Warrior can multiclass into any class as long as they don't lose their mount as a consequence of being in that class, and they do not break their alignment requirement of any lawful.&lt;br /&gt;
&lt;br /&gt;
==== Epic Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Mongolian Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; bonus feats) every &amp;lt;-number of feats per level-&amp;gt; levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-Sample race of your choice-&amp;gt; &amp;lt;-class name-&amp;gt; Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-Weapon selection for starting at 1st level with this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-1st-level feat selection-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' &amp;lt;-Starting armor and other equipment outside of weapons.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' &amp;lt;-Starting gold using this package.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Mongolian Warrior ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Mongolians accept any and all religions.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Mongolian Warriors get along with any warrior class, but have a hard time relating to spell casters such as wizards. They also get a long well with any lawful pc.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The mounted archer who stays back and peppers the opponents, occasionally with extra damage from fire or multiple shots. Or, the mounted lance-man who specialized in charging to inflict extra damage. If you're an archer, try to stay back. Feats that have you within the 30 foot range are generally very bad, because then enemies can get to you easily. Use your mount to stay out of their range, but in line of sight, and take full attacks from the back of the mount.&lt;br /&gt;
If you use a lance, charging damage can be very strong. This will help you get quick damage off the bat. Sometimes you will find yourself cornered, or cannot charge, so carrying another weapon is a must. Although, you could get feats that allow use of reach weapons at close range.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warriors in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|The greatest happiness is to scatter your enemy, to drive him before you, to see his cities reduced to ashes, to see those who love him shrouded in tears, and to gather into your bosom his wives and daughters.|orig=Genghis Khan, human Mongolian Warrior}}&lt;br /&gt;
&lt;br /&gt;
Mongolian Warriors &lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' During campaigns, Mongol Warriors will ride horseback for very long periods of time. When riding throughout the day, they would eat dried meat and mare's milk to stay nourished. They send out scouts ahead to seek possible threats, and get to know the terrain. At night, they would usually light 4 or 5 fires per soldier, to give the illusion of a much stronger force. When not on campaign, Mongol Warriors generally trained and feasted.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' .&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' .&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' .&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warrior Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (History or Local) can research Mongolian Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (History or Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Steppe warriors.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Steppe warriors who specialize in either bow or lance.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | They use special bows and lances designed for greater range and power, and train extensively.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | These steppe warriors use deception and great tactics to destroy any opponent. Their mount is very special to them, almost like a brother.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mongolian Warriors in the Game ====&lt;br /&gt;
&lt;br /&gt;
Mongol Warriors prefer cold, flat areas to live in, with the vast majority of good warriors being nomadic, and never settling down, hating permanent buildings. Some Mongols have gone soft and live in cities, but they are shunned by the other Mongols. Mongolian Warriors generally play the role of restless, hard-working young warrior, intelligent war tactician, or old wandering wise man.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Fey_(Tears_of_Smoke_version)_(3.5e_Race)</id>
		<title>Fey (Tears of Smoke version) (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Fey_(Tears_of_Smoke_version)_(3.5e_Race)"/>
				<updated>2011-09-03T22:12:31Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|missing vital stats}}&lt;br /&gt;
{{x0&lt;br /&gt;
|la=+0&lt;br /&gt;
|ecl=1st&lt;br /&gt;
|type=[[SRD:Fey Type|Fey]] (Extraplanar)&lt;br /&gt;
|ability_adjust=+2 Wis, +4 Con&lt;br /&gt;
|size=[[Medium]]&lt;br /&gt;
|favored_class=Scout&lt;br /&gt;
|desc=Some race&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Fey=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Despite the fact that human record decribes fey as being wildly emotional, this is rarely the case. Fey are usually cold and calculating, at least until a situation arises that erouses their interest. Fey are usually very quiet among humans and rarely prefer to be the center of attention, instead choosing to shadow their lesser peers.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Fey tend to be around 4 1/2 to 5 feet tall and despite a slender build, they tend to weigh over 180 pounds, with female growing taller and weighing heavier than males. Coloration depends on the environment a fey lives in: fey from the north have dark brown or black hair and dark, weatherbeaten skin, while southern fey have dark blonde to black hair and lighter sun-bronzed skin. All fey share the following characteristics: high foreheads, sharp teeth, and strange lupine eyes. Fey found on the Material plane usually make heavy use of cosmetics such as hair dye.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Fey get along well with humanoids due to their unusually powerful pheromones, although humanoids who aren't affected by them often have a negative attitude towards fey due to their bestial appearance and strange demeanor. Those few outsiders who actually interact with the fey usually keep them at arms length because they see them as competition.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Fey are always at least some form of neutral, with northerners being more slightly more lawful due to the militaristic rule of the Se'lyy, while the southern hunter-gatherers have become more wild and chaotic.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
Until recently the fey existed only on their home plane, known as Faerie by humans. Faerie is very similar to the Material Plane except that every aspect in enhanced: perpetually stormy seas, lifeless tundras, great forests, endless savannahs and fetid swamps. Faerie has a unique effect on Material creatures: It causes a sort of euphoria which makes everything seem...better: colors are brighter, smells and tastes are stronger and time seems to flow slowly. So far certain investigators have been able to determine that this is caused by a mixture of longer days, lower gravity and the pollen of certain indigenous plants.&lt;br /&gt;
&lt;br /&gt;
Although hundreds of fey clans wander the plane, only three can be described as having any real authority.&lt;br /&gt;
&lt;br /&gt;
The Se'lyy dwell in the barren tundra of the north. This faction is ruled by Queen (this is a human title) Raequin, a tyrannical necromancer known for assembling the first standing army on Faerie, she rules her domain with an iron fist, demanding that every citizen serve the in military.&lt;br /&gt;
&lt;br /&gt;
The Una-Se'lyy are nomadic hunters who stalk the savannahs and forests of the south. They are loosely ruled by Queen Ilfesbili, a savage who demands a yearly blood tithe from every clan in her domain. &lt;br /&gt;
&lt;br /&gt;
The Paenshrae are a secretive organization dedicated to Gxe'ex, a form of Truenaming that stems mainly from bardic music abilites. Paenshrae believe that every creature and object has two unique songs: San'as'ashiel or the Lifesong, and Cziliscored or the Doomsong. Paenshrae have generally been exterminated whereever they are found, due to this philosphy.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The fey find the concept of deities amusing, to say the least. A fey will go out his way to snub and ridicule clerics and other divine spellcasters, proven wrong. The closest thing the fey have to a deities are the queens of the Se'lyy and Una-Sey'lyy.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
The fey have nearly as many tongues as they do names, as each clan has its' own unique dialect. The three main languages are Relthas, Noskit and Gr'tusk, each one belonging to a specific faction: Se'lyy, Una-Se'lyy and Jaenshrae, respectively.  &lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
Each individual fey has at least ten names apiece (although most have many, many more), stemming from the race's taboo about letting others know their true name. A fey generally changes names once it has made some change in its life, be it a change of occupation, change of mate or incurring the wrath of a more powerful fey. Fey names do not add honorifics or family names, they just choose whatever sounds good.&lt;br /&gt;
&lt;br /&gt;
'''Sample names:''' Drannard Shrake, Dyc'li Rach, Nlashia, Leiram, Ahshola Neltex'ix'in Wred&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
* +2 Charisma, +4 Constitution: Fey are are often very attractive and need to be in excellent health to survive the elements of their world. &lt;br /&gt;
* Fey (Extraplanar)&lt;br /&gt;
* Medium:  As Medium creatures, Fey have no special bonuses or penalties due to their size. &lt;br /&gt;
* Fey [[base land speed]] is 50 feet.&lt;br /&gt;
*Darkvision 60 feet.&lt;br /&gt;
* Pheromones (Ex): Fey have extremely strong pheromones which can be used to manipulate other creatures. Pheromones must be inhaled (Fort Dc 10+ the fey's hit dice to negate), after which the fey may use any of the following on that creature:&lt;br /&gt;
*[[Charm Monster]]&lt;br /&gt;
*[[Suggestion]]&lt;br /&gt;
A fey may also use the following on its self (only creatures affected by pheromones can perceive effect):&lt;br /&gt;
*[[Invisibility]]&lt;br /&gt;
*[[Disguise Self]]&lt;br /&gt;
Effected creatures may make any saves as normal to negate these effects. &lt;br /&gt;
Each use has a caster level equal to the fey's character level.&lt;br /&gt;
*Natural Attacks: Fey gain a bite that deals 1d4 points of damage plus 1/2 the fey's Strength bonus and 2 claw attacks that deal 1d6 points of damage plus strength modifier.&lt;br /&gt;
*Extremely Primitive: Fey take a -4 penalty on all attack and damage rolls made with martial or exotic weapons. A fey may spend 2 skill points every five levels to reduce the penalty by 1.&lt;br /&gt;
*[[Scent]] (Ex): Fey have the scent ability. &lt;br /&gt;
*Hidden Name: Fey have a +10 bonus on all Truenaming checks.&lt;br /&gt;
*No Ethereal Signature: Fey cannot become fully ethereal. &lt;br /&gt;
*Racial Hit Dice: A fey begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.&lt;br /&gt;
*+2 Natural Armor bonus. &lt;br /&gt;
*Racial Skills: A fey’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. &lt;br /&gt;
*Weapon and Armor Proficiency: A fey is automatically proficient with all simple weapons. &lt;br /&gt;
*Racial Feats: A fey’s fey levels give it two feats. A fey receives Run as a bonus feat. &lt;br /&gt;
* [[Automatic Languages]]: Relthas, Noskit or Gr'tusk. [[Bonus Languages]]: any clan dialect.&lt;br /&gt;
* [[Favored Class]]: [[Scout]]&lt;br /&gt;
* [[Level Adjustment]]: +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Races Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Fey Type]]&lt;br /&gt;
[[Category:LA2]]&lt;br /&gt;
[[Category:ECL1]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Boneblade_Reaper_(3.5e_Prestige_Class)</id>
		<title>Talk:Boneblade Reaper (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Boneblade_Reaper_(3.5e_Prestige_Class)"/>
				<updated>2011-08-25T02:02:49Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comment ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't you edit this class to fit the alternate monk class you introduced in Dungeonomicon?  Throw in some Martial styles, remove the Evasion requirement, stuff like that.  {{Unsigned|71.124.225.114|16:59, 14 September 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:There actually is one already; I'll add it to the page shortly. Thanks for reminding me! [[User:Surgo|Surgo]] 18:06, 14 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I took care of it. I'm thinking about adding a sample NPC whom I have the info for somewhere on my hard drive. [[User:Genowhirl|Genowhirl]] 13:15, 12 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;'''Power - 0/5'''&amp;lt;/s&amp;gt; Completely broken. The class have d8, Good Saves, Full Bab. That not bad in particular but the class also have full spellcasting progression! I can barely imagine a wizard getting all his spell while having the double of his hit dice, all good saves, fighter bab and class feature. The class features are barely good enough (they are strong). I feel this class deserve 0/5 in term of balance since it one of the most broken class ive seen (yes even over the Planar Shepherd).  --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:You have no idea what you're talking about. This is hardly &amp;quot;completely broken&amp;quot;. You come into the class as a Spellcaster/Monk, which is quite possibly the suckiest multiclass idea in the game. Every single bonus that the class gets is necessary towards making such a character playable. [[User:Surgo|Surgo]] 21:06, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::The result is unfortunately a Eldrith Knight on steroid, the class is better than any SRD class or any Gish-like class. They even have more spellcasting than the Knight itself, the class need working.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:09, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Once again, you have no idea what you're talking about. Go run some actual combats and come back to me when you're done playing theory-without-backing. Whether or not the class is &amp;quot;better than any SRD prestige class&amp;quot; (which its not) is irrelevant anyway. The fact of the matter is that the class caters to a ''very'' specific multiclass (monk/spellcaster), where every bonus the class gives is needed. [[User:Surgo|Surgo]] 21:11, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Monk doesn't have full bab. The class is the strongest gish I ever seen. Really taking the class alone make you stronger than the monk really. It like a monk, with full bab and complete spellcasting. I understand monk/mage is a difficult combo but many aspect of the class are overpowered. Again I go with the Eldrith Knight example: Gain one bonus feat at first level but no spellcasting level progression. After they gain no class feature. Okay maybe it seem irrelevant. Maybe it is but again what bug me is the full spellcasting. The class is giving excellent combat ability (only slightly below figther the base warrior class) and without any spells lost. And by the way i DMed for long enough to know what im talking about.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:21, 18 September 2008 (MDT)  &lt;br /&gt;
&lt;br /&gt;
:::::Taking it makes you stronger than the Monk? That's a '''good thing''', the Monk is the weakest class out of all the base classes in the SRD. If you think you know what you're talking about then go run some combats. Monk 2/Wizard whatever/Boneblade Reaper up to level 10. Does the Boneblade Reaper defeat more than, less than, or exactly 50% of opponents of CR 10? I think you'll find the number at 50%, which is exactly what one wants. In addition, to the full spellcasting: if the class does not give full spellcasting, it might as well not give any spellcasting at all. [[User:Surgo|Surgo]] 21:24, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::If the wizard is 1... the wizard cast like a 11th level wizard with slightly less bab than a figther. Okay now we make it fight a wizard of equal level. The Bonedblade Reaper have good bab since 10 level, good saves since 10 level, class features (who are not broken on themselves) and similar spellcasting. Also if both have 10 con and average hp per level the Bonedblade Reaper double the wizard hp. And the only edge the wizard haves a single spell level, how can he win. The Boneblade Reaper beat him in every single way (except for spellcasting where he is slightly weaker). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:32, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::&amp;quot;One spell level&amp;quot; is a ''huge'' advantage. Keep in mind that a character's cohort can cast at his level minus two. The Boneblade Reaper is casting at the same strength as the fighter's wizard girlfriend, not at the strength of a normal player character. [[User:Surgo|Surgo]] 21:41, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::He is still twice as strong in battle. He don't risk his life if an opponent catch him spelless, he can still defend himself. The fact is that he i stronger than all the Gish out here. Most base Gish barely have 4th level magic over 20 level. The class is interesting I like it but it need work, maybe giving it mid bab and half spellcasting would balance thing out.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:45, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Gish suck. Wizards already make better Gish than Gish (not to mention Clerics), thanks to the wonderful Spell Compendium or, hell, even just Polymorph. A few other points to make in repsonse to your post: by the time you can take your first level of Boneblade Reaper, a Wizard of the same level will never have to worry about running out of spells. Hell, you can just be Wizard 5/Incantatrix 2 and Polymorph will last ''all day'' (thus the Wizard doesn't risk his life if he's spell-less either). Half-spellcasting? Um, no. You're already casting like a cohort, any less and you're useless. In addition, the difference between medium BAB and strong BAB for most of your career in this PrC is seriously a number that's small enough you might forget you have it. [[User:Surgo|Surgo]] 21:50, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Hmm. I wouldn't give it a 0, since that's stating that balance couldn't get any worse. Let's say that you're a Monk/Sorcerer, considering this PrC for your next level. Since most of the prereqs are monk based, let's say our example is level 6/2. Obviously, Sorcerer has no benefit in taking another class, since there's full arcane caster progression. Even if one were a Wizard, this would be more advantegeous than the bonus feats. However, comparing at most 10 levels of this class with the next 10 potential levels of monk, we lose a large portion of the special abilities for another large portion, unarmed damage progression for Con damage conditionally (Which is a plus), AC bonus for a conditional AC bonus that is much higher, and a speed bonus for a... speed bonus. And we get a slight bump to BAB. If you cut the spellcasting progression down to at most 4 per 5 levels, I'd give it a 3 or 4, because so many of the bonuses are conditional. Right now, I'd put it at 2 or 3. Basically, I'm pretty sure that Prestige classes aren't supposed to give a &amp;quot;Why shouldn't I take this?&amp;quot; mentality, to which I think this one is close. Wow, that was a messed up edit conflict. I think it was your spacing, Dhazriel. --[[User:Chaiyo Kaldor|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;''Chaiyo Kaldor''&amp;lt;/font&amp;gt;]] 21:31, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::Again, &amp;quot;why shouldn't I take this&amp;quot; is hardly a bad thing in that case, considering how much the Monk sucks and how continuing with Monk would make your spellcasting levels pointless. [[User:Surgo|Surgo]] 21:42, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::Because you must make sacrifice to gain spellcasting. The Eldrith Knight does, the Duskblade does and any gish does. The monk/wizard shouldn't be a better monk and a wizard. Seriously even without spellcasting I would take this class instead of monk. Imagine if the Eldrith Knight was stronger than the fighter, d12, 2 good saves (will and fort) and a bunch of abilities, and full spellcasting. This one can beat the Monk or the Wizard, even if it not a equal caster (if they do as spell duel the wizard will not win considering the superior saves and the superior hp of the Boneblade reaper.). Seriously we are taking all the page ''':D'''  --[[User:Lord Dhazriel|Lord Dhazriel]] 21:58, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::::Except it's not a better wizard. Its wizardness is restricted ''cohort spellcasting''. And being better than a Monk is irrelevant. Everything should be better than a Monk. And it most certainly cannot beat the Wizard. As has been previously mentioned, the Wizard has an entire level of spells on this guy. That is a huge advantage that you seem to be underestimating to a ridiculous degree. [[User:Surgo|Surgo]] 22:04, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{Discussion Indentation Revert}}&lt;br /&gt;
&lt;br /&gt;
:Really im getting tired of arguing, the saves on this class and the prerequise evasion even ashame a wizard. In a spell duel the wizard may win, the spell level doesn't equal all the hp, the saves, the bab the Boneblade Reaper gain. Yes it a new spell level, but it mean nothing since he have the saves to halves or negate the effect, the hp to survive the backfire. And no I don't underestimate a spell level I know how powerful caster are but you are underestimating the save, the bab, the hp and the class feature. Even if one isn't equalling a spell level and some extra spells. On a bright side I noticed the class isn't that unbalanced and is pretty respectable when combining with a divine class. But still the class is clearly not perfect and need work. --[[User:Lord Dhazriel|Lord Dhazriel]] 22:18, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I'm increasing my rating, thought about it and it not seriously overpowered. I mean nothing compare to the shepherd or the Frenzied Berserker. Rating is now 3/5.--[[User:Lord Dhazriel|Lord Dhazriel]] 13:05, 8 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 4/5''' The wording is good, while not excellent I feel it deserve a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' It formatted good enough, however since the page isn't complete (some section are missing) I give to this page a 3/5 for formatting.  --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:This is a pet peeve of mine, actually -- the missing sections are really not necessary. For about half or more of 3.5's lifetime, the sections didn't even exist -- they're actually the '''new''' PrC format, while this follows the old PrC format (which is basically the new format while taking up fewer pages). Most of those sections are totally useless anyway -- &amp;quot;X in the world&amp;quot; is the only thing that's worth writing, and ''even then'' it's so campaign specific that you might as well not. [[User:Surgo|Surgo]] 21:14, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I understand that, normally I am more like &amp;quot;no fluff is needed&amp;quot;. Thy need to be done but it not worth a 3 so I revise my ranking to 4. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:34, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4/5''' I like the flavor, it not bad at all. So i think it deserve at least a 4/5.  --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Boneblade what? ==&lt;br /&gt;
&lt;br /&gt;
My problem isn't with the PrC itself - I think it's horrifically overpowered, wouldn't allow one in any game I'm running, and that's the extent of my willingness to discuss ''that'' part - but rather with the ''Boneblade Master'' Feat required to get in. What exactly is &amp;quot;boneblade&amp;quot; (I haven't managed to find it, as all references in the Wiki appear to merely redirect to the same page, where it is not described)? I assume it's some kind of magically hardened bone useful for making weapons out of it. Without a definition of this material, this pleasant little Feat appears to give you a buffet of Feats in one shot. An effective universal weapon proficiency, specialized crafting ability, effectively universal Improved Critical use, and a bonus to initiative. Granted, the silly rules regarding Craft: Alchemy (why would you need to be a spellcaster to create substances that are not magical, do not require magic, and are actually intended to replace magic? /rant) prevent an Int 10 Fighter from dumping eight starting skill points into two Crafts in order to pick up this Feat at third level, but it won't stop any other front line combatant class with spell casting from doing so - like a Cleric scrimshawing himself a shiny new necromantic great sword that he gets free proficiency with. [[User:Atypicaloracle|Atypicaloracle]] 12:54, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:''Boneblades:'' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb. &lt;br /&gt;
&lt;br /&gt;
:From here: [[Tome_of_Necromancy (3.5e Sourcebook)]]--read through and take a long look. The class itself is enterable pretty much only as a Monk/Spellcaster, meaning you take second place in one-on-one melee combat and your spellcasting is at at most that of a cohort--so you'd be keeping up with the Fighter's wizard girlfriend. Long story short: It only ''looks'' horrifically overpowered. But it doesn't exist in a vacuuum. Which is why the chassis and class features are pretty rockin'--this character's going to need some serious chops to stay in the game. --[[User:Genowhirl|Genowhirl]] 17:34, 25 May 2010 (UTC)&lt;br /&gt;
::&amp;quot;Oh look, it's my thirtieth birthday... those aging penalties are coming up... whelp... time to throw myself off the tallest structure I can until it kills me so that I can fight an undead missing its most dangerous attack form... *yawn* Man, being an immortal killing machine is tough.&amp;quot; [[User:Atypicaloracle|Atypicaloracle]] 22:39, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Wow, the people you play with must be pretty awful if that's what you immediately think of upon seeing that ability. --[[User:Genowhirl|Genowhirl]] 01:04, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Meh, the monk gets Timeless Body one level earlier, and doesn't have to literally fistfight death to get it. I would think of the two portions of Dance with the Dark Reaper that you would be more worried about is the part that gives you a chance to true res every time you die.&lt;br /&gt;
&lt;br /&gt;
::::And if that's the kind of group you play with, there's nothing stopping you from using an advanced Dark Reaper. After all, he gains experience every time he fights as well :) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:27, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::And holds a grudge. --[[User:Genowhirl|Genowhirl]] 01:39, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 0/5''' I give this class a 0 out of 5 because it is absurdly powerful  --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)&lt;br /&gt;
:No it's not. You're going into this as a Monk/Wizard (or sorceror). Congratulations, you have more MAD and less synergistic class features than any other pair of classes in the game. It's a cool flavor, but the mechanics as-written don't give you much help. So the power of these abilities are there to help a Monk/Necromancer wizard make up ''some'' of that ground you lose because you didn't single-class monk or wizard. --[[Special:Contributions/173.245.56.158|173.245.56.158]] 20:02, 24 August 2011 (MDT)&lt;br /&gt;
'''Wording - 4/5''' I give this class a 4 out of 5 because it is written fairly well  --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because it fails to provide a DC for its abilities with saves  --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4/5''' I give this class a 4 out of 5 because it has pretty good flavor  --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-22T00:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Epic Autoplate Pilots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core built of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds.  You may spend a maximum number of energy points equal to your Autoplate Pilot level in a single round. The Energy Core has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armor for these reasons: manuel eject, which opens the cockpit; a start up system, which takes one round per level of Autoplate Pilot to complete;and a shutdown system,which turns the suit off. If the pilot depletes the core of it's points, the suit shuts down for a number of rounds equel to the point drain below zero.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' To take this slot ability you must have Grappling Hook. A harpoon with a nasty barb on its end is grafted onto the suites left arm. The harpoon has a touch attack with a range 60ft. This attack does 2d6+dex modifier piercing dammage. On a successful attack, the barb fires out and impales the target, if it hits then the target is considered grappled. As a full round action the target may make a DC 20 Strength check to break the hold, taking 2d6 slashing damage to remove the harpoon; but as long as the target is impaled, it's movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as 1d4+1 bleeding damage per round. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts immediatly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while a target is on the line.  This ability causes the target to remain within a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. A target that is impaled can also be reeled in as a fish on a hook, as a standard action the pilot can reele his line in at his base land speed while his target is impaled. The target can avoid being pulled in with a Strength check, DC 10 + pilot's str modifier.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' To take this slot ability you must have Harpoon. Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the pilot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability as a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suit's off hand and the bonus to armor and deflection bonus both increase by +1.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the pilot can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +1d6/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. After 3 consecutive rounds the cammo fades.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisibility as the spell. The invisibility ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, The autoplate pilot can increase their speed by 10 ft. This ability can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels one quarter of the skill check roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a 1 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gains a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability. If the core is depleted of it's points, the suit shuts down for a number of rounds equel to the extrta point drain below zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 full round and a DC 10 craft skill check per 10 hit point lost to damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, or it's base land speed whichever is greater, and average manuverability. This ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.  [the Autoplate Pilot may add a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. every fourth level 24th, 28th, ect.]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-22T00:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Epic Autoplate Pilots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core built of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds.  You may spend a maximum number of energy points equal to your Autoplate Pilot level in a single round. The Energy Core has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armor for these reasons: manuel eject, which opens the cockpit; a start up system, which takes one round per level of Autoplate Pilot to complete;and a shutdown system,which turns the suit off. If the pilot depletes the core of it's points, the suit shuts down for a number of rounds equel to the point drain below zero.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' To take this slot ability you must have Grappling Hook. A harpoon with a nasty barb on its end is grafted onto the suites left arm. The harpoon has a touch attack with a range 60ft. This attack does 2d6+dex modifier piercing dammage. On a successful attack, the barb fires out and impales the target, if it hits then the target is considered grappled. As a full round action the target may make a DC 20 Strength check to break the hold, taking 2d6 slashing damage to remove the harpoon; but as long as the target is impaled, it's movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as 1d4+1 bleeding damage per round. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts immediatly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while a target is on the line.  This ability causes the target to remain within a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. A target that is impaled can also be reeled in as a fish on a hook, as a standard action the pilot can reele his line in at his base land speed while his target is impaled. The target can avoid being pulled in with a Strength check, DC 10 + pilot's str modifier.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' To take this slot ability you must have Harpoon. Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the pilot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability as a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suit's off hand and the bonus to armor and deflection bonus both increase by +1.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the pilot can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +1d6/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. After 3 consecutive rounds the cammo fades.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisibility as the spell. The invisibility ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, The autoplate pilot can increase their speed by 10 ft. This ability can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels one quarter of the skill check roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a 1 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gains a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability. If the core is depleted of it's points, the suit shuts down for a number of rounds equel to the extrta point drain below zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 full round and a DC 10 craft skill check per 10 hit point lost to damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2pts, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.  [the Autoplate Pilot may add a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. every fourth level 24th, 28th, ect.]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-21T23:59:48Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core built of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds.  You may spend a maximum number of energy points equal to your Autoplate Pilot level in a single round. The Energy Core has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armor for these reasons: manuel eject, which opens the cockpit; a start up system, which takes one round per level of Autoplate Pilot to complete;and a shutdown system,which turns the suit off. If the pilot depletes the core of it's points, the suit shuts down for a number of rounds equel to the point drain below zero.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' To take this slot ability you must have Grappling Hook. A harpoon with a nasty barb on its end is grafted onto the suites left arm. The harpoon has a touch attack with a range 60ft. This attack does 2d6+dex modifier piercing dammage. On a successful attack, the barb fires out and impales the target, if it hits then the target is considered grappled. As a full round action the target may make a DC 20 Strength check to break the hold, taking 2d6 slashing damage to remove the harpoon; but as long as the target is impaled, it's movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as 1d4+1 bleeding damage per round. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts immediatly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while a target is on the line.  This ability causes the target to remain within a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. A target that is impaled can also be reeled in as a fish on a hook, as a standard action the pilot can reele his line in at his base land speed while his target is impaled. The target can avoid being pulled in with a Strength check, DC 10 + pilot's str modifier.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' To take this slot ability you must have Harpoon. Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the pilot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability as a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suit's off hand and the bonus to armor and deflection bonus both increase by +1.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the pilot can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +1d6/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. After 3 consecutive rounds the cammo fades.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisibility as the spell. The invisibility ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, The autoplate pilot can increase their speed by 10 ft. This ability can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels one quarter of the skill check roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a 1 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gains a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability. If the core is depleted of it's points, the suit shuts down for a number of rounds equel to the extrta point drain below zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 full round and a DC 10 craft skill check per 10 hit point lost to damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-21T23:36:07Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core built of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds.  You may spend a maximum number of energy points equal to your Autoplate Pilot level in a single round. The Energy Core has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armor for these reasons: manuel eject, which opens the cockpit; a start up system, which takes one round per level of Autoplate Pilot to complete;and a shutdown system,which turns the suit off. If the pilot depletes the core of it's points, the suit shuts down for a number of rounds equel to the point drain below zero.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' To take this slot ability you must have Grappling Hook. A harpoon with a nasty barb on its end is grafted onto the suites left arm. The harpoon has a touch attack with a range 60ft. This attack does 2d6+dex modifier piercing dammage. On a successful attack, the barb fires out and impales the target, if it hits then the target is considered grappled. As a full round action the target may make a DC 20 Strength check to break the hold, taking 2d6 slashing damage to remove the harpoon; but as long as the target is impaled, it's movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as 1d4+1 bleeding damage per round. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts immediatly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while a target is on the line.  This ability causes the target to remain within a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. A target that is impaled can also be reeled in as a fish on a hook, as a standard action the pilot can reele his line in at his base land speed while his target is impaled. The target can avoid being pulled in with a Strength check, DC 10 + pilot's str modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' To take this slot ability you must have Harpoon. Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the pilot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability as a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suit's off hand and the bonus to armor and deflection bonus both increase by +1.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the pilot can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +1d6/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. After 3 consecutive rounds the cammo fades.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisibility as the spell. The invisibility ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, The autoplate pilot can increase their speed by 10 ft. This ability can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels one quarter of the skill check roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a 1 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gains a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability. If the core is depleted of it's points, the suit shuts down for a number of rounds equel to the extrta point drain below zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 full round and a DC 10 craft skill check per 10 hit point lost to damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-21T23:31:14Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core built of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds.  You may spend a maximum number of energy points equal to your Autoplate Pilot level in a single round. The Energy Core has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armor for these reasons: manuel eject, which opens the cockpit; a start up system, which takes one round per level of Autoplate Pilot to complete;and a shutdown system,which turns the suit off. If the pilot depletes the core of it's points, the suit shuts down for a number of rounds equel to the point drain below zero.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. The harpoon has a touch attack with a range 60ft. This attack does 2d6+dex modifier piercing dammage. On a successful attack, the barb fires out and impales the target, if it hits then the target is considered grappled. As a full round action the target may make a DC 20 Strength check to break the hold, taking 2d6 slashing damage to remove the harpoon; but as long as the target is impaled, it's movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as 1d4+1 bleeding damage per round. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts immediatly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while a target is on the line.  This ability causes the target to remain within a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. A target that is impaled can also be reeled in as a fish on a hook, as a standard action the pilot can reele his line in at his base land speed while his target is impaled. The target can avoid being pulled in with a Strength check, DC 10 + pilot's str modifier.&lt;br /&gt;
Reqirements: grappeling hook.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the pilot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
Requirements: Harpoon, Grappling Hook&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability as a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suit's off hand and the bonus to armor and deflection bonus both increase by +1.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the pilot can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +1d6/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. After 3 consecutive rounds the cammo fades.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisibility as the spell. The invisibility ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, The autoplate pilot can increase their speed by 10 ft. This ability can be activated as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels one quarter of the skill check roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a 1 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gains a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability. If the core is depleted of it's points, the suit shuts down for a number of rounds equel to the extrta point drain below zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 full round and a DC 10 craft skill check per 10 hit point lost to damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Main_Page</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Main_Page"/>
				<updated>2011-08-21T17:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archives&lt;br /&gt;
|label1=Discussions 1&amp;amp;ndash;30&lt;br /&gt;
|label2=Discussions 31&amp;amp;ndash;60&lt;br /&gt;
|label3=Discussions 61&amp;amp;ndash;90&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anti Wiki Criticism ==&lt;br /&gt;
&lt;br /&gt;
This is the most useful Wiki I have ever found on D&amp;amp;D, (and I've seen a LOT of on-line references).  I am currently running an adventure and I keep this site open on my lap-top as I play.  It saves me a great deal of time and speeds up play considerably.  I almost never even open my Monster Manual anymore.&lt;br /&gt;
&lt;br /&gt;
Kudos to the WebMaster.  --[[User:Gildavinor|Gildavinor]] 18:13, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree very strongly with you, Gild!  Though I didn't sign in very often previously, I absolutely adore this Wiki.  It's the pinnacle of Dungeons and Dragons research and innovation. --[[User:Harry Mason|Harry Mason]] 18:42, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Taking sides in any instance is a bad idea...  Neutrality is a great observational instrument if one is not affiliated therein.  --[[User:Green Dragon|Green Dragon]] 21:51, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Totally agree. --[[User:Lord Mattos|Lord Mattos]] 11:14, 29 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Two Millionth View! ==&lt;br /&gt;
&lt;br /&gt;
Looks like today was [[Special:Statistics|the day]] folks! 2 million views on the main page! &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:46, 14 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, now there are 2,299,388 views (Jan. 13,2010)! Wohoo! --[[User:Io|Io]] 16:52, 13 January 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now, in the november of 2010, we have 3,080,184 views!&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
how many Megabytes is this whole site?  {{Unsigned|216.12.83.73|22:29, 15 November 2009 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:Why?  --[[User:Green Dragon|Green Dragon]] 23:40, 15 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I was thinking of copying the source code so i cant look at it offline--[[User:Lo-Chi|Lt.Dan]] 07:20, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:::You don't need the size of D&amp;amp;D Wiki as a whole when looking at the source code (&amp;quot;''View Page Source''&amp;quot; for Mozilla Firefox).  --[[User:Green Dragon|Green Dragon]] 12:12, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== The Tavern ==&lt;br /&gt;
&lt;br /&gt;
After a huge hiatus I'm finally back to D&amp;amp;D Wiki (and happy to return!) following a long period of being almost broke.  I notice that the Tavern, which was gone when I first had to go...still isn't back.  That was one of my favorite parts of the Wiki, and I hope I'm just being stupid and missing it somewhere.  Is it gone for good?  --[[User:Harry Mason|Harry Mason]] 07:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It actually was discontinued.  There is no &amp;quot;official&amp;quot; reason as to now however take a look at [[Discussion:The Tavern: use, expansion, and availability.]].  The main reason is &amp;quot;''...it is quite childish and immature at times and I feel at times it decreases the seriousness of D&amp;amp;D Wiki with childish behavior and immaturity.''&amp;quot;  [[User:Green Dragon|Green Dragon]] &amp;quot;Discussion:The Tavern: use, expansion, and availability.&amp;quot; 21:02, 20 November 2009 (MST).  --[[User:Green Dragon|Green Dragon]] 22:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah...oh well.  That's a little sad to me, but I can see the reasoning behind it, it -was- rather vulgar at times.  Thank you for replying. :)  --[[User:Harry Mason|Harry Mason]] 01:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm coming back too and I too liked the tavern... I agree with the reasoning, but  I still think we should have an effective way of conversation, since a wiki is not the best tool for talking...&amp;lt;br&amp;gt;Isn't there something that could be implemented in the place of the tavern (and maybe have some rules as to swearing and misbehaviour, making disrespectful users suspended/banned from using it)?--[[User:ElfsMaster|ElfsMaster]] 10:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::But this '''is''' a wiki, and by not having the sidetrack of a chat users may tend to rely more on the already established discussion tool.  Or they can leave messages on talk pages of other users.  It actually encourages the opening of discussions and talks between users on the wiki - which can lead to more wiki additions and improvements, instead of just idle chatter. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 14:07, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Appealing to people in real time is more effective than doing so passively, from what I've found. Also, just because serious discussion does not happen constantly doesn't mean it never does. I understand that a decision has been made however, so that's all I'll say on the matter. -- [[User:Jota|Jota]] 14:20, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Why not do something like what facebook has and when a user is logged in, they have a little chat bar? i know there are a lot of difficulties with that, including having &amp;quot;friends lists&amp;quot; and the like, but its an idea. --[[User:Ozzy1234567890|Ozzy1234567890]] 07:21, 26 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Search Incapacitation ==&lt;br /&gt;
The search function has been completely nonfunctional for me for a good few days, maybe half a week or more now.  Once in a while I'll nail to a T an article's name, and it'll transport me there.  Just hitting Search or mistyping anything causes it to utterly fail for me.  Is this just a localized problem (which I don't think it is, I've used 3 different computers to try and access it, all were on different networks) or what's going on?  --[[User:Harry Mason|Harry Mason]] 05:08, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it actually giving you an error, or just pulling up the extended/advanced search function ''(which is normal when you don't type an article name perfectly)''?. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 13:28, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm having the same issues, the message &amp;quot;Query failed: connection to localhost:3312 failed (errno=111, msg=Connection refused)&amp;quot; appears when I try to search for something.&lt;br /&gt;
::I'm having a similar problem, mainly in that I can't browse things, I can only see things when I search for them, which, makes looking at the diffrent races, quite difficult  [[User:Sevant|Sevant]] 18:23, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Search is working once again.  --[[User:Green Dragon|Green Dragon]] 12:14, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Official Content Designation ==&lt;br /&gt;
&lt;br /&gt;
Could a homebrew template be added?  I keep coming here after a Google search and I keep finding overpowered homebrew things (like [[Paragon_of_Light/Darkness_%283.5e_Prestige_Class%29]]) and it usually takes me a moment to figure out that it's not official, just something some random person made up.  I'd prefer to see some sort of note to that effect at the top of the page. [[User:Banaticus|Banaticus]] 02:57, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ummm... A template is already added on all official pages. This is a homebrew site, so all articles are automatically assumed to be homebrew unless they are specified otherwise.--[[User:Vrail|Vrail]] 03:10, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There already is a homebrew template. Look down at the bottom of that page you linked... see where it says &amp;quot;{{DnD Classes Breadcrumb}} &amp;amp;rarr; [[DnD Prestige Classes|Prestige Classes]]&amp;quot;? &amp;quot;Homebrew&amp;quot; is even in the wording of the template. If you are looking for ONLY SRD material then look for pages starting with &amp;quot;SRD:&amp;quot;. They will all have OGL templates as well.&lt;br /&gt;
::Additionally, much of our homebrew content has ratings by other users, so you should know right away if it's overpowered. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:39, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pictures Down? ==&lt;br /&gt;
&lt;br /&gt;
While it might be my computer, it appears that something happened to the pictures on the site. They don't seem to be displaying. Am I wrong? Was there an announcement that I missed? [[User:Noname|Aristocles]] 05:20, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This question was already brought up on GD's talk page under [[User talk:Green Dragon#Images lost again|this header]]. However no clear answer was given by GD. All I know is that no, it is not your computer, and no there was no announcement. The pictures still exist on the media repository, however they are not linking properly. --[[User:Vrail|Vrail]] 13:05, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Images have been fixed.  --[[User:Green Dragon|Green Dragon]] 12:12, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Are you sure? I dont see any- ANYWHERE!!! [[User:DragonFist|DragonFist]] 20:13, 17 December 2010 (MST)&lt;br /&gt;
&lt;br /&gt;
::::This may have been a cache problem.  I assume this is no longer a problem as they have been working for me for quite a while now.  --[[User:Green Dragon|Green Dragon]] 15:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Marking a page as homebrew ==&lt;br /&gt;
&lt;br /&gt;
How do we mark a page as homebrew?  Take [Alon (3.5e Deity)] for instance.  It turns out he's a homebrew god, although I don't see that anywhere on the page.  It's sometimes difficult to tell the difference on this wiki between homebrew things and official things. [[Special:Contributions/97.93.94.242|97.93.94.242]] 12:42, 24 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Any properly-created page should have a clear breadcrumb at the bottom of the page which leads back to a homebrew page. In addition any user-created content belongs in [[:Category:User]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:22, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
::You can also just click &amp;quot;3.5e Open Game Content&amp;quot; on the sidebar to take you to the &amp;quot;official&amp;quot; material. Almost everything on this site is homebrew. Because of that, what we do is mark pages that are official. If you don't see a template that says &amp;quot;Open Game Content&amp;quot;, then the page you are viewing is essentially guaranteed to be homebrew content. --[[User:Badger|Badger]] 14:24, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 3 Million View ==&lt;br /&gt;
Just a quick pat on the back, as per Statistics the main page has hit 3 million views.  Too bad our news is months behind. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 22:46, 3 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:That's ok, I'm months behind on reading --[[User:Calidore Chase|Calidore Chase]] 04:33, 17 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Advice on Creating Animal ==&lt;br /&gt;
&lt;br /&gt;
Ok so i have no clue how to do this but i want to make an Exploding Chicken animal for D20M and all i know is that its a regular chicken that explodes when within 15ft of any nonchaotic for 1d6 damage at a range of  20ft. they have a total health of 3. they also are weak and are just mobile... firecracker i guess would be the best way of puting it. my DM said to just put it on here cause he wants to see what others think. thanks! *EDIT* i ment D20M Apocolypse&lt;br /&gt;
&lt;br /&gt;
:I can't give you mechanical help with creating your creature, but I can give you wiki help. Go [[Add_a_New_D20M_Creature|here]] and replace &amp;quot;CreatureName&amp;quot; with &amp;quot;Exploding Chicken&amp;quot; or whatever you want to name it. Leave a space and (D20 Modern Creature) after the name, and then press &amp;quot;Create New Creature&amp;quot;. It will take you to a page with a pre-load designed for creatures in the d20M universe (I don't know if that is the same as d20M Apocalypse, is it?). Like I said, I don't know anything about the d20M system, so I can't help you write your creature and balance it, but if you need help with tables or other wiki formatting, leave a message on my talk page. One last thing, don't forget to sign your posts by typing &amp;lt;nowiki&amp;gt; --~~~~ &amp;lt;/nowiki&amp;gt;. --[[User:Badger|Badger]] 13:44, 21 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::Thanks! and its pretty much the same as other systems. and i guess i ment that i needed tables for things like different sizes and their modifiers and things like that --[[User:Ozzy1234567890|Ozzy1234567890]] 10:54, 24 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== April 1 ==&lt;br /&gt;
&lt;br /&gt;
Is there going to be another [[:Category:April Fools|April Fools]] thing this year? -[[User:Ozzy1234567890|Ozzy1234567890]] 08:15, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Well I'm going to add April Fool stuff. I don't know about other people though. --[[User:Milo v3|Milo High-Hill]] 15:26, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::If you're looking for ideas, try updating the random hooker table from the [[Dungeon Master's Guide (1e AD&amp;amp;D)|1e DMG]].  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:08, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I've added the Chew'd Button and I'm going add Summon Potato this after noon.--[[User:Milo v3|Milo High-Hill]] 21:23, 31 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Sheild Bash? ==&lt;br /&gt;
&lt;br /&gt;
Hello ive been playing DnD 3.5 for a while now and I have a question a heavy sheild with spikes does 1d8 damage now when i enchanted it with &amp;quot;Bashing&amp;quot; my friends told me it now does 3d6 on a shield bash is this correct?  {{unsigned|Grunt|2011-04-12 16:36}}&lt;br /&gt;
&lt;br /&gt;
: Not quite.  A [[SRD:Heavy Shield#Enhancements|spiked heavy shield]] does 1d6, not 1d8.  According to the 3.5 FAQ, the bashing quality stacks with a spiked shield which raises the damage to 2d6.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:22, 12 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Prototype... Class? Template? Race? Can someone help? ==&lt;br /&gt;
&lt;br /&gt;
Hello in my groups recent dnd sessions we decided to try for an OP campaign as in epic class's  templates and races based off of movies, books, games, etc... so if anyone has ever played the game ''Prototype'' and know about &amp;quot;Alex Mercer&amp;quot; and his &amp;quot;powers&amp;quot; then you would know what kind of chacacter I want for our OP Campaign. unfortionatly I dont know anything about making class's/Races/templates. So i was wondering if somebody could either make one for me or help me with making it. It would be very much appreciated.&lt;br /&gt;
DND 3.5 PLEASE!&lt;br /&gt;
&lt;br /&gt;
::The best person to ask, I believe, is [[User:Badger|Badger]]. --[[User:Ozzy1234567890|Ozzy1234567890]] 09:25, 16 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting Help ==&lt;br /&gt;
:''Discussion moved to [[User talk:Ohgren#I have a question]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 00:31, 17 May 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Have an Idea ==&lt;br /&gt;
:''Discussion moved to [[Discussion:Half-Demon_Combinations]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 19:48, 14 June 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancement Formula appears to be inconsistent ==&lt;br /&gt;
&lt;br /&gt;
:''Discussion moved to [[SRD Talk:Magic Items#Weapon Enhancement Formula appears to be inconsistent]].''  &amp;lt;small&amp;gt;—[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:26, 18 July 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Site nominated for an Award ==&lt;br /&gt;
&lt;br /&gt;
[[File:Oggie statue trans small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Just thought I would let you guys know: D&amp;amp;D Wiki has been nominated for an OGGIE.  The OGGIEs are the industry awards thereby.  Nowhere near as big as the ENnies or Origin awards, the OGGIEs reflect the games, people, and tools that our members appreciate.  {{User:Hooper/autosig2}} 18:52, 14 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately this may not be accepted at this time.  See also [[Talk:DnD Links#Lifestyles]].  I hope for a difference next year (or next award period).  --[[User:Green Dragon|Green Dragon]] 21:40, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I don't follow GD.  This isn't a site, simply an award.  One of the sites mentioned is that link is also up for it, but its not a link or anything.  If you prefer to not accept the nomination, we can revert to one of the other nominees that had lesser votes. Not really sure what you mean by the above statement. {{User:Hooper/autosig2}} 22:08, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I mean that the link is not acceptable at the moment because of licensing problems.  As soon as it is this may be mentioned here.  --[[User:Green Dragon|Green Dragon]] 22:11, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Wait, are you telling me we are refusing an award because the O.G.R.E. website uses a license that we don't? --[[User:Badger|Badger]] 00:20, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::What link? {{User:Hooper/autosig2}} 06:10, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::No.  Because they have [[:Category:Valgora Setting]] content licensed incorrectly.  It is actually licensed under the GNU FDL v1.2.  Were that to be changed then it would be no problem.  --[[User:Green Dragon|Green Dragon]] 12:15, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Although that is wholly incorrect in regards to how licensing works when the original author publishes , its not what I'm asking. What link? Being nominated for an award has not resulted in a single link off site. So again, what link? &lt;br /&gt;
:::::::Anyways, in the interest of not rearguing an argument you've already lost that has no bearing, if you're uncomfortable let me know and well invalidate the nomination and let the next site in line receive it. (Didn't mean for that to sound rude, dang text based conversations. I just have no interest in revisiting the license discussion, especially when I see no connection) {{User:Hooper/autosig2}} 13:55, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Well, Hooper, I'm willing to bet that the O.G.R.E.s aren't going to re-license their own material to make GD happy, so we're at an impasse here. I understand that our nomination for this award has no external links related to it at all, but apparently GD doesn't. On a personal note, totally unofficial in every way, thanks for the nomination. --[[User:Badger|Badger]] 15:12, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::It wasn't me actually. Since I was the contact point for members I abstained from nominating myself. We had about 300 unique nominators, and expect about 3k unique voters.  I was really happy to see this site on the list. Well, maybe next year. {{User:Hooper/autosig2}} 15:22, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I find myself rather disappointed with this response. I am aligned with Hooper and Badger on all regards. [[User:Jwguy|Jwguy]] 09:19, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::The problem stems from that D&amp;amp;D Wiki is then considering itself irrelevant or subservient.  Both these would rather be avoided if they are actually otherwise so.  --[[User:Green Dragon|Green Dragon]] 21:36, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::Anyone have a clue as to what Green Dragon's on about? Really, &amp;quot;considering itself irrelevant or subservient&amp;quot;? To ''what'', exactly? --[[Special:Contributions/173.245.56.158|173.245.56.158]] 01:59, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::::I am somewhat confused by this explanation. I am going to quote definitions to help spell out why, no offense intended. &lt;br /&gt;
:::::::::::::&amp;quot;The Problem stems from that D&amp;amp;D Wiki is then considering itself 'irreverent' (an adjective used to describe something that is disrespectful, sarcastic, and/or lacking in overall seriousness.) or 'subservient' (an adjective used to describe something that is useful in an inferior capacity or is compliantly submissive).&amp;quot;&lt;br /&gt;
:::::::::::::Are you attempting to say that accepting an award that praises the site for it's content (I presume this is what the reward is for, honestly) indicates either of these things? If anything, it appears to mean the opposite of the first definition, as we're being recognized for honors, and the second is unlikely, since, again, we're being recognized for honors, not complying to their whims or submitting to superiority. Another thing is I don't see how this deals with the licensing problem, above, which I find myself agreeing with Hooper, on that note, having read over a large amount of licensing information due to links to past discussions. [[User:Jwguy|Jwguy]] 12:11, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{Discussion Indentation Revert}}&lt;br /&gt;
&lt;br /&gt;
:Sorry I meant &amp;quot;irrelevant&amp;quot;.  I spelled it wrong initially and in Firefox the first spellcheck result turned up with &amp;quot;irreverent&amp;quot;.&lt;br /&gt;
:&amp;quot;Considering itself irrelevant or subservient&amp;quot; to its own functions was meant.&lt;br /&gt;
:Not accepting anything, ''linking'' to a site out of respect which does considers D&amp;amp;D Wiki's functions irrelevant and subversive (through the link) makes D&amp;amp;D Wiki then consider itself also so (or recognize such a consideration).  This is what I am talking about.  --[[User:Green Dragon|Green Dragon]] 23:07, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Except that reason makes not a lick of sense and gives the impression that you do not understand the facts. Did you somehow got the Oggies confused with...what, the Internet Razzies? Is it Opposite Week? As near as I can tell, OGRE is a roleplaying organization which wishes to acknowledge the D&amp;amp;D wiki as a fine D&amp;amp;D resource upon the Internet. '''They nominated the wiki for an award'''. One would think you would at least crack a smile over the fact that at least a few people in an unaffiliated group nominated the wiki for one of their awards and allow the nomination to be acknowledged and claim the prize if you get it. By the way, Hooper, which award was it? [[Special:Contributions/173.245.56.158|173.245.56.158]] 00:22, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I'd link to it, but.........    Its &amp;quot;Website of the Year.&amp;quot; Other contestants include a project funding platform site, a community game development &amp;amp; playtest site, an RPG advocacy site, etc. {{User:Hooper/autosig2}} 09:57, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Green Dragon, your previous comments can barely be considered English. I'm having a hard time understanding you. Are you suggesting that OGRE, through its licensing, is acting as though we exist to serve them? That is perhaps one of the silliest things I've ever heard on this wiki, and I've been part of some incredibly asinine discussions here. --[[User:Badger|Badger]] 10:55, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Were they to license the content under the GNU FDL v1.2 appropriately (comparable to OGC; if it is allowed) it would be different.  However implying that D&amp;amp;D Wiki's functions are nonexistent or irrelevant to others' functions is, by definition, an irrelevant or subservient consideration.  --[[User:Green Dragon|Green Dragon]] 12:01, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::What content or license? The award is not a license, its simply an award. The winners will be given fair use to display the appropriate award. That's the only license at all related to this. GD, everyone is having a very hard time understanding you. We're not trying to be rude, it just seems like you're making no sense.The award is simply an acknowledgement of appreciation, it has no other effect. To say an acknowledgements somehow equals irrelevance is hard to follow. {{User:Hooper/autosig2}} 12:10, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::The mixing, picking, and matching going on here I cannot understand.  A is to A as A is to A.  See also [[Talk:DnD Links#Lifestyles]] for more information about the problem.  --[[User:Green Dragon|Green Dragon]] 13:54, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Umm, what? I don't know if this is the worse, or best, conversation ever. {{User:Hooper/autosig2}} 15:06, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hooper, this is the exact same problem that we had with the other wiki. Content licensing and re-licensing. Green Dragon has one understanding of the law, and some people (a number that appears to include everyone else in the world) has a different understanding. This time, OGRE has licensed the Valgora setting under CC-BY-SA, and we have it under GNU FDL v1.2. Because these aren't the same license, GD feels (and correct me if I'm wrong) that we are being slighted/ignored/other bad things. Because of that, we here at D&amp;amp;Dwiki will pretend that they don't exist, until they begin to comply with GD's understanding of the law. It seems foolish for us to ask you to re-license your material under GNU FDL v1.2 (considering it is an out-dated license anyway), so I won't even bother asking you to consider it. And, to answer your last comment, having been in my fair share of conversations, I'm going to say this is neither the best or the worst. However, his last comment might go down in history alongside a few other gems of what I call EnGDlish. --[[User:Badger|Badger]] 17:35, 20 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::&amp;lt;cite&amp;gt;Were they to license the content under the GNU FDL v1.2 appropriately (comparable to OGC; if it is allowed) it would be different. &amp;lt;b&amp;gt;However implying that D&amp;amp;D Wiki's functions are nonexistent or irrelevant to others' functions is, by definition, an irrelevant or subservient consideration. --Green Dragon&amp;lt;/b&amp;gt;&amp;lt;/cite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::::::Green Dragon, I will presume this is your main and only prominent standing argument against accepting the award. I provide the following rebuttal: First, I wish to know, by link and explanation, preferably, when, where, and how O.G.R.E. has implied this, or that the award has implied this; These are the only subjects that would be considered relevant to your argument, on the subject at hand, as these appear to be the only subjects concerning our site, here. Second, the emboldened text is a bit of stretch, on your part: While you are incorrect regarding the 'by definition' part, since considering ''anything'' irrelevant or non-existent does not match the definition of subservient (I posted it earlier), and irrelevance references itself in irrelevant, I fail to see why this matters? The key point of '''Irrelevant''', by definition, is that there is no connection, no relation, unimportant in circumstance or consideration, etc., and therefore, the idea that the site uses a different, but entirely legal, correct, and appropriate license, is inconsequential to D&amp;amp;D Wiki in every way, since the two sites are not related. All that matters is the legality of each item, viewed separately from each site, on the level that we are, now. There is no conflict or relation. Because of these reasons, I fail to see why you argue this point, or how you believe this award is unacceptable. There is no subservience, at all, and there is no irrelevance in accepting the award (We accept the award based on the fact that it is award to our site, for our content, and is therefore relevant to the site), and the site is irrelevant in every other manner (licensing, members, etc.). [[User:Jwguy|Jwguy]] 10:58, 21 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::It appears Green Dragon begins twitching when he sees a mention of &amp;quot;Creative Commons&amp;quot;. It also appears that he specifically checks the license a particular thing is under. Can't imagine why. Did someone on the Creative Commons team cut you off on the road once? [[Special:Contributions/173.245.56.158|173.245.56.158]] 11:47, 21 August 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Main_Page</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Main_Page"/>
				<updated>2011-08-20T06:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archives&lt;br /&gt;
|label1=Discussions 1&amp;amp;ndash;30&lt;br /&gt;
|label2=Discussions 31&amp;amp;ndash;60&lt;br /&gt;
|label3=Discussions 61&amp;amp;ndash;90&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anti Wiki Criticism ==&lt;br /&gt;
&lt;br /&gt;
This is the most useful Wiki I have ever found on D&amp;amp;D, (and I've seen a LOT of on-line references).  I am currently running an adventure and I keep this site open on my lap-top as I play.  It saves me a great deal of time and speeds up play considerably.  I almost never even open my Monster Manual anymore.&lt;br /&gt;
&lt;br /&gt;
Kudos to the WebMaster.  --[[User:Gildavinor|Gildavinor]] 18:13, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree very strongly with you, Gild!  Though I didn't sign in very often previously, I absolutely adore this Wiki.  It's the pinnacle of Dungeons and Dragons research and innovation. --[[User:Harry Mason|Harry Mason]] 18:42, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Taking sides in any instance is a bad idea...  Neutrality is a great observational instrument if one is not affiliated therein.  --[[User:Green Dragon|Green Dragon]] 21:51, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Totally agree. --[[User:Lord Mattos|Lord Mattos]] 11:14, 29 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Two Millionth View! ==&lt;br /&gt;
&lt;br /&gt;
Looks like today was [[Special:Statistics|the day]] folks! 2 million views on the main page! &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:46, 14 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, now there are 2,299,388 views (Jan. 13,2010)! Wohoo! --[[User:Io|Io]] 16:52, 13 January 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now, in the november of 2010, we have 3,080,184 views!&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
how many Megabytes is this whole site?  {{Unsigned|216.12.83.73|22:29, 15 November 2009 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:Why?  --[[User:Green Dragon|Green Dragon]] 23:40, 15 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I was thinking of copying the source code so i cant look at it offline--[[User:Lo-Chi|Lt.Dan]] 07:20, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:::You don't need the size of D&amp;amp;D Wiki as a whole when looking at the source code (&amp;quot;''View Page Source''&amp;quot; for Mozilla Firefox).  --[[User:Green Dragon|Green Dragon]] 12:12, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== The Tavern ==&lt;br /&gt;
&lt;br /&gt;
After a huge hiatus I'm finally back to D&amp;amp;D Wiki (and happy to return!) following a long period of being almost broke.  I notice that the Tavern, which was gone when I first had to go...still isn't back.  That was one of my favorite parts of the Wiki, and I hope I'm just being stupid and missing it somewhere.  Is it gone for good?  --[[User:Harry Mason|Harry Mason]] 07:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It actually was discontinued.  There is no &amp;quot;official&amp;quot; reason as to now however take a look at [[Discussion:The Tavern: use, expansion, and availability.]].  The main reason is &amp;quot;''...it is quite childish and immature at times and I feel at times it decreases the seriousness of D&amp;amp;D Wiki with childish behavior and immaturity.''&amp;quot;  [[User:Green Dragon|Green Dragon]] &amp;quot;Discussion:The Tavern: use, expansion, and availability.&amp;quot; 21:02, 20 November 2009 (MST).  --[[User:Green Dragon|Green Dragon]] 22:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah...oh well.  That's a little sad to me, but I can see the reasoning behind it, it -was- rather vulgar at times.  Thank you for replying. :)  --[[User:Harry Mason|Harry Mason]] 01:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm coming back too and I too liked the tavern... I agree with the reasoning, but  I still think we should have an effective way of conversation, since a wiki is not the best tool for talking...&amp;lt;br&amp;gt;Isn't there something that could be implemented in the place of the tavern (and maybe have some rules as to swearing and misbehaviour, making disrespectful users suspended/banned from using it)?--[[User:ElfsMaster|ElfsMaster]] 10:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::But this '''is''' a wiki, and by not having the sidetrack of a chat users may tend to rely more on the already established discussion tool.  Or they can leave messages on talk pages of other users.  It actually encourages the opening of discussions and talks between users on the wiki - which can lead to more wiki additions and improvements, instead of just idle chatter. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 14:07, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Appealing to people in real time is more effective than doing so passively, from what I've found. Also, just because serious discussion does not happen constantly doesn't mean it never does. I understand that a decision has been made however, so that's all I'll say on the matter. -- [[User:Jota|Jota]] 14:20, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Why not do something like what facebook has and when a user is logged in, they have a little chat bar? i know there are a lot of difficulties with that, including having &amp;quot;friends lists&amp;quot; and the like, but its an idea. --[[User:Ozzy1234567890|Ozzy1234567890]] 07:21, 26 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Search Incapacitation ==&lt;br /&gt;
The search function has been completely nonfunctional for me for a good few days, maybe half a week or more now.  Once in a while I'll nail to a T an article's name, and it'll transport me there.  Just hitting Search or mistyping anything causes it to utterly fail for me.  Is this just a localized problem (which I don't think it is, I've used 3 different computers to try and access it, all were on different networks) or what's going on?  --[[User:Harry Mason|Harry Mason]] 05:08, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it actually giving you an error, or just pulling up the extended/advanced search function ''(which is normal when you don't type an article name perfectly)''?. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 13:28, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm having the same issues, the message &amp;quot;Query failed: connection to localhost:3312 failed (errno=111, msg=Connection refused)&amp;quot; appears when I try to search for something.&lt;br /&gt;
::I'm having a similar problem, mainly in that I can't browse things, I can only see things when I search for them, which, makes looking at the diffrent races, quite difficult  [[User:Sevant|Sevant]] 18:23, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Search is working once again.  --[[User:Green Dragon|Green Dragon]] 12:14, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Official Content Designation ==&lt;br /&gt;
&lt;br /&gt;
Could a homebrew template be added?  I keep coming here after a Google search and I keep finding overpowered homebrew things (like [[Paragon_of_Light/Darkness_%283.5e_Prestige_Class%29]]) and it usually takes me a moment to figure out that it's not official, just something some random person made up.  I'd prefer to see some sort of note to that effect at the top of the page. [[User:Banaticus|Banaticus]] 02:57, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ummm... A template is already added on all official pages. This is a homebrew site, so all articles are automatically assumed to be homebrew unless they are specified otherwise.--[[User:Vrail|Vrail]] 03:10, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There already is a homebrew template. Look down at the bottom of that page you linked... see where it says &amp;quot;{{DnD Classes Breadcrumb}} &amp;amp;rarr; [[DnD Prestige Classes|Prestige Classes]]&amp;quot;? &amp;quot;Homebrew&amp;quot; is even in the wording of the template. If you are looking for ONLY SRD material then look for pages starting with &amp;quot;SRD:&amp;quot;. They will all have OGL templates as well.&lt;br /&gt;
::Additionally, much of our homebrew content has ratings by other users, so you should know right away if it's overpowered. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:39, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pictures Down? ==&lt;br /&gt;
&lt;br /&gt;
While it might be my computer, it appears that something happened to the pictures on the site. They don't seem to be displaying. Am I wrong? Was there an announcement that I missed? [[User:Noname|Aristocles]] 05:20, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This question was already brought up on GD's talk page under [[User talk:Green Dragon#Images lost again|this header]]. However no clear answer was given by GD. All I know is that no, it is not your computer, and no there was no announcement. The pictures still exist on the media repository, however they are not linking properly. --[[User:Vrail|Vrail]] 13:05, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Images have been fixed.  --[[User:Green Dragon|Green Dragon]] 12:12, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Are you sure? I dont see any- ANYWHERE!!! [[User:DragonFist|DragonFist]] 20:13, 17 December 2010 (MST)&lt;br /&gt;
&lt;br /&gt;
::::This may have been a cache problem.  I assume this is no longer a problem as they have been working for me for quite a while now.  --[[User:Green Dragon|Green Dragon]] 15:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Marking a page as homebrew ==&lt;br /&gt;
&lt;br /&gt;
How do we mark a page as homebrew?  Take [Alon (3.5e Deity)] for instance.  It turns out he's a homebrew god, although I don't see that anywhere on the page.  It's sometimes difficult to tell the difference on this wiki between homebrew things and official things. [[Special:Contributions/97.93.94.242|97.93.94.242]] 12:42, 24 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Any properly-created page should have a clear breadcrumb at the bottom of the page which leads back to a homebrew page. In addition any user-created content belongs in [[:Category:User]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:22, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
::You can also just click &amp;quot;3.5e Open Game Content&amp;quot; on the sidebar to take you to the &amp;quot;official&amp;quot; material. Almost everything on this site is homebrew. Because of that, what we do is mark pages that are official. If you don't see a template that says &amp;quot;Open Game Content&amp;quot;, then the page you are viewing is essentially guaranteed to be homebrew content. --[[User:Badger|Badger]] 14:24, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 3 Million View ==&lt;br /&gt;
Just a quick pat on the back, as per Statistics the main page has hit 3 million views.  Too bad our news is months behind. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 22:46, 3 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:That's ok, I'm months behind on reading --[[User:Calidore Chase|Calidore Chase]] 04:33, 17 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Advice on Creating Animal ==&lt;br /&gt;
&lt;br /&gt;
Ok so i have no clue how to do this but i want to make an Exploding Chicken animal for D20M and all i know is that its a regular chicken that explodes when within 15ft of any nonchaotic for 1d6 damage at a range of  20ft. they have a total health of 3. they also are weak and are just mobile... firecracker i guess would be the best way of puting it. my DM said to just put it on here cause he wants to see what others think. thanks! *EDIT* i ment D20M Apocolypse&lt;br /&gt;
&lt;br /&gt;
:I can't give you mechanical help with creating your creature, but I can give you wiki help. Go [[Add_a_New_D20M_Creature|here]] and replace &amp;quot;CreatureName&amp;quot; with &amp;quot;Exploding Chicken&amp;quot; or whatever you want to name it. Leave a space and (D20 Modern Creature) after the name, and then press &amp;quot;Create New Creature&amp;quot;. It will take you to a page with a pre-load designed for creatures in the d20M universe (I don't know if that is the same as d20M Apocalypse, is it?). Like I said, I don't know anything about the d20M system, so I can't help you write your creature and balance it, but if you need help with tables or other wiki formatting, leave a message on my talk page. One last thing, don't forget to sign your posts by typing &amp;lt;nowiki&amp;gt; --~~~~ &amp;lt;/nowiki&amp;gt;. --[[User:Badger|Badger]] 13:44, 21 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::Thanks! and its pretty much the same as other systems. and i guess i ment that i needed tables for things like different sizes and their modifiers and things like that --[[User:Ozzy1234567890|Ozzy1234567890]] 10:54, 24 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== April 1 ==&lt;br /&gt;
&lt;br /&gt;
Is there going to be another [[:Category:April Fools|April Fools]] thing this year? -[[User:Ozzy1234567890|Ozzy1234567890]] 08:15, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Well I'm going to add April Fool stuff. I don't know about other people though. --[[User:Milo v3|Milo High-Hill]] 15:26, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::If you're looking for ideas, try updating the random hooker table from the [[Dungeon Master's Guide (1e AD&amp;amp;D)|1e DMG]].  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:08, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I've added the Chew'd Button and I'm going add Summon Potato this after noon.--[[User:Milo v3|Milo High-Hill]] 21:23, 31 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Sheild Bash? ==&lt;br /&gt;
&lt;br /&gt;
Hello ive been playing DnD 3.5 for a while now and I have a question a heavy sheild with spikes does 1d8 damage now when i enchanted it with &amp;quot;Bashing&amp;quot; my friends told me it now does 3d6 on a shield bash is this correct?  {{unsigned|Grunt|2011-04-12 16:36}}&lt;br /&gt;
&lt;br /&gt;
: Not quite.  A [[SRD:Heavy Shield#Enhancements|spiked heavy shield]] does 1d6, not 1d8.  According to the 3.5 FAQ, the bashing quality stacks with a spiked shield which raises the damage to 2d6.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:22, 12 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Prototype... Class? Template? Race? Can someone help? ==&lt;br /&gt;
&lt;br /&gt;
Hello in my groups recent dnd sessions we decided to try for an OP campaign as in epic class's  templates and races based off of movies, books, games, etc... so if anyone has ever played the game ''Prototype'' and know about &amp;quot;Alex Mercer&amp;quot; and his &amp;quot;powers&amp;quot; then you would know what kind of chacacter I want for our OP Campaign. unfortionatly I dont know anything about making class's/Races/templates. So i was wondering if somebody could either make one for me or help me with making it. It would be very much appreciated.&lt;br /&gt;
DND 3.5 PLEASE!&lt;br /&gt;
&lt;br /&gt;
::The best person to ask, I believe, is [[User:Badger|Badger]]. --[[User:Ozzy1234567890|Ozzy1234567890]] 09:25, 16 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting Help ==&lt;br /&gt;
:''Discussion moved to [[User talk:Ohgren#I have a question]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 00:31, 17 May 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Have an Idea ==&lt;br /&gt;
:''Discussion moved to [[Discussion:Half-Demon_Combinations]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 19:48, 14 June 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancement Formula appears to be inconsistent ==&lt;br /&gt;
&lt;br /&gt;
:''Discussion moved to [[SRD Talk:Magic Items#Weapon Enhancement Formula appears to be inconsistent]].''  &amp;lt;small&amp;gt;—[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:26, 18 July 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Site nominated for an Award ==&lt;br /&gt;
&lt;br /&gt;
[[File:Oggie statue trans small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Just thought I would let you guys know: D&amp;amp;D Wiki has been nominated for an OGGIE.  The OGGIEs are the industry awards thereby.  Nowhere near as big as the ENnies or Origin awards, the OGGIEs reflect the games, people, and tools that our members appreciate.  {{User:Hooper/autosig2}} 18:52, 14 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately this may not be accepted at this time.  See also [[Talk:DnD Links#Lifestyles]].  I hope for a difference next year (or next award period).  --[[User:Green Dragon|Green Dragon]] 21:40, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I don't follow GD.  This isn't a site, simply an award.  One of the sites mentioned is that link is also up for it, but its not a link or anything.  If you prefer to not accept the nomination, we can revert to one of the other nominees that had lesser votes. Not really sure what you mean by the above statement. {{User:Hooper/autosig2}} 22:08, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I mean that the link is not acceptable at the moment because of licensing problems.  As soon as it is this may be mentioned here.  --[[User:Green Dragon|Green Dragon]] 22:11, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Wait, are you telling me we are refusing an award because the O.G.R.E. website uses a license that we don't? --[[User:Badger|Badger]] 00:20, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::What link? {{User:Hooper/autosig2}} 06:10, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::No.  Because they have [[:Category:Valgora Setting]] content licensed incorrectly.  It is actually licensed under the GNU FDL v1.2.  Were that to be changed then it would be no problem.  --[[User:Green Dragon|Green Dragon]] 12:15, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Although that is wholly incorrect in regards to how licensing works when the original author publishes , its not what I'm asking. What link? Being nominated for an award has not resulted in a single link off site. So again, what link? &lt;br /&gt;
:::::::Anyways, in the interest of not rearguing an argument you've already lost that has no bearing, if you're uncomfortable let me know and well invalidate the nomination and let the next site in line receive it. (Didn't mean for that to sound rude, dang text based conversations. I just have no interest in revisiting the license discussion, especially when I see no connection) {{User:Hooper/autosig2}} 13:55, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Well, Hooper, I'm willing to bet that the O.G.R.E.s aren't going to re-license their own material to make GD happy, so we're at an impasse here. I understand that our nomination for this award has no external links related to it at all, but apparently GD doesn't. On a personal note, totally unofficial in every way, thanks for the nomination. --[[User:Badger|Badger]] 15:12, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::It wasn't me actually. Since I was the contact point for members I abstained from nominating myself. We had about 300 unique nominators, and expect about 3k unique voters.  I was really happy to see this site on the list. Well, maybe next year. {{User:Hooper/autosig2}} 15:22, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I find myself rather disappointed with this response. I am aligned with Hooper and Badger on all regards. [[User:Jwguy|Jwguy]] 09:19, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::The problem stems from that D&amp;amp;D Wiki is then considering itself irrelevant or subservient.  Both these would rather be avoided if they are actually otherwise so.  --[[User:Green Dragon|Green Dragon]] 21:36, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::Anyone have a clue as to what Green Dragon's on about? Really, &amp;quot;considering itself irrelevant or subservient&amp;quot;? To ''what'', exactly? --[[Special:Contributions/173.245.56.158|173.245.56.158]] 01:59, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::::I am somewhat confused by this explanation. I am going to quote definitions to help spell out why, no offense intended. &lt;br /&gt;
:::::::::::::&amp;quot;The Problem stems from that D&amp;amp;D Wiki is then considering itself 'irreverent' (an adjective used to describe something that is disrespectful, sarcastic, and/or lacking in overall seriousness.) or 'subservient' (an adjective used to describe something that is useful in an inferior capacity or is compliantly submissive).&amp;quot;&lt;br /&gt;
:::::::::::::Are you attempting to say that accepting an award that praises the site for it's content (I presume this is what the reward is for, honestly) indicates either of these things? If anything, it appears to mean the opposite of the first definition, as we're being recognized for honors, and the second is unlikely, since, again, we're being recognized for honors, not complying to their whims or submitting to superiority. Another thing is I don't see how this deals with the licensing problem, above, which I find myself agreeing with Hooper, on that note, having read over a large amount of licensing information due to links to past discussions. [[User:Jwguy|Jwguy]] 12:11, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{Discussion Indentation Revert}}&lt;br /&gt;
&lt;br /&gt;
:Sorry I meant &amp;quot;irrelevant&amp;quot;.  I spelled it wrong initially and in Firefox the first spellcheck result turned up with &amp;quot;irreverent&amp;quot;.&lt;br /&gt;
:&amp;quot;Considering itself irrelevant or subservient&amp;quot; to its own functions was meant.&lt;br /&gt;
:Not accepting anything, ''linking'' to a site out of respect which does considers D&amp;amp;D Wiki's functions irrelevant and subversive (through the link) makes D&amp;amp;D Wiki then consider itself also so (or recognize such a consideration).  This is what I am talking about.  --[[User:Green Dragon|Green Dragon]] 23:07, 19 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Except that reason makes not a lick of sense and gives the impression that you do not understand the facts. Did you somehow got the Oggies confused with...what, the Internet Razzies? Is it Opposite Week? As near as I can tell, OGRE is a roleplaying organization which wishes to acknowledge the D&amp;amp;D wiki as a fine D&amp;amp;D resource upon the Internet. '''They nominated the wiki for an award'''. One would think you would at least crack a smile over the fact that at least a few people in an unaffiliated group nominated the wiki for one of their awards and allow the nomination to be acknowledged and claim the prize if you get it. By the way, Hooper, which award was it? [[Special:Contributions/173.245.56.158|173.245.56.158]] 00:22, 20 August 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Main_Page</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Main_Page"/>
				<updated>2011-08-19T07:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archives&lt;br /&gt;
|label1=Discussions 1&amp;amp;ndash;30&lt;br /&gt;
|label2=Discussions 31&amp;amp;ndash;60&lt;br /&gt;
|label3=Discussions 61&amp;amp;ndash;90&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anti Wiki Criticism ==&lt;br /&gt;
&lt;br /&gt;
This is the most useful Wiki I have ever found on D&amp;amp;D, (and I've seen a LOT of on-line references).  I am currently running an adventure and I keep this site open on my lap-top as I play.  It saves me a great deal of time and speeds up play considerably.  I almost never even open my Monster Manual anymore.&lt;br /&gt;
&lt;br /&gt;
Kudos to the WebMaster.  --[[User:Gildavinor|Gildavinor]] 18:13, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree very strongly with you, Gild!  Though I didn't sign in very often previously, I absolutely adore this Wiki.  It's the pinnacle of Dungeons and Dragons research and innovation. --[[User:Harry Mason|Harry Mason]] 18:42, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Taking sides in any instance is a bad idea...  Neutrality is a great observational instrument if one is not affiliated therein.  --[[User:Green Dragon|Green Dragon]] 21:51, 25 September 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Totally agree. --[[User:Lord Mattos|Lord Mattos]] 11:14, 29 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Two Millionth View! ==&lt;br /&gt;
&lt;br /&gt;
Looks like today was [[Special:Statistics|the day]] folks! 2 million views on the main page! &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:46, 14 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, now there are 2,299,388 views (Jan. 13,2010)! Wohoo! --[[User:Io|Io]] 16:52, 13 January 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now, in the november of 2010, we have 3,080,184 views!&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
how many Megabytes is this whole site?  {{Unsigned|216.12.83.73|22:29, 15 November 2009 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:Why?  --[[User:Green Dragon|Green Dragon]] 23:40, 15 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I was thinking of copying the source code so i cant look at it offline--[[User:Lo-Chi|Lt.Dan]] 07:20, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:::You don't need the size of D&amp;amp;D Wiki as a whole when looking at the source code (&amp;quot;''View Page Source''&amp;quot; for Mozilla Firefox).  --[[User:Green Dragon|Green Dragon]] 12:12, 16 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== The Tavern ==&lt;br /&gt;
&lt;br /&gt;
After a huge hiatus I'm finally back to D&amp;amp;D Wiki (and happy to return!) following a long period of being almost broke.  I notice that the Tavern, which was gone when I first had to go...still isn't back.  That was one of my favorite parts of the Wiki, and I hope I'm just being stupid and missing it somewhere.  Is it gone for good?  --[[User:Harry Mason|Harry Mason]] 07:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It actually was discontinued.  There is no &amp;quot;official&amp;quot; reason as to now however take a look at [[Discussion:The Tavern: use, expansion, and availability.]].  The main reason is &amp;quot;''...it is quite childish and immature at times and I feel at times it decreases the seriousness of D&amp;amp;D Wiki with childish behavior and immaturity.''&amp;quot;  [[User:Green Dragon|Green Dragon]] &amp;quot;Discussion:The Tavern: use, expansion, and availability.&amp;quot; 21:02, 20 November 2009 (MST).  --[[User:Green Dragon|Green Dragon]] 22:07, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah...oh well.  That's a little sad to me, but I can see the reasoning behind it, it -was- rather vulgar at times.  Thank you for replying. :)  --[[User:Harry Mason|Harry Mason]] 01:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm coming back too and I too liked the tavern... I agree with the reasoning, but  I still think we should have an effective way of conversation, since a wiki is not the best tool for talking...&amp;lt;br&amp;gt;Isn't there something that could be implemented in the place of the tavern (and maybe have some rules as to swearing and misbehaviour, making disrespectful users suspended/banned from using it)?--[[User:ElfsMaster|ElfsMaster]] 10:49, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::But this '''is''' a wiki, and by not having the sidetrack of a chat users may tend to rely more on the already established discussion tool.  Or they can leave messages on talk pages of other users.  It actually encourages the opening of discussions and talks between users on the wiki - which can lead to more wiki additions and improvements, instead of just idle chatter. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 14:07, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Appealing to people in real time is more effective than doing so passively, from what I've found. Also, just because serious discussion does not happen constantly doesn't mean it never does. I understand that a decision has been made however, so that's all I'll say on the matter. -- [[User:Jota|Jota]] 14:20, 5 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Why not do something like what facebook has and when a user is logged in, they have a little chat bar? i know there are a lot of difficulties with that, including having &amp;quot;friends lists&amp;quot; and the like, but its an idea. --[[User:Ozzy1234567890|Ozzy1234567890]] 07:21, 26 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Search Incapacitation ==&lt;br /&gt;
The search function has been completely nonfunctional for me for a good few days, maybe half a week or more now.  Once in a while I'll nail to a T an article's name, and it'll transport me there.  Just hitting Search or mistyping anything causes it to utterly fail for me.  Is this just a localized problem (which I don't think it is, I've used 3 different computers to try and access it, all were on different networks) or what's going on?  --[[User:Harry Mason|Harry Mason]] 05:08, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it actually giving you an error, or just pulling up the extended/advanced search function ''(which is normal when you don't type an article name perfectly)''?. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 13:28, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm having the same issues, the message &amp;quot;Query failed: connection to localhost:3312 failed (errno=111, msg=Connection refused)&amp;quot; appears when I try to search for something.&lt;br /&gt;
::I'm having a similar problem, mainly in that I can't browse things, I can only see things when I search for them, which, makes looking at the diffrent races, quite difficult  [[User:Sevant|Sevant]] 18:23, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Search is working once again.  --[[User:Green Dragon|Green Dragon]] 12:14, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Official Content Designation ==&lt;br /&gt;
&lt;br /&gt;
Could a homebrew template be added?  I keep coming here after a Google search and I keep finding overpowered homebrew things (like [[Paragon_of_Light/Darkness_%283.5e_Prestige_Class%29]]) and it usually takes me a moment to figure out that it's not official, just something some random person made up.  I'd prefer to see some sort of note to that effect at the top of the page. [[User:Banaticus|Banaticus]] 02:57, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ummm... A template is already added on all official pages. This is a homebrew site, so all articles are automatically assumed to be homebrew unless they are specified otherwise.--[[User:Vrail|Vrail]] 03:10, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There already is a homebrew template. Look down at the bottom of that page you linked... see where it says &amp;quot;{{DnD Classes Breadcrumb}} &amp;amp;rarr; [[DnD Prestige Classes|Prestige Classes]]&amp;quot;? &amp;quot;Homebrew&amp;quot; is even in the wording of the template. If you are looking for ONLY SRD material then look for pages starting with &amp;quot;SRD:&amp;quot;. They will all have OGL templates as well.&lt;br /&gt;
::Additionally, much of our homebrew content has ratings by other users, so you should know right away if it's overpowered. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:39, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pictures Down? ==&lt;br /&gt;
&lt;br /&gt;
While it might be my computer, it appears that something happened to the pictures on the site. They don't seem to be displaying. Am I wrong? Was there an announcement that I missed? [[User:Noname|Aristocles]] 05:20, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This question was already brought up on GD's talk page under [[User talk:Green Dragon#Images lost again|this header]]. However no clear answer was given by GD. All I know is that no, it is not your computer, and no there was no announcement. The pictures still exist on the media repository, however they are not linking properly. --[[User:Vrail|Vrail]] 13:05, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Images have been fixed.  --[[User:Green Dragon|Green Dragon]] 12:12, 22 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Are you sure? I dont see any- ANYWHERE!!! [[User:DragonFist|DragonFist]] 20:13, 17 December 2010 (MST)&lt;br /&gt;
&lt;br /&gt;
::::This may have been a cache problem.  I assume this is no longer a problem as they have been working for me for quite a while now.  --[[User:Green Dragon|Green Dragon]] 15:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Marking a page as homebrew ==&lt;br /&gt;
&lt;br /&gt;
How do we mark a page as homebrew?  Take [Alon (3.5e Deity)] for instance.  It turns out he's a homebrew god, although I don't see that anywhere on the page.  It's sometimes difficult to tell the difference on this wiki between homebrew things and official things. [[Special:Contributions/97.93.94.242|97.93.94.242]] 12:42, 24 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Any properly-created page should have a clear breadcrumb at the bottom of the page which leads back to a homebrew page. In addition any user-created content belongs in [[:Category:User]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:22, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
::You can also just click &amp;quot;3.5e Open Game Content&amp;quot; on the sidebar to take you to the &amp;quot;official&amp;quot; material. Almost everything on this site is homebrew. Because of that, what we do is mark pages that are official. If you don't see a template that says &amp;quot;Open Game Content&amp;quot;, then the page you are viewing is essentially guaranteed to be homebrew content. --[[User:Badger|Badger]] 14:24, 27 August 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 3 Million View ==&lt;br /&gt;
Just a quick pat on the back, as per Statistics the main page has hit 3 million views.  Too bad our news is months behind. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 22:46, 3 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:That's ok, I'm months behind on reading --[[User:Calidore Chase|Calidore Chase]] 04:33, 17 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Advice on Creating Animal ==&lt;br /&gt;
&lt;br /&gt;
Ok so i have no clue how to do this but i want to make an Exploding Chicken animal for D20M and all i know is that its a regular chicken that explodes when within 15ft of any nonchaotic for 1d6 damage at a range of  20ft. they have a total health of 3. they also are weak and are just mobile... firecracker i guess would be the best way of puting it. my DM said to just put it on here cause he wants to see what others think. thanks! *EDIT* i ment D20M Apocolypse&lt;br /&gt;
&lt;br /&gt;
:I can't give you mechanical help with creating your creature, but I can give you wiki help. Go [[Add_a_New_D20M_Creature|here]] and replace &amp;quot;CreatureName&amp;quot; with &amp;quot;Exploding Chicken&amp;quot; or whatever you want to name it. Leave a space and (D20 Modern Creature) after the name, and then press &amp;quot;Create New Creature&amp;quot;. It will take you to a page with a pre-load designed for creatures in the d20M universe (I don't know if that is the same as d20M Apocalypse, is it?). Like I said, I don't know anything about the d20M system, so I can't help you write your creature and balance it, but if you need help with tables or other wiki formatting, leave a message on my talk page. One last thing, don't forget to sign your posts by typing &amp;lt;nowiki&amp;gt; --~~~~ &amp;lt;/nowiki&amp;gt;. --[[User:Badger|Badger]] 13:44, 21 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::Thanks! and its pretty much the same as other systems. and i guess i ment that i needed tables for things like different sizes and their modifiers and things like that --[[User:Ozzy1234567890|Ozzy1234567890]] 10:54, 24 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== April 1 ==&lt;br /&gt;
&lt;br /&gt;
Is there going to be another [[:Category:April Fools|April Fools]] thing this year? -[[User:Ozzy1234567890|Ozzy1234567890]] 08:15, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Well I'm going to add April Fool stuff. I don't know about other people though. --[[User:Milo v3|Milo High-Hill]] 15:26, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::If you're looking for ideas, try updating the random hooker table from the [[Dungeon Master's Guide (1e AD&amp;amp;D)|1e DMG]].  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:08, 28 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I've added the Chew'd Button and I'm going add Summon Potato this after noon.--[[User:Milo v3|Milo High-Hill]] 21:23, 31 March 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Sheild Bash? ==&lt;br /&gt;
&lt;br /&gt;
Hello ive been playing DnD 3.5 for a while now and I have a question a heavy sheild with spikes does 1d8 damage now when i enchanted it with &amp;quot;Bashing&amp;quot; my friends told me it now does 3d6 on a shield bash is this correct?  {{unsigned|Grunt|2011-04-12 16:36}}&lt;br /&gt;
&lt;br /&gt;
: Not quite.  A [[SRD:Heavy Shield#Enhancements|spiked heavy shield]] does 1d6, not 1d8.  According to the 3.5 FAQ, the bashing quality stacks with a spiked shield which raises the damage to 2d6.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:22, 12 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Prototype... Class? Template? Race? Can someone help? ==&lt;br /&gt;
&lt;br /&gt;
Hello in my groups recent dnd sessions we decided to try for an OP campaign as in epic class's  templates and races based off of movies, books, games, etc... so if anyone has ever played the game ''Prototype'' and know about &amp;quot;Alex Mercer&amp;quot; and his &amp;quot;powers&amp;quot; then you would know what kind of chacacter I want for our OP Campaign. unfortionatly I dont know anything about making class's/Races/templates. So i was wondering if somebody could either make one for me or help me with making it. It would be very much appreciated.&lt;br /&gt;
DND 3.5 PLEASE!&lt;br /&gt;
&lt;br /&gt;
::The best person to ask, I believe, is [[User:Badger|Badger]]. --[[User:Ozzy1234567890|Ozzy1234567890]] 09:25, 16 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting Help ==&lt;br /&gt;
:''Discussion moved to [[User talk:Ohgren#I have a question]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 00:31, 17 May 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Have an Idea ==&lt;br /&gt;
:''Discussion moved to [[Discussion:Half-Demon_Combinations]].''  &amp;lt;small&amp;gt;--[[User:Badger|Badger]] 19:48, 14 June 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancement Formula appears to be inconsistent ==&lt;br /&gt;
&lt;br /&gt;
:''Discussion moved to [[SRD Talk:Magic Items#Weapon Enhancement Formula appears to be inconsistent]].''  &amp;lt;small&amp;gt;—[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:26, 18 July 2011 (MDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Site nominated for an Award ==&lt;br /&gt;
&lt;br /&gt;
[[File:Oggie statue trans small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Just thought I would let you guys know: D&amp;amp;D Wiki has been nominated for an OGGIE.  The OGGIEs are the industry awards thereby.  Nowhere near as big as the ENnies or Origin awards, the OGGIEs reflect the games, people, and tools that our members appreciate.  {{User:Hooper/autosig2}} 18:52, 14 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately this may not be accepted at this time.  See also [[Talk:DnD Links#Lifestyles]].  I hope for a difference next year (or next award period).  --[[User:Green Dragon|Green Dragon]] 21:40, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I don't follow GD.  This isn't a site, simply an award.  One of the sites mentioned is that link is also up for it, but its not a link or anything.  If you prefer to not accept the nomination, we can revert to one of the other nominees that had lesser votes. Not really sure what you mean by the above statement. {{User:Hooper/autosig2}} 22:08, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I mean that the link is not acceptable at the moment because of licensing problems.  As soon as it is this may be mentioned here.  --[[User:Green Dragon|Green Dragon]] 22:11, 15 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Wait, are you telling me we are refusing an award because the O.G.R.E. website uses a license that we don't? --[[User:Badger|Badger]] 00:20, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::What link? {{User:Hooper/autosig2}} 06:10, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::No.  Because they have [[:Category:Valgora Setting]] content licensed incorrectly.  It is actually licensed under the GNU FDL v1.2.  Were that to be changed then it would be no problem.  --[[User:Green Dragon|Green Dragon]] 12:15, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Although that is wholly incorrect in regards to how licensing works when the original author publishes , its not what I'm asking. What link? Being nominated for an award has not resulted in a single link off site. So again, what link? &lt;br /&gt;
:::::::Anyways, in the interest of not rearguing an argument you've already lost that has no bearing, if you're uncomfortable let me know and well invalidate the nomination and let the next site in line receive it. (Didn't mean for that to sound rude, dang text based conversations. I just have no interest in revisiting the license discussion, especially when I see no connection) {{User:Hooper/autosig2}} 13:55, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Well, Hooper, I'm willing to bet that the O.G.R.E.s aren't going to re-license their own material to make GD happy, so we're at an impasse here. I understand that our nomination for this award has no external links related to it at all, but apparently GD doesn't. On a personal note, totally unofficial in every way, thanks for the nomination. --[[User:Badger|Badger]] 15:12, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::It wasn't me actually. Since I was the contact point for members I abstained from nominating myself. We had about 300 unique nominators, and expect about 3k unique voters.  I was really happy to see this site on the list. Well, maybe next year. {{User:Hooper/autosig2}} 15:22, 16 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I find myself rather disappointed with this response. I am aligned with Hooper and Badger on all regards. [[User:Jwguy|Jwguy]] 09:19, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::The problem stems from that D&amp;amp;D Wiki is then considering itself irreverent or subservient.  Both these would rather be avoided if they are actually otherwise so.  --[[User:Green Dragon|Green Dragon]] 21:36, 18 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
(reverting indent)&lt;br /&gt;
:Anyone have a clue as to what Green Dragon's on about? Really, &amp;quot;considering itself irreverent or subservient&amp;quot;? To ''what'', exactly? --[[Special:Contributions/173.245.56.158|173.245.56.158]] 01:59, 19 August 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-12T10:31:56Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, armor check penalty only applies when pilot is out of the suit (see Awaken Autoplate), 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' Taking this ability locks a harpoon one on each arm, but the pilot needs to already have the Harpoon slot. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +2/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. &lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-12T10:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
To level up an Autoplate, the pilot needs a full uninterrupted 12 hours to add or change the nessisary parts.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round or every 6 seconds. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon grow and act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' Taking this ability locks a harpoon one on each arm, but the pilot needs to already have the Harpoon slot. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 1 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition you gain +1 to attack.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as if drawing a weapon.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +2/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. &lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Bender_(3.5e_Class)</id>
		<title>Talk:Bender (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Bender_(3.5e_Class)"/>
				<updated>2011-08-09T22:13:34Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deletion ==&lt;br /&gt;
&lt;br /&gt;
Don't delete it!!! I am not done making it yet!  {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:When more content gets added I'll remove that template.  --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Prestige Class==&lt;br /&gt;
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Helping out ==&lt;br /&gt;
&lt;br /&gt;
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.&lt;br /&gt;
&lt;br /&gt;
anyway i would like to help with this class.&lt;br /&gt;
Signed&lt;br /&gt;
Messah&lt;br /&gt;
&lt;br /&gt;
== What the hell, ==&lt;br /&gt;
&lt;br /&gt;
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.&lt;br /&gt;
&lt;br /&gt;
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}&lt;br /&gt;
&lt;br /&gt;
== I would like to take over the creation of this class ==&lt;br /&gt;
&lt;br /&gt;
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 3,5/5''' This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]&lt;br /&gt;
&lt;br /&gt;
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however.  --[[User:Lord Dhazriel|Lord Dhazriel]]&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage.  --[[User:Henk da Barb|Henk da Barb]]&lt;br /&gt;
&lt;br /&gt;
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy.  --[[User:Henk da Barb|Henk da Barb]]&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under &amp;quot;bends per day&amp;quot;.  --[[User:Henk da Barb|Henk da Barb]]&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive.  --[[User:Henk da Barb|Henk da Barb]]&lt;br /&gt;
&lt;br /&gt;
== thoughts ==&lt;br /&gt;
&lt;br /&gt;
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma.  An alternative would be to have each element use a different ability.  Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 3/5''' I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks.  --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant.  --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words.  --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo.  --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== I guess making sure it's fine is more important ==&lt;br /&gt;
&lt;br /&gt;
The author of this page seems awfully against any edits on his article. I was just wondering if there were any objections to fixing a couple grammar and spelling mistakes I've noticed.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm probably being too cautious here, but I don't want to make anyone annoyed. --[[User:SgtLion|SgtLion]] 04:41, 28 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
I have no problem with you fixing grammar and typos. Thats cool. --[[User:Eonir777|Eonir]] 17:41, 28 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Somethings missing ==&lt;br /&gt;
&lt;br /&gt;
Hey, I really like this, alot of people are being huge jerks, and that's crap. Anyway, just wanted to point out that there is no indication to what damage type a bender does before earning greater bend. Also, please don't have the greater bend of earth benders be ballistic, that doesn't exist in D&amp;amp;D outside of futuristic campaigns. Oh, and you don't have the increased speed amount &amp;gt;.&amp;gt; I wanna use this class, so hurry!&lt;br /&gt;
&lt;br /&gt;
:Lol ok. Dont worry i'll finish it up--[[User:Eonir777|Eonir]] 18:04, 1 November 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::Actually there is a lot missing from the bender's primary ability, no damage type, use per not indicated, no text concerning the selection of a focus/element... Also you have a table column for &amp;quot;bends known&amp;quot; that is completely unaccounted for.&lt;br /&gt;
&lt;br /&gt;
::Eonir I really like what you are presenting but you are going to have do something about the state of this class very soon to keep from being deleted either finish the class or let other get more involved.&lt;br /&gt;
&lt;br /&gt;
::Let me know if your interested in some help or cooperative work or otherwise just drop a line so we know your still around.--[[User:SomethingClever|SomethingClever]] April 25, 2010&lt;br /&gt;
&lt;br /&gt;
== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 1/5''' I give this class a 1 out of 5 because this is basically a monk with worse saves, no flurry, lower speed, most of the goofy side abilities stripped out, and a limited use version of the warlock's Eldritch Blast. Only Bend Element doesn't have any status effects to tack on (like the real deal) or compatibility with the Full Attack action to make up for the pathetic damage (as the Tome curator). Additionally, there is practically no reason to pick anything but an earthbender, unless for some reason you really want d6 hit points and either heat or cold resistance. Channel Bend is hopelessly weak when you first get it, and you have to wait an incredibly long time to get Improved Trip (especially considering how monster BAB and Size scales with level...more so relative to ''your'' BAB). --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 2/5''' I give this class a 2 out of 5 here for many little reasons. The ranges on some of these abilities are not mentioned. The airbender's flight doesn't have a mobility assigned to it. You aren't told what kind of energy/damage type your bender wields until the Elemental Resistance ability. It seems the creator doesn't understand that Damage Reduction works differently from Resistance to Energy, as &amp;quot;Damage Reduction to his damage type&amp;quot; for earth-/airbenders (which get Bludgeoning damage from their default bends) would be better represented as &amp;quot;DR X/Slashing or Piercing&amp;quot;. The example encounter is all kinds of messed up and doesn't remotely follow the actual class's progression. Primal Elemental Shape is pretty vague; what features of the elemental do you take on? Also there is mention of &amp;quot;Racial Standard&amp;quot; for the starting age, which doesn't really mean anything. &amp;quot;Bends Known&amp;quot; is misleading, as it's actually an indicator of how many bends you can use per day. Is the airbender's Death Bend useless against creatures who need not breathe? Finally, none of the class features have those little markers in parentheses that tell you if an ability is Extraordinary, Supernatural, Psi-Like, or Spell-Like, and it's not clear what exactly you lose when you become an Ex-bender. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because some things in the class features list are not listed in the table at all (Increase Speed, Unarmed Strike) or listed at incorrect levels (Channel Bend (full attack)). Otherwise it's good enough. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 3/5''' U give this class a 3 out of 5 because while the flavor sections are mostly filled out (if a bit sparse and generic), the class really misses the mark in realizing the different styles of bending, such as Water's tendency towards healing and defense or Fire's more aggressive bent. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 4/5''' I give this class a &amp;lt;&amp;lt;&amp;lt;4&amp;gt;&amp;gt;&amp;gt; out of 5 because &amp;lt;&amp;lt;&amp;lt;if a creature is immune to what ever element the bender uses then it should take no damage, you could change it so that half of the damage is always force&amp;gt;&amp;gt;&amp;gt;  --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 4/5''' I give this class a &amp;lt;&amp;lt;&amp;lt;4&amp;gt;&amp;gt;&amp;gt; out of 5 because &amp;lt;&amp;lt;&amp;lt;it is easy to read and follow&amp;gt;&amp;gt;&amp;gt;  --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 3/5''' I give this class a &amp;lt;&amp;lt;&amp;lt;3&amp;gt;&amp;gt;&amp;gt; out of 5 because I would recommend switching the alignment restrictions for the waterbenders and the earthbenders  --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because &amp;lt;&amp;lt;&amp;lt;insert why you gave the rating and how to improve it&amp;gt;&amp;gt;&amp;gt;  --[[Special:Contributions/173.245.56.158|173.245.56.158]] 16:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because &amp;lt;&amp;lt;&amp;lt;insert why you gave the rating and how to improve it&amp;gt;&amp;gt;&amp;gt;  --[[Special:Contributions/173.245.56.158|173.245.56.158]] 16:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because &amp;lt;&amp;lt;&amp;lt;insert why you gave the rating and how to improve it&amp;gt;&amp;gt;&amp;gt;  --[[Special:Contributions/173.245.56.158|173.245.56.158]] 16:13, 9 August 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a &amp;lt;&amp;lt;&amp;lt;Insert Your Rating Here&amp;gt;&amp;gt;&amp;gt; out of 5 because &amp;lt;&amp;lt;&amp;lt;insert why you gave the rating and how to improve it&amp;gt;&amp;gt;&amp;gt;  --[[Special:Contributions/173.245.56.158|173.245.56.158]] 16:13, 9 August 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T21:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claw type blades on one arm. This can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +2/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. &lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Aim}}:'' To gain this ability the pilot must have Improved Predatory Cammo. The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T21:38:30Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Duel Harpoon}}:'' Taking this ability locks a harpoon one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Razors}}:'' The suit's forarm has been worked to have two retractable claws type blades that can be used with an unarmed melee attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot and the Razors slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suit's arms.  The tubes that glow with the chosen dragon element run into the razor blades on the suit's forarm. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack doing +2/energy point with the chosen elemental damage.&lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. The suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. &lt;br /&gt;
 &lt;br /&gt;
*''{{#anc:Improved Predatory Cammo}}:'' To gain this slot the pilot must have Predatory Cammo. If this is taken the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Predatory Cammo}}:'' The pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T20:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. The harpoon can be taken twice, locking one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a buckler.  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suits hands, which the forarm has been worked to have two retractable claws type blades that can be used with an unarmed melee attack. The tubes that glow with the chosen dragon element run into the blades. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier + 2/energy point(if any) with the chosen elemental damage. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. This ability can be taken three times. The first time the pilot incorporates this slot, the suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. If this is taken twice the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate. Taken three times and the pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T20:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. The harpoon can be taken twice, locking one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm, and attains all the characteristics of a large shield..  It may be enchanted as any shield, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suits hands, which the forarm has been worked to have two retractable claws type blades that can be used with an unarmed melee attack. The tubes that glow with the chosen dragon element run into the blades. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier + 2/energy point(if any) with the chosen elemental damage. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. This ability can be taken three times. The first time the pilot incorporates this slot, the suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. If this is taken twice the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate. Taken three times and the pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T19:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor and enchanted as any armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. The harpoon can be taken twice, locking one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield grows to a large metal sheild and moves to the suits off hand as the bonus to armor and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suits hands, which the forarm has been worked to have two retractable claws type blades that can be used with an unarmed melee attack. The tubes that glow with the chosen dragon element run into the blades. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + Str modifier + 2/energy point(if any) with the chosen elemental damage. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. This ability can be taken three times. The first time the pilot incorporates this slot, the suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. If this is taken twice the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate. Taken three times and the pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability has a max siz of Gargantuan and is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T18:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically a double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack, if it hits then the target is considered grappled. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Once the harpoon is disattached or an unsuccessful Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. The harpoon can be taken twice, locking one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and the target's speed is cut down by half, twice. Also with two harpoons the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color corispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Elemental Razors}}:'' To access this slot the pilot needs to have the Breath Weapon slot. The suits resevoirs that hold the alchemeic potion mixtures inside the stone dragon head is tubed down to the suits hands, which the forarm has been worked to have two retractable claws type blades that can be used with an unarmed melee attack. The tubes that glow with the chosen dragon element run into the blades. Upon a succesful unarmed attack, the suit can do do elemental damage with a claw attack. This new claw attack is a natural weapon dealing +1d6/per size catagory starting from from medium + 2/energy point with the chosen elemental damage. These blades and can retact and extend as a standard action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Predatory Cammo}}:'' To take and maintain this slot, the suit must be of medium or small size. This ability can be taken three times. The first time the pilot incorporates this slot, the suit can bend the light around itself making it a shadowy hazy blur. This affect is Blur as the spell for up to three rounds. It can be turned on as a move action and shut off as a free action; but while in use, the first round consumes one energy point. On the second round it is in use it consumes two energy points, three energy points for use in the third round. If this is taken twice the pilot can choose to turn on either his blur ability or invisability as the spell. The invisability ability uses the same amount of energy points as the blur does to operate. Taken three times and the pilot gaines the ability of [[sneak attack]] with a damage rate at +1d6/two levels in Autoplate Pilot. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check total roll. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d8 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bender_(3.5e_Class)</id>
		<title>Bender (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bender_(3.5e_Class)"/>
				<updated>2011-08-09T12:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing epic information.}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|rating_power=3.83&lt;br /&gt;
|raters_power=3&lt;br /&gt;
|rating_wording=4&lt;br /&gt;
|raters_wording=3&lt;br /&gt;
|rating_formatting=4.16&lt;br /&gt;
|raters_formatting=3&lt;br /&gt;
|rating_flavor=4&lt;br /&gt;
|raters_flavor=3&lt;br /&gt;
|status=In the process of a re-work.&lt;br /&gt;
|editing=DON'T!&lt;br /&gt;
|type=Combat with supplemental powers&lt;br /&gt;
|img=Firedancer.jpg&lt;br /&gt;
|imgloc=top&lt;br /&gt;
|imgsize=300x433&lt;br /&gt;
|imgcaption=Kali Blackheart, yea, your gonna die.&lt;br /&gt;
|desc=A Bender is a combatant who supplements his combat with element based attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is really not toally accurate to the concept of bender from which is came, and it needs a section on being an avatar, what it means, etc, probably as a prestige class.&lt;br /&gt;
&lt;br /&gt;
==Bender==&lt;br /&gt;
&lt;br /&gt;
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke &amp;quot;In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The girl looked up at the Paladin. &amp;quot;Silly male.&amp;quot; Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...&lt;br /&gt;
&lt;br /&gt;
===Making a Bender===&lt;br /&gt;
&lt;br /&gt;
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.&lt;br /&gt;
&lt;br /&gt;
Bending is also a inborn talent, Bender's are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. &lt;br /&gt;
&lt;br /&gt;
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''  Depending on the Bender's most used ability depends on the elemental ability for a bender, because it determines how often and how powerful a Bender is. Each element has an ability score tied to it that the Bender capitalizes on for his abilities. Air Benders use their [[Charisma]], Earth Benders use [[Constitution]], Water Benders utilize [[Dexterity]], while Fire Benders concentrate on their [[Intelligence]]. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Alignments for Benders are a special case, because they vary from Bender to Bender. Airbenders can only be NG, N, or NE. Earthbenders can only be LN, N, or CN. Firebenders must be chaotic, and Waterbenders must be Lawful.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4x3 gp.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Racial Standard.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Bender}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Bends|Bends Known]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC bonus|AC bonus]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
| 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance &lt;br /&gt;
|1&lt;br /&gt;
|0 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Evasion&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bend Element (2d6), Increased Speed&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Disarm, Talented Bend&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bend Element (3d6)&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Element Burst (4d6)&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bend Element (4d6)&lt;br /&gt;
|7&lt;br /&gt;
|1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Channel Bend&lt;br /&gt;
|8&lt;br /&gt;
|1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bend Element (5d6), Improved Trip&lt;br /&gt;
|9&lt;br /&gt;
|1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Evasion, Create Element&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Bend Element (6d6)&lt;br /&gt;
|11&lt;br /&gt;
|2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Element Burst (8d6)&lt;br /&gt;
|12&lt;br /&gt;
|2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Bend Element (7d6)&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Channel Bend&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Bend Element (8d6)&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Element Burst (12d6)&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Bend Element (9d6)&lt;br /&gt;
|17&lt;br /&gt;
|3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Death Bend&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Bend Element (10d6)&lt;br /&gt;
|19&lt;br /&gt;
|3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Primal Elemental shape 1/day&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt; The Bender’s class skills (and the key ability for each skill) are [[Balance]]&lt;br /&gt;
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]&lt;br /&gt;
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Bender.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.&lt;br /&gt;
&lt;br /&gt;
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's bending ability score modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.&lt;br /&gt;
&lt;br /&gt;
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.&lt;br /&gt;
&lt;br /&gt;
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his bending ability modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...&lt;br /&gt;
&lt;br /&gt;
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.&lt;br /&gt;
*2) A 10 foot cone. [[Reflex saves]] DC=10+half of class level+ charisma modifier,and half damage for a successful save&lt;br /&gt;
*3) A 50 foot ray. ranged [[touch attack]].&lt;br /&gt;
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.&lt;br /&gt;
&lt;br /&gt;
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.&lt;br /&gt;
&lt;br /&gt;
Bending does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
'''Talented Bend:''' A Bender cn use his bending abilities without the use of his hands. Without and free hands , an Air Bender and Water Bender can use their bends. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. &lt;br /&gt;
&lt;br /&gt;
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.&lt;br /&gt;
&lt;br /&gt;
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. &lt;br /&gt;
&lt;br /&gt;
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.&lt;br /&gt;
&lt;br /&gt;
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.&lt;br /&gt;
&lt;br /&gt;
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's bending ability modifier. Damage from the Bend only deals damage if the attack roll is succesful.&lt;br /&gt;
&lt;br /&gt;
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.&lt;br /&gt;
&lt;br /&gt;
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. &lt;br /&gt;
&lt;br /&gt;
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.&lt;br /&gt;
&lt;br /&gt;
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.&lt;br /&gt;
&lt;br /&gt;
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's bending ability modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.&lt;br /&gt;
&lt;br /&gt;
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.&lt;br /&gt;
&lt;br /&gt;
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]&lt;br /&gt;
&lt;br /&gt;
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]&lt;br /&gt;
&lt;br /&gt;
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]&lt;br /&gt;
&lt;br /&gt;
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]&lt;br /&gt;
&lt;br /&gt;
====Ex-Bender====&lt;br /&gt;
&lt;br /&gt;
A Bender who violates his alignment finds that his bending no longer works. He retains all martial abilities, but all special powers just fade. Until he regains his previous alignment all special abilities fail.&lt;br /&gt;
&lt;br /&gt;
====Playing a Bender====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.&lt;br /&gt;
&lt;br /&gt;
====Benders in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' The most notable Bender is Elith &amp;quot;Blaze&amp;quot; Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.&lt;br /&gt;
&lt;br /&gt;
====Bender Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | A Bender is a monk-like guy who seems to be very nature conscious.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | A Bender is a monk who specializes in the elements.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Benders in the Game====&lt;br /&gt;
&lt;br /&gt;
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' Kali Blackheart&lt;br /&gt;
&lt;br /&gt;
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Kali Blackheart&lt;br /&gt;
|al=CE |size=Medium |type=Humanoid &lt;br /&gt;
|init=+2 |listen=-1 |spot=-1&lt;br /&gt;
|ac=19 |touch=19|flat=17&lt;br /&gt;
|hp=55 |hd=9d6 + 18&lt;br /&gt;
|fort=+5 |ref=+8 |will=+5&lt;br /&gt;
|spd=30 feet&lt;br /&gt;
|bab=+7/+2 |grp=+7&lt;br /&gt;
|slad=CL 9th&lt;br /&gt;
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16&lt;br /&gt;
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)&lt;br /&gt;
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]&lt;br /&gt;
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.&lt;br /&gt;
|poss=Amulet of Protection +2, 10 cure serious wounds potions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-09T12:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 80% arcane spell failure, and typically a double the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. Additionly the piolot recieves a +2 to trip attampts and to avoid being tripped while a target is on the line.This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action. The harpoon can be taken twice, locking one on each arm. If both harpoons are grappled with one target, the target gets a -6 on all attacks, saves, and skill checks and damage is cut down by half twicce. With this ability the piolot can effectivly grapple two opponents which gives him a -2 on grapple, attacks, and saves while grappling two opponents.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. Instead of healing the suit, it must be repaired. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would,understands all languages the pilot understands., and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-08T10:08:14Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon,a full round action; but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus. free action to turn on.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability and a free action to turn on. Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells as a standard action, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points as a standard action to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, this ability can be activated as a free action. The autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. As a free action to activate, your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. As a standard action, the autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor. This is a full round action. In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat. The repaired HP equels the skill check. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know. Usualy, the suit stays dormant unless it is interacted with by anyone or anything; meaning it is aware of the power point strain on its energy core. Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift as a full round action from normal feet and flying jets to fins and water jets and gaines a swim speed of 30ft with good manuverability. The suit gaines a depth limit of 550ft, but if Adamantium Body was chosen as a Warforged feat then the suit can consume one energy point per minute to resist depth damage. This ability cost one energy point to shift. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-08T00:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon, but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to half your land speed, with average maneuverability.  Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to your land speed, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, the autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. Your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. The autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor.  In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know.  Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot manualy activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift from normal feet to fins and gaines a swim speed of 30ft. This ability cost one energy point to shift and shifting takes a standard action. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-08T00:27:01Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon, but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to your land speed, with average maneuverability.  Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to 60 ft., or your land speed if it is faster, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, the autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. Your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. The autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor.  In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know.  Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot manualy activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift from normal feet to fins and gaines a swim speed of 30ft. This ability cost one energy point to shift and shifting takes a standard action. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-07T22:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates. There are three manuel levers inside the Autoplate armoer for this reason, manuel eject,which opens the cockpit, a start up systems, which takes one minute to complete,and a shutdown systems,which turns the suit off.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon, but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to your land speed, with average maneuverability.  Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to 60 ft., or your land speed if it is faster, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.  If for any reason you wish to, you may spend only 1 energy point to default to the normal Steel Wing's effects.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, the autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. Your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. The autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor.  In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know.  Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot manualy activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift from normal feet to fins and gaines a swim speed of 30ft. This ability cost one energy point to shift and shifting takes a standard action. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-07T22:07:28Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +6, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon, but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to your land speed, with average maneuverability.  Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to 60 ft., or your land speed if it is faster, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.  If for any reason you wish to, you may spend only 1 energy point to default to the normal Steel Wing's effects.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, the autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. Your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. The autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor.  In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know.  Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot manualy activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift from normal feet to fins and gaines a swim speed of 30ft. This ability cost one energy point to shift and shifting takes a standard action. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Gnomes were the 1st to start using autoplate.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | autoplate is said to move after you get out of the blasted thing.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | run for you lives they helped invent the boom stick.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | all design's are based off of war-forged tech and if you get your hand on it use it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:User:Eiji]]&lt;/div&gt;</summary>
		<author><name>173.245.56.158</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)</id>
		<title>Autoplate Pilot (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Autoplate_Pilot_(3.5e_Class)"/>
				<updated>2011-08-07T22:06:06Z</updated>
		
		<summary type="html">&lt;p&gt;173.245.56.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Working&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=Every good game needs some giant robots! These magical mecha pilots use animated suits of armor to give them the fighting ability they need.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Autoplate Pilot==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What's so special about that armor anyway?&lt;br /&gt;
|size=20px}}&lt;br /&gt;
&lt;br /&gt;
More than you'd think. By animating armor and controlling it with their will and mechanical controls, Autoplate Pilots find fighting power in the power of the armor they wear.  They use their larger size to dominate the battlefield while the pilot inside is actually much weaker.  Gnomes often take this class, as they are tinkerers by heart.&lt;br /&gt;
&lt;br /&gt;
===Making an Autoplate Pilot===&lt;br /&gt;
&lt;br /&gt;
Autoplate Pilots are melee units at heart.  They have high defense and usually tank, as they are inferior to pure damage dealers.  Still, they have quite the versatility with their suits and gain several powers to help attacks, mobility, or defense.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is required to move in the suits and help with their fighting abilities.  As a melee unit, Constitution is always a plus.  Intelligence is a big factor, both for skill points and often for the operation of some of their special weaponry.  Having Dexterity is usually unimportant unless the suit is built for it.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Humans and Gnomes are the main purveyors of this class, having the skill and know how to do it.  Dwarves who love machines are commonplace as well.  Elves are typically unassociated with technology, as are orcs.  Halflings might try them to bolster their size.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting HD:''' d10&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 5d4&amp;amp;times;10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Acquire Autoplate, Slot, Energy Core 1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Repair Bonus, Upgrade, Energy Core +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awaken Autoplate, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade,  Physical Enhancer, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unseen Shell, Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Damage Scan, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soulless Shell, Slot&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Upgrade, Energy Core +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slot, Energy Core Overhaul&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise ([[Int]]), Climb ([[Str]]), Concentration ([[Con]]), Craft ([[Int]]), Disable Device ([[Int]]), Escape Artist ([[Dex]]), Intimidate ([[Cha]]), Jump ([[Str]]), Knowledge (Construct) ([[Int]]), Profession ([[Wis]]), and Spot ([[Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Autoplate Pilot.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' An Autoplate Pilot is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acquire Autoplate}}:''' The key feature of the Autoplate Pilot is his armor.  At first, the Autoplate is little more than strange looking armor composed of metal, stone, wood, and plant fibers which cover the body, like full plate.  However, it possesses the following traits: +3 armor bonus, a maximum [[Dex]] bonus of +8, no armor check penalty, 5% arcane spell failure, and typically a tenth of the user's weight, rounded up.  It counts as light armor for purposes of proficiency and feats.  Autoplate may be enhanced as any masterwork armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The source of the Autoplate's power is a special energy core build of metal and crystals flowing with magic. The energy core also allows you to employ any special attacks and abilities gained from your Slot abilities.  At 1st level you have a total supply pool of 1 energy point, which grows as the above chart indicates and regenerates one point every round. It has a caster level equal to your class level and is disabled inside of an antimagic field. If this happens,  you are unable to employ the suit's functions until it reactivates.&lt;br /&gt;
 &lt;br /&gt;
'''{{#anc:Slots}}:''' At 1st level, and every two levels after (3, 5, 7, 9, 11, 13, 15, 17 and 19), the Autoplate gains a hook up slot somewhere on it's body to contain a special weapon or device.  Such devices often consume energy points every round to be active.  Unless otherwise noted, all slot abilities are ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) abilities.  Choose from below.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Plasma Blade}}:'' Your arm develops a slot to which a concentrated glowing blade of energy can be formed from as a free action. This blade is very similar to a Soulknife's mind blade except it is treated as any weapon he is proficient with for damage and visual purposes.   This is an ([[SRD:Special Abilities Overview#Extraordinary|extraordinary]]) ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Weaponry}}:'' To take this slot ability you must have Plasma Blade.  You may spend 1 energy point a round to have your weapon act as if it were one size category larger, as energy from the core is focused into your blows.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Enlarged Body}}:''  To take this slot ability you must have Enlarged Weaponry.  You gain the ability to use weapons one size larger than normal, as the Powerful Build ability.  This requires no energy on your part, and you may still use Enlarged Weaponry to gain a size bonus to your damage.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Grappling Hook}}:'' A stationary grappling hook is place on your left arm. This gives the suit the feats Improved Grapple and Close Quarters Fighting even if he doesnt quilify for them. This ability consumes one energy point per grapple,opposed grapple, or pin roll.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Harpoon}}:'' A harpoon with a nasty barb on its end is grafted onto the suites left arm. Range of harpoon is 60ft with a ranged touch attack and an instatnt grapple check upon a successful attack. This attack does 2d6+dex modifier for dammage, and to use this ability you must have grappling hook already. On a successful attack, the barb fires out and impales the target. The target must make a successful strength check DC 20 to break the hold and take 2d6 damage to remove the harpoon, but as long as target is impaled, the target movement is cut in half and he takes a -3 on all attacks, saves, and skill checks; as well as take 1d4+1 damage. This ability makes it that the target cannot exceed a range of 60ft because it is still harpooned and on the line. This ability consumes one energy point each round a target is impaled and can be released as a free action.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Jump Jets}}:'' With a burst of energy you take a leap into the air.  By spending 1 or more energy points you gain an enchantment bonus to your [[SRD:jump|jump]] checks equal to +10 per energy point used, to a maximum of 3 energy points for a +30 bonus.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Nitro Charger}}:'' To take this slot ability you must have Jump Jets.  You gain a fly speed equal to your land speed, with average maneuverability.  Use of this ability consumes 1 energy point every round it is active.  In addition, you may ignore up to 60 ft. of fall damage, as if under the feather fall effect.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Nitro Charger}}:'' To take this slot ability you must have Nitro Charger.  Your fly speed improves to 60 ft., or your land speed if it is faster, with good maneuverability.  Use of this ability consumes 2 energy points every round it is active.  In addition, you may ignore up to 120 ft. of fall damage, as if under the feather fall effect.  If for any reason you wish to, you may spend only 1 energy point to default to the normal Steel Wing's effects.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Scanning Visor}}:'' Your vision improves via a complex HUD contained inside your suit.  You gain half your class level as an insight bonus to your [[Search]] and [[Spot]] checks.  In addition, for each Visor slot you gain you gain +1 to attack, up to +3 after gaining Greater Visor.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Visor}}:'' To take this slot ability you must have Scanning Visor.  You gain the benefits of Darkvision out to 60 ft. and Low-Light Vision.  By spending an energy point, you may employ the use of [[SRD:Detect Magic|Detect Magic]], [[SRD:Read Magic|Read Magic]], and [[SRD:Detect Evil|Detect Evil]], as per the spells, with a caster level equal to your autoplate pilot level.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Visor}}:'' To take this slot ability you must have Improved Visor.  You gain the constant benefit of a [[SRD:See Invisibility|See Invisibility]] spell from your visor, and you gain an insight bonus of +2 to the suites attack. In addition you may spend 5 energy points to acquire the power of a [[SRD:True Seeing|True Seeing]] spell.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shield Generator}}:'' You gain a unique kind of masterwork buckler affixed to your arm.  It may be enchanted as any weapon, and can be made out of special materials or possess spikes, if you pay the difference when you gain this slot.  Like weapons, any shield mounted weapons such as spikes gain the benefit of any tracery feats you possess.  In addition to the +1 shield bonus to armor class you get from it, it projects a field of force, granting +1 deflection bonus to armor class as well.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Energy Shield}}:'' To take this slot ability you must have Shield Generator.  Your shield bonus and deflection bonus both increase by +1 each.  In addition you may use a swift action and spend a minimum of 1 energy point, to gain DR/magic equal to the amount of energy points spent.  Alternatively they may spend a minimum of 1 energy point, and gain energy resistance against once type of energy equal to 5xenergy points spent, to a maximum of resistance 30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Energy Shield}}:'' To take this slot ability you must have Energy Shield.  Your shield and deflection bonus both increase by +1 again, resulting in shield +3 and deflection +3.  You gain Spell Resistance equal to your autoplate pilot level + 5, maximum 25.  It takes 1 energy point a round to maintain the Spell Resistance.  You may raise or lower it as a free action once a round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Breath Weapon}}:'' Upon taking this slot the piolet can graft a stone carved dragon's head on on the Autoplate's helmet. He can now expell a breathweapon of a (same size catagory as the Autoplate suit) red, blue, or white dragon (color coorispondes with breath weapon damage type and must be chosen at the time of the initial hook up), useable once every 1d4+1 rounds. This ability consumes one point per use.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Eldritch Beam}}:'' As a ranged touch attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft.  This attack deals 1d6/1 point of energy + [[Int]] damage, and is halved by objects before applying hardness.  It is very similar to a warlock's Eldritch Blast.  Spell resistance applies, with a caster level equal to your autoplate pilot level.  This is a [[SRD:Special Abilities Overview#Spell-Like|spell-like]] ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Improved Eldritch Beam}}:'' To take this slot ability you must have Eldritch Beam.  Your energy beam now extends to 90 ft., and deals 1d8/1 point of energy + [[Int]] damage.  In addition, 1/day you may [[Empower Spell|Empower]] your blast if if by the [[Empower Spell]] feat.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Greater Eldritch Beam}}:'' To take this slot ability you must have Improved Power Beam.  Your energy beam now extends to 120 ft., and deals 1d10/1 point of energy + [[Int]] damage.  You may now [[Empower Spell|Empower]] your blasts 1 + your [[Int]] modifier times per day, minimum 1.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Dash Boots}}:'' The autoplate can charge ahead in a burst of speed.  For every point of energy it expends, the autoplate pilot can increase their speed by 10 ft.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Flash Step}}:'' To take this slot ability you must have Dash Boots and the Increase Agility upgrade. Your speed increases to lightning fast movement allowing you to gain the effects of the Haste as the spell. This ability uses 1 energy point a round spent using this.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:War Machine}}:''To take this slot ability you must have Enlarged Weaponry and the Physical Enhancer upgrade. The autoplate extends and transforms into a virtual fighting juggernaut. While you use this you gain the ability of Mighty Rage without becoming fatigued. This ability uses 3 energy points a round spent using this. Activating the ability takes a swift action, and takes an hour to recharge.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Repair Bonus}}:''' Accustomed to repairing and modifying their mechanical armor, an Autoplate Pilot may apply half his class level as a bonus to Craft checks made to repair items and craft or repair armor.  In addition, he may now repair golems as if he had the [[SRD:Craft Construct|Craft Construct]] feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Upgrade}}:''' As the Autoplate Pilot grows in skill, he continues to modify his suit in new and interesting ways.  At levels 2, and every two levels after (4, 6, 8, 10, 12, 14, 16, 18, and 20) he may choose the effect of two Upgrades from the list below (both upgrades cannot be the same).  He must meet the requirments for each upgrade if any.&lt;br /&gt;
Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Warforged Touch}}:'' Due to the similar construction of the autoplate to the warforged, the autoplate pilot may apply a warforged feat to his suit.  He may ignore requirements of being 1st level, and so they may choose body feats such as Adamantine Body, Mithral Body, Silver Tracery, Cold Iron Tracery, etc. They may not choose Second Slam or Improved Resiliency. The autoplate's AC, maximum [[Dex]], arcane spell failure, armor check penalties, and movement speeds are changed accordingly. Body feats such as Adamantine and Mithral Body do not stack, if a new body feat is picked it will replace the previous body feat, however a body feat and a tracery feat may be picked and the effects will stack. Spiked Body may be added to the autoplate with this upgrade as well. &lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Size}}:'' This increases the size of the autoplate by one category, making it less like a power suit and more like a piloted robot. Due to the size category increase, the autoplate suffers -1 penalty to AC and attack rolls, +2 size bonus to [[Str]], and -2 size penalty to [[Dex]]. This ability is permanent.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Core Size}}:'' Your Energy Core maximum limit increases by +1.  You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Core Shielding}}:'' Your core is protected from magic disrupting effects.  Which hit with a magic disrupting effect, such as a dispel or an antimagic field, the effect does not go into effect until 1 round later and/or its duration is cut short by a round, to a minimum of 0 round.  This enables you a chance to get out of the field, or negate the dispel.  You may take this multiple times, each time your ability to survive a dispel or antimagic field increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Life Support}}:'' When in danger your suit protects you.  This ability may be taken multiple, each time offering a new benefit which stacks with the older benefits.  The first time you take this feat you benefit from the [[Endurance]] feat.  If you already have Endurance or take this again you gain the benefits of the [[Diehard]] feat.  The third time you take it, or if you already have Diehard, whenever you are subject to an attack which would otherwise kill you, you may expend energy points up to your maximum available, and gain 1d6 per energy point back in healing.  This ability functions 1/day.  For each additional time you take this feat you can perform this ability 1 more time per day.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Seal Cockpit}}:'' The inside of the suit becomes air tight, with it's own oxygen supply.  This protects you from gases and allows you to breath underwater.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Intelligent System}}:'' Your suit becomes an intelligent armor.  It gains your mental ability scores, skill points, and saves if higher.  It maintains its own physical ability scores and hp, if relevant.  You possess an empathic link to your suit, and it can make its own skill checks independently of you, as long as they are purely mental actions.  At 11th level when the suit is awakened, it can move of its own accord and speak all languages you know.  Sometimes they can be confused for a warforged if they are walking around without a pilot inside. The suit powers itself with its energy points, providing it doesnt use them all. Operating without a pilot consumes one point every five minutes this ability is activated. Unfortunatly during this, the ability to regenerate energy points does not work until the pilot manualy activates the recharge ability.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Fortification}}:'' The cracks in the armor are sealed, resulting in the pilot's juicy organs being protected, protecting you from critical hits and sneak attacks.  Each time you take this upgrade, you gain +25% sneak attack/critical miss chance for fortification, up to a maximum of 100% fortification.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Aqua shift}}:'' The Autoplate has the ability to shift from normal feet to fins and gaines a swim speed of 30ft. This ability cost one energy point to shift and shifting takes a standard action. This upgrade can only be made if the pilot has the sealed cockpit upgrade.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Increase Agility}}:'' The autoplate pilot's speed increases as new elven magic is fed into the legs.  He gains a +10 enchantment bonus to all movement speeds.  This can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Skill Suit}}:'' You gain a +10 circumstance bonus to a single skill.  This ability can be taken up to 3 times for a single skill, maxing out at +30.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Shockplate}}:'' The autoplate gains a potent damage absorbing defense.  The autoplate pilot gains DR 2/adamantine every time he takes this upgrade.  It can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*''{{#anc:Radar}}:'' The autoplate pilot gains blindsense out to 20 ft.  Each time he takes this upgrade he gains an additional 10 ft.  At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 10 ft.  Likewise, each time he takes it he gains an additional 5 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Physical Enhancer}}:''' At 4th, and every 4 levels afterwards, the Autoplate Pilot may automate certain aspects of his armor. Each time provides a +2 enchantment bonus to a single physical ability score (strength, constitution, or dexterity) of his choice. The bonus is only in effect while wearing the suit itself, and only effects the suit when it is on it's own (See Awaken Autoplate).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The visual systems of the autoplate are improved, relaying combat data to it's pilot.  As a standard action, the Autoplate Pilot may make a Knowledge check in the appropriate skill a single creature, with a DC equal to 10 + enemy's HD.  Success means the pilot can divine the target's remaining hp.  Failure gives only a vague idea of it's health (if it is uninjured, injured, near death, dying, or dead).  This ability only works on living corporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Awaken Autoplate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level the autoplate has acquired a tight bond to the pilot, to the point where it shows dim sentience of its own.  Its framework allows the suit to stand and move on its own if commanded to do so, even if the pilot is not contained within.  It can accept simple commands as a golem would, and otherwise has the abilities of an animated object of its size, including hp with its base material's hardness.  Only treat it as its own creature when it is moving separate from its pilot.&lt;br /&gt;
&lt;br /&gt;
Typically it is a poor idea for an Autoplate Pilot to be fighting without his suit.  However, if ever caught without his suit on this gives the Autoplate Pilot a means to defend himself.  In addition, because the suit is now self animated it becomes much easier to don a suit of Autoplate, taking two full round actions which provoke an attack of opportunity as it slides around it's owner.&lt;br /&gt;
&lt;br /&gt;
If the Autoplate is damaged or destroyed while roaming on its own, it takes 1 day and 50 gold per hit point lost to repair.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Damage Scan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The scanning systems of the autoplate are increased again.  Now you may make a scan as a move action.  Undead and constructs are now able to be scanned for damage as well.  You still cannot judge the health of incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unseen Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit begins to seal up at 14th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Nondetection|Nondetection]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Soulless Shell}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The suit becomes a safe haven at 17th level.  The Autoplate Pilot is under the effects of a continuous [[SRD:Mind Blank|Mind Blank]] effect, as per the spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Core Overhaul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Autopilot's Energy Core now regenerates two points a round. This is an ability that can only be activated during a battle. The Autopilot can turn his Energy Core into major generator for short periods of time. After a battle, if this ability is not deactivated within five minutes, the Autopilot's suit will shut down and reactivate itself. This process takes 2 minutes to complete before it can function.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persistent Autoplate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level the autoplate suit is forever bonded to the Autoplate Pilot.  The suit is absorbed into the pilot and may be called or dismissed as a swift action that does not provoke attacks of opportunity.  As a result of their bond, even without the armor the Autoplate Pilot gains some construct-like traits.  They gain 25% fortification (or the autoplate's fortification, whichever is higher), low-light vision, darkvision to 60 ft., and +4 resistance to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and immunity to poison, sleep effects, paralysis, stunning, and disease.&lt;br /&gt;
&lt;br /&gt;
====Epic Autoplate Pilots====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Autoplate Pilot}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | Slot, High Atlitude Flight&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Energy Core +2, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Uprgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Energy Core +2, Slot, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Energy Core +2, Upgrade, Physical Enhancer&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Slot, Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Slot/Upgrade:''' The Autoplate Pilot can continue to choose upgrades and slots from the lists, however, now automatically gains full effects with anything chosen, at the moment it's added.&lt;br /&gt;
&lt;br /&gt;
'''High Altitude Flight:''' An Autopilate suit gains a flight speed of 50ft, but this ability can not be used during battle. This ability consumes 6 points per hour. Unfortunatly during flight, the ability to regenerate energy points does not work until flight ends. &lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancer:''' Is still physically enhancing.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Autoplate Pilot gains a bonus feat (selected from the list of epic Autoplate Pilot bonus feats) every 3 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Autoplate Pilot Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[Epic Skill Focus]], [[Epic Prowess]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]]&lt;br /&gt;
&lt;br /&gt;
====Gnome Autoplate Pilot Starting Package====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' &amp;lt;-long sword,short sword,.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-Skill name-&amp;gt; || &amp;lt;-4 for class skills and 2 for cross-class skills-&amp;gt; || &amp;lt;-Abbrieviated key ability-&amp;gt; || &amp;lt;-armor check penalty based on starting armor.  If innapplicable put &amp;quot;&amp;amp;mdash;&amp;quot;-&amp;gt;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' &amp;lt;-power attack-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' &amp;lt;-cleave +1 per dex -&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], full plate .&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 5d4×10 gp (125 gp).&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Autoplate Pilot====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt; autoplate pilot makes friends with fighters and wizards or any magical class except for spell thief's and class that likes to still from people &amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The Auotplate pilot usually plays the fighting character and has a surprisingly large knowledge of things for someone playing this role. To become a more powerful force Autoplate Pilots usually take the '''''Extra Slot''''' [[http://www.dandwiki.com/wiki/Extra_Slot_(DnD_Feat)]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilots in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-You call that armor this is armor -&amp;gt;|orig= Last words of Tobias king,spellsword }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' every morning auto-plate pilot gets up and works on his or her auto plate and gets it in well working order before he starts his day&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregtate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The Autoplate Pilot gets hit on by the ladies and men wanting to just have a look at the inside of the armor. Well chicks dig giant auto plates !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
====Autoplate Pilot Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (local) can research Autoplate Pilot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt