Autoplate Pilot (3.5e Class)

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Autoplate Pilot
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Autoplate Pilot[edit]

What's so special about that armor anyway?

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.

Making an Autoplate Pilot[edit]

Autoplate Pilots are battle units at heart. They have high defense and can either run melee or ranged offense, 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.

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.

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.

Alignment: Any.

Starting HD: Pilot d6, Autoplate Suit d10

Starting Gold: 5d4×10 gp (125 gp).


Starting Age: As any race.

Table: The Autoplate Pilot

Hit Die: Pilot d6, Autoplate Suit d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Acquire Autoplate, Slot, Energy Core 1
2nd +1 +3 +0 +0 Repair Bonus, Upgrade, Energy Core 2
3rd +2 +3 +1 +1 Slot
4th +3 +4 +1 +1 Upgrade, Physical Enhancer, Energy Core 4
5th +3 +4 +1 +1 Slot
6th +4 +5 +2 +2 Upgrade, Energy Core 6
7th +5 +5 +2 +2 Slot
8th +6/+1 +6 +2 +2 Upgrade, Physical Enhancer, Energy Core 8
9th +6/+1 +6 +3 +3 Damage Scan, Slot
10th +7/+2 +7 +3 +3 Energy Core 10, Upgrade
11th +8/+3 +7 +3 +3 Awaken Autoplate, Slot
12th +9/+4 +8 +4 +4 Upgrade, Physical Enhancer, Energy Core 12
13th +9/+4 +8 +4 +4 Slot
14th +10/+5 +9 +4 +4 Unseen Shell, Upgrade, Energy Core 14
15th +11/+6/+1 +9 +5 +5 Improved Damage Scan, Slot
16th +12/+7/+2 +10 +5 +5 Upgrade, Energy Core 16, Physical Enhancer
17th +12/+7/+2 +10 +5 +5 Soulless Shell, Slot
18th +13/+8/+3 +11 +6 +6 Upgrade, Energy Core 18
19th +14/+9/+4 +11 +6 +6 Slot, Energy Core Overhaul
20th +15/+10/+5 +12 +6 +6 Persistent Autoplate, Upgrade, Physical Enhancer, Energy Core 20

Class Skills (4 + Int modifier per level, ×4 at 1st level)
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).


Class Features[edit]

All of the following are class features of the Autoplate Pilot.

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).


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. To level up an Autoplate, the pilot needs a full uninterrupted 8 hours to add or change the necessary parts.


Energy Core (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.


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. At every 3rd level increase, he gains one. Such devices often consume energy points every round to be active. Unless otherwise noted, all slot abilities are (supernatural) abilities. Choose from below.

  • Plasma Weapon: Your arm develops a slot to which a concentrated glowing weapon of energy can be formed from as if drawing a weapon action, and can be dismissed as a free action. It can form as any weapon the pilot is proficient with the same specifications as the actual weapon. This is an (extraordinary) ability. The weapon can be broken as it has hardness 10 and 10 hit points); however, a Autoplate Pilot can simply create another on the pilot's next action. The moment he relinquishes his grip on the weapon, it dissipates. A Plasma Weapon is considered a magic weapon for the purpose of overcoming damage reduction. The pilot can use feats such as Power Attack, Quick Draw, and Combat Expertise in conjunction with the Plasma Weapon just as if it were a normal weapon. He can also choose feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Plasma Weapon.
  • Enlarged Weapon: To take this slot ability you must have Plasma Weapon Slot, Razors Slot, Duel Razors Slot, Harpoon Slot, Duel Harpoon Slot, Bladed Lash Upgrade, or Spiked Body Upgrade. 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. Free action to turn on.
  • Enlarged Body: To take this slot ability you must have Enlarged Weapon. You gain the ability to use weapons one size larger than normal, and are counted as one size catagory larger during grapples, trips, charges, sunders, and bullrushes. This requires 1 Energy Point per round it is in effect, and you may still use Enlarged Weapon to gain a size bonus to your damage. Free action to turn on.
  • 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 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.
  • 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. + 10 ft. per size category increase of fall damage.
  • 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. + 10 ft. per size category increase of fall damage. Free action to turn on.
  • Scanning Visor: Your vision improves via a complex HUD contained inside your suit. You gain your Autoplate's class level as an insight bonus to your Search and Spot checks. In addition you gain +1 to attack.
  • 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 Detect Magic, Read Magic, and Detect Chaos, Detect Evil, Detect Good, or Detect Law, as per the spells as a standard action, with a caster level equal to your autoplate pilot level.
  • Greater Visor: To take this slot ability you must have Improved Visor. You gain the constant benefit of a See Invisibility spell from your visor, and you gain an insight bonus of +2 to the suit's attack. In addition you may spend 4 energy points as a standard action to acquire the power of a True Seeing spell.
  • 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.
  • 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, effectively taking up an empty hand slot. In addition you may use a free action and spend a minimum of 2 energy point, to gain DR/magic equal to 2x 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 2x Energy Points spent.
  • Improved Energy Shield: To take this slot ability you must have Energy Shield. Your shield and deflection bonus both increase by +2. You gain Spell Resistance equal to your Autoplate Pilot level + 5. 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.
  • Iron Jaws: A lower jaw filled with metallic teeth is attached to the Autoplate's head, giving the suit a melee bite attack that does 1d4 piercing damage + Str modifier.
  • Razors: The suit's forarm has been worked to have two retractable claw type blades on one arm. This new claw attack is a light natural weapon dealing +1d6 slashing damage + Str modifier. These blades can retract and extend as if drawing a weapon. Since the Razors are attached to the suit's forearm, it's hands are not occupied, meaning it can still hold objects, but cannot attack with something in its grasp. If the suit's hands are empty, it can still initiate or oppose a grapple/pin.
  • Duel Razors: To obtain this slot, the suit must have Razors. With this attachment, the suit is outfitted with a second set of razors on its other forearm. It acts in all purposes as the attachment slot Razors, but the pilot is subject to the Two Weapon Fighting rules and penalties.
  • 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 size category above medium, minimum 1, and is a standard action.
  • 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 elemental damage with a claw attack doing +1d6 elemental damage per Energy Point with the chosen elemental damage. A maximum of 3 Energy Points can be expended this way, and is a swift action to engage.
  • Charged Exoskeleton: To be able to gain this slot, you must have the Breath Weapon slot first. The outer skin of the Autoplate suit can emit a charge doing 1d6 points of elemental damage per Energy Point expended. It can be deployed as a free action. The damage is elemental based on the dragon type picked for the Breath Weapon slot. Anyone who makes a successful touch, melee or grapple attempt takes this damage and if this damage is applied to a grapple attempt, the enemy must immediately let go if the damage exceeds their grapple check.
  • Ioun Beam: As a ranged attack that provokes attacks of opportunity, you may fire a beam of magic damage to a range of 60 ft. This attack deals 1d4/1 point of pure magic energy, and is halved by objects before applying hardness. Spell resistance applies, with a caster level equal to your autoplate pilot level. This is a spell-like ability. The max amount of Energy Points that can be spent to deploy this Slot is equal to half of the character's level.
  • Improved Ioun Beam: To take this slot ability you must have Ioun Beam. Your energy beam now extends to 90 ft., and deals 1d6/1 point of pure magic energy. In addition, 1/day you may Empower your blast if if by the Empower Spell feat. The max amount of Energy Points that can be spent to deploy this Slot is equal to half of the character's level.
  • Greater Ioun Beam: To take this slot ability you must have Improved Ioun Beam. Your energy beam now extends to 120 ft., and deals 1d8 of damage/1 point of pure magic energy. You may now Empower your blasts 1 + your Int modifier times per day, minimum 1. The max amount of Energy Points that can be spent to deploy this Slot is equal to half of the character's level.
  • Pod Cannon: A missile of magical energy fires forth from the chest of the suit and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. The missiles have no maximum range. Inanimate objects are only dealt half damage by this Slot. For every Power Point expended, an additional missile can be fired with the maximum of 6 missiles.
  • Predatory Cammo: To take and maintain this slot, the suit must be of large size or smaller. 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 rounds the cammo fades.
  • 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 Predatory Cammo does to operate.
  • 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.
  • Image Projector: To gain this ability the Autoplate suit must have Improved Predatory Cammo first. A projector is mounted on the shoulder of the suit that can be activated as a swift action. This projector creates the visual illusion of an object, creature, or force, as visualized by you with a maximum range of 40 Ft. The illusion does not create sound, smell, texture, or temperature. You can move the image within line of sight of the Autoplate suit. It consumes 1 power point per round the image is summoned. A successful Will Save can negate the illusion, DC = 10 + Class level + Cha modifier. If the illusion is physically interacted with, the Will Save is automatically successful.
  • Sounding Speakers: As a free action, this Slot allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. It requires 1 Energy Point per round of use. You choose what type of sound is created when it is deployed and cannot thereafter change the sound’s basic character. The volume of sound created depends on your Autoplate class level. You can produce as much noise as four normal humans per Autoplate class level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise the speakers produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. A successful Will save causes disbelief of the generated sound. DC = 10 + Autoplate class level + Cha modifier.
  • Sonic Pulse: The Autoplate suit must be outfitted with the Sounding Speakers Slot before it the Sonic Pulse Slot can be grafted to the suit. The Autoplate's suit emits an ear-splitting boom that deafens and damages creatures in its path up to 30 feet + 10 ft. per size category increase. Any creature within the area is deafened for 1d6 rounds and takes 1d6 points of sonic damage per Power Point expended. A successful Fortitude Save can negate the damage by 1/2. DC = 10 + 5 per Power Point expended. Standard action to deploy, and the maximum amount of points that can be expended in the Slot is equal to half the Autoplates class level.
  • Spike Launcher: To obtain this attachment slot, the suit must have the Spiked Body Upgrade first. As a standard action, the pilot can launch a swarm of its Body Spikes as a ranged touch attack at a single target within 30 ft. + 10 ft. per size category increase. This attack requires the pilot to expend 2 Energy Point to deploy, and can be fired again after 1d4 rounds. This attack deals 1d8 points of piercing damage.
  • Aiming Laser: This attachment Slot can be obtained once the Autoplate is outfitted with either the Ioun Beam Slot, Pod Cannon Slot, or the Spike Launcher Slot. As a free action, a red laser is projected from the suit's shoulder, allowing it to target an additional target that is no more than 30 feet + 10 ft. per size category increase apart from each other with the Ioun Beam Slot or the Spike Launcher Slot. This Slot requires 1 Energy Point to be expended per use. This ability can target 4 targets maximum. For each target, a separate ranged attack roll must be made at a cost of -2 to the attack. This ability can be taken multiple times, each time it is acquired it allows the suit to target an additional foe, but the attack penalties stack. -2 on attack to target 2 enemies, -4 on attack to target 3 enemies, and -6 on attack to target 4 enemies. The negative attack penalties cannot exceed the pilot's base attack bonus. If used while invisible, the Autoplate's invisibility ends and becomes visible again.
  • Flare: As a free action, this attachment creates a burst of light when at least 1 Energy Point is spent. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save, DC = 10 + 2 per Energy Point spent. Sightless creatures, as well as creatures already dazzled, are not affected by flare. The Flare Slot can also be deployed to misdirect a Magic Missile. If the pilot is aware of the Magic Missile spell targeting the Autopilot suit, the Flare Slot can be used, and the Magic Missile spell targets the deployed Flare instead. It can misguide one Magic Missile per Energy Point spent.
  • Smoke Screen: To obtain this Slot, the Autoplate suit must be outfitted with the Seal Cockpit Upgrade. A writhing stream of smoke billows out from the source in the suit's chest, forming a choking cloud. The Autoplate expends 2 Energy Points to activate Smoke Screen by a standard action. The cloud spreads 20 ft. + 10 ft. per size category increase in all directions and stays stationary. The cloud lasts for 1 round per half of Autoplate's level. All sight, even darkvision, is ineffective in or through the cloud. Blindsight, tremorsense, or other ways of seeing without the use of the eyes are the only ways of "seeing" through the cloud. All within the cloud, except for the pilot, take -4 penalties to Strength and Dexterity (Fortitude negates). DC = 10 + Autoplate level. These effects last for 1d4 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. A moderate wind (11+ mph), such as from a Gust of Wind spell, disperses the smoke in 4 rounds. A strong wind (21+ mph) disperses the smoke in 1 round.
  • Harpoon: To take this slot ability you must have Grappling Barb. 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 piercing dammage. On a successful ranged attack, the barb fires out and impales the target, 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. As long as the target is impaled, it's movement is cut in half and the target takes a -3 on all attacks, saves, and skill checks; as well as 1d4 bleeding damage per round the target is impaled. Once the harpoon is detached or on an unsuccessful attack the harpoon retracts instantly. Additionly the pilot recieves a +2 to trip attempts and to avoid being tripped while the target is impaled. This ability causes the target to remain within a range of 60ft because it is still impaled. 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 reel the line in at the pilots base land speed while his target is impaled. The target can avoid being pulled in with an opposed Strength check.
  • 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 at once, which gives the pilot a -2 on grapple, attacks, skills, and saves while grappling two opponents.
  • Solar Beam: The Autoplate suit must be outfitted with Light Strips Upgrade first. A solar panel is equipped to the Autoplate suit. The pilot can use a standard action to blast a dazzling beam of intense light with the use of 2 Energy Points per beam. Each creature in the beam is blinded for 1 round and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. It has 3 uses before a recharge is required, and can be recharged in 2 rounds by direct sunlight or any spell with the Light descriptor to the solar panel. An undead creature caught within the beam takes 1d6 points of damage per Autoplate class level, or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. DC = 10 + Autoplate class level. The ultraviolet light generated by the Slot deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Light Strips can recharge the Solar Beam Slot. This Slot has a maximum range of 30 Ft + 10 Ft. per size category increase.
  • 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, and expends 1 Energy Point per round or 6 seconds it is in use.
  • 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 ability.

Repair Bonus: Accustomed to repairing and modifying their mechanical armor, at level 2 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 Craft Construct feat. The repaired HP equals the skill check roll divided by 4.


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 1 Upgrades from the list below. The suit must meet the requirments for each upgrade if any. Upgrades often consume energy points when active, limiting the number of upgrades you can have running at once.

  • 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. This ability has a max size of Gargantuan and is permanent.

Size Increase Progression:

Old Size New Size Str Con Armor/Attack Special Attacks Hide Skill Reach Breath Weapon Reach Speed
Small Medium +2 +3 +0 +0 +0 5 Ft 20 Ft +10 Ft
Medium Large +4 +6 -1 +4 -4 10 Ft 30 Ft +10 Ft
Large Huge +6 +9 -2 +8 -8 15 Ft 40 Ft +20 Ft
Huge Gargantuan +8 +12 -4 +12 -12 20 Ft 60 Ft +20 Ft
A Special Attack is Bull Rush, Grapple, Overrun, or Trip Attacks:
Increasing Damage By Size:
Small Damage Medium Damage Large Damage Huge Damage Gargantuan Damage Colossal Damage
1d2 1d3 1d4 1d6 1d8 2d6
1d3 1d4 1d6 1d8 2d6 3d6
1d4 1d6 1d8 2d6 3d6 4d6
1d6 1d8 2d6 3d6 4d6 6d6
1d8 2d6 3d6 4d6 6d6 8d6
1d10 2d8 3d8 4d8 6d8 6d8
1d12 3d6 4d6 6d6 8d6 8d8
2d4 2d6 3d6 4d6 6d6 10d8
2d6 3d6 4d6 6d6 8d6 6d10
2d8 3d8 4d8 6d8 8d8 8d10
2d10 4d8 6d8 8d8 10d8 8d12
  • Increase Core Size: Your Energy Core maximum limit increases by +2. You may take this ability multiple times.
  • 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 can be activated by a free action. This enables you a chance to get out of the field, or negate the dispel for 1 round per Energy Point spent.
  • Quadruped: The suit must have the Increased Size Upgrade first. The Autoplate suit is elongated within its appropriate size and is outfitted with 4 legs instead of 2 legs. The base land speed of the suit is increased by 20 feet; as well as, receiving a +4 to jump checks, and to resisting grapple, bulrush, and trip attempts.
  • Additional Arm: The suit must have the Increased Size Upgrade first. An extra arm is attached to the suit and may hold a weapon, shield, or item of appropriate size. It acts just like an open hand slot, and may be used with other slots that require an open hand. The pilot may obtain this upgrade only 2 time per size increase from medium.
  • Tentacle: A powerful tentacle appendage replaces one arm. It adds +4 to the Autoplate's grapple, and can lash out to deal 1d4 bludgeoning damage with a successful melee slam attack. The suit's reach is extended by 10 feet with the tentacle. Once an arm is replaced, the suit loses its hand slot and cannot effectively hold an item, weapon, or shield in the chosen replaced arm. This Upgrade can be equipped as many times as the suit has arms or legs to replace. If at least 2 appendages are equipped with a tentacle, it can perform a Constrict ability after a successful grapple. The Constrict ability attempts to wrench the target and crush its flesh dealing 1d6 + Str bludgeoning damage. Having more than one tentacle does increase the bonus to the Autoplate's grapple and climb checks beyond the first Tentacle by +2 for each tentacle beyond the first Tentacle Upgrade. If desired, the suit can replace its legs as well, just as its arms. By replacing its legs with Tentacles, its speed is reduced by 10 feet per leg replaced.
  • Tail: A tail is grafted on the suit's back, and gives the Autoplate a tail slap attack. It counts as a secondary melee attack with reach that does 1d4 + Str bludgeoning damage, and gives the suit a +4 to Balance checks.
  • Prehensile Joints: This Upgrade can only be added to a Tentacle or Tail Upgrade. It can be attached to one or both, but only once per Tail or Tentacle. The Prehensile Joints allow a Tail or Tentacle to grasp and hold an item, weapon, or shield in its appendage; as well as, giving the suit a +4 to climb checks. The Tail or Tentacle now adds an effective open hand slot, but loses its ability to do a tail slap or slam attack.
  • Bladed Lash: This Upgrade can only be equipped on a Tail Upgrade or on a Tentacle Upgrade. A blade is attached to the tail or tentacle, giving it an extra 1d6 slashing/piercing damage for the appropriate size when a successful slam or tail slap attack is made. If attached to a Tentacle or Tail, the appendage may not have the Prehensile Joints Upgrade on the chosen limb. This Upgrade may be taken as many times as the suit has an appropriate appendage to graft on to.
  • Grappling Barb: A barb is place on the suit's left arm. This gives the suit the feat Improved Grapple even if the pilot does not qualify for it. This ability consumes one energy point per grapple,opposed grapple, or pin roll. It can be taken twice; one for each arm, giving the suit a total +8 on grapple checks.
  • Excavator: Crafted on its back is a large construction like shovel and drill that extends over its head while in use. As a full round action, the suit can deploy its shovel and drill to gain a burrowing speed of 10 feet per round as a medium creature. If the suit advances in size, it's dig speed increases by 10 feet per size category increase. Unlike most creatures with a dig speed, the suit can dig through solid rock instead of just dirt and loose soil. Requires 2 Energy Points to shift. Digging through soil or sand leaves no hole, but digging through rock leaves a hole that is the size of the Autoplate suit.
  • Light Strips: This Upgrade adds a solar panel behind the suits head, and fuels a strip on each of the Autoplate's shoulders to glow like a torch, shedding bright light in a 20-foot radius + 5 ft. per size category increase, and dim light for an additional 20 feet + 5 ft. per size category increase. If Light Strips are taken into an area of magical darkness, they do not function until the Autoplate exits the area of magical darkness. The Upgrade can be activated or deactivated with a command word, and requires 1 Energy Point to be expended upon activation.
  • Adamantine Body: At the cost of mobility, a Autoplate suit can be crafted with a layer of adamantine that provides formidable protective armor. Your suit's armor bonus is increased to +8. However, your base land speed is reduced by 10 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, and a -5 penalty on all skill checks that armor check penalties apply to.
  • Mithral Body: A Autoplate's suit can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness. Your armor bonus is increased to +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC, a -2 penalty on all skill checks that armor check penalties apply to.
  • Mithral Fluidity: The Autoplate's suit must be equipped with Mithral Body to gain this upgrade. Your movements are smoother and more fluid. The maximum Dexterity bonus an Autoplate suit with the Mithral Body Upgrade that apply to Armor Class is increased by 1. In addition, the armor check penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks are reduced by 1. This Upgrade can be taken multiple times. However, armor check penalties cannot be reduced to less than +0.
  • Hammer Fist Plating: Thick Adamantine armor is applied to the fists, tail, or tentacle of the Autoplate's suit. The extra hardening of the appendage causes the damage to an object, item, or construct to be doubled with a unarmed melee attack. This can be used as an unarmed Sunder attack.
  • Mobile Cloak: The suit of armor with this ability Upgrade appears normal. Upon a command word and the expense of 1 Energy Point per round in use. The armor changes shape and form to assume the appearance of an object if the suit is bigger than Large category or a normal set of clothing if the suit is medium size category or smaller. The armor retains all its properties, including weight, when under the Mobile Cloak. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised DC = 10 + Autoplate class level + Cha modifier. If the suit is bigger than the Large catagory, it cannot move while cloaked, it must remain stationary or the cloak fails.
  • Spiked Body: Your suit's body is overlaid with hundreds of protruding spikes that can deal great damage to foes. You deal extra 1d6 piercing damage on a successful grapple attack or opposed grapple as if you were wearing armor spikes. These spikes can be altered by the Enlarge Weapon Slot, yet immediately return to their original size if the Spike Launcher Slot is deployed.
  • Escape Pod: To obtain this attachment slot, the Increase Size Upgrade must be integrated first. As a swift action, the pilot's cockpit will eject with the pilot safely inside 20 ft per size category increased from the Increase Size Upgrade directly behind the Autoplate's suit. This does not incur any fall damage, as the pilot is safely inside the pod. The pilot cannot steer the pod in any direction, nor can he control the distance that the pod travels. This ability requires 3 Energy Points to be expended and does not make the suit inoperable if the suit can act on its own, but this ability cannot be deployed if the suit is shut down due to a depleted Energy Core or a dispelling effect. The Escape Pod itself has a Hardness of 20 and 30 HP. It is a move action to leave the Escape Pod.
  • War Paint: The Autoplate is painted with a ferocious designs to intimidate all targets within 30 feet in or out of combat. The fear invoking pattern give the suit a + 8 to Intimidation checks to cause targets to be shaken, frightened, or panicked in the appropriate order. If a target overcomes the intimidation check, it can not be tried again until 24 hours has passed. Any target that is immune to fear effects, or frightful presence is immune to the effect of this Upgrade. This Upgrade can be taken only twice.
  • 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 level, and gain 1d8 per energy point back in HP as a free action. This ability functions 1/day, and for each additional time you obtain this Slot after retaining Endurance and Die Hard you can perform this ability 1 more time per day.
  • 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.
  • 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, ie. Str, Dex, and Con. You possess an empathic link to your suit, and you may also add Int to the Physical Enhancer upgrade list instead of just Str, Con or Dex.
  • Fortification: The cracks in the armor are sealed, resulting in the suit's critical areas being protected. This Upgrade protects the Autoplate 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.
  • Aqua shift: This upgrade can only be made if the pilot has the Sealed Cockpit Upgrade.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 an Upgrade then the suit can consume one energy point per minute it is beyond 550ft to resist depth damage. This ability cost 2 Energy Points to shift.
  • Spectral Accelerator: As a standard action, the Autoplate's suit can turn incorporeal. This Upgrade takes 3 Energy Points per round while it is in use. Being incorporeal the pilot and the suit has no physical body. While incorporeal, the suit is immune to all nonmagical attack forms. It can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. After the ability is shut off, the Spectral Accelerator needs 1d4 rounds to recharge.
  • War Machine:To take this Upgrade you must have the Enlarged Weapon, and Enlarged Body Upgrades; as well as, at least one Physical Enhancer. As a standard action, the Autoplate extends and transforms into a virtual fighting juggernaut. While you use this Upgrade, you gain the ability of Rage without becoming fatigued. This ability uses 3 Energy Points per round spent using this Upgrade. Activating the ability takes a swift action, and takes an hour to recharge.
  • Increase Agility: The autoplate pilot's speed increases as magic is fed into the body. He gains a +10 enchantment bonus to all movement speeds the suit already possesses. This can be taken multiple times.
  • Skill Suit: You gain a +10 circumstance bonus to a single skill. This ability can be taken up to a maximum of 5 times for a single skill that uses a physical ability. ie. Strength, Dexterity, or Constitution, maxing out at +50.
  • Shockplate: The autoplate gains a potent damage absorbing defense. The autoplate pilot gains DR 2/Adamantine and Magic every time he takes this upgrade. It can be taken multiple times.
  • Radar: The autoplate pilot gains blindsense out to 10 ft. Each time he takes this upgrade he gains an additional 5 ft. At level 8 and beyond, he may instead select this upgrade and gain blindsight out to 20 ft. Likewise, each time he takes it he gains an additional 10 ft.

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 i.e 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).


Damage Scan (Ex): At level 9 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 Scan (only usable to Autoplate class) to 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.


Awaken Autoplate (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 by being inside of the suit. 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.

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 only a full round actions which provoke an attack of opportunity as it slides around it's owner.

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.


Unseen Shell (Su): The suit begins to seal up at 14th level. The Autoplate Pilot is under the effects of a continuous Nondetection effect, as per the spell.


Improved Damage Scan (Ex): Upon attaining 15th level 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.


Soulless Shell (Su): The suit becomes a safe haven at 17th level. The Autoplate Pilot is under the effects of a continuous Mind Blank effect, as per the spell.


Energy Core Overhaul (Su): At 19th level 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 shutdown process takes 2 minutes to complete before the suit can reactivate.


Persistent Autoplate (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.

Epic Autoplate Pilots[edit]

Table: The Epic Autoplate Pilot

Hit Die: d10

Level Special
21st Slot, High Atlitude Flight
22nd Energy Core +2pts, Bonus Feat
23rd Bonus Feat
24th Uprgrade, Physical Enhancer
25th Energy Core +2pts, Slot,
26th Bonus Feat, Upgrade
27th Slot
28th Energy Core +2pts, Upgrade, Physical Enhancer
29th Slot, Bonus Feat
30th Upgrade

4 + Int modifier skill points per level.

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.

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.

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.]

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.

Epic Autoplate Pilot Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Legendary Climber, Legendary Leaper, Penetrate Damage Reduction

Gnome Autoplate Pilot Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-long sword,short sword,.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-power attack->.

Bonus Feats: <-cleave +1 per dex ->.

Gear: Standard Adventurer's Kit, full plate .

Gold: 5d4×10 gp (125 gp).

Campaign Information[edit]

Playing a Autoplate Pilot[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: An autoplate pilot generally either worship or respect the god of nature or magic.

Other Classes: An autoplate pilot's suit can be adapted to most non spell casting classes. It can be equipped with a wide range of weapon slots and body upgrades.

Combat: An Auotplate pilot is a battle unit that can be adapted to any role a party needs or it can hold a wide range of capabilities that can be activated to most situations.

Advancement: An Autoplate pilot can multiclass with most other non spell casting classes.

Autoplate Pilots in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-You call that armor? this is armor! ->
—Last words of Tobias king,spellsword

Autoplate pilots are generally outcasts, seen in fear or awe, depending on which side of his fist or weapon you are.

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

Notables: <-notable NPCs of this class->.

Organizations: Pilots are mostly few in number, but those that do congregate generally do so to examine each other's autoplate, or to test their creations against each other's

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 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Autoplate Pilot Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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.

Knowledge (local)
DC Result
10 Gnomes were the first race to utilize Autoplate.
15 Legends, local rumor/superstition, crazyfolk, and various other generic sources claim that even after pilots leave their autoplate, it continues moving without them..
20 Autoplate Piolets are a varied breed, where one could be made to fight up close and personal and resist even the strongest of attacks, one could specialize in range, while one could be an exceedingly fast autoplate who moves as fast as can be.
30 All Autoplate designs are based off of war-forged technology, and are extremely powerful in nature. If one were to ever come across abandoned/empty, or otherwise unclaimed autoplate, it would be wise to take advantage of them.

Autoplate Pilots in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-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.->.



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