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Detritus
12-22-2006, 01:31 AM
For the WLD session that Dr. Mercury is running in Seattle over New Year's weekend, one of the quirks I rolled was the Technocrat PrC. I think there's a pretty good chance I could wind up going straight Technocrat 22 and signing on for some Epic Technomancy. So if I show up in a Jem'Hadar fighter or something, that's why. Groovy. :D

Detritus
12-24-2006, 03:00 AM
OK, here's my first take at the Epic Technocrat. I've left it at 21st-level for now. I am presently conceiving of this PC as coming from the 2040s.

I just want to make sure -- I've derived DR 31/- and SR 72, those are correct?! I'll have some more questions pretty soon, too.

Stat dice - 6, 5, 5, 5, 4, 4, 2 = 31 --> 64-point buy
SOC roll - 6, 6, 2, 1 = 14

21st-level Technocrat

Abilities
STR - 20 [0] (+5 book, +6 item)
CON - 28 [10] (+5 book, +6 item)
DEX - 30 [12] (+1 level bump, +5 book, +6 item)
INT - 30 [12] (+1 level bump, +5 book, +6 item)
WIS - 32 [12] (+3 level bumps, +5 book, +6 item)
CHA - 20 [0] (+5 book, +6 item)
SOC - 14
Luck - 6 [18]

Epic Combat Awareness Bonus (ECAB) = +27 (+10 Int, +11 Wis, +6 Luck)
Matrix Dodge Bonus (MDB) = +31 (+10 Dex, +10 Int, +11 Wis)

HP = 287 (8 @ 1st-level, 90 for levels 2-21, +189 CON bonus)
AC = 60 = 10 +10 (Dex) +27 (ECAB) [+8 (Armor) +5 (Deflection) from "technology"]

Initiative = +37 (+10 Dex, +27 ECAB)

BAB = +15

Attack Bonus = +52 (+47/+42) ranged (+15 BAB, +10 Dex, +27 ECAB)
Damage = By gun type + 27 (ECAB) +7d6 sneak attack

Saves
Fort +49 (+9 Con, +13 class, +27 ECAB)
Reflex +44 (+10 Dex, +7 class, +27 ECAB)
Will +51 (+11 Wis, +13 class, +27 ECAB)

DR = 31/- (+31 MDB), flat-footed 15/-
SR = 72 (15 +51 Will Save Bonus +6 Luck)

Feats
TWF/2GFu (T1, un-/lightly armored only)
Supreme Cleave, Firearms (T1)
Improved Unarmed Strike (T1, un-/lightly armored only)
Improvised Weaponry (T1, un-/lightly armored only)
Far Shot (T2)
Rapid Reload (T3)
Power Attack, Firearms (T4)
Improved Critical, Firearms (T8)
Improved Power Attack, Firearms (T13)
Point Blank Shot (bonus Human)
Precise Shot (1 HD)
(3 HD)
(6 HD)
Improved Two-Weapon Fighting (9 HD)
(12 HD)
Greater Two-Weapon Fighting (15 HD)
Improved Precise Shot (18 HD)
(bonus T18)
(21 HD)

Special Attacks
Sneak Attack, Firearms +7d6
Sneak Attack, other weapons +3d6
Improved Death Attack
Crippling Strike, Firearms (2 STR damage on a confirmed crit)

Special Qualities
Improved Evasion
Improved Uncanny Dodge
Poison Use (as Assassin)
Defensive Roll
Epic Combat Awareness
Hail To The King, Baby!/Matrix Dodge

Skills
TBD, are the 1st-level Knowledge (science) skills bonus skills?

Equipment
Guns'n'shit, including at least 2 pistols, a flamer, maybe some tazer-like weapon...

Dr. Mercury
12-24-2006, 03:02 AM
This sounds interesting. Most of the items woudl have to be personal tech, so a JH fighter would be out of the question. However, a SF-era cyborg-soldier Technocrat with 22nd-century weapons might be a decent experiment.

Anyone have any ideas from out of, say, d20 Future to pass along?

Dr. Mercury
12-24-2006, 03:08 AM
Skills
TBD, are the 1st-level Knowledge (science) skills bonus skills?

No, they're part of the standard skills array.

Oh, and I forgot that you're generating the Luck Points rather than me, so I'd go with your total instead. :D

Detritus
12-24-2006, 03:10 AM
This sounds interesting. Most of the items woudl have to be personal tech, so a JH fighter would be out of the question. However, a SF-era cyborg-soldier Technocrat with 22nd-century weapons might be a decent experiment.

Anyone have any ideas from out of, say, d20 Future to pass along?
Are there huge Epic buffz0rz in play in this campaign? For now, I have just put in +5 book/+6 item stat boosts, but with a little thought I could probably cheese things up some with Epic Technomancy. I don't have a feel if ~ 300 HP is too high/too low/just right, and the same with AC 60. The DR and SR seem high to me, but I'll certainly roll with them if permitted...

This PC could probably stand to have cybernetically enhanced senses in addition to gross anatomical enhancements. Maybe something that mimics Boots of Swiftness, too. I'll have a look through GURPS Biotech and Ultra-Tech for some general ideas, too.

Dr. Mercury
12-24-2006, 03:20 AM
The 60 is a bit high, but that's OK. We've got a Dwarven Defender with a 51+, the rest of the party in the mid-30s, and bad guys with the ability to hit in the 60s.

I forgot to mention earlier, but HP is max at Level 1 and fixed (DMG p. 198) at subsequent levels. 300 is about right for our tanks and second line. Some of the party are still below 200, but Puck! can buff them with vampiric touch-storing shuriken.

Most of the Epic Buffz0rs in play are epic magic items, which would then have to overcome the SR. Technology would be the way to go.

Detritus
12-24-2006, 05:41 PM
Is the half-giant template in play? Maybe a non-psionic variant of that template. What about Item Familiar? Are we starting right at 231,000 XP for 22nd level characters?

Dr. Mercury
12-24-2006, 05:45 PM
I've been looking at hidufel's d20 Modern and d20 Future rulebooks all morning, and the spells and items in the back of the books merely mimic certain D&D spells and effects. Instead of Ancestral Relic as a potential feat, what about tweaking the feat for a technological background--say, Cybernetic Upgrades or Futuristic Equipment?

Source of the idea: the Feat Implant and Feat Plexus devices on pp. 197 and 199 of d20 Future. Since I've got an experimental house rule allowing magic items to contain feats, there's no reason the same principle couldn't be applied to technomancy.

In fact, with the tech mimicking D&D magic items, imagine having cyber implants mimicking the items you're seeking. The Cybernetic Upgrades feat would mean that you have a Central Plexus in your brain governing the implants enhancing your abilities and senses. Since the implants are networked, the most expensive implant would be full base cost, the rest at 1½ x cost each as per rules for slotless items.

For deflection from technology, that could be a protection item linked to the armor rather than a cyber implant. Imagine combining Kevlar/Nomex armor with deflection items and a mantle of great stealth for a "Predtaor effect."

Dr. Mercury
12-24-2006, 05:46 PM
Is the half-giant template in play? Maybe a non-psionic variant of that template. What about Item Familiar? Are we starting right at 231,000 XP for 22nd level characters?
Hmm, that's a possibility.

And, yes, you're right at 231K.

Detritus
12-24-2006, 05:48 PM
Hmm, that's a possibility.
If I were to do that (half-giant), it's pretty safe to say that my PC would have an Austrian accent. :D

Dr. Mercury
12-24-2006, 05:55 PM
I'll be back.

Origen
12-24-2006, 07:21 PM
So would it be possible for our new technocrat to teach Puck how to use those alchemical wands we found last time around? I have a free exotic weapon proficiency slot from Ninja Spy that came online last session.

And damn, Det. That DR, SR and saves - never mind your AC - damn. That's all I have to say.

Dr. Mercury
12-24-2006, 07:30 PM
So would it be possible for our new technocrat to teach Puck how to use those alchemical wands we found last time around? I have a free exotic weapon proficiency slot from Ninja Spy that came online last session.
What alchemical wands? You mean these old things (http://world.guns.ru/handguns/hg18-e.htm)? :D

Yes, that would be possible.

And damn, Det. That DR, SR and saves - never mind your AC - damn. That's all I have to say.
And that is why the class is available by quirk only. :D

Detritus
12-24-2006, 07:38 PM
I haven't sat down and priced everything out yet, so the DR might come down to somewhere around the mid-20s, and the SR to the mid-60s, save bonuses might be "only" in the upper 30s to low 40s. Which is still super-spiffy...

Detritus
12-24-2006, 09:06 PM
I've been looking at hidufel's d20 Modern and d20 Future rulebooks all morning, and the spells and items in the back of the books merely mimic certain D&D spells and effects. Instead of Ancestral Relic as a potential feat, what about tweaking the feat for a technological background--say, Cybernetic Upgrades or Futuristic Equipment?

Source of the idea: the Feat Implant and Feat Plexus devices on pp. 197 and 199 of d20 Future. Since I've got an experimental house rule allowing magic items to contain feats, there's no reason the same principle couldn't be applied to technomancy.

In fact, with the tech mimicking D&D magic items, imagine having cyber implants mimicking the items you're seeking. The Cybernetic Upgrades feat would mean that you have a Central Plexus in your brain governing the implants enhancing your abilities and senses. Since the implants are networked, the most expensive implant would be full base cost, the rest at 1½ x cost each as per rules for slotless items.

For deflection from technology, that could be a protection item linked to the armor rather than a cyber implant. Imagine combining Kevlar/Nomex armor with deflection items and a mantle of great stealth for a "Predtaor effect."
Sounds good. I kind of like the idea of being a half-giant for this, too. How about this:

Take the stat bumps/penalties (+2 STR, +2 CON, -2 DEX), combine with Powerful Build, and instead of the Psionic stuff, just put in Cybernetic Upgrades and/or Futuristic Equipment. Would that be an agreeable LA +1 template? I'd want to buy that LA down for 3,000 XP.

In this case, I think the PC should have higher STR and lower CHA than what I previously posted, so I'll move some things around. I'll probably drop the Luck score some, and take a few points from CON and move them to STR. The PC will need to be properly pumped.

I'd buy the +5 stat books at market price, for an outlay of 687,500 gp. With the remainder of the PC's budget and the 18,000 XP left after the template buy down, I'd buy the cybernetic implants, fancy armor, gunnz, etc. The stat booster would be 252,000 normally (+6 to all stats but CHA, slotless item), and I'd probably want to buy that with 126,000 gp + 10,080 XP. Then I'd have a bit under 400,000 gp and 7920 XP left to play with for all the other stuff.

If the modified half-giant template idea meets with your approval, I'll put together a second draft of my PC this evening.

Origen
12-24-2006, 09:18 PM
Dr. Merc hasn't been letting anyone do template buydowns in this campaign.

Dr. Mercury
12-24-2006, 09:25 PM
Sounds good. I kind of like the idea of being a half-giant for this, too. How about this:

Take the stat bumps/penalties (+2 STR, +2 CON, -2 DEX), combine with Powerful Build, and instead of the Psionic stuff, just put in Cybernetic Upgrades and/or Futuristic Equipment. Would that be an agreeable LA +1 template? I'd want to buy that LA down for 3,000 XP.

In this case, I think the PC should have higher STR and lower CHA than what I previously posted, so I'll move some things around. I'll probably drop the Luck score some, and take a few points from CON and move them to STR. The PC will need to be properly pumped.

I'd buy the +5 stat books at market price, for an outlay of 687,500 gp. With the remainder of the PC's budget and the 18,000 XP left after the template buy down, I'd buy the cybernetic implants, fancy armor, gunnz, etc. The stat booster would be 252,000 normally (+6 to all stats but CHA, slotless item), and I'd probably want to buy that with 126,000 gp + 10,080 XP. Then I'd have a bit under 400,000 gp and 7920 XP left to play with for all the other stuff.

If the modified half-giant template idea meets with your approval, I'll put together a second draft of my PC this evening.

We don't do template buydowns. However, the +5 stat books are part of the good guys' library, so you can actually devote that money to other items.

As for the XP cost of the items, the group's been chugging thought bottles like Org and I do Guinness. I'm certain you can come up with a cybernetic/technomantic version (thumbdrive backup?).

Detritus
12-24-2006, 09:27 PM
Dr. Merc hasn't been letting anyone do template buydowns in this campaign.
Hmm, in that case I think I'd skip the template. No Austrian accent...

Detritus
12-24-2006, 09:31 PM
We don't do template buydowns. However, the +5 stat books are part of the good guys' library, so you can actually devote that money to other items.

As for the XP cost of the items, the group's been chugging thought bottles like Org and I do Guinness. I'm certain you can come up with a cybernetic/technomantic version (thumbdrive backup?).
We get Thought Bottles? Are there rules for trading XP for gold? (Just ignore those dollar signs in my eyes. :D)

Chimaera
12-24-2006, 10:35 PM
I had never heard of these thought bottles before...

I can only say e-frigging-gad...

Origen
12-24-2006, 10:39 PM
So what is this Epic Combat Awareness Bonus? Is that a feat, or a class ability of the Technocrat?

Because da-yum!

I need me some of that sugar!

Detritus
12-24-2006, 10:47 PM
I had never heard of these thought bottles before...

I can only say e-frigging-gad...
Yes, they are muy, muy broken. Even assuming no trades of XP for gold (which I assume is the case), I get to double my budget for the price of 2,500 XP. Not too shabby.

Detritus
12-24-2006, 10:51 PM
So what is this Epic Combat Awareness Bonus? Is that a feat, or a class ability of the Technocrat?

Because da-yum!

I need me some of that sugar!
It's a Technocrat class feature, full of spiffiness. As is the Matrix Dodge class feature, which is where the DR comes from. Those two things are hella crazy, which is I assume why the class is available by quirk only.

It's in Section 4.5 of Doc's HgD&D (http://www.ravensgate.us/rg_files/GD&D_7.pdf) homebrew writeup. (Link is a ~ 14 MB .pdf.)

Chimaera
12-24-2006, 10:54 PM
What is this "quirk" you speak of?

Detritus
12-24-2006, 10:58 PM
What is this "quirk" you speak of?
It's in the link of Doc's homebrew rules. You roll an ordered set of 4 d10's, and then the DM does something with those rolls and you get a few different "quirks" to choose from. I rolled a 9, 9, 3, 3, and somehow had the quirks Technocrat PC class, Psionic character, and Circus-born to pick from, choose one. I couldn't describe the process to you if I wanted to, it was something Doc did after I gave him my rolls. I chose Technocrat mainly for the difference from usual D&D characters, without fully realizing the import of the Epic-level class features, but I figured that out soon enough.

Dr. Mercury
12-24-2006, 11:31 PM
Det just posted the link, but here's the full URL:

http://www.ravensgate.us/rg_files/GD&D_7.pdf

The house rules are about 14 years in the making, and this is the 7th version. I started out with a d60-based system and a 2000-item quirk chart but gradually pared down to 1000 quirks and greater compatibility with D&D 3.5.

Many of the unique magic items, classes, characters and pantheons are courtesy of the players I've had over the last decade and a half. I also plagiarized heavily from OGL material and David A. Hargrove's The Arduin Grimoire. As the disclaimer on the inside front cover says, the campaign house rules contain "plenty of plagiarized material; steal what you like. As long as you get sued, not me, my conscience is clear." :D

Quirks can be anything from a plot hook, an odd trait or a compulsion to a magic item, a feat or a disease. In between are special prestige classes--i.e., gestalt classes that are available at initial character generation by quirk only--and a few class and species combos.

The quirk is determined by a d1000 roll that I then scramble, as per Section 5.0 of the house rules. I have players who try to get specific quirks, and/or have memorized the chart, so I've found that scrambling works best.

Detritus
12-24-2006, 11:51 PM
Well, the stat-boosting item -- slotless, +6 to all stats, has officially been dubbed "Implants of Magnificence." I need to consider whether I should swap the PC's STR and CHA at this point, I think...

Chimaera
12-25-2006, 12:06 AM
The PDF is making for some mighty interesting reading... Thanks :)

:thumbup:

hidufel
12-25-2006, 12:18 AM
Chim, thats one seriously cool avatar!

Dr. Mercury
12-25-2006, 02:12 AM
We get Thought Bottles? Are there rules for trading XP for gold? (Just ignore those dollar signs in my eyes. :D)
Sorry, no trading of XP for gold.

Detritus
12-25-2006, 02:21 AM
Sorry, no trading of XP for gold.
Yeah, I figured, but it was worth a shot.

How far can I go with Epic Technomancy to mimic Epic magic items? For the most part I think I will go with dual-pistol action, but I would like to have one BFG-type weapon, and this would probably be best modeled as some variant on an Epic Staff (http://www.d20srd.org/srd/epic/magicItems/staffs.htm).

The sorts of items I had my eye on (Staff of Cosmos, Staff of Fiery Power) have caster levels that are somewhat above the party's ECL, though, so I'm not sure if it would be legit or not to try to make a variation of such Epic staffs. Also, I'm not sure if something like an Intensified Meteor Swarm would just be completely over the top in terms of offensive output.

Dr. Mercury
12-25-2006, 03:09 AM
Yowch. Yeah, that would be over the top. You've already got the highest SR and DR by miles, and you're death on two legs with firearms. You can employ Supreme Cleave with firearms at any range, acquiring a new target within 5' of the one you just dropped.

Your BFG might entail the Swarm of Arrows feat in addition to any goodies in Tables 5-5 and/or 5-6 of the DMG. Antimatter rifle would be too high-tech, but the flamer and laser functions would be perfect.

Epic Technomancy would enable you to create items from the 1970s forward. And to create the ammo and power cells for a futuristic weapon. Or to create the firearms equivalent of a staff of rapid barrage--at 21st level.

Chimaera
12-25-2006, 08:22 AM
Chim, thats one seriously cool avatar!

Thanks... :)

I got it here (http://www.newsarama.com/virgincomics/Gamekeeper/Mukesh.html)... it's by Mukesh Singh as part of the new Virgin Comics line... I like it a lot.

Detritus
12-25-2006, 01:27 PM
Yowch. Yeah, that would be over the top. You've already got the highest SR and DR by miles, and you're death on two legs with firearms. You can employ Supreme Cleave with firearms at any range, acquiring a new target within 5' of the one you just dropped.

Your BFG might entail the Swarm of Arrows feat in addition to any goodies in Tables 5-5 and/or 5-6 of the DMG. Antimatter rifle would be too high-tech, but the flamer and laser functions would be perfect.

Epic Technomancy would enable you to create items from the 1970s forward. And to create the ammo and power cells for a futuristic weapon. Or to create the firearms equivalent of a staff of rapid barrage--at 21st level.
Heh, it's possible that my previous experience with Epic D&D is coloring my expectations for this weekend. I think I need to re-normalize a bit...

Is there a separate skill or separate skills beyond the Epic Technomancy class feature that I need to take for maintaining high-tech equipment?

Dr. Mercury
12-25-2006, 04:22 PM
Is there a separate skill or separate skills beyond the Epic Technomancy class feature that I need to take for maintaining high-tech equipment?
Well, the Epic Technomancy feature is essentially the equivalent of a Craft feat. Craft (technology) is the class skill you really need maxed. The sciences Knowledge skills don't need to be all that high, just high enough to earn you synergy bonuses.

Detritus
12-25-2006, 06:16 PM
Here is my first take on the equipment list:

+5 Books of Stat-boosting, x6 - Gratis

Mechanical Memory Storage Device, aka "Thought Bottle" (20,000 gp list price) - 10,000 gp, 800 XP

"Implants of Magnificence" [+6 enhancement to all stats except Dex, +30 to Spot and Listen, mimic Goggles of Night, slotless, 513,000 (90,000 + 135,000 + 54,000 x 5 + 18,000) gp list price] - 256,500 gp & 20,520 XP

Boots of Swiftness (256,000 list price) - 128,000 & 10,240 XP

+5 "mithral breastplate" w/heavy fortification (100,000 gp list price) - 50,000 gp & 4,000 XP. "Mithral breastplate" = "Space Age Polymers", so some sort of composite plastic.

The following add-ons are requested for the armor:

Greater Energy Resistance, all energy types - 66,000 x 5 = 330,000 gp list price

+30 to Hide and Move Silently skills - 135,000 x 2 = 270,000 gp list price

Nondetection spell (CL 20) as per Mantle of Great Stealth - 180,000 gp list price

Blur spell (CL 20) as per Mantle of Great Stealth - 120,000 gp list price

Total list price of add-ons = 900,000 gp; cost = 450,000 gp & 36,000 XP

====================

At this point, the gp/XP outlay is 991,500 gp & 79,680 XP

Then there are the firearms - 1 Flamer, 2 Laser Pistols, maybe 2 more pistols with conventional rounds. How much do they cost? I'll probably also want 2-3 extra magazines/batteries/fuel packs for each weapon.

I also need to think about some sort of technological analog to healing spells. I'm not sure if Mr. Future is going to cotton to magical healing.

Chimaera
12-25-2006, 06:50 PM
Doesn't the Thought Bottle offset all of the experience cost of your items except the 800 xp used in its creation and 500 xp per use?

Detritus
12-25-2006, 06:58 PM
Doesn't the Thought Bottle offset all of the experience cost of your items except the 800 xp used in its creation and 500 xp per use?
Yes, but I'm not going to monkey around with that until I'm done with everything. Though, now that I think about it, I may just want to buy the Thought Bottle straight up to minimize XP loss...

Detritus
12-26-2006, 02:45 PM
A couple of things I just realized:

1. Some of the items are effectively Epic Magic Items, which have different rules for XP cost that I am presently not taking into account.

2. My spage-age polymers "mithral breastplate" might have max. Dex bonus issues, so I may just go with something like Bracers of Armor after all. I might also ditch the energy resistance enchantments, need to think about it. I'd still go with the stealth enhancements, and they'd have the same gp cost as before, I'm pretty sure.

Also, I might ditch the Boots of Swiftness for other things, maybe something that mimics a ring of regeneration, maybe some more skill boosters in the cybernetic implants. We'll see.

Dr. Mercury
12-26-2006, 03:08 PM
A couple of things I just realized:

1. Some of the items are effectively Epic Magic Items, which have different rules for XP cost that I am presently not taking into account.
This is true. I haven't double-checked the XP costs, but currently each party member only has on average one epic item.

2. My spage-age polymers "mithral breastplate" might have max. Dex bonus issues, so I may just go with something like Bracers of Armor after all. I might also ditch the energy resistance enchantments, need to think about it. I'd still go with the stealth enhancements, and they'd have the same gp cost as before, I'm pretty sure.
Well, the space-age polymers would allow for a different Max Dex Bonus. Kevlar is AC +6 and doesn't have one. I've never assigned a GP cost to it, since it was a quirk chart item, but, using elven chain as a base for a full body suit and factoring in stealth and energy resistance (fire, acid and cold), we're looking at 273,650gp. I'm treating the AC +6 with no Max Dex Bonus as a +3 enhancement over mithral elven chain.

Also, I might ditch the Boots of Swiftness for other things, maybe something that mimics a ring of regeneration, maybe some more skill boosters in the cybernetic implants. We'll see.
Not quite sure about the boots of wiftness thing, although a rechargeable drug implant mimicking haste might work. For a regeneration item, medical nanites?

Detritus
12-26-2006, 03:32 PM
This is true. I haven't double-checked the XP costs, but currently each party member only has on average one epic item.
It's (market value)/100 + 10,000 XP for Epic Magic Items. If we are talking about things that are a few 100K in gp cost, the XP costs will be similar either way, and more expensive items effectively get XP cost discounts if you figure things the Epic way. With a Thought Bottle type item, it doesn't matter too much, but it's there.

Well, the space-age polymers would allow for a different Max Dex Bonus. Kevlar is AC +6 and doesn't have one. I've never assigned a GP cost to it, since it was a quirk chart item, but, using elven chain as a base for a full body suit and factoring in stealth and energy resistance (fire, acid and cold), we're looking at 273,650gp. I'm treating the AC +6 with no Max Dex Bonus as a +3 enhancement over mithral elven chain.
OK, that sounds fine. Could I also get some level of fortification with the armor? Doesn't have to be heavy, moderate or even light fortification is worth something, and it seems like the sort of thing that futuristic armor could provide.

Not quite sure about the boots of swiftness thing, although a rechargeable drug implant mimicking haste might work. For a regeneration item, medical nanites?
OK, I can ditch the Boots of Swiftness to hop my PC up on goofballs.

I was also thinking something like nanites for regeneration. And, for those times when a more acute need for healing arise, I was thinking about something like "shock troop nanites" that work fast but become inert after one use. Maybe something like that could mimic a Wand of Cure Serious or Cure Critical Wounds, say with a teenish caster level in either case.

EDIT -- Also, I'm still not sure what the pricing is for the futuristic firearms. I would guess something in the low 5-figures, but it's your call.

Dr. Mercury
12-26-2006, 04:27 PM
Could I also get some level of fortification with the armor? Doesn't have to be heavy, moderate or even light fortification is worth something, and it seems like the sort of thing that futuristic armor could provide.
Yeah, trauma plating wouldn't be out of the question. Just use DMG Tables 7-2 and 7-5 to figure the new enhancement and cost. Mod fort would probably add enough bulk for a Max Dex Bonus (10?), while I'd say heavy would make the armor equivalent to the Max Dex Bonus for a mithral shirt.

I was also thinking something like nanites for regeneration. And, for those times when a more acute need for healing arise, I was thinking about something like "shock troop nanites" that work fast but become inert after one use. Maybe something like that could mimic a Wand of Cure Serious or Cure Critical Wounds, say with a teenish caster level in either case.
Yeah, that would work.

EDIT -- Also, I'm still not sure what the pricing is for the futuristic firearms. I would guess something in the low 5-figures, but it's your call.
Neither am I, to be honest. I've got the DMG open to Tables 5-5 and 5-6 right now. WOTC omitted costs from those tables, so they've left it up to the DM to make something up in order to enforce a certain scarcity.

Drawing from the Renaissance Weapons costs in Table 5-4, I'm going to say that your base Modern Era and Futuristic Weapons will be as follows:

Revolver--5000 gp
Autoloader--7500 gp
Bolt-action rifle (e.g., Springfield M1903), pump shotgun--8750 gp
Semi-automatic rifle (e.g., M-1 Garand)--10,000 gp.
Automatic rifle (e.g., M-16)--15,000 gp.
Grenade launcher--10,000 gp, sans ammo.
Explosives--use the explosives in Table 5-4 as a guide. Multiply the cost by +x1 for every additional damage die and every additional 5' of blast radius (e.g., a frag grenade would cost 5 times that of a Renaissance-era bomb based upon the +2d6 and +15' blast radius).
Laser Pistol--27,500 gp.
Flamer--30,000 gp.
Laser Rifle--32,500 gp.

Detritus
12-26-2006, 06:45 PM
OK, I think I have everything I need now, thanks. I'll go with moderate fortification on the armor, since it's looking like my Dex bonus will be +9. Since we're treating the armor as +3 elfin chain, then the Mod. Fort. adds (6^2 - 3^2)*1000 = 27,000 gp to the price that you derived a couple posts back, assuming the Stealth and Energy Resistance mods are separately priced, i.e. they aren't effective enhancement bonuses in their own right.

I'll see if I can work up another version of the PC tonight. I need to come up with a name, too...

Dr. Mercury
12-27-2006, 01:22 AM
OK, I think I have everything I need now, thanks. I'll go with moderate fortification on the armor, since it's looking like my Dex bonus will be +9. Since we're treating the armor as +3 elfin chain, then the Mod. Fort. adds (6^2 - 3^2)*1000 = 27,000 gp to the price that you derived a couple posts back, assuming the Stealth and Energy Resistance mods are separately priced, i.e. they aren't effective enhancement bonuses in their own right.
Correct. The stealth and energy resistance mods are purely monetary.

Detritus
12-27-2006, 02:16 PM
Here is the latest version of the Technocrat. Still not quite finished, but getting there...

I don't have time to do the underlining tags, and I see that we can't attach .rtf files. Grrr...

Stat dice - 6, 5, 5, 5, 4, 4, 2 = 31 --> 64-point buy
SOC roll - 6, 6, 2, 1 = 14

21st-level Technocrat

Abilities
=====
STR - 28 [10] (+5 book, +6 item)
CON - 28 [10] (+5 book, +6 item)
DEX - 28 [8] (+1 level bump, +5 book, +6 item)
INT - 30 [12] (+1 level bump, +5 book, +6 item)
WIS - 32 [12] (+3 level bumps, +5 book, +6 item)
CHA - 20 [0] (+5 book, +6 item)
SOC - 14
Luck - 4 [12]

Epic Combat Awareness Bonus (ECAB) = +25 (+10 Int, +11 Wis, +4 Luck)
Matrix Dodge Bonus (MDB) = +30 (+9 Dex, +10 Int, +11 Wis)

HP = 287 (8 @ 1st-level, 90 for levels 2-21, +189 CON bonus)
AC = 54 = 10 +9 (Dex) +25 (ECAB) [+10 (Armor) from "technology"]

Initiative = +34 (+9 Dex, +25 ECAB)

BAB = +15

Attack Bonus = +49 (+44/+39) ranged (+15 BAB, +9 Dex, +25 ECAB)
Damage = By firearm type + 25 (ECAB) +7d6 sneak attack

Fort +47 (+9 Con, +13 class, +25 ECAB)
Reflex +41 (+9 Dex, +7 class, +25 ECAB)
Will +49 (+11 Wis, +13 class, +25 ECAB)

DR = 30/- (+30 MDB), flat-footed 15/-
SR = 70 (15 +51 Will Save Bonus +4 Luck)

Feats
====
TWF/2GFu (T1, un-/lightly armored only)
Supreme Cleave, Firearms (T1)
Improved Unarmed Strike (T1, un-/lightly armored only)
Improvised Weaponry (T1, un-/lightly armored only)
Far Shot (T2)
Rapid Reload (T3)
Power Attack, Firearms (T4)
Improved Critical, Firearms (T8)
Improved Power Attack, Firearms (T13)
Point Blank Shot (bonus Human)
Precise Shot (1 HD)
Iron Will (3 HD)
Combat Reflexes (6 HD)
Improved Two-Weapon Fighting (9 HD)
Quick Draw (12 HD)
Greater Two-Weapon Fighting (15 HD)
Improved Precise Shot (18 HD)
(bonus T18)
(21 HD)

Special Attacks
==========
Sneak Attack, Firearms +7d6
Sneak Attack, other weapons +3d6
Improved Death Attack
Crippling Strike, Firearms (2 STR damage on a confirmed crit)

Special Qualities
==========
Improved Evasion
Improved Uncanny Dodge
Poison Use (as Assassin)
Defensive Roll
Epic Combat Awareness
Hail To The King, Baby!/Matrix Dodge

Skills (23 x 15 + 18 = 363 total ranks)
========================
Balance (Dex) +59 [5]
Climb (Str) +69 [15]
Craft (technology, Int) +54 [24]
Diplomacy (Cha) +10 [5]
Disable Device (Dex) +33 [24]
Heal (Wis)
Intimidate (Str)
Jump (Str) +59 [5]
Knowledge (biology, Int) +15 [5]
Knowledge (chemistry, Int) +30 [20]
Knowledge (geology, Int) +15 [5]
Knowledge (metallurgy, Int) +15 [5]
Knowledge (physics, Int) +15 [5]
Listen (Wis) +55 [24]
Search (Int) +30 [20]
Sense Motive +35 [24]
Sleight of Hand (Dex)
Spot (Wis) +55 [24]
Survival (Wis) +35 [24]
Tumble (Dex)

Equipment
=======
+5 Books of Stat-boosting, x6 - Gratis

Mechanical Memory Storage Device, aka "Thought Bottle" (20,000 gp list price) - 10,000 gp & 800 XP

"Implants of Magnificence"
================
Regenerative Nanites (Ring of Regeneration): 90,000 gp
Hyper-Nanites (Cure Critical Wounds, 50 charges, CL 20): 4 x 20 x 2,000 x 0.5 x 1.5 = 120,000 gp
Bionics/Cortical Implants/Pheromone Control (Stat boosts, +6, to all stats): 54,000 x 6 = 324,000 gp
22nd-Century Goofballs (Haste, 50 charges, CL 20): 3 x 20 x 2,000 x 0.5 x 1.5 = 90,000 gp
+20 skill boost to Spot, Listen, Craft (technology), Tumble, Balance, Climb, Jump: 7 x 40,000 x 1.5 = 420,000 gp

Total list price: 1,044,000 gp = 522,000 gp & 20,440 XP

Kevlar armor (+3 elven chain) w/Trauma Plating (moderate fortification): 40,150 list price
========
Greater Acid, Cold, Fire Resistance: 66,000 x 3 = 198,000 gp
+30 to Hide and Move Silently skills - 135,000 x 2 = 270,000 gp

Total list price: 508,150 gp = 254,075 gp & 15,082 XP

Weapons
======
Flamer (3d6, 20 ft. increment, 10 shots): 30,000 gp = 15,000 gp & 1,200 XP
3 extra Flamer magazines: 30,000 gp = 15,000 gp & 1,200 XP

Laser Pistol x 2 (3d6, 40 ft. increment, 50 shots): 55,000 gp = 27,500 gp & 2,200 XP
6 extra LP power cells: 55,000 = 27,500 gp & 2,200 XP

Current total expenditures - 854,075 gp & 43,122 XP

Detritus
12-27-2006, 05:22 PM
I wasn't really paying attention to Epic usages of skills, so my skill modifiers in some cases are kind of at in-between levels for those usages. There will be some tweaking. I see I also left out Hide and Move Silently skills, so I'll put them in, I still have about a third of my skill points left to spend so it shouldn't be a problem. I assumed the PC had INT 18 or 19 until 21st level, at which point he read the +5 INT book.

I also put all the Boots of Swiftness skill boosters (in addition to the Haste effect) into the implants, and am treating them as "wired reflexes," and I decided to make the Haste CL 20 as in the BoS, and then made the Cure Spell effect the same level.

Let's see, I also assumed that three re-fills of the blaster and laser pistols equals the cost of a ready-to-go weapon. Feel free to change the prices of those things as you see fit.

Dr. Mercury
12-27-2006, 05:57 PM
For networking the Implants of Magnificence, you need that technological version of Ancestral Relic that I mentioned earlier, Cybernetic Upgrades. I haven't thought of an epic version of that feat yet, to compare to Epic Ancestral Relic, but give me some time.

Still need to review the above text some more. Will do that when I get home.

Detritus
12-27-2006, 06:09 PM
For networking the Implants of Magnificence, you need that technological version of Ancestral Relic that I mentioned earlier, Cybernetic Upgrades. I haven't thought of an epic version of that feat yet, to compare to Epic Ancestral Relic, but give me some time.
OK, that's fine. I wasn't sure what my Epic feat was going to be, anyways, so that solves that problem. I don't really need Iron Will, but I took it to make the PC's SR an even 70. I can sub in Cybernetic Upgrades for Iron Will.

Since I couldn't think of a better name, I'm going with a variant of the name of my last epic character -- the cyber-soldier is hereby dubbed Jedediah "Jed" Stryker. I figure he probably is the equivalent of a Captain or Major in some Technocrat army, in his early 30s. I'm going to say he comes from a military family. His father will be Neddard "Ned" Stryker. Based on the SOC roll I made at the start of this project, I'd like to make him a Lt. Col., probably retired at this point, if I may interpret somewhat loosely what "captain" means in a 22nd century context.

Dr. Mercury
12-28-2006, 01:32 AM
Since I couldn't think of a better name, I'm going with a variant of the name of my last epic character -- the cyber-soldier is hereby dubbed Jedediah "Jed" Stryker.
Well, that's okay, as long as he isn't named Ted Stryker. :D

I have some bad news, however. I finally sat down and reviewed the other PCs, and you've got them beat on saves by a wide margin.

The SR is a bit high. Everything else is fine.

I might have screwed up by giving you the +5 stat books, and I apologize. Given the class concept, would a Technocrat willingly drop their SR because they're told a book will magically boost them?

I've got two alternate proposals. One, below, is a stat block based upon losing the stat books. The other, would be to do a field revision of the Skepticism Defense to SR = Total Will Save Bonus.

Let me know what you think. I like the idea of a futuristic cyborg soldier in a Medieval setting. We've never gotten a Technocrat this high up.


Abilities
=====
STR - 23 [10] (+6 item)
CON - 23 [10] (+6 item)
DEX - 23 [8] (+1 level bump, +6 item)
INT - 25 [12] (+1 level bump, +6 item)
WIS - 27 [12] (+3 level bumps, +6 item)
CHA - 15 [0] (+6 item)
SOC - 14
Luck - 4 [12]

Epic Combat Awareness Bonus (ECAB) = +19 (+7 Int, +8 Wis, +4 Luck)
Matrix Dodge Bonus (MDB) = +21 (+6 Dex, +7 Int, +8 Wis)

HP = 224 (8 @ 1st-level, 90 for levels 2-21, +126 CON bonus)
AC = 45 = 10 +6 (Dex) +19 (ECAB) [+10 (Armor) from "technology"]

Initiative = +25 (+6 Dex, +19 ECAB)

BAB = +15

Attack Bonus = +40 (+35/+30) ranged (+15 BAB, +6 Dex, +19 ECAB)
+40 (+35/+30) melee (+15 BAB, +6 Str, +19 ECAB)
Damage = By firearm type + 19 (ECAB) +7d6 sneak attack

Fort +38 (+6 Con, +13 class, +19 ECAB)
Reflex +32 (+6 Dex, +7 class, +19 ECAB)
Will +40 (+8 Wis, +13 class, +19 ECAB)

DR = 21/- (+21 MDB), flat-footed 11/-
SR = 59 (15 +40 Will Save Bonus +4 Luck)

Detritus
12-28-2006, 02:07 AM
Losing the stat books should be fine. I'll want to move some of the stat points around so that I get some even-numbered stats, if that's OK. I won't have the chance to re-run the numbers until tomorrow night, I'm guessing, as I am still in the lab and don't expect to be going home tonight. But then I should be in the clear, after a nap.

Dr. Mercury
12-28-2006, 03:10 AM
Losing the stat books should be fine. I'll want to move some of the stat points around so that I get some even-numbered stats, if that's OK.
No problemo.

Detritus
12-29-2006, 02:50 AM
Well, I have narrowly averted a second consecutive all-nighter, though I am still at the lab right now. I will probably take 5 of the 10 points from STR and spread them around somehow, and maybe flip a couple points between other presently-odd stats as well. There has been some frazzling at my end, so I'm not sure I'll figure everything out tonight or not.

Detritus
12-29-2006, 05:54 PM
OK, I think I have everything done now...

I've started to run out of things to spend money on. I put in a +5 deflection for the armor as a limited force field effect. This brings Jed's AC to 48, but I don't feel too bad if there is an AC 51 already in the party. Out of the principle of general preparedness, I've also equipped Jed with a spare pack of Hyper-Nanites and 22nd-Century Greenies, although I think if I have to cast either Haste or CCW more than 50 times this weekend, then the party is fucked. I've also bought a third laser pistol with its own set of three spare batteries under the same preparedness principle.

Here he is:

Stat dice - 6, 5, 5, 5, 4, 4, 2 = 31 --> 64-point buy
SOC roll - 6, 6, 2, 1 = 14

Capt. Jedediah "Jed" Stryker
21st-level Technocrat

Abilities
=====
STR - 20 [5] (+6 item)
CON - 24 [10] (+1 level bump, +6 item)
DEX - 26 [12] (+2 level bump, +6 item)
INT - 24 [12] (+6 item)
WIS - 26 [12] (+2 level bumps, +6 item)
CHA - 16 [1] (+6 item)
SOC - 14
Luck - 4 [12]

Epic Combat Awareness Bonus (ECAB) = +19 (+7 Int, +8 Wis, +4 Luck)
Matrix Dodge Bonus (MDB) = +23 (+8 Dex, +7 Int, +8 Wis)

HP = 296 (8 @ 1st-level, 90 for levels 2-21, +147 CON bonus, +21 Improved Toughness, +30 Epic Toughness)
AC = 48 = 10 +8 (Dex) +19 (ECAB) +6 (Armor) +5 (deflection)

Initiative = +27 (+8 Dex, +19 ECAB)

BAB = +15

Attack Bonus = +43 (+38/+33) ranged (+15 BAB, +9 Dex, +19 ECAB)
Damage = By firearm type + 19 (ECAB) +7d6 sneak attack

Saves
====
Fort +39 (+7 Con, +13 class, +19 ECAB)
Reflex +35 (+8 Dex, +7 class, +19 ECAB)
Will +40 (+8 Wis, +13 class, +19 ECAB)

DR = 23/- (+23 MDB), flat-footed 12/-
SR = 59 (15 +40 Will Save Bonus +4 Luck)

Feats
====
TWF/2GFu (T1, un-/lightly armored only)
Supreme Cleave, Firearms (T1)
Improved Unarmed Strike (T1, un-/lightly armored only)
Improvised Weaponry (T1, un-/lightly armored only)
Far Shot (T2)
Rapid Reload (T3)
Power Attack, Firearms (T4)
Improved Critical, Firearms (T8)
Improved Power Attack, Firearms (T13)
Point Blank Shot (bonus Human)
Precise Shot (1 HD)
Cybernetic Implants (3 HD)
Combat Reflexes (6 HD)
Improved Two-Weapon Fighting (9 HD)
Quick Draw (12 HD)
Greater Two-Weapon Fighting (15 HD)
Improved Toughness (18 HD)
Improved Precise Shot (bonus T18)
Epic Toughness (21 HD)

Special Attacks
==========
Sneak Attack, Firearms +7d6
Sneak Attack, other weapons +3d6
Improved Death Attack
Crippling Strike, Firearms (2 STR damage on a confirmed crit)

Special Qualities
===========
Improved Evasion
Improved Uncanny Dodge
Poison Use (as Assassin)
Defensive Roll
Epic Combat Awareness
Hail To The King, Baby!/Matrix Dodge

Skills (24 x 15 = 360 total ranks, 168 + 192 used)
==============================
Balance (Dex) +52 [5]
Bluff (Cha) +25 [24]
Climb (Str) +49 [5]
Craft (technology, Int) +51 [24]
Diplomacy (Cha) +6 [5]
Disable Device (Dex) +32 [24]
Heal (Wis) +17 [10]
Hide (Dex) +62 [24]
Intimidate (Str) +25 [20]
Jump (Str) +49 [5]
Knowledge (astronomy, Int) +27 [20]
Knowledge (biology, Int) +12 [5]
Knowledge (chemistry, Int) +27 [20]
Knowledge (geology, Int) +12 [5]
Knowledge (metallurgy, Int) +12 [5]
Knowledge (physics, Int) +27 [20]
Listen (Wis) +52 [24]
Move Silently (Dex) +62 [24]
Search (Int) +30 [20]
Sense Motive +35 [24]
Sleight of Hand (Dex)
Spot (Wis) +52 [24]
Survival (Wis) +35 [24]
Swim (Str) +10 [5]
Tumble (Dex) +65 [18]

Equipment
========
Mechanical Memory Storage Device, aka "Thought Bottle" (20,000 gp list price) - 10,000 gp & 800 XP

"Implants of Magnificence"
=================
Regenerative Nanites (Ring of Regeneration): 90,000 gp
Hyper-Nanites (Cure Critical Wounds, 50 charges, CL 20): 4 x 20 x 2,000 x 0.5 x 1.5 = 120,000 gp
Bionics/Cortical Implants/Pheromone Control (Stat boosts, +6, to all stats): 54,000 x 6 = 324,000 gp
22nd-Century Greenies (Haste, 50 charges, CL 20): 3 x 20 x 2,000 x 0.5 x 1.5 = 90,000 gp
+20 skill boost to Spot, Listen, Craft (technology), Tumble, Balance, Climb, Jump: 7 x 40,000 x 1.5 = 420,000 gp

Total list price: 1,044,000 gp = 522,000 gp & 20,440 XP

Kevlar armor (+3 elven chain) w/Trauma Plating (moderate fortification): 40,150 list price
===================
Greater Acid, Cold, Fire Resistance: 66,000 x 3 = 198,000 gp
+30 to Hide and Move Silently skills: 135,000 x 2 = 270,000 gp
+5 deflection bonus: 75,000 gp

(OLD Total list price: 508,150 gp = 254,075 gp & 15,082 XP)
Total list price: 583,150 gp = 291,575 gp & 15,832 XP)

Weapons
======
Flamer (3d6, 20 ft. increment, 10 shots): 30,000 gp = 15,000 gp & 1,200 XP
3 extra Flamer magazines: 30,000 gp = 15,000 gp & 1,200 XP

Laser Pistol x 3 (3d6, 40 ft. increment, 50 shots): 82,500 gp = 41,250 gp & 3,300 XP
9 extra LP power cells: 82,500 = 41,250 gp & 3,300 XP

Other spares
========
1 spare pack of 22nd-Century Greenies: 90,000 gp = 45,000 gp & 3,600 XP
1 spare cartridge of Hyper-Nanites: 120,000 gp = 60,000 gp & 4,800 XP

Current total expenditures - 1,038,075 gp & 54,472 XP

XP expenditure with Thought Bottle - 800 + 3 x 500 (good for 20,200 + 19,800 + 19,200 = 59,400 XP worth of Epic Technomancy) = 2,300 XP

Jed Stryker's current XP total = 228,700 XP