Hybrid Elite, Turbo (3.5e Prestige Class)

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The change was complete. The body had evolved. The power was unimaginable.

Turbo Hybrid Elite

If I was actually angry when I punched you, my arm would be elbow deep in your chest cavity.
—Rush Quicksilver, Human, Turbo Hybrid Elite

Turbo Hybrid Elites are half humanoid, half technomagic, and all Badass. They are a super-humanoid infused with unstable amounts of arcane energy to fuel the clockwork engine that powers their mechanical body. This is made possible by a combination of surgical implants, bodily spell transfusions, and sometimes an explosive accident. This painful infusion of potent magic and machines shows most notably because of their massive steel hands, and in other less observable ways such as glowing scars, strange green eyes, or pistons, wires, and metal plates sticking out of the skin. The powerful energies that now course through their body grant them unnatural feats of strength and agility. Turbo Hybrid Elites can perform stupendous acrobatic leaps and death defying stunts. They favor using their oversized metal hands to maximize their crushing potential.

Becoming a Turbo Hybrid Elite

Monks sometimes opt for this transmutation, forgoing the patient route. They make potent use of their heavy mechanical bodies and often throw themselves at opponents without worry. When working with a party it is important to remember that Turbo Hybrid Elites love to enter the melee first via their long jumps so they rough up the enemies with Area of Effect damage. One good uppercut can send an enemy flying into the air only to dash against the ground. Hybrid Elites don't always use common sense or a collected mind to solve conflicts, they prefer using their fists.

Strength and Constitution are your most important abilities for this class.

Entry Requirements
Base Attack Bonus: +3
Class 3rd level Monk
Feats: Power Attack, Dodge
Movement speed: 40ft
Table: The Hybrid Elite Turbo

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Monk, Quantum Mecha Punch
2nd +1 +3 +3 +0 Vault, Shock Absorber, Ground Pound
3rd +2 +3 +3 +1 Bionic Uppercut, Excessive Force 1d2
4th +3 +4 +4 +1
5th +3 +4 +4 +1
6th +4 +5 +5 +2 Improved Shock Absorber, Excessive Force 1d4
7th +5 +5 +5 +2 Punch Drunk
8th +6 +6 +6 +2
9th +6 +6 +6 +3 Excessive Force 1d6
10th +7 +7 +7 +3 Juggernaut, Overdrive, Fists of Steel

Class Skills (2 + Int modifier per level)
Balance(dex), Climb (str), Handle Animal (cha), Intimidate (cha), Jump (str), Ride (dex), Swim (str), Tumble (dex)

Class Features

All of the following are class features of the Hybrid Elite Turbo.

Monk (Ex): Each level of Turbo Hydrid Elite counts as a level of monk for the purposes of determining your Unarmed Strike damage, your Flurry of Blows, AC Bonus, and your Fast Movement. You gain no other benefits.


Quantum Mecha Punch (Su): At level 1, you can punch an enemy so hard that their future self feels it. In combat, if you successfully deal damage to an enemy with an unarmed strike, then on your enemy's next turn, your enemy takes magic damage equal to your unarmed strike. This ability does not apply Punch Drunk or any other effect. An enemy can only take damage from this effect once per round.


Vault (Ex): At level 2, you can leap great distances due to your mechanized legs. Once every 1d4+2 rounds you can jump a great distance either vertically or horizontally. Using this ability is a move action and can be considered a charge or a dive for the purposes of making an attack when you reach your destination. Using this ability provokes an attack of opportunity if you do not have the Mobility feat. You always land on your feet when you use this ability and cannot be knocked prone no matter how far the distance fallen is. Uses per day is equal to your Constitution modifier.

  • Vertical Jumps can go straight upwards to a maximum equal to you base movement speed x1 at level 2, x2 at level 6, and x3 at level 10. Once you reach the maximum height of your jump, you fall back to the ground on your next turn.
  • Horizontal Jumps goes in a parabolic line upward and forward before descending. You can jump any distance, but the maximum forward movement is equal to you base movement speed x3 at level 2, x4 at level 6, and x5 at level 10. The upward movement is always equal to you base movement speed x1/2 at level 2, x1 at level 6, and x2 at level 10.

Shock Absorber (Ex): At level 2, you take half the damage rounded down from falling.

Ground Pound (Ex): At level 2, if you fall any amount of distance, you can slam into the ground and deal damage in an area. When you land, all creatures in the square you land in and squares adjacent to it take falling damage equal to 1d6/20ft fallen (Max 15d6). Creatures can make a Reflex save of DC 10 + ½ your character level + Constitution modifier for half damage, unless that creature is being grappled.

Bionic Uppercut (Ex): At level 3, a Turbo Hybrid Elite can use his punch to either send his enemy or his enemy and himself into the air. As part of a Vault, a Turbo Hybrid Elite declares he is using Bionic Uppercut before attacking. As a full round action, you make one single powerful melee attack against an enemy. If you successfully deal damage, you make a grapple check against the target. If you successfully grapple your target, you can choose to either release the grapple and send the target flying into the air, or both you and your grappled target travel upwards at an exceedingly fast rate. The height of the ascent is equal to your Vault ability. On the next round if you had chosen to ascend as well, you may choose to release the grapple and can do a full attack even while falling. If you are grappling with an opponent when you hit the ground, your opponent takes full falling damage as if they had fallen alone.

Excessive Force (Ex): At level 3, your punches move so fast that creatures around your target take damage as well. Your unarmed strikes deals 1d2 sonic damage to your target and all adjacent enemies around your target. At level 6, the sonic damage increases to 1d4. At level 9, the sonic damage increases to 1d6.


Improved Shock Absorber (Ex): At level 6 you become immune to Falling damage.


Punch Drunk (Ex): At level 7, when you punch someone, your punches knock your opponents loopy. Punch Drunk forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Constitution modifier). A defender who fails this saving throw takes 2 Wisdom damage.


Juggernaut (Ex): At level 10, your movement speed can no longer be reduced by any means magical or nonmagical. Whenever you are in combat, each time you successfully deal damage to an opponent, on your next attack you gain a cumulative +1 alchemical bonus to damage rolls (Max +5). The duration of this bonus lasts until the end of combat.

Overdrive (Su): At level 10, 1/day as a standard action, you can simultaneously cast both Haste and Freedom of Movement as a personal spell. The duration of these bonuses lasts until the end of combat.

Fists of Steel (Ex): At level 10, your limbs are considered manufactured, masterwork weapons that have a +1 enhancement bonus on attack rolls. You can have permanent enhancements put on your limbs like normal manufactured, masterwork weapons. Any such enhancements apply to all the limbs.

Falling Damage

falling Consult the falling damage charts in the Dungeon Master's Guide.

In the real world, most objects fall about 400 feet during the first round, but continue to gather speed as they fall. (round = 6 seconds). Science! 9.8 meters per second squared.

With this class, a level 10 Turbo Hybrid Elite/level 8 Monk, you will reach your ~maximum normal vertical jump distance of 450feet. This would require 2 rounds of falling if you chose to jump the full distance. If you are character level 17 and below, all falls from the maximum pinnacle of the Vault jump take only take one round to complete.

Official Falling Damage Rules: The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Jump skill. Falling into Water

Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).

Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.


Campaign Information

Playing a Hybrid Elite Turbo

Religion: By alignment.

Combat: Punching enemies into the air and then slamming them into the ground to deal massive amounts of damage.

Advancement: Most common progression: Monk 4, Hybrid Elite Turbo 10,

Resources:

Turbo Hybrid Elites in the World

I call this one Mr. Lefty. And I call this one Mr. Face Smasher.
—Zack, Human Turbo Hybrid Elite

The T.H.E. are unnatural boxers due to their imbued strength and speed. Most every known Hybrid got their start through the monk lifestyle.

NPC Reactions: T.H.E.s are often regarded as brash individuals who

Hybrid Elite Turbo Lore

Characters with ranks in Knowledge (local) can research the T.H/E 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
5 They are hardy fighters and very rare to any region.
10 They can perform feats of great strength and agility beyond any known humanoid.
15 They have infused strong amounts of magic and machinery into their bodies.
20 T.H.E.s can fall great distances without taking damage.

Exiled Zone

Fists of Steel (Ex): At level 1, your limbs turn into living steel and your hands enlarge. A Turbo’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and spell-like abilities that enhance or improve either manufactured weapons or natural weapons. Any such spell applies to all the limbs.


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