Many believe that the Teotl were designed to serve as weapons against the Old Gods, in a mockery of their image. Never has their fearsome capacity for war been more exemplified than by the Exiptla. Sometimes called the "Inexplicables" or "Exemplars", the Exiptla used powered armors of their own creation, seemlessly blending magic and technology. Only Teotl have the pre-programmed instincts to craft such weapons and armors, but anyone can wear them. Since the cataclysm, the urge to hoard precious metals and stones for the creation of these devices has been greatly scorned in most Teotl societies, with those embracing the creation of Exiplta facing the ire of their entire race, and indeed, many nations. If legends are true, these creatures have the capacity to withstand dragonfire, strike down armies with a single volley, and mobilize for battle in any terrain. One wonders if it is worth the cost.
To become an Exiptla, a Teotl must have acquired at least 5,000 gp in precious metals or stones or an existing powered armor worth at least that much. In rare cases, non-Teotl that have discovered an Exiptla's power armor may learn the secrets of the Exiptla class. In addition, a character must have 5 ranks in Craft (Armorsmithing) to enter the class.
Level | CP Cost | BAB |
Fort Save |
Ref Save |
Will Save | Special |
---|---|---|---|---|---|---|
1 | 16 | +1 | +0.5* | +0.33 | +0.5* |
Power Armor |
2 | 16 | +1 | +0.5 | +0.33 | +0.5 | Power Weapon |
3 | 16 | +1 | +0.5 | +0.33 | +0.5 | Power Creature |
* If this is a character's first level with a good save progression, add +2 to that save (as per the fractional saves rules).
Weapon and Armor Proficiences: Exiptla are proficient with all martial and simple ranged weapons (including firearms), all armors, and all shields.
Power Armor (Ex): The characteristic feature of the Exiptla is their power armor. Fashioned like the shell of a cephalopod or relief sculpted stone, these armors look to be of a natural origin when powered down, but reveal their devastating potential when adorned by one who is worthy. A classical design will have six open-ended appendages of overlapping cylindrical sections connected to a central heavily armored core. Joints along each section enable them to stretch and bend, allowing each the flexibility of a tentacle as well as the capability to open or close indendepently. A typical humanoid Exiptla will use one appendage to cover each arm and leg, a fifth for their head (shaping it into a hood or helmet exposing the face), and save the last for access to their back (typically closed until needed).
Teotl have an instinctual knowledge that allows them to craft such armors, but require the necessary materials in the form of at least 5,000 gp of precious metals or stones. Members of other races may use any requisite armor for this class feature. Armors from other sources (such as the Astral Suits of the Aegis) may be substituted so long as the nearest equivalent armor would cost 5,000 gp or more.
In any case, an Exiptla's power armor functions as any magical or masterwork armor with which it is proficient, and can be crafted from any material the Exiptla has access to. Teotl do not need to make crafting checks for the creation of this armor, nor do they need to have access to Craft Magic Arms and Armor, similar feats, or the requisite spells/abilities. Only the final materials cost must be paid (at a minimum of 5,000 gp), and the appropriate time. When crafting or further upgrading their armors, an Exiptla may sacrifice a magical or masterwork item to gain an effective amount of gp worth the full price of the sacrificed item, but this may only be used for the power armor.
Donning power armor is normally a full-round action that provokes attacks of opportunity. Once donned, the creature's type changes to Construct with the appropriate augmented subtype. If it was living, it gains the Living Construct subtype. If it had the Swarm subtype, it loses that subtype. Characters can eat, sleep, and breath in power armor without penalty, but as constructs they may not need to. Similar to a graft, removing the power armor is a free action that results in 1 ability damage to each attribute, after which the creature reverts to the type and subtypes it had before donning the armor. While wearing the power armor, creatures may benefit from grafts or warforged components normally limited to specific constructs (such as the Gillvoice Amulet Item).
Power Weapon (Ex): At 2nd level, Exiptla learn to sacrifice their life energy to channel into devastating blasts of energy. Whenever an Exiptla would make a melee or ranged attack, as a free action it may choose to deal hit point damage of any type to itself equal to up to twice its character level. For each two points of damage that would be dealt this way, the Exiptla may add 1d6 damage of that type to its next attack. If ten or more points of damage are dealt this way (and not prevented or mitigated), the Exiptla may also choose to change its attack into an area attack targeting all within its reach (for a melee attack), or all within the path of the attack (for a ranged attack). In this case, creatures in the area must succeed at making a Reflex save vs. a DC equal to the Exiptla's attack roll. Success results in the affected creatures taking only half damage.
At character level 10 or higher, whenever an Exiptla would make a melee or ranged attack, as a free action it may also choose to deal ability point damage of any type to itself equal to up to its character level. For each point of damage that would be dealt this way, the Exiptla may add 1d4 ability damage of that type to its next attack.
Teotl may treat their power armor as a weapon for the purposes of augmenting or enchanting magic weapons, but these bonuses only apply when they use this class feature in conjunction with an attack.
Power Creature (Ex): At 3rd level, the powered armor and weapons of the Exiptla become sentient and effectively a creature in their own right. Treat the armor as a Construct (when not donned by its host) or an Intelligent Item (when donned) with an Intelligence, Wisdom, and Charisma score equal to the character level of its last host, an ego score equal to half that, and a private alignment equal to that of its original creator. The Power Creature gains its own movement mode (choose land, swim, fly, or burrow) at a speed of 20 feet (with poor maneuverability if applicable) and two primary natural slam attacks, both of which it can confer upon its host when donned. The new construct has no class levels, but a number of racial hit die equal to one plus one for each 40,000 gp of its cost, and can gain hit die and class levels normally (usually only once abandoned). If it's host would die or become unconscious while the armor is donned, an Exiptla Power Creature may transfer any amount of its hit points or ability points to heal the host as an immediate action. Most Exiptla Power Creatures are closely aligned to their creators, with stories of some that believe they are one and the same.
Ex-Exiptla: An Exiptla that abondons, loses, or destroys its armor becomes an Ex-Exiptla and loses all non-proficiency benefits of this class until it crafts or acquires a new one.